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-rw-r--r--hacks/glx/glmatrix.c1068
1 files changed, 1068 insertions, 0 deletions
diff --git a/hacks/glx/glmatrix.c b/hacks/glx/glmatrix.c
new file mode 100644
index 0000000..6a9b1fe
--- /dev/null
+++ b/hacks/glx/glmatrix.c
@@ -0,0 +1,1068 @@
+/* glmatrix, Copyright (c) 2003-2018 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ *
+ * GLMatrix -- simulate the text scrolls from the movie "The Matrix".
+ *
+ * This program does a 3D rendering of the dropping characters that
+ * appeared in the title sequences of the movies. See also `xmatrix'
+ * for a simulation of what the computer monitors actually *in* the
+ * movie did.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define free_matrix 0
+# define release_matrix 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
+#include "xlockmore.h"
+#include "ximage-loader.h"
+
+#include "images/gen/matrix3_png.h"
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPEED "1.0"
+#define DEF_DENSITY "20"
+#define DEF_CLOCK "False"
+#define DEF_FOG "True"
+#define DEF_WAVES "True"
+#define DEF_ROTATE "True"
+#define DEF_TEXTURE "True"
+#define DEF_MODE "Matrix"
+#define DEF_TIMEFMT " %l%M%p "
+
+
+#define CHAR_COLS 16
+#define CHAR_ROWS 13
+
+static const int matrix_encoding[] = {
+ 16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
+# if 0
+ 192, 193, 194, 195, 196, 197, 198, 199,
+ 200, 201, 202, 203, 204, 205, 206, 207
+# else
+ 160, 161, 162, 163, 164, 165, 166, 167,
+ 168, 169, 170, 171, 172, 173, 174, 175
+# endif
+ };
+static const int decimal_encoding[] = {
+ 16, 17, 18, 19, 20, 21, 22, 23, 24, 25 };
+static const int hex_encoding[] = {
+ 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 33, 34, 35, 36, 37, 38 };
+static const int binary_encoding[] = { 16, 17 };
+static const int dna_encoding[] = { 33, 35, 39, 52 };
+
+static const unsigned char char_map[256] = {
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 0 */
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 16 */
+ 0, 1, 2, 96, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, /* 32 */
+ 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, /* 48 */
+ 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, /* 64 */
+ 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, /* 80 */
+ 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, /* 96 */
+ 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, /* 112 */
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 128 */
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 144 */
+ 96, 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111, /* 160 */
+ 112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, /* 176 */
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, /* 192 */
+ 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, /* 208 */
+#if 0
+ 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, /* 224 */
+ 176,177,178,195,180,181,182,183,184,185,186,187,188,189,190,191 /* 240 */
+#else /* see spank_image() */
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 224 */
+ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, /* 240 */
+#endif
+};
+
+#define CURSOR_GLYPH 97
+
+/* #define DEBUG */
+
+#define GRID_SIZE 70 /* width and height of the arena */
+#define GRID_DEPTH 35 /* depth of the arena */
+#define WAVE_SIZE 22 /* periodicity of color (brightness) waves */
+#define SPLASH_RATIO 0.7 /* ratio of GRID_DEPTH where chars hit the screen */
+
+static const struct { GLfloat x, y; } nice_views[] = {
+ { 0, 0 },
+ { 0, -20 }, /* this is a list of viewer rotations that look nice. */
+ { 0, 20 }, /* every now and then we switch to a new one. */
+ { 25, 0 }, /* (but we only use the first one at start-up.) */
+ {-25, 0 },
+ { 25, 20 },
+ {-25, 20 },
+ { 25, -20 },
+ {-25, -20 },
+
+ { 10, 0 },
+ {-10, 0 },
+ { 0, 0 }, /* prefer these */
+ { 0, 0 },
+ { 0, 0 },
+ { 0, 0 },
+ { 0, 0 },
+};
+
+
+typedef struct {
+ GLfloat x, y, z; /* position of strip */
+ GLfloat dx, dy, dz; /* velocity of strip */
+
+ Bool erasing_p; /* Whether this strip is on its way out. */
+
+ int spinner_glyph; /* the bottommost glyph -- the feeder */
+ GLfloat spinner_y; /* where on the strip the bottom glyph is */
+ GLfloat spinner_speed; /* how fast the bottom glyph drops */
+
+ int glyphs[GRID_SIZE]; /* the other glyphs on the strip, which will be
+ revealed by the dropping spinner.
+ 0 means no glyph; negative means "spinner".
+ If non-zero, real value is abs(G)-1. */
+
+ Bool highlight[GRID_SIZE];
+ /* some glyphs may be highlighted */
+
+ int spin_speed; /* Rotate all spinners every this-many frames */
+ int spin_tick; /* frame counter */
+
+ int wave_position; /* Waves of brightness wash down the strip. */
+ int wave_speed; /* every this-many frames. */
+ int wave_tick; /* frame counter. */
+
+} strip;
+
+
+typedef struct {
+ GLXContext *glx_context;
+ Bool button_down_p;
+ GLuint texture;
+ int nstrips;
+ strip *strips;
+ const int *glyph_map;
+ int nglyphs;
+ GLfloat tex_char_width, tex_char_height;
+
+ /* auto-tracking direction of view */
+ int last_view, target_view;
+ GLfloat view_x, view_y;
+ int view_steps, view_tick;
+ Bool auto_tracking_p;
+ int track_tick;
+
+ int real_char_rows;
+ GLfloat brightness_ramp[WAVE_SIZE];
+
+} matrix_configuration;
+
+static matrix_configuration *mps = NULL;
+
+static GLfloat speed;
+static GLfloat density;
+static Bool do_clock;
+static char *timefmt;
+static Bool do_fog;
+static Bool do_waves;
+static Bool do_rotate;
+static Bool do_texture;
+static char *mode_str;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-density", ".density", XrmoptionSepArg, 0 },
+ { "-mode", ".mode", XrmoptionSepArg, 0 },
+ { "-binary", ".mode", XrmoptionNoArg, "binary" },
+ { "-hexadecimal", ".mode", XrmoptionNoArg, "hexadecimal" },
+ { "-decimal", ".mode", XrmoptionNoArg, "decimal" },
+ { "-dna", ".mode", XrmoptionNoArg, "dna" },
+ { "-clock", ".clock", XrmoptionNoArg, "True" },
+ { "+clock", ".clock", XrmoptionNoArg, "False" },
+ { "-timefmt", ".timefmt", XrmoptionSepArg, 0 },
+ { "-fog", ".fog", XrmoptionNoArg, "True" },
+ { "+fog", ".fog", XrmoptionNoArg, "False" },
+ { "-waves", ".waves", XrmoptionNoArg, "True" },
+ { "+waves", ".waves", XrmoptionNoArg, "False" },
+ { "-rotate", ".rotate", XrmoptionNoArg, "True" },
+ { "+rotate", ".rotate", XrmoptionNoArg, "False" },
+ {"-texture", ".texture", XrmoptionNoArg, "True" },
+ {"+texture", ".texture", XrmoptionNoArg, "False" },
+};
+
+static argtype vars[] = {
+ {&mode_str, "mode", "Mode", DEF_MODE, t_String},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&density, "density", "Density", DEF_DENSITY, t_Float},
+ {&do_clock, "clock", "Clock", DEF_CLOCK, t_Bool},
+ {&timefmt, "timefmt", "Timefmt", DEF_TIMEFMT, t_String},
+ {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
+ {&do_waves, "waves", "Waves", DEF_WAVES, t_Bool},
+ {&do_rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt matrix_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+/* Re-randomize the state of one strip.
+ */
+static void
+reset_strip (ModeInfo *mi, strip *s)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ int i;
+ Bool time_displayed_p = False; /* never display time twice in one strip */
+
+ memset (s, 0, sizeof(*s));
+ s->x = (GLfloat) (frand(GRID_SIZE) - (GRID_SIZE/2));
+ s->y = (GLfloat) (GRID_SIZE/2 + BELLRAND(0.5)); /* shift top slightly */
+ s->z = (GLfloat) (GRID_DEPTH * 0.2) - frand (GRID_DEPTH * 0.7);
+ s->spinner_y = 0;
+
+ s->dx = 0;
+/* s->dx = ((BELLRAND(0.01) - 0.005) * speed); */
+ s->dy = 0;
+ s->dz = (BELLRAND(0.02) * speed);
+
+ s->spinner_speed = (BELLRAND(0.3) * speed);
+
+ s->spin_speed = (int) BELLRAND(2.0 / speed) + 1;
+ s->spin_tick = 0;
+
+ s->wave_position = 0;
+ s->wave_speed = (int) BELLRAND(3.0 / speed) + 1;
+ s->wave_tick = 0;
+
+ for (i = 0; i < GRID_SIZE; i++)
+ if (do_clock &&
+ !time_displayed_p &&
+ (i < GRID_SIZE-5) && /* display approx. once per 5 strips */
+ !(random() % (GRID_SIZE-5)*5))
+ {
+ int j;
+ char text[80];
+ time_t now = time ((time_t *) 0);
+ struct tm *tm = localtime (&now);
+ strftime (text, sizeof(text)-1, timefmt, tm);
+
+ /* render time into the strip */
+ for (j = 0; j < strlen(text) && i < GRID_SIZE; j++, i++)
+ {
+ s->glyphs[i] = char_map [((unsigned char *) text)[j]] + 1;
+ s->highlight[i] = True;
+ }
+
+ time_displayed_p = True;
+ }
+ else
+ {
+ int draw_p = (random() % 7);
+ int spin_p = (draw_p && !(random() % 20));
+ int g = (draw_p
+ ? mp->glyph_map[(random() % mp->nglyphs)] + 1
+ : 0);
+ if (spin_p) g = -g;
+ s->glyphs[i] = g;
+ s->highlight[i] = False;
+ }
+
+ s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
+}
+
+
+/* Animate the strip one step. Reset if it has reached the bottom.
+ */
+static void
+tick_strip (ModeInfo *mi, strip *s)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ int i;
+
+ if (mp->button_down_p)
+ return;
+
+ s->x += s->dx;
+ s->y += s->dy;
+ s->z += s->dz;
+
+ if (s->z > GRID_DEPTH * SPLASH_RATIO) /* splashed into screen */
+ {
+ reset_strip (mi, s);
+ return;
+ }
+
+ s->spinner_y += s->spinner_speed;
+ if (s->spinner_y >= GRID_SIZE)
+ {
+ if (s->erasing_p)
+ {
+ reset_strip (mi, s);
+ return;
+ }
+ else
+ {
+ s->erasing_p = True;
+ s->spinner_y = 0;
+ s->spinner_speed /= 2; /* erase it slower than we drew it */
+ }
+ }
+
+ /* Spin the spinners. */
+ s->spin_tick++;
+ if (s->spin_tick > s->spin_speed)
+ {
+ s->spin_tick = 0;
+ s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
+ for (i = 0; i < GRID_SIZE; i++)
+ if (s->glyphs[i] < 0)
+ {
+ s->glyphs[i] = -(mp->glyph_map[(random() % mp->nglyphs)] + 1);
+ if (! (random() % 800)) /* sometimes they stop spinning */
+ s->glyphs[i] = -s->glyphs[i];
+ }
+ }
+
+ /* Move the color (brightness) wave. */
+ s->wave_tick++;
+ if (s->wave_tick > s->wave_speed)
+ {
+ s->wave_tick = 0;
+ s->wave_position++;
+ if (s->wave_position >= WAVE_SIZE)
+ s->wave_position = 0;
+ }
+}
+
+
+/* Draw a single character at the given position and brightness.
+ */
+static void
+draw_glyph (ModeInfo *mi, int glyph, Bool highlight,
+ GLfloat x, GLfloat y, GLfloat z,
+ GLfloat brightness)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat w = mp->tex_char_width;
+ GLfloat h = mp->tex_char_height;
+ GLfloat cx = 0, cy = 0;
+ GLfloat S = 1;
+ Bool spinner_p = (glyph < 0);
+
+ if (glyph == 0) abort();
+ if (glyph < 0) glyph = -glyph;
+
+ if (spinner_p)
+ brightness *= 1.5;
+
+ if (!do_texture)
+ {
+ S = 0.8;
+ x += 0.1;
+ y += 0.1;
+ }
+ else
+ {
+ int ccx = ((glyph - 1) % CHAR_COLS);
+ int ccy = ((glyph - 1) / CHAR_COLS);
+
+ cx = ccx * w;
+ cy = (mp->real_char_rows - ccy - 1) * h;
+
+ if (do_fog)
+ {
+ GLfloat depth;
+ depth = (z / GRID_DEPTH) + 0.5; /* z ratio from back/front */
+ depth = 0.2 + (depth * 0.8); /* scale to range [0.2 - 1.0] */
+ brightness *= depth; /* so no row goes all black. */
+ }
+ }
+
+ {
+ GLfloat r, g, b, a;
+
+ if (highlight)
+ brightness *= 2;
+
+ if (!do_texture && !spinner_p)
+ r = b = 0, g = 1;
+ else
+ r = g = b = 1;
+
+ a = brightness;
+
+ /* If the glyph is very close to the screen (meaning it is very large,
+ and is about to splash into the screen and vanish) then start fading
+ it out, proportional to how close to the glass it is.
+ */
+ if (z > GRID_DEPTH/2)
+ {
+ GLfloat ratio = ((z - GRID_DEPTH/2) /
+ ((GRID_DEPTH * SPLASH_RATIO) - GRID_DEPTH/2));
+ int i = ratio * WAVE_SIZE;
+
+ if (i < 0) i = 0;
+ else if (i >= WAVE_SIZE) i = WAVE_SIZE-1;
+
+ a *= mp->brightness_ramp[i];
+ }
+
+ glColor4f (r,g,b,a);
+ }
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glNormal3f (0, 0, 1);
+ glTexCoord2f (cx, cy); glVertex3f (x, y, z);
+ glTexCoord2f (cx+w, cy); glVertex3f (x+S, y, z);
+ glTexCoord2f (cx+w, cy+h); glVertex3f (x+S, y+S, z);
+ glTexCoord2f (cx, cy+h); glVertex3f (x, y+S, z);
+ glEnd ();
+
+ if (wire && spinner_p)
+ {
+ glBegin (GL_LINES);
+ glVertex3f (x, y, z);
+ glVertex3f (x+S, y+S, z);
+ glVertex3f (x, y+S, z);
+ glVertex3f (x+S, y, z);
+ glEnd();
+ }
+
+ mi->polygon_count++;
+}
+
+
+/* Draw all the visible glyphs in the strip.
+ */
+static void
+draw_strip (ModeInfo *mi, strip *s)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < GRID_SIZE; i++)
+ {
+ int g = s->glyphs[i];
+ Bool below_p = (s->spinner_y >= i);
+
+ if (s->erasing_p)
+ below_p = !below_p;
+
+ if (g && below_p) /* don't draw cells below the spinner */
+ {
+ GLfloat brightness;
+ if (!do_waves)
+ brightness = 1.0;
+ else
+ {
+ int j = WAVE_SIZE - ((i + (GRID_SIZE - s->wave_position))
+ % WAVE_SIZE);
+ brightness = mp->brightness_ramp[j];
+ }
+
+ draw_glyph (mi, g, s->highlight[i],
+ s->x, s->y - i, s->z, brightness);
+ }
+ }
+
+ if (!s->erasing_p)
+ draw_glyph (mi, s->spinner_glyph, False,
+ s->x, s->y - s->spinner_y, s->z, 1.0);
+}
+
+
+/* qsort comparator for sorting strips by z position */
+static int
+cmp_strips (const void *aa, const void *bb)
+{
+ const strip *a = *(strip **) aa;
+ const strip *b = *(strip **) bb;
+ return ((int) (a->z * 10000) -
+ (int) (b->z * 10000));
+}
+
+
+/* Auto-tracking
+ */
+
+static void
+auto_track_init (ModeInfo *mi)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ mp->last_view = 0;
+ mp->target_view = 0;
+ mp->view_x = nice_views[mp->last_view].x;
+ mp->view_y = nice_views[mp->last_view].y;
+ mp->view_steps = 100;
+ mp->view_tick = 0;
+ mp->auto_tracking_p = False;
+}
+
+
+static void
+auto_track (ModeInfo *mi)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+
+ if (! do_rotate)
+ return;
+ if (mp->button_down_p)
+ return;
+
+ /* if we're not moving, maybe start moving. Otherwise, do nothing. */
+ if (! mp->auto_tracking_p)
+ {
+ if (++mp->track_tick < 20/speed) return;
+ mp->track_tick = 0;
+ if (! (random() % 20))
+ mp->auto_tracking_p = True;
+ else
+ return;
+ }
+
+
+ {
+ GLfloat ox = nice_views[mp->last_view].x;
+ GLfloat oy = nice_views[mp->last_view].y;
+ GLfloat tx = nice_views[mp->target_view].x;
+ GLfloat ty = nice_views[mp->target_view].y;
+
+ /* move from A to B with sinusoidal deltas, so that it doesn't jerk
+ to a stop. */
+ GLfloat th = sin ((M_PI / 2) * (double) mp->view_tick / mp->view_steps);
+
+ mp->view_x = (ox + ((tx - ox) * th));
+ mp->view_y = (oy + ((ty - oy) * th));
+ mp->view_tick++;
+
+ if (mp->view_tick >= mp->view_steps)
+ {
+ mp->view_tick = 0;
+ mp->view_steps = (350.0 / speed);
+ mp->last_view = mp->target_view;
+ mp->target_view = (random() % (countof(nice_views) - 1)) + 1;
+ mp->auto_tracking_p = False;
+ }
+ }
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_matrix (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (80.0, 1/h, 1.0, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 25.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT Bool
+matrix_handle_event (ModeInfo *mi, XEvent *event)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ mp->button_down_p = True;
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
+ {
+ mp->button_down_p = False;
+ return True;
+ }
+
+ return False;
+}
+
+
+#if 0
+static Bool
+bigendian (void)
+{
+ union { int i; char c[sizeof(int)]; } u;
+ u.i = 1;
+ return !u.c[0];
+}
+#endif
+
+
+/* The image with the characters in it is 512x598, meaning that it needs to
+ be copied into a 512x1024 texture. But some machines can't handle textures
+ that large... And it turns out that we aren't using most of the characters
+ in that image anyway, since this program doesn't do anything that makes use
+ of the full range of Latin1 characters. So... this function tosses out the
+ last 32 of the Latin1 characters, resulting in a 512x506 image, which we
+ can then stuff in a 512x512 texture. Voila.
+
+ If this hack ever grows into something that displays full Latin1 text,
+ well then, Something Else Will Need To Be Done.
+
+ Since currently GLMatrix does not run textclient / xscreensaver-text,
+ it's not an issue. (XMatrix does that.)
+
+ */
+static void
+spank_image (matrix_configuration *mp, XImage *xi)
+{
+ int ch = xi->height / CHAR_ROWS;
+ int cut = 2;
+ unsigned char *bits = (unsigned char *) xi->data;
+ unsigned char *from, *to, *s, *end;
+ int L = xi->bytes_per_line * ch;
+/* int i;*/
+
+ /* Copy row 12 into 10 (which really means, copy 2 into 0,
+ since texture data is upside down.).
+ */
+ to = bits + (L * cut);
+ from = bits;
+ end = from + L;
+ s = from;
+ while (s < end)
+ *to++ = *s++;
+
+ /* Then, pull all the bits down by 2 rows.
+ */
+ to = bits;
+ from = bits + (L * cut);
+ end = bits + (L * CHAR_ROWS);
+ s = from;
+ while (s < end)
+ *to++ = *s++;
+
+ /* And clear out the rest, for good measure.
+ */
+ from = bits + (L * (CHAR_ROWS - cut));
+ end = bits + (L * CHAR_ROWS);
+ s = from;
+ while (s < end)
+ *s++ = 0;
+
+ xi->height -= (cut * ch);
+ mp->real_char_rows -= cut;
+
+# if 0
+ /* Finally, pull the map indexes back to match the new bits.
+ */
+ for (i = 0; i < countof(matrix_encoding); i++)
+ if (matrix_encoding[i] > (CHAR_COLS * (CHAR_ROWS - cut)))
+ matrix_encoding[i] -= (cut * CHAR_COLS);
+# endif
+}
+
+
+static void
+load_textures (ModeInfo *mi, Bool flip_p)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ XImage *xi;
+ int x, y;
+ int cw, ch;
+ int orig_w, orig_h;
+
+ /* The Matrix image is 512x598 -- but GL texture sizes must be powers of 2.
+ So we waste some padding rows to round up.
+ */
+ xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ matrix3_png, sizeof(matrix3_png));
+ orig_w = xi->width;
+ orig_h = xi->height;
+ mp->real_char_rows = CHAR_ROWS;
+ spank_image (mp, xi);
+
+ if (xi->height != 512 && xi->height != 1024)
+ {
+ xi->height = (xi->height < 512 ? 512 : 1024);
+ xi->data = realloc (xi->data, xi->height * xi->bytes_per_line);
+ if (!xi->data)
+ {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+ }
+
+ if (xi->width != 512) abort();
+ if (xi->height != 512 && xi->height != 1024) abort();
+
+ /* char size in pixels */
+ cw = orig_w / CHAR_COLS;
+ ch = orig_h / CHAR_ROWS;
+
+ /* char size in ratio of final (padded) texture size */
+ mp->tex_char_width = (GLfloat) cw / xi->width;
+ mp->tex_char_height = (GLfloat) ch / xi->height;
+
+ /* Flip each character's bits horizontally -- we could also just do this
+ by reversing the texture coordinates on the quads, but on some systems
+ that slows things down a lot.
+ */
+ if (flip_p)
+ {
+ int xx, col;
+ unsigned long buf[100];
+ for (y = 0; y < xi->height; y++)
+ for (col = 0, xx = 0; col < CHAR_COLS; col++, xx += cw)
+ {
+ for (x = 0; x < cw; x++)
+ buf[x] = XGetPixel (xi, xx+x, y);
+ for (x = 0; x < cw; x++)
+ XPutPixel (xi, xx+x, y, buf[cw-x-1]);
+ }
+ }
+
+ /* The pixmap is a color image with no transparency. Set the texture's
+ alpha to be the green channel, and set the green channel to be 100%.
+ */
+ {
+ int rpos, gpos, bpos, apos; /* bitfield positions */
+#if 0
+ /* #### Cherub says that the little-endian case must be taken on MacOSX,
+ or else the colors/alpha are the wrong way around. How can
+ that be the case?
+ */
+ if (bigendian())
+ rpos = 24, gpos = 16, bpos = 8, apos = 0;
+ else
+#endif
+ rpos = 0, gpos = 8, bpos = 16, apos = 24;
+
+ for (y = 0; y < xi->height; y++)
+ for (x = 0; x < xi->width; x++)
+ {
+ unsigned long p = XGetPixel (xi, x, y);
+ unsigned char r = (p >> rpos) & 0xFF;
+ unsigned char g = (p >> gpos) & 0xFF;
+ unsigned char b = (p >> bpos) & 0xFF;
+ unsigned char a = g;
+ g = 0xFF;
+ p = (r << rpos) | (g << gpos) | (b << bpos) | (a << apos);
+ XPutPixel (xi, x, y, p);
+ }
+ }
+
+ /* Now load the texture into GL.
+ */
+ clear_gl_error();
+ glGenTextures (1, &mp->texture);
+
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
+ /* messes up -fps */
+ /* glPixelStorei (GL_UNPACK_ROW_LENGTH, xi->width);*/
+ glBindTexture (GL_TEXTURE_2D, mp->texture);
+ check_gl_error ("texture init");
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, xi->data);
+ {
+ char buf[255];
+ sprintf (buf, "creating %dx%d texture:", xi->width, xi->height);
+ check_gl_error (buf);
+ }
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ /* I'd expect CLAMP to be the thing to do here, but oddly, we get a
+ faint solid green border around the texture if it is *not* REPEAT!
+ */
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ check_gl_error ("texture param");
+
+ XDestroyImage (xi);
+}
+
+
+ENTRYPOINT void
+init_matrix (ModeInfo *mi)
+{
+ matrix_configuration *mp;
+ int wire = MI_IS_WIREFRAME(mi);
+ Bool flip_p = 0;
+ int i;
+
+ if (wire)
+ do_texture = False;
+
+ MI_INIT (mi, mps);
+
+ mp = &mps[MI_SCREEN(mi)];
+ mp->glx_context = init_GL(mi);
+
+ if (!mode_str || !*mode_str || !strcasecmp(mode_str, "matrix"))
+ {
+ flip_p = 1;
+ mp->glyph_map = matrix_encoding;
+ mp->nglyphs = countof(matrix_encoding);
+ }
+ else if (!strcasecmp (mode_str, "dna"))
+ {
+ flip_p = 0;
+ mp->glyph_map = dna_encoding;
+ mp->nglyphs = countof(dna_encoding);
+ }
+ else if (!strcasecmp (mode_str, "bin") ||
+ !strcasecmp (mode_str, "binary"))
+ {
+ flip_p = 0;
+ mp->glyph_map = binary_encoding;
+ mp->nglyphs = countof(binary_encoding);
+ }
+ else if (!strcasecmp (mode_str, "hex") ||
+ !strcasecmp (mode_str, "hexadecimal"))
+ {
+ flip_p = 0;
+ mp->glyph_map = hex_encoding;
+ mp->nglyphs = countof(hex_encoding);
+ }
+ else if (!strcasecmp (mode_str, "dec") ||
+ !strcasecmp (mode_str, "decimal"))
+ {
+ flip_p = 0;
+ mp->glyph_map = decimal_encoding;
+ mp->nglyphs = countof(decimal_encoding);
+ }
+ else
+ {
+ fprintf (stderr,
+ "%s: `mode' must be matrix, dna, binary, or hex: not `%s'\n",
+ progname, mode_str);
+ exit (1);
+ }
+
+ reshape_matrix (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glShadeModel(GL_SMOOTH);
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_NORMALIZE);
+
+ if (do_texture)
+ load_textures (mi, flip_p);
+
+ /* to scale coverage-percent to strips, this number looks about right... */
+ mp->nstrips = (int) (density * 2.2);
+ if (mp->nstrips < 1) mp->nstrips = 1;
+ else if (mp->nstrips > 2000) mp->nstrips = 2000;
+
+
+ mp->strips = calloc (mp->nstrips, sizeof(strip));
+ for (i = 0; i < mp->nstrips; i++)
+ {
+ strip *s = &mp->strips[i];
+ reset_strip (mi, s);
+
+ /* If we start all strips from zero at once, then the first few seconds
+ of the animation are much denser than normal. So instead, set all
+ the initial strips to erase-mode with random starting positions.
+ As these die off at random speeds and are re-created, we'll get a
+ more consistent density. */
+ s->erasing_p = True;
+ s->spinner_y = frand(GRID_SIZE);
+ memset (s->glyphs, 0, sizeof(s->glyphs)); /* no visible glyphs */
+ }
+
+ /* Compute the brightness ramp.
+ */
+ for (i = 0; i < WAVE_SIZE; i++)
+ {
+ GLfloat j = ((WAVE_SIZE - i) / (GLfloat) (WAVE_SIZE - 1));
+ j *= (M_PI / 2); /* j ranges from 0.0 - PI/2 */
+ j = sin (j); /* j ranges from 0.0 - 1.0 */
+ j = 0.2 + (j * 0.8); /* j ranges from 0.2 - 1.0 */
+ mp->brightness_ramp[i] = j;
+ /* printf("%2d %8.2f\n", i, j); */
+ }
+
+
+ auto_track_init (mi);
+}
+
+
+#ifdef DEBUG
+
+static void
+draw_grid (ModeInfo *mi)
+{
+ if (!MI_IS_WIREFRAME(mi))
+ {
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ }
+ glPushMatrix();
+
+ glColor3f(1, 1, 1);
+ glBegin(GL_LINES);
+ glVertex3f(-GRID_SIZE, 0, 0); glVertex3f(GRID_SIZE, 0, 0);
+ glVertex3f(0, -GRID_SIZE, 0); glVertex3f(0, GRID_SIZE, 0);
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, 0);
+ glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, 0);
+ glVertex3f( GRID_SIZE/2, GRID_SIZE/2, 0);
+ glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, 0);
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
+ glEnd();
+ glBegin(GL_LINES);
+ glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, GRID_DEPTH/2);
+ glVertex3f( GRID_SIZE/2, GRID_SIZE/2, GRID_DEPTH/2);
+ glEnd();
+ glPopMatrix();
+ if (!MI_IS_WIREFRAME(mi))
+ {
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ }
+}
+#endif /* DEBUG */
+
+
+ENTRYPOINT void
+draw_matrix (ModeInfo *mi)
+{
+ matrix_configuration *mp = &mps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i;
+
+ if (!mp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ if (do_texture)
+ {
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ /* Jeff Epler points out:
+ By using GL_ONE instead of GL_SRC_ONE_MINUS_ALPHA, glyphs are
+ added to each other, so that a bright glyph with a darker one
+ in front is a little brighter than the bright glyph alone.
+ */
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE);
+ }
+
+ if (do_rotate)
+ {
+ glRotatef (mp->view_x, 1, 0, 0);
+ glRotatef (mp->view_y, 0, 1, 0);
+ }
+
+#ifdef DEBUG
+# if 0
+ glScalef(0.5, 0.5, 0.5);
+# endif
+# if 0
+ glRotatef(-30, 0, 1, 0);
+# endif
+ draw_grid (mi);
+#endif
+
+ mi->polygon_count = 0;
+
+ /* Render (and tick) each strip, starting at the back
+ (draw the ones farthest from the camera first, to make
+ the alpha transparency work out right.)
+ */
+ {
+ strip **sorted = malloc (mp->nstrips * sizeof(*sorted));
+ for (i = 0; i < mp->nstrips; i++)
+ sorted[i] = &mp->strips[i];
+ qsort (sorted, i, sizeof(*sorted), cmp_strips);
+
+ for (i = 0; i < mp->nstrips; i++)
+ {
+ strip *s = sorted[i];
+ tick_strip (mi, s);
+ draw_strip (mi, s);
+ }
+ free (sorted);
+ }
+
+ auto_track (mi);
+
+#if 0
+ glBegin(GL_QUADS);
+ glColor3f(1,1,1);
+ glTexCoord2f (0,0); glVertex3f(-15,-15,0);
+ glTexCoord2f (0,1); glVertex3f(-15,15,0);
+ glTexCoord2f (1,1); glVertex3f(15,15,0);
+ glTexCoord2f (1,0); glVertex3f(15,-15,0);
+ glEnd();
+#endif
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("GLMatrix", glmatrix, matrix)
+
+#endif /* USE_GL */