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-rw-r--r--hacks/glx/hexstrut.c509
1 files changed, 509 insertions, 0 deletions
diff --git a/hacks/glx/hexstrut.c b/hacks/glx/hexstrut.c
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+++ b/hacks/glx/hexstrut.c
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+/* hexstrut, Copyright (c) 2016-2017 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.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*count: 20 \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_hexstrut 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "normals.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "1.0"
+#define DEF_THICKNESS "0.2"
+
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
+typedef struct { double a, o; } LL; /* latitude + longitude */
+
+typedef struct triangle triangle;
+struct triangle {
+ XYZ p[3];
+ triangle *next;
+ triangle *neighbors[6];
+ GLfloat orot, rot;
+ int delay, odelay;
+ int ccolor;
+};
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int count;
+ triangle *triangles;
+
+ int ncolors;
+ XColor *colors;
+
+} hexstrut_configuration;
+
+static hexstrut_configuration *bps = NULL;
+
+static Bool do_spin;
+static GLfloat speed;
+static Bool do_wander;
+static GLfloat thickness;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-thickness", ".thickness", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&thickness, "thickness", "Thickness", DEF_THICKNESS, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt hexstrut_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+
+/* Add t1 to the neighbor list of t0. */
+static void
+link_neighbor (triangle *t0, triangle *t1)
+{
+ int k;
+ if (t0 == t1)
+ return;
+ for (k = 0; k < countof(t0->neighbors); k++)
+ {
+ if (t0->neighbors[k] == t1 ||
+ t0->neighbors[k] == 0)
+ {
+ t0->neighbors[k] = t1;
+ return;
+ }
+ }
+ fprintf (stderr, "too many neighbors\n");
+ abort();
+}
+
+
+static void
+make_plane (ModeInfo *mi)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+ int n = MI_COUNT(mi) * 2;
+ GLfloat size = 2.0 / n;
+ int x, y;
+ GLfloat w = size;
+ GLfloat h = size * sqrt(3) / 2;
+ triangle **grid = (triangle **) calloc (n * n, sizeof(*grid));
+
+ for (y = 0; y < n; y++)
+ for (x = 0; x < n; x++)
+ {
+ triangle *t;
+
+ t = (triangle *) calloc (1, sizeof(*t));
+ t->p[0].x = (x - n/2) * w;
+ t->p[0].y = (y - n/2) * h;
+
+ if (y & 1)
+ t->p[0].x += w / 2;
+
+ t->p[1].x = t->p[0].x - w/2;
+ t->p[2].x = t->p[0].x + w/2;
+ t->p[1].y = t->p[0].y + h;
+ t->p[2].y = t->p[0].y + h;
+
+ if (x > 0)
+ {
+ triangle *t2 = grid[y * n + (x-1)];
+ link_neighbor (t, t2);
+ link_neighbor (t2, t);
+ }
+ if (y > 0)
+ {
+ triangle *t2 = grid[(y-1) * n + x];
+ link_neighbor (t, t2);
+ link_neighbor (t2, t);
+
+ if (x < n-1)
+ {
+ t2 = grid[(y-1) * n + (x+1)];
+ link_neighbor (t, t2);
+ link_neighbor (t2, t);
+ }
+ }
+
+ t->next = bp->triangles;
+ bp->triangles = t;
+ grid[y * n + x] = t;
+ bp->count++;
+ }
+
+ free (grid);
+}
+
+
+static void
+tick_triangles (ModeInfo *mi)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+ triangle *t;
+ GLfloat step = 0.01 + (0.04 * speed);
+
+ if (! (random() % 80))
+ {
+ int n = random() % bp->count;
+ int i;
+ for (i = 0, t = bp->triangles; t && i < n; t = t->next, i++)
+ ;
+ if (! t->rot)
+ {
+ t->rot += step * ((random() & 1) ? 1 : -1);
+ t->odelay = t->delay = 4;
+ }
+ }
+
+ for (t = bp->triangles; t; t = t->next)
+ {
+ /* If this triangle is rotating, continue until done. */
+ if (t->rot)
+ {
+ t->rot += step * (t->rot > 0 ? 1 : -1);
+
+ t->ccolor++;
+ if (t->ccolor >= bp->ncolors)
+ t->ccolor = 0;
+
+ if (t->rot > 1 || t->rot < -1)
+ {
+ t->orot += (t->rot > 1 ? 1 : -1);
+ t->rot = 0;
+ }
+ }
+
+ /* If this triangle's propagation delay hasn't hit zero, decrement it.
+ When it does, start its neighbors rotating.
+ */
+ if (t->delay)
+ {
+ int i;
+ t->delay--;
+ if (t->delay == 0)
+ for (i = 0; i < countof(t->neighbors); i++)
+ {
+ if (t->neighbors[i] &&
+ t->neighbors[i]->rot == 0)
+ {
+ t->neighbors[i]->rot += step * (t->rot > 0 ? 1 : -1);
+ t->neighbors[i]->delay =
+ t->neighbors[i]->odelay = t->odelay;
+ }
+ }
+ }
+ }
+}
+
+
+static void
+draw_triangles (ModeInfo *mi)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ triangle *t;
+ GLfloat length = sqrt(3) / 3;
+ GLfloat t2 = length * thickness / 2;
+ GLfloat scale;
+
+ {
+ triangle *t = bp->triangles;
+ GLfloat X = t->p[0].x - t->p[1].x;
+ GLfloat Y = t->p[0].y - t->p[1].y;
+ GLfloat Z = t->p[0].z - t->p[1].z;
+ scale = sqrt(X*X + Y*Y + Z*Z);
+ }
+
+ glFrontFace (GL_CCW);
+
+ glBegin (wire ? GL_LINES : GL_QUADS);
+
+ glNormal3f (0, 0, 1);
+ for (t = bp->triangles; t; t = t->next)
+ {
+ int i;
+ XYZ c;
+ GLfloat color[4];
+
+ GLfloat angle = (M_PI * 2 / 3) * t->rot;
+ GLfloat cr = cos(angle), sr = sin(angle);
+
+ c.x = (t->p[0].x + t->p[1].x + t->p[2].x) / 3;
+ c.y = (t->p[0].y + t->p[1].y + t->p[2].y) / 3;
+ c.z = (t->p[0].z + t->p[1].z + t->p[2].z) / 3;
+
+ /* Actually we don't need normals at all, since no lighting.
+ do_normal (t->p[0].x, t->p[0].y, t->p[0].z,
+ t->p[1].x, t->p[1].y, t->p[1].z,
+ t->p[2].x, t->p[2].y, t->p[2].z);
+ */
+
+ color[0] = bp->colors[t->ccolor].red / 65535.0;
+ color[1] = bp->colors[t->ccolor].green / 65535.0;
+ color[2] = bp->colors[t->ccolor].blue / 65535.0;
+ color[3] = 1;
+
+ /* Brighter */
+ color[0] = color[0] * 0.75 + 0.25;
+ color[1] = color[1] * 0.75 + 0.25;
+ color[2] = color[2] * 0.75 + 0.25;
+
+ glColor4fv (color);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+
+ for (i = 0; i < 3; i++)
+ {
+ /* Orient to direction of corner. */
+ GLfloat x = t->p[i].x - c.x;
+ GLfloat y = t->p[i].y - c.y;
+ GLfloat z = t->p[i].z - c.z;
+
+ GLfloat smc = sr * y - cr * x;
+ GLfloat spc = cr * y + sr * x;
+
+ GLfloat st2 = t2 * scale / sqrt(x*x + y*y);
+ GLfloat slength = length * scale / sqrt(x*x + y*y + z*z);
+
+ GLfloat xt2 = spc * st2;
+ GLfloat yt2 = smc * st2;
+ GLfloat xlength = c.x - slength * smc;
+ GLfloat ylength = c.y + slength * spc;
+ GLfloat zlength = c.z + slength * z;
+
+ if (! wire)
+ glVertex3f (c.x - xt2, c.y - yt2, c.z);
+
+ glVertex3f (c.x + xt2, c.y + yt2, c.z);
+ if (wire)
+ glVertex3f (xlength + xt2, ylength + yt2, zlength);
+
+ if (! wire)
+ glVertex3f (xlength + xt2, ylength + yt2, zlength);
+
+ glVertex3f (xlength - xt2, ylength - yt2, zlength);
+
+ if (wire)
+ glVertex3f (c.x - xt2, c.y - yt2, c.z);
+
+ mi->polygon_count++;
+ }
+ }
+
+ glEnd();
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_hexstrut (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 3) { /* 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 (30.0, 1/h, 1.0, 100.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT Bool
+hexstrut_handle_event (ModeInfo *mi, XEvent *event)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t')
+ {
+ bp->ncolors = 64;
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_hexstrut (ModeInfo *mi)
+{
+ hexstrut_configuration *bp;
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_hexstrut (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ {
+ double spin_speed = 0.002;
+ double wander_speed = 0.003;
+ double spin_accel = 1.0;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ False);
+ bp->trackball = gltrackball_init (True);
+ }
+
+
+ /* Let's tilt the scene a little. */
+ gltrackball_reset (bp->trackball,
+ -0.4 + frand(0.8),
+ -0.4 + frand(0.8));
+
+ if (thickness < 0.05) thickness = 0.05;
+ if (thickness < 0.05) MI_IS_WIREFRAME(mi) = True;
+ if (thickness > 1.7) thickness = 1.7;
+ if (speed > 2) speed = 2;
+
+ bp->ncolors = 64;
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+
+ make_plane (mi);
+}
+
+
+ENTRYPOINT void
+draw_hexstrut (ModeInfo *mi)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glShadeModel(GL_SMOOTH);
+
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glDisable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 6,
+ (y - 0.5) * 6,
+ (z - 0.5) * 12);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ mi->polygon_count = 0;
+
+ glScalef (30, 30, 30);
+
+ if (! bp->button_down_p)
+ tick_triangles (mi);
+ draw_triangles (mi);
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+
+ENTRYPOINT void
+free_hexstrut (ModeInfo *mi)
+{
+ hexstrut_configuration *bp = &bps[MI_SCREEN(mi)];
+ while (bp->triangles)
+ {
+ triangle *t = bp->triangles->next;
+ free (bp->triangles);
+ bp->triangles = t;
+ }
+}
+
+XSCREENSAVER_MODULE ("Hexstrut", hexstrut)
+
+#endif /* USE_GL */