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-rw-r--r--hacks/glx/lockward.c963
1 files changed, 0 insertions, 963 deletions
diff --git a/hacks/glx/lockward.c b/hacks/glx/lockward.c
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--- a/hacks/glx/lockward.c
+++ /dev/null
@@ -1,963 +0,0 @@
-/*
- * lockward.c: First attempt at an Xscreensaver.
- *
- * Leo L. Schwab 2007.08.17
- ****
- * Copyright (c) 2007 Leo L. Schwab
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sublicense, and/or sell copies of the Software, and to permit
- * persons to whom the Software is furnished to do so, subject to the
- * following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
- * NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
- * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
- * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
- * USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-#include <ctype.h>
-#include <strings.h>
-
-#include "xlockmore.h"
-#include "colors.h"
-
-
-/***************************************************************************
- * #defines
- */
-#ifdef USE_GL /* whole file */
-
-#define DEFAULTS "*delay: 20000 \n"\
- "*showFPS: False \n"
-
-#define release_lockward 0
-
-
-#define NUMOF(x) (sizeof ((x)) / sizeof ((*x)))
-
-#define NBLADES 12
-#define NSPINNERS 4
-#define NRADII 8
-#define COLORIDX_SHF 4
-#define SUBDIV 6
-
-
-/***************************************************************************
- * Structure definitions.
- */
-struct lockward_context; /* Forward declaration. */
-
-#define int8_t char
-#define int16_t short
-#define int32_t int
-#define uint8_t unsigned char
-#define uint16_t unsigned short
-#define uint32_t unsigned int
-
-typedef struct bladestate {
- uint8_t outer, inner; /* Radii */
-} bladestate;
-
-typedef struct spinnerstate {
- GLfloat rot; /* Terminal rotation after count expires */
- GLfloat rotinc; /* Per-frame increment to rot. */
- XColor *colors;
- bladestate *bladeidx;
- int ncolors; /* n.4 fixed-point */
- int ccolor; /* n.4 fixed-point */
- int colorinc; /* n.4 fixed-point */
- int rotcount;
- uint8_t nblades;
-} spinnerstate;
-
-typedef struct blinkstate {
- int (*drawfunc) (struct lockward_context *ctx,
- struct blinkstate *bs);
- uint32_t *noise; /* For draw_blink_segment_scatter() */
- GLfloat color[4];
- uint32_t val;
- int16_t dwell; /* <0: sharp >0: decay */
- int16_t dwellcnt;
- uint8_t type;
- int8_t counter;
- int8_t direction;
- int8_t radius;
-} blinkstate;
-
-enum blinktype {
- BTYPE_RADIAL_SINGLE = 0,
- BTYPE_RADIAL_RANDOM,
- BTYPE_RADIAL_SEQ,
- BTYPE_RADIAL_DOUBLESEQ,
- BTYPE_SEGMENT_SINGLE,
- BTYPE_SEGMENT_RANDOM,
- BTYPE_CONCENTRIC_SINGLE,
- BTYPE_CONCENTRIC_RANDOM,
- BTYPE_CONCENTRIC_SEQ,
- BTYPE_SEGMENT_SCATTER,
- MAX_BTYPE
-};
-
-typedef struct { GLfloat x,y,z; } XYZ;
-
-typedef struct lockward_context {
- GLXContext *glx_context;
-
- spinnerstate spinners[NSPINNERS];
- blinkstate blink;
-
- /* This used to put vertexes into lists without putting begin/end
- into the same list! I didn't even know that worked. Well, it
- doesn't work with jwzgles, so I changed it to not do that. */
- /* GLuint blades_outer, blades_inner; */
- XYZ points_outer[NRADII][SUBDIV+1];
- XYZ points_inner[NRADII][SUBDIV+1];
-
- GLuint rings;
- Bool blendmode;
- int nextblink;
- int fps;
-
-} lockward_context;
-
-
-/***************************************************************************
- * Prototypes.
- */
-ENTRYPOINT void free_lockward (ModeInfo *mi);
-
-
-/***************************************************************************
- * Global variables.
- */
-static lockward_context *g_ctx = NULL;
-static Bool g_blink_p = True;
-static int g_blades = NBLADES;
-static int g_rotateidle_min,
- g_rotateidle_max;
-static int g_blinkidle_min,
- g_blinkidle_max;
-static int g_blinkdwell_min,
- g_blinkdwell_max;
-
-#define DEF_BLINK "True"
-#define DEF_ROTATEIDLEMIN "1000"
-#define DEF_ROTATEIDLEMAX "6000"
-#define DEF_BLINKIDLEMIN "1000"
-#define DEF_BLINKIDLEMAX "9000"
-#define DEF_BLINKDWELLMIN "100"
-#define DEF_BLINKDWELLMAX "600"
-
-
-static XrmOptionDescRec opts[] = {
- { "-blink", ".blink", XrmoptionNoArg, "on" },
- { "+blink", ".blink", XrmoptionNoArg, "off" },
- { "-rotateidle-min", ".rotateidlemin", XrmoptionSepArg, 0 },
- { "-rotateidle-max", ".rotateidlemax", XrmoptionSepArg, 0 },
- { "-blinkidle-min", ".blinkidlemin", XrmoptionSepArg, 0 },
- { "-blinkidle-max", ".blinkidlemax", XrmoptionSepArg, 0 },
- { "-blinkdwell-min", ".blinkdwellmin", XrmoptionSepArg, 0 },
- { "-blinkdwell-max", ".blinkdwellmax", XrmoptionSepArg, 0 },
-};
-
-static argtype vars[] = {
- { &g_blink_p, "blink", "Blink", DEF_BLINK, t_Bool },
- { &g_rotateidle_min, "rotateidlemin", "Rotateidlemin", DEF_ROTATEIDLEMIN, t_Int },
- { &g_rotateidle_max, "rotateidlemax", "Rotateidlemax", DEF_ROTATEIDLEMAX, t_Int },
- { &g_blinkidle_min, "blinkidlemin", "Blinkidlemin", DEF_BLINKIDLEMIN, t_Int },
- { &g_blinkidle_max, "blinkidlemax", "Blinkidlemax", DEF_BLINKIDLEMAX, t_Int },
- { &g_blinkdwell_min, "blinkdwellmin", "Blinkdwellmin", DEF_BLINKDWELLMIN, t_Int },
- { &g_blinkdwell_max, "blinkdwellmax", "Blinkdwellmax", DEF_BLINKDWELLMAX, t_Int },
-};
-
-static OptionStruct desc[] = {
- { "-/+blink", "Turn on/off blinking effects." },
- { "-rotateidle-min", "Minimum idle time for rotators, in milliseconds." },
- { "-rotateidle-max", "Maximum idle time for rotators, in milliseconds." },
- { "-blinkidle-min", "Minimum idle time between blink effects, in milliseconds." },
- { "-blinkidle-max", "Maximum idle time between blink effects, in milliseconds." },
- { "-blinkdwell-min", "Minimum dwell time for blink effects, in milliseconds." },
- { "-blinkdwell-max", "Maximum dwell time for blink effects, in milliseconds." },
-};
-
-ENTRYPOINT ModeSpecOpt lockward_opts = {
- NUMOF(opts), opts, NUMOF(vars), vars, desc
-};
-
-
-/***************************************************************************
- * Window management.
- */
-ENTRYPOINT void
-reshape_lockward (ModeInfo *mi, int width, int height)
-{
- lockward_context *ctx = &g_ctx[MI_SCREEN (mi)];
- 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;
- }
-
- glXMakeCurrent (MI_DISPLAY (mi), MI_WINDOW (mi), *ctx->glx_context);
-
- glViewport (0, y, (GLint) width, (GLint) height);
-
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
- if (height > width)
- glOrtho (-8.0, 8.0, -8.0 * h, 8.0 * h, -1, 1);
- else
- glOrtho (-8.0 / h, 8.0 / h, -8.0, 8.0, -1, 1);
-
- glMatrixMode (GL_MODELVIEW);
-}
-
-ENTRYPOINT Bool
-lockward_handle_event (ModeInfo *mi, XEvent *event)
-{
- lockward_context *ctx = &g_ctx[MI_SCREEN (mi)];
-
- if (event->xany.type == KeyPress) {
- KeySym keysym;
- char c = 0;
-
- XLookupString (&event->xkey, &c, 1, &keysym, 0);
- if (c == ' ' || c == '\t') {
- ctx->blendmode ^= 1;
- return True;
- }
- }
-
- return False;
-}
-
-
-/***************************************************************************
- * "Blade" routines.
- */
-static void
-random_blade_rot (lockward_context *ctx, struct spinnerstate *ss)
-{
- /*
- * The circle is divided up in to g_blades divisions. The idea here
- * is to rotate to an exact division point.
- *
- * The target rotation is computed via random numbers.
- *
- * The time it takes to get there is a maximum of six seconds per
- * division, and a minimum of one second (no matter how far away it
- * is), and is selected by random numbers.
- *
- * The time value is converted into frames, and a per-frame rotation
- * is computed.
- *
- * During rendering, we approach the target rotation by subtracting
- * from it the per-frame rotation times the number of outstanding
- * ticks. Doing it this way means we'll hit the target rotation
- * exactly, without low-order errors creeping in to the values (at
- * least not nearly as quickly).
- */
- GLfloat d;
- int dist;
-
- dist = random() % g_blades + 1;
-
- ss->rotcount = random() % (6 * dist * ctx->fps - ctx->fps)
- + ctx->fps;
-
- if (random() & 4)
- dist = -dist;
- d = dist * 360.0 / (GLfloat) g_blades;
- ss->rot += d;
- ss->rotinc = d / (GLfloat) ss->rotcount;
-}
-
-
-/*
- * A "blade" is pie-wedge shaped flat thing that is rotated around where the
- * apex is/would be. Initially envisioned as 1/12th of a circle, but that
- * could be configurable. The inner and outer edges are rounded off using
- * six subdivisions so that, when multiple blades are assembled, it looks
- * more like a circle and less like a polygon.
- *
- * The blade is assembled as a tri-fan. It is oriented centered at 3
- * o'clock. The blade is composed of two display lists -- arcs, essentially
- * -- the outer and the inner one. The outer one *must* be called before
- * the inner one, or the blade clockwise-ness will be wrong, and become
- * invisible. Arcs of various radii are compiled.
- */
-
-static void
-gen_blade_arcs (lockward_context *ctx)
-{
- GLfloat here, there, step;
- int i, n;
-
- here = 0;
- there = M_PI * 2.0 / g_blades;
- step = there / SUBDIV;
- here -= SUBDIV * step / 2.0;
-
- /*
- * Build outer blade arcs.
- * Start at left side of outer radius. Strike all its vertices.
- */
- for (n = 0; n < NRADII; ++n) {
- /* glNewList (ctx->blades_outer + n, GL_COMPILE); */
- XYZ *a = ctx->points_outer[n];
- int j = 0;
- for (i = SUBDIV; i >= 0; --i) {
- /* glVertex3f (cos (here + step * i) * (n + 1.0),
- sin (here + step * i) * (n + 1.0), 0); */
- a[j].x = cos (here + step * i) * (n + 1.0);
- a[j].y = sin (here + step * i) * (n + 1.0);
- a[j].z = 0;
- j++;
- }
- if (j != SUBDIV+1) abort();
- /* glEndList (); */
- }
-
- /*
- * Build inner blade arcs.
- * Move to inner radius, strike all vertices in opposite order.
- */
- for (n = 0; n < NRADII; ++n) {
- /* glNewList (ctx->blades_inner + n, GL_COMPILE); */
- XYZ *a = ctx->points_inner[n];
- int j = 0;
- for (i = 0; i <= SUBDIV; ++i) {
- /* glVertex3f (cos (here + step * i) * (n + 1.0),
- sin (here + step * i) * (n + 1.0), 0); */
- a[j].x = cos (here + step * i) * (n + 1.0);
- a[j].y = sin (here + step * i) * (n + 1.0);
- a[j].z = 0;
- j++;
- }
- if (j != SUBDIV+1) abort();
- /* glEndList (); */
- }
-}
-
-static void
-gen_rings (lockward_context *ctx)
-{
- GLfloat step;
- int i, n;
-
- step = M_PI * 2.0 / (g_blades * SUBDIV);
-
- for (n = 0; n < NRADII - 1; ++n) {
- glNewList (ctx->rings + n, GL_COMPILE);
- glBegin (GL_TRIANGLE_STRIP);
- for (i = g_blades * SUBDIV; i >= 0; --i) {
- glVertex3f (cos (step * i) * (n + 1.0),
- sin (step * i) * (n + 1.0), 0);
- glVertex3f (cos (step * i) * (n + 2.0),
- sin (step * i) * (n + 2.0), 0);
- }
- glEnd();
- glEndList ();
- }
-}
-
-
-/***************************************************************************
- * "Blink" routines.
- */
-static int
-calc_interval_frames (lockward_context *ctx, int min, int max)
-{
- /*
- * Compute random interval between min and max milliseconds.
- * Returned value is in frames.
- */
- register int i;
-
- i = min;
- if (max > min)
- i += random() % (max - min);
-
- return i * ctx->fps / 1000;
-}
-
-static void
-set_alpha_by_dwell (struct blinkstate *bs)
-{
- if (bs->dwell > 0)
- bs->color[3] = (GLfloat) bs->dwellcnt / (GLfloat) bs->dwell;
- else
- bs->color[3] = bs->dwellcnt > (-bs->dwell >> 2) ? 1.0 : 0.0;
-}
-
-
-static void
-draw_blink_blade (lockward_context *ctx, int inner, int outer,
- Bool begin_p)
-{
- int i;
- if (begin_p) glBegin (GL_TRIANGLE_FAN);
- /* glCallList (ctx->blades_outer + outer); */
- for (i = 0; i < countof(*ctx->points_outer); i++)
- glVertex3f(ctx->points_outer[outer][i].x,
- ctx->points_outer[outer][i].y,
- ctx->points_outer[outer][i].z);
-
- /* glCallList (ctx->blades_inner + inner); */
- for (i = 0; i < countof(*ctx->points_inner); i++)
- glVertex3f(ctx->points_inner[inner][i].x,
- ctx->points_inner[inner][i].y,
- ctx->points_inner[inner][i].z);
- if (begin_p) glEnd();
-}
-
-static int
-draw_blink_radial_random (lockward_context *ctx, struct blinkstate *bs)
-{
- int i;
-
- /*
- * There is no sense of direction in a random sweep, so re-use the
- * 'direction' field to hold the current blade we're messing with.
- */
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
-
- /*
- * Find available blade. Potentially very slow, depending on
- * how unlucky we are.
- */
- do {
- i = random() % g_blades;
- } while (bs->val & (1 << i));
- bs->val |= (1 << i); /* Mark as used. */
- bs->direction = i;
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
-
- if ( bs->type == BTYPE_SEGMENT_SINGLE
- || bs->type == BTYPE_SEGMENT_RANDOM)
- bs->radius = random() % (NRADII - 1);
-
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
- glRotatef (bs->direction * 360.0 / (GLfloat) g_blades, 0, 0, 1);
- if (bs->radius >= 0)
- draw_blink_blade (ctx, bs->radius, bs->radius + 1, True);
- else
- draw_blink_blade (ctx, 0, NRADII - 1, True);
-
- --bs->dwellcnt;
-
- return SUBDIV + SUBDIV;
-}
-
-static int
-draw_blink_radial_sequential (lockward_context *ctx, struct blinkstate *bs)
-{
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
- glRotatef ((bs->counter * bs->direction + (int) bs->val)
- * 360.0 / (GLfloat) g_blades,
- 0, 0, 1);
- draw_blink_blade (ctx, 0, NRADII - 1, True);
-
- --bs->dwellcnt;
-
- return SUBDIV + SUBDIV;
-}
-
-static int
-draw_blink_radial_doubleseq (lockward_context *ctx, struct blinkstate *bs)
-{
- int polys;
-
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
-
- glPushMatrix ();
- glRotatef (((int) bs->val + bs->counter) * 360.0 / (GLfloat) g_blades,
- 0, 0, 1);
- draw_blink_blade (ctx, 0, NRADII - 1, True);
- glPopMatrix ();
- polys = SUBDIV + SUBDIV;
-
- if (bs->counter && bs->counter < g_blades / 2) {
- glRotatef (((int) bs->val - bs->counter)
- * 360.0 / (GLfloat) g_blades,
- 0, 0, 1);
- draw_blink_blade (ctx, 0, NRADII - 1, True);
- polys += SUBDIV + SUBDIV;
- }
-
- --bs->dwellcnt;
-
- return polys;
-}
-
-static int
-draw_blink_concentric_random (lockward_context *ctx, struct blinkstate *bs)
-{
- int i;
-
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
-
- do {
- i = random() % (NRADII - 1);
- } while (bs->val & (1 << i));
- bs->val |= (1 << i);
- bs->direction = i;
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
-
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
- glCallList (ctx->rings + bs->direction);
-
- --bs->dwellcnt;
-
- return g_blades * SUBDIV * 2;
-}
-
-static int
-draw_blink_concentric_sequential (lockward_context *ctx, struct blinkstate *bs)
-{
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
- if (bs->direction > 0)
- glCallList (ctx->rings + (NRADII - 2) - bs->counter);
- else
- glCallList (ctx->rings + bs->counter);
-
- --bs->dwellcnt;
-
- return g_blades * SUBDIV * 2;
-}
-
-static int
-draw_blink_segment_scatter (lockward_context *ctx, struct blinkstate *bs)
-{
- int i, polys = 0;
-
- if (bs->dwellcnt < 0) {
- if (bs->counter <= 0) {
- bs->drawfunc = NULL;
- return 0;
- }
-
- /*
- * Init random noise array. On average, 1/4 of the bits will
- * be set, which should look nice. (1/2 looks too busy.)
- */
- for (i = g_blades; --i >= 0; )
- bs->noise[i] = random() & random()
- & ((1 << (NRADII - 1)) - 1);
-
- if ((bs->dwellcnt = bs->dwell) < 0)
- bs->dwellcnt = -bs->dwellcnt;
- --bs->counter;
- }
-
- set_alpha_by_dwell (bs);
- glBlendFunc (GL_DST_COLOR, GL_SRC_ALPHA);
- glColor4fv (bs->color);
-
- for (i = g_blades; --i >= 0; ) {
- register uint32_t bits;
- int inner, outer;
-
- /*
- * Find consecutive runs of 1 bits. Keep going until we run
- * out of them.
- */
- for (bits = bs->noise[i]; bits; ) {
- inner = ffs (bits) - 1;
- bits = ~bits & ~((1 << inner) - 1);
- outer = ffs (bits) - 1;
- bits = ~bits & ~((1 << outer) - 1);
-
- glPushMatrix ();
- glRotatef (i * 360.0 / (GLfloat) g_blades, 0, 0, 1);
- draw_blink_blade (ctx, inner, outer, True);
- glPopMatrix ();
-
- polys += SUBDIV + SUBDIV;
- }
- }
-
- --bs->dwellcnt;
-
- return polys;
-}
-
-static void
-random_blink (lockward_context *ctx, struct blinkstate *bs)
-{
- bs->color[0] =
- bs->color[1] =
- bs->color[2] =
- bs->color[3] = 1.0;
- bs->dwellcnt = -1;
- bs->radius = -1;
- bs->dwell = calc_interval_frames
- (ctx, g_blinkdwell_min, g_blinkdwell_max);
- if (random() & 2)
- bs->dwell = -bs->dwell;
-
- bs->type = random() % MAX_BTYPE;
-
- switch (bs->type) {
- case BTYPE_RADIAL_SINGLE:
- case BTYPE_SEGMENT_SINGLE:
- bs->drawfunc = draw_blink_radial_random;
- bs->val = 0;
- bs->counter = 1;
- break;
- case BTYPE_RADIAL_RANDOM:
- case BTYPE_SEGMENT_RANDOM:
- bs->drawfunc = draw_blink_radial_random;
- bs->val = 0;
- bs->counter = g_blades;
- break;
- case BTYPE_RADIAL_SEQ:
- bs->drawfunc = draw_blink_radial_sequential;
- bs->val = random() % g_blades; /* Initial offset */
- bs->direction = random() & 8 ? 1 : -1;
- bs->counter = g_blades;
- break;
- case BTYPE_RADIAL_DOUBLESEQ:
- bs->drawfunc = draw_blink_radial_doubleseq;
- bs->val = random() % g_blades; /* Initial offset */
- bs->counter = g_blades / 2 + 1;
- break;
- case BTYPE_CONCENTRIC_SINGLE:
- bs->drawfunc = draw_blink_concentric_random;
- bs->val = 0;
- bs->counter = 1;
- break;
- case BTYPE_CONCENTRIC_RANDOM:
- bs->drawfunc = draw_blink_concentric_random;
- bs->val = 0;
- bs->counter = NRADII - 1;
- break;
- case BTYPE_CONCENTRIC_SEQ:
- bs->drawfunc = draw_blink_concentric_sequential;
- bs->direction = random() & 8 ? 1 : -1;
- bs->counter = NRADII - 1;
- break;
- case BTYPE_SEGMENT_SCATTER:
- bs->drawfunc = draw_blink_segment_scatter;
- bs->counter = random() % (g_blades / 2) + (g_blades / 2) + 1;
- break;
- }
-}
-
-
-/***************************************************************************
- * Main rendering routine.
- */
-ENTRYPOINT void
-draw_lockward (ModeInfo *mi)
-{
- lockward_context *ctx = &g_ctx[MI_SCREEN (mi)];
- spinnerstate *ss;
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- int i, n;
-
- GLfloat scolor[4] = {0.0, 0.0, 0.0, 0.5};
-
- if (!ctx->glx_context)
- return;
-
- glXMakeCurrent (MI_DISPLAY (mi), MI_WINDOW (mi), *ctx->glx_context);
-
-
- glClear (GL_COLOR_BUFFER_BIT);
-
- if (ctx->blendmode)
- glBlendFunc (GL_ONE, GL_ONE);
- else
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glPushMatrix ();
- glLoadIdentity ();
-
- mi->polygon_count = 0;
-
- for (n = NSPINNERS; --n >= 0; ) {
- ss = &ctx->spinners[n];
-
- /* Set color. */
- i = ss->ccolor >> COLORIDX_SHF;
- scolor[0] = ss->colors[i].red / 65535.0;
- scolor[1] = ss->colors[i].green / 65535.0;
- scolor[2] = ss->colors[i].blue / 65535.0;
- glColor4fv (scolor);
-
- glPushMatrix ();
- glRotatef (ss->rot - ss->rotcount * ss->rotinc, 0, 0, 1);
- for (i = ss->nblades; --i >= 0; ) {
- glPushMatrix ();
- glRotatef (360.0 * i / ss->nblades, 0, 0, 1);
-
- glBegin (GL_TRIANGLE_FAN);
- /* glCallList (ctx->blades_outer + ss->bladeidx[i].outer); */
- /* glCallList (ctx->blades_inner + ss->bladeidx[i].inner); */
- draw_blink_blade (ctx,
- ss->bladeidx[i].inner,
- ss->bladeidx[i].outer,
- False);
- glEnd ();
-
- glPopMatrix ();
- mi->polygon_count += SUBDIV + SUBDIV;
- }
- glPopMatrix ();
-
- /* Advance rotation. */
- if (ss->rotcount) {
- if (ss->rotcount > 0)
- --ss->rotcount;
- } else {
- if (ss->rotinc == 0.0)
- random_blade_rot (ctx, ss);
- else {
- /* Compute # of ticks to sit idle. */
- ss->rotinc = 0.0;
- ss->rotcount =
- calc_interval_frames (ctx,
- g_rotateidle_min,
- g_rotateidle_max);
- }
- }
-
- /* Advance colors. */
- if ((ss->ccolor += ss->colorinc) >= ss->ncolors)
- ss->ccolor -= ss->ncolors;
- else if (ss->ccolor < 0)
- ss->ccolor += ss->ncolors;
- }
-
- if (g_blink_p) {
- if (ctx->blink.drawfunc) {
- mi->polygon_count +=
- ctx->blink.drawfunc (ctx, &ctx->blink);
- } else {
- if (ctx->nextblink > 0)
- --ctx->nextblink;
- else {
- /* Compute # of frames for blink idle time. */
- ctx->nextblink =
- calc_interval_frames (ctx,
- g_blinkidle_min,
- g_blinkidle_max);
- random_blink (ctx, &ctx->blink);
- }
- }
- }
- glPopMatrix ();
-
- if (MI_IS_FPS (mi)) do_fps (mi);
- glFinish();
-
- glXSwapBuffers (dpy, window);
-}
-
-
-/***************************************************************************
- * Initialization/teardown.
- */
-ENTRYPOINT void
-init_lockward (ModeInfo *mi)
-{
- lockward_context *ctx;
- int i, n;
-
- MI_INIT (mi, g_ctx);
- ctx = &g_ctx[MI_SCREEN (mi)];
-
- ctx->glx_context = init_GL (mi);
-
- reshape_lockward (mi, MI_WIDTH (mi), MI_HEIGHT (mi));
-
- glEnable (GL_CULL_FACE);
- glEnable (GL_BLEND);
- glDisable (GL_DEPTH_TEST);
-
- glShadeModel (GL_FLAT);
- glFrontFace (GL_CW);
-
- /* ctx->blades_outer = glGenLists (NRADII); */
- /* ctx->blades_inner = glGenLists (NRADII); */
- ctx->rings = glGenLists (NRADII - 1);
- ctx->blendmode = 0;
-/* WTF? ctx->fps = 1000000 / MI_DELAY (mi); */
- ctx->fps = 60;
- ctx->nextblink = calc_interval_frames
- (ctx, g_blinkidle_min, g_blinkidle_max);
- ctx->blink.drawfunc = NULL;
- ctx->blink.noise = malloc (sizeof (uint32_t) * g_blades);
- if (!ctx->blink.noise) {
- fprintf (stderr, "Can't allocate noise array.\n");
- exit (1);
- }
-
- gen_blade_arcs (ctx);
- gen_rings (ctx);
-
- for (i = NSPINNERS; --i >= 0; ) {
- spinnerstate *ss = &ctx->spinners[i];
-
- ss->rot = 0.0;
- ss->rotcount = -1;
-
- /* Establish rotation */
- random_blade_rot (ctx, ss);
-
- /*
- * Establish color cycling path and rate. Rate avoids zero.
- */
- ss->ncolors = 128;
- ss->colorinc = (random() & ((2 << COLORIDX_SHF) - 1))
- - (1 << COLORIDX_SHF);
- if (ss->colorinc >= 0)
- ++ss->colorinc;
-
- ss->colors = (XColor *) calloc (ss->ncolors, sizeof (XColor));
- if (!ss->colors) {
- fprintf (stderr,
- "Can't allocate XColors for spinner %d.\n",
- i);
- exit (1);
- }
- make_smooth_colormap (0, 0, 0,
- ss->colors, &ss->ncolors,
- False, 0, False);
- ss->ncolors <<= COLORIDX_SHF;
-
- /*
- * Create blades.
- */
- ss->nblades = g_blades;
- ss->bladeidx = malloc (sizeof (bladestate) * g_blades);
- if (!ss->bladeidx) {
- fprintf (stderr, "Can't allocate blades.\n");
- exit (1);
- }
- for (n = g_blades; --n >= 0; ) {
- /*
- * Establish blade radii. Can't be equal. Ensure
- * outer > inner.
- */
- do {
- ss->bladeidx[n].outer = random() & 7;
- ss->bladeidx[n].inner = random() & 7;
- } while (ss->bladeidx[n].outer ==
- ss->bladeidx[n].inner);
-
- if (ss->bladeidx[n].outer < ss->bladeidx[n].inner) {
- uint8_t tmp;
-
- tmp = ss->bladeidx[n].outer;
- ss->bladeidx[n].outer = ss->bladeidx[n].inner;
- ss->bladeidx[n].inner = tmp;
- }
- }
- }
-}
-
-ENTRYPOINT void
-free_lockward (ModeInfo *mi)
-{
- lockward_context *ctx = &g_ctx[MI_SCREEN (mi)];
- int i;
-
- if (!ctx->glx_context) return;
- glXMakeCurrent (MI_DISPLAY (mi), MI_WINDOW (mi), *ctx->glx_context);
-
- if (ctx->blink.noise)
- free (ctx->blink.noise);
- if (glIsList (ctx->rings))
- glDeleteLists (ctx->rings, NRADII - 1);
- /* if (glIsList (ctx->blades_outer))
- glDeleteLists (ctx->blades_outer, NRADII);
- if (glIsList (ctx->blades_inner))
- glDeleteLists (ctx->blades_inner, NRADII); */
-
- for (i = NSPINNERS; --i >= 0; ) {
- spinnerstate *ss = &ctx->spinners[i];
-
- if (ss->colors)
- free (ss->colors);
- if (ss->bladeidx)
- free (ss->bladeidx);
- }
-}
-
-
-XSCREENSAVER_MODULE ("Lockward", lockward)
-
-#endif /* USE_GL */
-
-/* vim:se ts=8 sts=8 sw=8: */