summaryrefslogtreecommitdiffstats
path: root/hacks/glx/mirrorblob.c
diff options
context:
space:
mode:
Diffstat (limited to 'hacks/glx/mirrorblob.c')
-rw-r--r--hacks/glx/mirrorblob.c1841
1 files changed, 1841 insertions, 0 deletions
diff --git a/hacks/glx/mirrorblob.c b/hacks/glx/mirrorblob.c
new file mode 100644
index 0000000..eb746d1
--- /dev/null
+++ b/hacks/glx/mirrorblob.c
@@ -0,0 +1,1841 @@
+/* mirrorblob Copyright (c) 2003 Jon Dowdall <jon.dowdall@bigpond.com> */
+/*
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * Revision History:
+ * 23-Sep-2003: jon.dowdall@bigpond.com Created module "blob"
+ * 19-Oct-2003: jon.dowdall@bigpond.com Added texturing
+ * 21-Oct-2003: Renamed to mirrorblob
+ * 10-Feb-2004: jon.dowdall@bigpond.com Added motion blur
+ * 28-Jan-2006: jon.dowdall@bigpond.com Big clean up and bug fixes
+ * 13-Apr-2009: jon.dowdall@gmail.com Fixed Mac version
+ *
+ * The mirrorblob screensaver draws a pulsing blob on the screen. Options
+ * include adding a background (via screen_to_texture), texturing the blob,
+ * making the blob semi-transparent and varying the resolution of the blob
+ * tessellation.
+ *
+ * The blob was inspired by a lavalamp is in no way a simulation. The code is
+ * just an attempt to generate some eye-candy.
+ *
+ * Much of xmirrorblob code framework is taken from the pulsar module by David
+ * Konerding and the glslideshow by Mike Oliphant and Jamie Zawinski.
+ *
+ */
+
+#include <math.h>
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: " DEF_DELAY "\n" \
+ "*showFPS: " DEF_FPS "\n" \
+ "*useSHM: True \n" \
+ "*desktopGrabber: xscreensaver-getimage -no-desktop %s\n" \
+ "*grabDesktopImages: True \n" \
+ "*chooseRandomImages: True \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_mirrorblob 0
+# include "xlockmore.h"
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_DELAY "10000"
+#define DEF_FPS "False"
+#define DEF_WIRE "False"
+#define DEF_BLEND "1.0"
+#define DEF_FOG "False"
+#define DEF_ANTIALIAS "False"
+#define DEF_WALLS "False"
+#define DEF_COLOUR "False"
+#define DEF_ASYNC "True"
+#define DEF_TEXTURE "True"
+#define DEF_OFFSET_TEXTURE "False"
+#define DEF_PAINT_BACKGROUND "True"
+#define DEF_RESOLUTION "30"
+#define DEF_BUMPS "10"
+#define DEF_MOTION_BLUR "0.0"
+#define DEF_INCREMENTAL "0"
+#define DEF_HOLD_TIME "30.0"
+#define DEF_FADE_TIME "5.0"
+#define DEF_ZOOM "1.0"
+
+#ifdef HAVE_XMU
+# ifndef VMS
+# include <X11/Xmu/Drawing.h>
+#else /* VMS */
+# include <Xmu/Drawing.h>
+# endif /* VMS */
+#endif
+
+#include "gltrackball.h"
+#include "grab-ximage.h"
+
+#undef countof
+#define countof(x) (sizeof((x)) / sizeof((*x)))
+
+#define PI 3.1415926535897
+
+/* Options from command line */
+static GLfloat blend;
+static Bool wireframe;
+static Bool do_fog;
+static Bool do_antialias;
+static Bool do_walls;
+static Bool do_texture;
+static Bool do_paint_background;
+static Bool do_colour;
+static Bool offset_texture;
+static int resolution;
+static int bumps;
+static float motion_blur;
+static float fade_time;
+static float hold_time;
+static float zoom;
+
+/* Internal parameters based on supplied options */
+static Bool culling;
+static Bool load_textures;
+
+static XrmOptionDescRec opts[] = {
+ {"-wire", ".blob.wire", XrmoptionNoArg, "true" },
+ {"+wire", ".blob.wire", XrmoptionNoArg, "false" },
+ {"-blend", ".blob.blend", XrmoptionSepArg, 0 },
+ {"-fog", ".blob.fog", XrmoptionNoArg, "true" },
+ {"+fog", ".blob.fog", XrmoptionNoArg, "false" },
+ {"-antialias", ".blob.antialias", XrmoptionNoArg, "true" },
+ {"+antialias", ".blob.antialias", XrmoptionNoArg, "false" },
+ {"-walls", ".blob.walls", XrmoptionNoArg, "true" },
+ {"+walls", ".blob.walls", XrmoptionNoArg, "false" },
+ {"-texture", ".blob.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".blob.texture", XrmoptionNoArg, "false" },
+ {"-colour", ".blob.colour", XrmoptionNoArg, "true" },
+ {"+colour", ".blob.colour", XrmoptionNoArg, "false" },
+ {"-offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "true" },
+ {"+offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "false" },
+ {"-paint-background", ".blob.paintBackground", XrmoptionNoArg, "true" },
+ {"+paint-background", ".blob.paintBackground", XrmoptionNoArg, "false" },
+ {"-resolution", ".blob.resolution", XrmoptionSepArg, NULL },
+ {"-bumps", ".blob.bumps", XrmoptionSepArg, NULL },
+ {"-motion-blur", ".blob.motionBlur", XrmoptionSepArg, 0 },
+ {"-fade-time", ".blob.fadeTime", XrmoptionSepArg, 0 },
+ {"-hold-time", ".blob.holdTime", XrmoptionSepArg, 0 },
+ {"-zoom", ".blob.zoom", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&wireframe, "wire", "Wire", DEF_WIRE, t_Bool},
+ {&blend, "blend", "Blend", DEF_BLEND, t_Float},
+ {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
+ {&do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool},
+ {&do_walls, "walls", "Walls", DEF_WALLS, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_colour, "colour", "Colour", DEF_COLOUR, t_Bool},
+ {&offset_texture, "offsetTexture","OffsetTexture", DEF_OFFSET_TEXTURE, t_Bool},
+ {&do_paint_background,"paintBackground","PaintBackground", DEF_PAINT_BACKGROUND, t_Bool},
+ {&resolution, "resolution", "Resolution", DEF_RESOLUTION, t_Int},
+ {&bumps, "bumps", "Bump", DEF_BUMPS, t_Int},
+ {&motion_blur, "motionBlur", "MotionBlur", DEF_MOTION_BLUR, t_Float},
+ {&fade_time, "fadeTime", "FadeTime", DEF_FADE_TIME, t_Float},
+ {&hold_time, "holdTime", "HoldTime", DEF_HOLD_TIME, t_Float},
+ {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
+};
+
+
+static OptionStruct desc[] =
+{
+ {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
+ {"-/+ blend", "whether to do enable blending (slower)"},
+ {"-/+ fog", "whether to do enable fog (slower)"},
+ {"-/+ antialias", "whether to do enable antialiased lines (slower)"},
+ {"-/+ walls", "whether to add walls to the blob space (slower)"},
+ {"-/+ texture", "whether to add a texture to the blob (slower)"},
+ {"-/+ colour", "whether to colour the blob"},
+ {"-/+ offset_texture", "whether to offset texture co-ordinates"},
+ {"-/+ paint_background", "whether to display a background texture (slower)"},
+ {"-resolution", "Resolution of blob tesselation"},
+ {"-bumps", "Number of bumps used to disturb blob"},
+ {"-motion_blur", "Fade blob images (higher number = faster fade)"},
+ {"-fade_time", "Number of frames to transistion to next image"},
+ {"-hold_time", "Number of frames before next image"},
+};
+
+ENTRYPOINT ModeSpecOpt mirrorblob_opts = {countof(opts), opts, countof(vars), vars, desc};
+
+#ifdef USE_MODULES
+ModStruct mirrorblob_description =
+{"mirrorblob", "init_mirrorblob", "draw_mirrorblob", NULL,
+ "draw_mirrorblob", "init_mirrorblob", "free_mirrorblob", &mirrorblob_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "OpenGL mirrorblob", 0, NULL};
+#endif
+
+/*****************************************************************************
+ * Types used in blob code
+ *****************************************************************************/
+
+typedef struct
+{
+ GLfloat x, y;
+} Vector2D;
+
+typedef struct
+{
+ GLfloat x, y, z;
+} Vector3D;
+
+typedef struct
+{
+ GLfloat w;
+ GLfloat x;
+ GLfloat y;
+ GLfloat z;
+} Quaternion;
+
+typedef struct
+{
+ GLubyte red, green, blue, alpha;
+} Colour;
+
+typedef struct
+{
+ Vector3D initial_position;
+ Vector3D position;
+ Vector3D normal;
+} Node_Data;
+
+typedef struct
+{
+ int node1, node2, node3;
+ Vector3D normal;
+ double length1, length2, length3;
+} Face_Data;
+
+/* Structure to hold data about bumps used to distortion sphere */
+typedef struct
+{
+ double cx, cy, cpower, csize;
+ double ax, ay, power, size;
+ double mx, my, mpower, msize;
+ double vx, vy, vpower, vsize;
+ Vector3D pos;
+} Bump_Data;
+
+/* Vertices of a tetrahedron */
+#define sqrt_3 0.5773502692
+/*#undef sqrt_3
+#define sqrt_3 1.0*/
+#define PPP { sqrt_3, sqrt_3, sqrt_3 } /* +X, +Y, +Z */
+#define MMP { -sqrt_3, -sqrt_3, sqrt_3 } /* -X, -Y, +Z */
+#define MPM { -sqrt_3, sqrt_3, -sqrt_3 } /* -X, +Y, -Z */
+#define PMM { sqrt_3, -sqrt_3, -sqrt_3 } /* +X, -Y, -Z */
+
+/* Structure describing a tetrahedron */
+static Vector3D tetrahedron[4][3] = {
+ {PPP, MMP, MPM},
+ {PMM, MPM, MMP},
+ {PPP, MPM, PMM},
+ {PPP, PMM, MMP}
+};
+
+/*****************************************************************************
+ * Static blob data
+ *****************************************************************************/
+
+static const Vector3D zero_vector = { 0.0, 0.0, 0.0 };
+
+/* Use 2 textures to allow a gradual fade between images */
+#define NUM_TEXTURES 2
+#define BUMP_ARRAY_SIZE 1024
+
+typedef enum
+{
+ INITIALISING,
+ HOLDING,
+ LOADING,
+ TRANSITIONING
+} Frame_State;
+
+/* structure for holding the mirrorblob data */
+typedef struct {
+ int screen_width, screen_height;
+ GLXContext *glx_context;
+ Window window;
+ XColor fg, bg;
+
+ /* Parameters controlling the position of the blob as a whole */
+ Vector3D blob_center;
+ Vector3D blob_anchor;
+ Vector3D blob_velocity;
+ Vector3D blob_force;
+
+ /* Count of the total number of nodes and faces used to tesselate the blob */
+ int num_nodes;
+ int num_faces;
+
+ Node_Data *nodes;
+ Face_Data *faces;
+
+ Vector3D *dots;
+ Vector3D *normals;
+ Colour *colours;
+ Vector2D *tex_coords;
+
+ /* Pointer to the bump function results */
+ double *bump_shape, *wall_shape;
+
+ Bump_Data *bump_data;
+
+ /* Use 2 textures to allow a gradual fade between images */
+ int current_texture;
+
+ /* Ratio of used texture size to total texture size */
+ GLfloat tex_width[NUM_TEXTURES], tex_height[NUM_TEXTURES];
+ GLuint textures[NUM_TEXTURES];
+
+ Frame_State state;
+ double state_start_time;
+
+ int colour_cycle;
+
+ Bool mipmap_p;
+ Bool waiting_for_image_p;
+ Bool first_image_p;
+
+ trackball_state *trackball;
+ int button_down;
+
+} mirrorblobstruct;
+
+static mirrorblobstruct *Mirrorblob = NULL;
+
+/******************************************************************************
+ *
+ * Returns the current time in seconds as a double. Shamelessly borrowed from
+ * glslideshow.
+ *
+ */
+static double
+double_time (void)
+{
+ struct timeval now;
+# ifdef GETTIMEOFDAY_TWO_ARGS
+ struct timezone tzp;
+ gettimeofday(&now, &tzp);
+# else
+ gettimeofday(&now);
+# endif
+
+ return (now.tv_sec + ((double) now.tv_usec * 0.000001));
+}
+
+/******************************************************************************
+ *
+ * Change to the projection matrix and set our viewing volume.
+ *
+ */
+static void
+reset_projection(int width, int height)
+{
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+ gluPerspective (60.0, 1.0, 1.0, 1024.0 );
+ glMatrixMode (GL_MODELVIEW);
+ glLoadIdentity ();
+}
+
+/******************************************************************************
+ *
+ * Calculate the dot product of two vectors u and v
+ * Dot product u.v = |u||v|cos(theta)
+ * Where theta = angle between u and v
+ */
+static inline double
+dot (const Vector3D u, const Vector3D v)
+{
+ return (u.x * v.x) + (u.y * v.y) + (u.z * v.z);
+}
+
+/******************************************************************************
+ *
+ * Calculate the cross product of two vectors.
+ * Gives a vector perpendicular to u and v with magnitude |u||v|sin(theta)
+ * Where theta = angle between u and v
+ */
+static inline Vector3D
+cross (const Vector3D u, const Vector3D v)
+{
+ Vector3D result;
+
+ result.x = (u.y * v.z - u.z * v.y);
+ result.y = (u.z * v.x - u.x * v.z);
+ result.z = (u.x * v.y - u.y * v.x);
+
+ return result;
+}
+
+/******************************************************************************
+ *
+ * Add vector v to vector u
+ */
+static inline void
+add (Vector3D *u, const Vector3D v)
+{
+ u->x = u->x + v.x;
+ u->y = u->y + v.y;
+ u->z = u->z + v.z;
+}
+
+/******************************************************************************
+ *
+ * Subtract vector v from vector u
+ */
+static inline Vector3D
+subtract (const Vector3D u, const Vector3D v)
+{
+ Vector3D result;
+
+ result.x = u.x - v.x;
+ result.y = u.y - v.y;
+ result.z = u.z - v.z;
+
+ return result;
+}
+
+/******************************************************************************
+ *
+ * multiply vector v by scalar s
+ */
+static inline Vector3D
+scale (const Vector3D v, const double s)
+{
+ Vector3D result;
+
+ result.x = v.x * s;
+ result.y = v.y * s;
+ result.z = v.z * s;
+ return result;
+}
+
+/******************************************************************************
+ *
+ * normalise vector v
+ */
+static inline Vector3D
+normalise (const Vector3D v)
+{
+ Vector3D result;
+ double magnitude;
+
+ magnitude = sqrt (dot(v, v));
+
+ if (magnitude > 1e-300)
+ {
+ result = scale (v, 1.0 / magnitude);
+ }
+ else
+ {
+ printf("zero\n");
+ result = zero_vector;
+ }
+ return result;
+}
+
+/******************************************************************************
+ *
+ * Calculate the transform matrix for the given quaternion
+ */
+static void
+quaternion_transform (Quaternion q, GLfloat * transform)
+{
+ GLfloat x, y, z, w;
+ x = q.x;
+ y = q.y;
+ z = q.z;
+ w = q.w;
+
+ transform[0] = (w * w) + (x * x) - (y * y) - (z * z);
+ transform[1] = (2.0 * x * y) + (2.0 * w * z);
+ transform[2] = (2.0 * x * z) - (2.0 * w * y);
+ transform[3] = 0.0;
+
+ transform[4] = (2.0 * x * y) - (2.0 * w * z);
+ transform[5] = (w * w) - (x * x) + (y * y) - (z * z);
+ transform[6] = (2.0 * y * z) + (2.0 * w * x);
+ transform[7] = 0.0;
+
+ transform[8] = (2.0 * x * z) + (2.0 * w * y);
+ transform[9] = (2.0 * y * z) - (2.0 * w * x);
+ transform[10] = (w * w) - (x * x) - (y * y) + (z * z);
+ transform[11] = 0.0;
+
+ transform[12] = 0.0;
+ transform[13] = 0.0;
+ transform[14] = 0.0;
+ transform[15] = (w * w) + (x * x) + (y * y) + (z * z);
+}
+
+/******************************************************************************
+ *
+ * Apply a matrix transform to the given vector
+ */
+static inline Vector3D
+vector_transform (Vector3D u, GLfloat * t)
+{
+ Vector3D result;
+
+ result.x = (u.x * t[0] + u.y * t[4] + u.z * t[8] + 1.0 * t[12]);
+ result.y = (u.x * t[1] + u.y * t[5] + u.z * t[9] + 1.0 * t[13]);
+ result.z = (u.x * t[2] + u.y * t[6] + u.z * t[10] + 1.0 * t[14]);
+
+ return result;
+}
+
+/******************************************************************************
+ *
+ * Return a node that is on an arc between node1 and node2, where distance
+ * is the proportion of the distance from node1 to the total arc.
+ */
+static Vector3D
+partial (Vector3D node1, Vector3D node2, double distance)
+{
+ Vector3D result;
+ Vector3D rotation_axis;
+ GLfloat transformation[16];
+ double angle;
+ Quaternion rotation;
+
+ rotation_axis = normalise (cross (node1, node2));
+ angle = acos (dot (node1, node2)) * distance;
+
+ rotation.x = rotation_axis.x * sin (angle / 2.0);
+ rotation.y = rotation_axis.y * sin (angle / 2.0);
+ rotation.z = rotation_axis.z * sin (angle / 2.0);
+ rotation.w = cos (angle / 2.0);
+
+ quaternion_transform (rotation, transformation);
+
+ result = vector_transform (node1, transformation);
+
+ return result;
+}
+
+/****************************************************************************
+ *
+ * Callback indicating a texture has loaded
+ */
+static void
+image_loaded_cb (const char *filename, XRectangle *geometry,
+ int image_width, int image_height,
+ int texture_width, int texture_height,
+ void *closure)
+{
+ mirrorblobstruct *mp = (mirrorblobstruct *) closure;
+ GLint texid = -1;
+ int texture_index = -1;
+ int i;
+
+ glGetIntegerv (GL_TEXTURE_BINDING_2D, &texid);
+ if (texid < 0) abort();
+
+ for (i = 0; i < NUM_TEXTURES; i++) {
+ if (mp->textures[i] == texid) {
+ texture_index = i;
+ break;
+ }
+ }
+ if (texture_index < 0) abort();
+
+ mp->tex_width [texture_index] = (GLfloat) image_width / texture_width;
+ mp->tex_height[texture_index] = -(GLfloat) image_height / texture_height;
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ (mp->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ mp->waiting_for_image_p = False;
+ mp->first_image_p = True;
+}
+
+/* Load a new file into a texture
+ */
+static void
+grab_texture(ModeInfo *mi, int texture_index)
+{
+ mirrorblobstruct *mp = &Mirrorblob[MI_SCREEN(mi)];
+
+ {
+ int w = (MI_WIDTH(mi) / 2) - 1;
+ int h = (MI_HEIGHT(mi) / 2) - 1;
+ if (w <= 10) w = 10;
+ if (h <= 10) h = 10;
+
+ mp->waiting_for_image_p = True;
+ mp->mipmap_p = True;
+ load_texture_async (mi->xgwa.screen, mi->window,
+ *mp->glx_context, w, h, mp->mipmap_p,
+ mp->textures[texture_index],
+ image_loaded_cb, mp);
+ }
+}
+
+/******************************************************************************
+ *
+ * Generate internal parameters based on supplied options the parameters to
+ * ensure they are consistant.
+ */
+static void
+set_parameters(void)
+{
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ wireframe = 0;
+# endif
+
+ /* In wire frame mode do not draw a texture */
+ if (wireframe)
+ {
+ do_texture = False;
+ blend = 1.0;
+ }
+
+ /* Need to load textures if either the blob or the backgound has an image */
+ if (do_texture || do_paint_background)
+ {
+ load_textures = True;
+ }
+ else
+ {
+ load_textures = False;
+ }
+
+ /* If theres no texture don't calculate co-ordinates. */
+ if (!do_texture)
+ {
+ offset_texture = False;
+ }
+
+ culling = True;
+}
+
+/******************************************************************************
+ *
+ * Initialise the openGL state data.
+ */
+static void
+initialize_gl(ModeInfo *mi, GLsizei width, GLsizei height)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
+
+ /* Lighting values */
+ GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
+
+ GLfloat lightPos0[] = {500.0f, 100.0f, 200.0f, 1.0f };
+ GLfloat whiteLight0[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ GLfloat sourceLight0[] = { 0.6f, 0.6f, 0.6f, 1.0f };
+ GLfloat specularLight0[] = { 0.8f, 0.8f, 0.9f, 1.0f };
+
+ GLfloat lightPos1[] = {-50.0f, -100.0f, 2500.0f, 1.0f };
+ GLfloat whiteLight1[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ GLfloat sourceLight1[] = { 0.6f, 0.6f, 0.6f, 1.0f };
+ GLfloat specularLight1[] = { 0.7f, 0.7f, 0.7f, 1.0f };
+
+ GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ GLfloat fogColor[4] = { 0.4, 0.4, 0.5, 0.1 };
+
+ /* Set the internal parameters based on the configuration settings */
+ set_parameters();
+
+ /* Set the viewport to the width and heigh of the window */
+ glViewport (0, 0, width, height );
+
+ if (do_antialias)
+ {
+ blend = 1.0;
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POLYGON_SMOOTH);
+ }
+
+ /* The blend function is used for trasitioning between two images even when
+ * blend is not selected.
+ */
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ if (do_fog)
+ {
+ glEnable(GL_FOG);
+ glFogfv(GL_FOG_COLOR, fogColor);
+ glFogf(GL_FOG_DENSITY, 0.50);
+ glFogf(GL_FOG_START, 15.0);
+ glFogf(GL_FOG_END, 30.0);
+ }
+
+ /* Set the shading model to smooth (Gouraud shading). */
+ glShadeModel (GL_SMOOTH);
+
+ glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientLight);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0);
+ glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0);
+ glLightfv (GL_LIGHT0, GL_POSITION, lightPos0);
+ glEnable (GL_LIGHT0);
+ glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1);
+ glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1);
+ glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1);
+ glLightfv (GL_LIGHT1, GL_POSITION, lightPos1);
+ glEnable (GL_LIGHT1);
+ glEnable (GL_LIGHTING);
+
+ /* Enable color tracking */
+ glEnable (GL_COLOR_MATERIAL);
+
+ /* Set Material properties to follow glColor values */
+ glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+
+ /* Set all materials to have specular reflectivity */
+ glMaterialfv (GL_FRONT, GL_SPECULAR, specref);
+ glMateriali (GL_FRONT, GL_SHININESS, 32);
+
+ /* Let GL implementation scale normal vectors. */
+ glEnable (GL_NORMALIZE);
+
+ /* Enable Arrays */
+ if (load_textures)
+ {
+ glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ glEnable (GL_TEXTURE_2D);
+
+ gp->current_texture = 0;
+ glGenTextures(NUM_TEXTURES, gp->textures);
+ grab_texture(mi, gp->current_texture);
+
+ glMatrixMode (GL_TEXTURE);
+ glRotated (180.0, 1.0, 0.0, 0.0);
+ glMatrixMode (GL_MODELVIEW);
+ }
+
+ /* Clear the buffer since this is not done during a draw with motion blur */
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+/******************************************************************************
+ *
+ * Initialise the openGL state data.
+ */
+static void
+set_blob_gl_state(GLfloat alpha)
+{
+ if (do_antialias)
+ {
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POLYGON_SMOOTH);
+ }
+
+ if (wireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
+ else
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+
+ /* The blend function is used for trasitioning between two images even when
+ * blend is not selected.
+ */
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ /* Culling. */
+ if (culling)
+ {
+ glCullFace (GL_BACK);
+ glEnable (GL_CULL_FACE);
+ glFrontFace (GL_CCW);
+ }
+ else
+ {
+ glDisable (GL_CULL_FACE);
+ }
+
+ if (blend < 1.0)
+ {
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ /* Set the default blob colour to off-white. */
+ glColor4f (0.9, 0.9, 1.0, alpha);
+ }
+ else
+ {
+ glDisable(GL_BLEND);
+ glColor4f (0.9, 0.9, 1.0, 1.0);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+}
+
+/******************************************************************************
+ *
+ * Initialise the data required to draw the blob allocating the memory as
+ * necessary.
+ *
+ * Return 0 on success.
+ */
+static int
+initialise_blob(mirrorblobstruct *gp,
+ int width,
+ int height,
+ int bump_array_size)
+{
+ /* Loop variables */
+ int i, u, v, node, side, face, base, base2 = 0;
+ int nodes_on_edge = resolution;
+ Vector3D node1, node2, result;
+
+ if (nodes_on_edge < 2)
+ return -1;
+
+ gp->num_nodes = 2 * nodes_on_edge * nodes_on_edge - 4 * nodes_on_edge + 4;
+ gp->num_faces = 4 * (nodes_on_edge - 1) * (nodes_on_edge - 1);
+
+ gp->nodes = (Node_Data *) malloc (gp->num_nodes * sizeof (Node_Data));
+ if (!gp->nodes)
+ {
+ fprintf (stderr, "Couldn't allocate gp->nodes buffer\n");
+ return -1;
+ }
+
+ gp->faces = (Face_Data *) malloc (gp->num_faces * sizeof (Face_Data));
+ if (!gp->faces)
+ {
+ fprintf (stderr, "Couldn't allocate faces data buffer\n");
+ return -1;
+ }
+
+ gp->bump_data = (Bump_Data *) malloc (bumps * sizeof (Bump_Data));
+ if (!gp->bump_data)
+ {
+ fprintf(stderr, "Couldn't allocate bump data buffer\n");
+ return -1;
+ }
+
+ gp->bump_shape = (double *)malloc(bump_array_size * sizeof(double));
+ if (!gp->bump_shape)
+ {
+ fprintf(stderr, "Couldn't allocate bump buffer\n");
+ return -1;
+ }
+
+ gp->wall_shape = (double *)malloc(bump_array_size * sizeof(double));
+ if (!gp->wall_shape)
+ {
+ fprintf(stderr, "Couldn't allocate wall bump buffer\n");
+ return -1;
+ }
+
+
+ gp->dots = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D));
+ if (!gp->dots)
+ {
+ fprintf(stderr, "Couldn't allocate nodes buffer\n");
+ return -1;
+ }
+
+ gp->normals = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D));
+ if (!gp->normals)
+ {
+ fprintf(stderr, "Couldn't allocate normals buffer\n");
+ return -1;
+ }
+
+ gp->colours = (Colour *)malloc(gp->num_nodes * sizeof(Colour));
+ if (!gp->colours)
+ {
+ fprintf(stderr, "Couldn't allocate colours buffer\n");
+ return -1;
+ }
+
+ gp->tex_coords = (Vector2D *)malloc(gp->num_nodes * sizeof(Vector2D));
+ if (!gp->tex_coords)
+ {
+ fprintf(stderr, "Couldn't allocate gp->tex_coords buffer\n");
+ return -1;
+ }
+
+
+ /* Initialise bump data */
+ for (i = 0; i < bumps; i++)
+ {
+ gp->bump_data[i].ax = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].ay = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].power = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].size = 0.1 + 0.5 * (((double)random() / (double)RAND_MAX));
+
+ gp->bump_data[i].pos.x = 1.5 * sin(PI * gp->bump_data[i].ay)
+ * cos(PI * gp->bump_data[i].ax);
+ gp->bump_data[i].pos.y = 1.5 * cos(PI * gp->bump_data[i].ay);
+ gp->bump_data[i].pos.z = 1.5 * sin(PI * gp->bump_data[i].ay)
+ * sin(PI * gp->bump_data[i].ax);
+
+ gp->bump_data[i].cx = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].cy = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].cpower = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5);
+ gp->bump_data[i].csize = 0.35; /*0.1 + 0.25 * (((double)random() / (double)RAND_MAX));*/
+
+ gp->bump_data[i].vx = 0.0;
+ gp->bump_data[i].vy = 0.0;
+ gp->bump_data[i].vpower = 0.0;
+ gp->bump_data[i].vsize = 0.0;
+
+ gp->bump_data[i].mx = 0.003 * ((double)random() / (double)RAND_MAX);
+ gp->bump_data[i].my = 0.003 * ((double)random() / (double)RAND_MAX);
+ gp->bump_data[i].mpower = 0.003 * ((double)random() / (double)RAND_MAX);
+ gp->bump_data[i].msize = 0.003 * ((double)random() / (double)RAND_MAX);
+ }
+
+ /* Initialise lookup table of bump strength */
+ for (i = 0; i < bump_array_size; i++)
+ {
+ double xd, xd2;
+ xd = i / (double)bump_array_size;
+
+ xd2 = 48.0 * xd * xd;
+ gp->bump_shape[i] = 0.1 / (xd2 + 0.1);
+
+ xd2 = 40.0 * xd * xd * xd * xd;
+ gp->wall_shape[i] = 0.4 / (xd2 + 0.1);
+ }
+
+ node = 0;
+ face = 0;
+ for (side = 0; side < 4; side++)
+ {
+ base = node;
+ if (side == 2)
+ {
+ base2 = node;
+ }
+ /*
+ * The start and end of the for loops below are modified based on the
+ * side of the tetrahedron that is being calculated to avoid duplication
+ * of the gp->nodes that are on the edges of the tetrahedron.
+ */
+ for (u = (side > 1); u < (nodes_on_edge - (side > 0)); u++)
+ {
+ node1 = partial (normalise (tetrahedron[side][0]),
+ normalise (tetrahedron[side][1]),
+ u / (double) (nodes_on_edge - 1));
+ node2 = partial (normalise (tetrahedron[side][0]),
+ normalise (tetrahedron[side][2]),
+ u / (double) (nodes_on_edge - 1));
+
+ for (v = (side > 1); v <= (u - (side > 2)); v++)
+ {
+ if (u > 0)
+ result = partial (node1, node2, v / (double) u);
+ else
+ result = node1;
+
+ gp->nodes[node].position = normalise (result);
+ gp->nodes[node].initial_position = gp->nodes[node].position;
+ gp->nodes[node].normal = zero_vector;
+ node++;
+ }
+ }
+
+ /*
+ * Determine which nodes make up each face. The complexity is caused
+ * by having to determine the correct nodes for the edges of the
+ * tetrahedron since the common nodes on the edges are only calculated
+ * once (see above).
+ */
+ for (u = 0; u < (nodes_on_edge - 1); u++)
+ {
+ for (v = 0; v <= u; v++)
+ {
+ {
+ if (side < 2)
+ {
+ gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v;
+ gp->faces[face].node2 =
+ base + ((u + 1) * (u + 2)) / 2 + v + 1;
+ gp->faces[face].node3 =
+ base + ((u + 1) * (u + 2)) / 2 + v;
+
+ if ((side == 1) && (u == (nodes_on_edge - 2)))
+ {
+ gp->faces[face].node3 =
+ ((u + 1) * (u + 2)) / 2 +
+ nodes_on_edge - v - 1;
+ gp->faces[face].node2 =
+ ((u + 1) * (u + 2)) / 2 +
+ nodes_on_edge - v - 2;
+ }
+ }
+ else if (side < 3)
+ {
+ gp->faces[face].node1 =
+ base + (((u - 1) * u) / 2) + v - 1;
+ gp->faces[face].node2 = base + ((u) * (u + 1)) / 2 + v;
+ gp->faces[face].node3 =
+ base + ((u) * (u + 1)) / 2 + v - 1;
+
+ if (u == (nodes_on_edge - 2))
+ {
+ int n = nodes_on_edge - v - 1;
+ gp->faces[face].node2 =
+ ((nodes_on_edge *
+ (nodes_on_edge + 1)) / 2) +
+ ((n - 1) * (n + 0)) / 2;
+ gp->faces[face].node3 =
+ ((nodes_on_edge *
+ (nodes_on_edge + 1)) / 2) +
+ ((n + 0) * (n + 1)) / 2;
+ }
+ if (v == 0)
+ {
+ gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1;
+ gp->faces[face].node3 = (((u + 2) * (u + 3)) / 2) - 1;
+ }
+ }
+ else
+ {
+ gp->faces[face].node1 =
+ base + (((u - 2) * (u - 1)) / 2) + v - 1;
+ gp->faces[face].node2 = base + ((u - 1) * u) / 2 + v;
+ gp->faces[face].node3 = base + ((u - 1) * u) / 2 + v - 1;
+
+ if (v == 0)
+ {
+ gp->faces[face].node1 =
+ base2 + ((u * (u + 1)) / 2) - 1;
+ gp->faces[face].node3 =
+ base2 + ((u + 1) * (u + 2)) / 2 - 1;
+ }
+ if (u == (nodes_on_edge - 2))
+ {
+ gp->faces[face].node3 =
+ ((nodes_on_edge *
+ (nodes_on_edge + 1)) / 2) +
+ ((v + 1) * (v + 2)) / 2 - 1;
+ gp->faces[face].node2 =
+ ((nodes_on_edge *
+ (nodes_on_edge + 1)) / 2) +
+ ((v + 2) * (v + 3)) / 2 - 1;
+ }
+ if (v == u)
+ {
+ gp->faces[face].node1 = (u * (u + 1)) / 2;
+ gp->faces[face].node2 = ((u + 1) * (u + 2)) / 2;
+ }
+ }
+ face++;
+ }
+
+ if (v < u)
+ {
+ if (side < 2)
+ {
+ gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v;
+ gp->faces[face].node2 =
+ base + ((u * (u + 1)) / 2) + v + 1;
+ gp->faces[face].node3 =
+ base + (((u + 1) * (u + 2)) / 2) + v + 1;
+
+ if ((side == 1) && (u == (nodes_on_edge - 2)))
+ {
+ gp->faces[face].node3 =
+ ((u + 1) * (u + 2)) / 2 +
+ nodes_on_edge - v - 2;
+ }
+ }
+ else if (side < 3)
+ {
+ gp->faces[face].node1 =
+ base + ((u * (u - 1)) / 2) + v - 1;
+ gp->faces[face].node2 = base + ((u * (u - 1)) / 2) + v;
+ gp->faces[face].node3 = base + ((u * (u + 1)) / 2) + v;
+
+ if (u == (nodes_on_edge - 2))
+ {
+ int n = nodes_on_edge - v - 1;
+ gp->faces[face].node3 =
+ ((nodes_on_edge *
+ (nodes_on_edge + 1)) / 2) +
+ ((n + 0) * (n - 1)) / 2;
+ }
+ if (v == 0)
+ {
+ gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1;
+ }
+ }
+ else
+ {
+ gp->faces[face].node1 =
+ base + (((u - 2) * (u - 1)) / 2) + v - 1;
+ gp->faces[face].node2 =
+ base + (((u - 2) * (u - 1)) / 2) + v;
+ gp->faces[face].node3 = base + (((u - 1) * u) / 2) + v;
+
+ if (v == 0)
+ {
+ gp->faces[face].node1 = base2 + (u * (u + 1)) / 2 - 1;
+ }
+ if (u == (nodes_on_edge - 2))
+ {
+ gp->faces[face].node3 =
+ ((nodes_on_edge * (nodes_on_edge + 1)) / 2) +
+ ((v + 2) * (v + 3)) / 2 - 1;
+ }
+ if (v == (u - 1))
+ {
+ gp->faces[face].node2 = (u * (u + 1)) / 2;
+ }
+ }
+ face++;
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+/******************************************************************************
+ *
+ * Return the magnitude of the given vector
+ */
+#if 0
+static inline double
+length (Vector3D u)
+{
+ return sqrt (u.x * u.x + u.y * u.y + u.z * u.z);
+}
+#endif
+
+/******************************************************************************
+ *
+ * Calculate the blob shape.
+ */
+static void
+calc_blob(mirrorblobstruct *gp,
+ int width,
+ int height,
+ int bump_array_size,
+ float limit,
+ double fade)
+{
+ /* Loop variables */
+ int i, index, face;
+ /* position of a node */
+ Vector3D node;
+ Vector3D offset;
+ Vector3D bump_vector;
+ int dist;
+
+ /* Update position and strength of bumps used to distort the blob */
+ for (i = 0; i < bumps; i++)
+ {
+ gp->bump_data[i].vx += gp->bump_data[i].mx*(gp->bump_data[i].cx - gp->bump_data[i].ax);
+ gp->bump_data[i].vy += gp->bump_data[i].my*(gp->bump_data[i].cy - gp->bump_data[i].ay);
+ gp->bump_data[i].vpower += gp->bump_data[i].mpower
+ * (gp->bump_data[i].cpower - gp->bump_data[i].power);
+ gp->bump_data[i].vsize += gp->bump_data[i].msize
+ * (gp->bump_data[i].csize - gp->bump_data[i].size);
+
+ gp->bump_data[i].ax += 0.1 * gp->bump_data[i].vx;
+ gp->bump_data[i].ay += 0.1 * gp->bump_data[i].vy;
+ gp->bump_data[i].power += 0.1 * gp->bump_data[i].vpower;
+ gp->bump_data[i].size += 0.1 * gp->bump_data[i].vsize;
+
+ gp->bump_data[i].pos.x = 1.0 * sin(PI * gp->bump_data[i].ay)
+ * cos(PI * gp->bump_data[i].ax);
+ gp->bump_data[i].pos.y = 1.0 * cos(PI * gp->bump_data[i].ay);
+ gp->bump_data[i].pos.z = 1.0 * sin(PI * gp->bump_data[i].ay)
+ * sin(PI * gp->bump_data[i].ax);
+ }
+
+ /* Update calculate new position for each vertex based on an offset from
+ * the initial position
+ */
+ gp->blob_force = zero_vector;
+ for (index = 0; index < gp->num_nodes; ++index)
+ {
+ node = gp->nodes[index].initial_position;
+ gp->nodes[index].normal = node;
+
+ offset = zero_vector;
+ for ( i = 0; i < bumps; i++)
+ {
+ bump_vector = subtract(gp->bump_data[i].pos, node);
+
+ dist = bump_array_size * dot(bump_vector, bump_vector) * gp->bump_data[i].size;
+
+ if (dist < bump_array_size)
+ {
+ add(&offset, scale(node, gp->bump_data[i].power * gp->bump_shape[dist]));
+ add(&gp->blob_force, scale(node, gp->bump_data[i].power * gp->bump_shape[dist]));
+ }
+ }
+
+ add(&node, offset);
+ node = scale(node, zoom);
+ add(&node, gp->blob_center);
+
+ if (do_walls)
+ {
+ if (node.z < -limit) node.z = -limit;
+ if (node.z > limit) node.z = limit;
+
+ dist = bump_array_size * (node.z + limit) * (node.z + limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
+ node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
+ gp->blob_force.z += (node.z + limit);
+ }
+ else
+ {
+ dist = bump_array_size * (node.z - limit) * (node.z - limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
+ node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
+ gp->blob_force.z -= (node.z - limit);
+ }
+
+ if (node.y < -limit) node.y = -limit;
+ if (node.y > limit) node.y = limit;
+
+ dist = bump_array_size * (node.y + limit) * (node.y + limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
+ node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
+ gp->blob_force.y += (node.y + limit);
+ }
+ else
+ {
+ dist = bump_array_size * (node.y - limit) * (node.y - limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist];
+ node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
+ gp->blob_force.y -= (node.y - limit);
+ }
+ }
+
+ if (node.x < -limit) node.x = -limit;
+ if (node.x > limit) node.x = limit;
+
+ dist = bump_array_size * (node.x + limit) * (node.x + limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
+ node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
+ gp->blob_force.x += (node.x + limit);
+ }
+ else
+ {
+ dist = bump_array_size * (node.x - limit) * (node.x - limit) * 0.5;
+ if (dist < bump_array_size)
+ {
+ node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist];
+ node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist];
+ gp->blob_force.x -= (node.x - limit);
+ }
+ }
+
+ if (node.y < -limit) node.y = -limit;
+ if (node.y > limit) node.y = limit;
+ }
+ }
+ gp->dots[index] = node;
+ }
+
+ /* Determine the normal for each face */
+ for (face = 0; face < gp->num_faces; face++)
+ {
+ /* Use pointers to indexed nodes to help readability */
+ int index1 = gp->faces[face].node1;
+ int index2 = gp->faces[face].node2;
+ int index3 = gp->faces[face].node3;
+
+ gp->faces[face].normal = cross(subtract(gp->dots[index2], gp->dots[index1]),
+ subtract(gp->dots[index3], gp->dots[index1]));
+
+ /* Add the normal for the face onto the normal for the verticies of
+ the face */
+ add(&gp->nodes[index1].normal, gp->faces[face].normal);
+ add(&gp->nodes[index2].normal, gp->faces[face].normal);
+ add(&gp->nodes[index3].normal, gp->faces[face].normal);
+ }
+
+ /* Use the normal to set the colour and texture */
+ if (do_colour || do_texture)
+ {
+ for (index = 0; index < gp->num_nodes; ++index)
+ {
+ gp->normals[index] = normalise(gp->nodes[index].normal);
+
+ if (do_colour)
+ {
+ gp->colours[index].red = (int)(255.0 * fabs(gp->normals[index].x));
+ gp->colours[index].green = (int)(255.0 * fabs(gp->normals[index].y));
+ gp->colours[index].blue = (int)(255.0 * fabs(gp->normals[index].z));
+ gp->colours[index].alpha = (int)(255.0 * fade);
+ }
+ if (do_texture)
+ {
+ if (offset_texture)
+ {
+ const float cube_size = 100.0;
+ Vector3D eye = {0.0, 0.0, 50.0};
+ Vector3D eye_r = normalise(subtract(gp->dots[index], eye));
+ Vector3D reference = subtract(eye_r, scale(gp->normals[index], 2.0 * dot(eye_r, gp->normals[index])));
+ double x = 0.0;
+ double y = 0.0;
+ double n, n_min = 10000.0, sign = 1.0;
+ if (fabs(reference.z) > 1e-9)
+ {
+ n = (cube_size - gp->dots[index].z) / reference.z;
+ if (n < 0.0)
+ {
+ n = (-cube_size - gp->dots[index].z) / reference.z;
+ sign = 3.0;
+ }
+ if (n > 0.0)
+ {
+ x = sign * (gp->dots[index].x + n * reference.x);
+ y = sign * (gp->dots[index].y + n * reference.y);
+ n_min = n;
+ }
+ }
+ if (fabs(reference.x) > 1e-9)
+ {
+ n = (cube_size - gp->dots[index].x) / reference.x;
+ sign = 1.0;
+ if (n < 0.0)
+ {
+ n = (-cube_size - gp->dots[index].x) / reference.x;
+ sign = -1.0;
+ }
+ if ((n > 0.0) && (n < n_min))
+ {
+ x = sign * (2.0 * cube_size - (gp->dots[index].z + n * reference.z));
+ y = sign * x * (gp->dots[index].y + n * reference.y) / cube_size;
+ n_min = n;
+ }
+ }
+ if (fabs(reference.y) > 1e-9)
+ {
+ n = (cube_size - gp->dots[index].y) / reference.y;
+ sign = 1.0;
+ if (n < 0.0)
+ {
+ n = (-cube_size - gp->dots[index].y) / reference.y;
+ sign = -1.0;
+ }
+ if ((n > 0.0) && (n < n_min))
+ {
+ y = sign * (2.0 * cube_size -( gp->dots[index].z + n * reference.z));
+ x = sign * y * (gp->dots[index].x + n * reference.x) / cube_size;
+ }
+ }
+
+ gp->tex_coords[index].x = 0.5 + x / (cube_size * 6.0);
+ gp->tex_coords[index].y = 0.5 - y / (cube_size * 6.0);
+ }
+ else
+ {
+ gp->tex_coords[index].x = 0.5
+ * (1.0 + asin(gp->normals[index].x) / (0.5 * PI));
+ gp->tex_coords[index].y = -0.5
+ * (1.0 + asin(gp->normals[index].y) / (0.5 * PI));
+ }
+ /* Adjust the texture co-ordinates to from range 0..1 to
+ * 0..width or 0..height as appropriate
+ */
+ gp->tex_coords[index].x *= gp->tex_width[gp->current_texture];
+ gp->tex_coords[index].y *= gp->tex_height[gp->current_texture];
+ }
+ }
+ }
+
+ /* Update the center of the whole blob */
+ add(&gp->blob_velocity, scale (subtract (gp->blob_anchor, gp->blob_center), 1.0 / 80.0));
+ add(&gp->blob_velocity, scale (gp->blob_force, 0.01 / gp->num_nodes));
+
+ add(&gp->blob_center, scale(gp->blob_velocity, 0.5));
+
+ gp->blob_velocity = scale(gp->blob_velocity, 0.999);
+}
+
+static void
+draw_vertex(mirrorblobstruct *gp, int index)
+{
+ if (do_colour)
+ {
+ glColor3ub(gp->colours[index].red,
+ gp->colours[index].green,
+ gp->colours[index].blue);
+ }
+ if (load_textures)
+ {
+ glTexCoord2fv(&gp->tex_coords[index].x);
+ }
+ glNormal3fv(&gp->normals[index].x);
+ glVertex3fv(&gp->dots[index].x);
+}
+
+/******************************************************************************
+ *
+ * Draw the blob shape.
+ *
+ */
+static void
+draw_blob (mirrorblobstruct *gp)
+{
+ int face;
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+/* glRotatef(current_device_rotation(), 0, 0, 1); */
+
+ /* Move down the z-axis. */
+ glTranslatef (0.0, 0.0, -4.0);
+
+ gltrackball_rotate (gp->trackball);
+
+ /* glColor4ub (255, 0, 0, 128); */
+ glBegin(GL_TRIANGLES);
+ for (face = 0; face < gp->num_faces; face++)
+ {
+ draw_vertex(gp, gp->faces[face].node1);
+ draw_vertex(gp, gp->faces[face].node2);
+ draw_vertex(gp, gp->faces[face].node3);
+ }
+ glEnd();
+
+#if 0
+ glBegin(GL_LINES);
+ for (face = 0; face < gp->num_faces; face++)
+ {
+ if (gp->normals[gp->faces[face].node1].z > 0.0)
+ {
+ Vector3D end = gp->dots[gp->faces[face].node1];
+ glVertex3dv(&end);
+ add(&end, scale(gp->normals[gp->faces[face].node1], 0.25));
+ glVertex3dv(&end);
+ }
+ }
+ glEnd();
+#endif
+
+ glLoadIdentity();
+}
+
+/******************************************************************************
+ *
+ * Draw the background image simply map a texture onto a full screen quad.
+ */
+static void
+draw_background (ModeInfo *mi)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
+ GLfloat rot = current_device_rotation();
+
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable (GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ /* Reset the projection matrix to make it easier to get the size of the quad
+ * correct
+ */
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glRotatef (-rot, 0, 0, 1);
+/*
+ if ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135))
+ {
+ GLfloat s = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+ glScalef (s, 1/s, 1);
+ }
+*/
+
+ glOrtho(0.0, MI_WIDTH(mi), MI_HEIGHT(mi), 0.0, -1000.0, 1000.0);
+
+ glBegin (GL_QUADS);
+
+ glTexCoord2f (0.0, 0.0);
+ glVertex2i (0, 0);
+
+ glTexCoord2f (0.0, gp->tex_height[gp->current_texture]);
+ glVertex2i (0, MI_HEIGHT(mi));
+
+ glTexCoord2f (gp->tex_width[gp->current_texture], gp->tex_height[gp->current_texture]);
+ glVertex2i (MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glTexCoord2f (gp->tex_width[gp->current_texture], 0.0);
+ glVertex2i (MI_WIDTH(mi), 0);
+ glEnd();
+
+ glPopMatrix ();
+ glMatrixMode (GL_MODELVIEW);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
+
+/******************************************************************************
+ *
+ * Update the scene.
+ */
+static GLvoid
+draw_scene(ModeInfo * mi)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
+
+ double fade = 0.0;
+ double current_time;
+ check_gl_error ("draw_scene");
+
+ mi->polygon_count = 0;
+ glColor4f (1.0, 1.0, 1.0, 1.0);
+
+ current_time = double_time();
+ switch (gp->state)
+ {
+ case INITIALISING:
+ glColor4f (0.0, 0.0, 0.0, 1.0);
+ fade = 1.0;
+ break;
+
+ case TRANSITIONING:
+ fade = 1.0 - (current_time - gp->state_start_time) / fade_time;
+ break;
+
+ case LOADING: /* FALL-THROUGH */
+ case HOLDING:
+ fade = 1.0;
+ break;
+ }
+
+ /* Set the correct texture, when transitioning this ensures that the first draw
+ * is the original texture (which has the new texture drawn over it with decreasing
+ * transparency)
+ */
+ if (load_textures)
+ {
+ glBindTexture(GL_TEXTURE_2D, gp->textures[gp->current_texture]);
+ }
+
+ glDisable (GL_DEPTH_TEST);
+ if (do_paint_background)
+ {
+ glEnable (GL_TEXTURE_2D);
+ if (motion_blur > 0.0)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable (GL_BLEND);
+ glColor4f (1.0, 1.0, 1.0, motion_blur);
+ }
+ else
+ {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+ draw_background (mi);
+ mi->polygon_count++;
+
+ /* When transitioning between two images paint the new image over the old
+ * image with a varying alpha value to get a smooth fade.
+ */
+ if (gp->state == TRANSITIONING)
+ {
+ glEnable (GL_BLEND);
+ /* Select the texture to transition to */
+ glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]);
+ glColor4f (1.0, 1.0, 1.0, 1.0 - fade);
+
+ draw_background (mi);
+ mi->polygon_count++;
+
+ /* Select the original texture to draw the blob */
+ glBindTexture (GL_TEXTURE_2D, gp->textures[gp->current_texture]);
+ }
+ /* Clear the depth buffer bit so the backgound is behind the blob */
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ else if (motion_blur > 0.0)
+ {
+ glEnable (GL_BLEND);
+ glColor4f (0.0, 0.0, 0.0, motion_blur);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glTranslatef (0.0, 0.0, -4.0);
+ glRectd (-10.0, -10.0, 10.0, 10.0);
+ if (wireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ else
+ {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+
+ if (!do_texture)
+ {
+ fade = 1.0;
+ glDisable (GL_TEXTURE_2D);
+ }
+
+ calc_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE, 2.5, fade * blend);
+
+ set_blob_gl_state(fade * blend);
+
+ if (blend < 1.0)
+ {
+ /* Disable the colour chanels so that only the depth buffer is updated */
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ draw_blob(gp);
+ mi->polygon_count += gp->num_faces;
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
+
+ glDepthFunc(GL_LEQUAL);
+ draw_blob(gp);
+ mi->polygon_count += gp->num_faces;
+
+ /* While transitioning between images draw a second blob with a modified
+ * alpha value.
+ */
+ if (load_textures && (hold_time > 0))
+ {
+ switch (gp->state)
+ {
+ case INITIALISING:
+ if (!gp->waiting_for_image_p)
+ {
+ gp->state = HOLDING;
+ }
+ break;
+
+ case HOLDING:
+ if ((current_time - gp->state_start_time) > hold_time)
+ {
+ grab_texture(mi, 1 - gp->current_texture);
+ gp->state = LOADING;
+ }
+ break;
+
+ case LOADING:
+ /* Once the image has loaded move to the TRANSITIONING STATE */
+ if (!gp->waiting_for_image_p)
+ {
+ gp->state = TRANSITIONING;
+ /* Get the time again rather than using the current time so
+ * that the time taken by the grab_texture function is not part
+ * of the fade time
+ */
+ gp->state_start_time = double_time();
+ }
+ break;
+
+ case TRANSITIONING:
+
+ /* If the blob is textured draw over existing blob to fade between
+ * images
+ */
+ if (do_texture)
+ {
+ /* Select the texture to transition to */
+ glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]);
+ glEnable (GL_BLEND);
+
+ /* If colour is enabled update the alpha data in the buffer and
+ * use that in the blending since the alpha of the incomming
+ * verticies will not be correct
+ */
+ if (do_colour)
+ {
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
+ glClearColor(0.0, 0.0, 0.0, (1.0 - fade) * blend);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
+ }
+ else
+ {
+ glColor4f (0.9, 0.9, 1.0, (1.0 - fade) * blend);
+ }
+
+ draw_blob (gp);
+ mi->polygon_count += gp->num_faces;
+
+ if (do_colour)
+ {
+ /* Restore the 'standard' blend functions. */
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+
+ if ((current_time - gp->state_start_time) > fade_time)
+ {
+ gp->state = HOLDING;
+ gp->state_start_time = current_time;
+ gp->current_texture = 1 - gp->current_texture;
+ }
+ break;
+
+ }
+ }
+}
+
+/******************************************************************************
+ *
+ * XMirrorblob screen update entry
+ */
+ENTRYPOINT void
+draw_mirrorblob(ModeInfo * mi)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!gp->glx_context)
+ return;
+
+ /* Wait for the first image; for subsequent images, load them in the
+ background while animating. */
+ if (gp->waiting_for_image_p && gp->first_image_p)
+ return;
+
+ glXMakeCurrent(display, window, *(gp->glx_context));
+ draw_scene(mi);
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+ glXSwapBuffers(display, window);
+}
+
+/******************************************************************************
+ *
+ * XMirrorblob screen resize entry
+ */
+ENTRYPOINT void
+reshape_mirrorblob(ModeInfo *mi, int width, int height)
+{
+ glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) );
+ reset_projection(width, height);
+}
+
+/****************************************************************************
+ *
+ * Handle Mouse events
+ */
+ENTRYPOINT Bool
+mirrorblob_handle_event (ModeInfo * mi, XEvent * event)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN (mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button4)
+ {
+ zoom *= 1.1;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button5)
+ {
+
+ zoom *= 0.9;
+ return True;
+ }
+ else if (gltrackball_event_handler (event, gp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &gp->button_down))
+ {
+ return True;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ gp->state_start_time = 0;
+ gp->state = HOLDING;
+ return True;
+ }
+
+ return False;
+}
+
+/******************************************************************************
+ *
+ * XMirrorblob initialise entry
+ */
+ENTRYPOINT void
+init_mirrorblob(ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+
+ mirrorblobstruct *gp;
+
+ MI_INIT(mi, Mirrorblob);
+ gp = &Mirrorblob[screen];
+
+ gp->window = MI_WINDOW(mi);
+ if ((gp->glx_context = init_GL(mi)) != NULL)
+ {
+ reshape_mirrorblob(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ initialize_gl(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+ else
+ {
+ MI_CLEARWINDOW(mi);
+ }
+ gp->trackball = gltrackball_init(False);
+
+ initialise_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE);
+ gp->state = INITIALISING;
+ gp->state_start_time = double_time();
+
+ gp->first_image_p = True;
+}
+
+/******************************************************************************
+ *
+ * XMirrorblob cleanup entry
+ */
+ENTRYPOINT void
+free_mirrorblob(ModeInfo * mi)
+{
+ mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)];
+ if (gp->nodes) free(gp->nodes);
+ if (gp->faces) free(gp->faces);
+ if (gp->bump_data) free(gp->bump_data);
+ if (gp->colours) free(gp->colours);
+ if (gp->tex_coords) free(gp->tex_coords);
+ if (gp->dots) free(gp->dots);
+ if (gp->wall_shape) free(gp->wall_shape);
+ if (gp->bump_shape) free(gp->bump_shape);
+}
+
+XSCREENSAVER_MODULE ("MirrorBlob", mirrorblob)
+
+#endif