/* cityflow, Copyright (c) 2014-2017 Jamie Zawinski * * 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: 20000 \n" \ "*count: 800 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ # define release_cube 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #include "xlockmore.h" #include "colors.h" #include "gltrackball.h" #include #ifdef USE_GL /* whole file */ #define DEF_SKEW "12" #define DEF_WAVES "6" #define DEF_WAVE_SPEED "25" #define DEF_WAVE_RADIUS "256" static int texture_size = 512; typedef struct { GLfloat x, y, z; GLfloat w, h, d; GLfloat cth, sth; } cube; typedef struct { int x, y; double xth, yth; } wave_src; typedef struct { int nwaves; int radius; int speed; wave_src *srcs; int *heights; } waves; typedef struct { GLXContext *glx_context; trackball_state *trackball; Bool button_down_p; GLuint cube_list; int cube_polys; int ncubes; cube *cubes; waves *waves; GLfloat min_x, max_x, min_y, max_y; int texture_width, texture_height; int ncolors; XColor *colors; } cube_configuration; static cube_configuration *ccs = NULL; static int wave_count; static int wave_speed; static int wave_radius; static int skew; static XrmOptionDescRec opts[] = { {"-waves", ".waves", XrmoptionSepArg, 0 }, {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 }, {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 }, {"-skew", ".skew", XrmoptionSepArg, 0 }, }; static argtype vars[] = { {&wave_count, "waves", "Waves", DEF_WAVES, t_Int}, {&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int}, {&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int}, {&skew, "skew", "Skew", DEF_SKEW,t_Int}, }; ENTRYPOINT ModeSpecOpt cube_opts = { countof(opts), opts, countof(vars), vars, NULL}; ENTRYPOINT void reshape_cube (ModeInfo *mi, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; int y = 0; if (width > height * 2) { /* tiny window: show middle */ height = width; y = -height/2; h = height / (GLfloat) width; } glViewport (0, y, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* For this one it's really important to minimize the distance between near and far. */ gluPerspective (30, 1/h, 10, 50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( 0.0, 0.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); } static void reset_colors (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; make_smooth_colormap (0, 0, 0, cc->colors, &cc->ncolors, False, 0, False); if (! MI_IS_WIREFRAME(mi)) glClearColor (cc->colors[0].red / 65536.0, cc->colors[0].green / 65536.0, cc->colors[0].blue / 65536.0, 1); } static void tweak_cubes (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; int i; for (i = 0; i < cc->ncubes; i++) { cube *cube = &cc->cubes[i]; cube->x += (frand(2)-1)*0.01; cube->y += (frand(2)-1)*0.01; cube->z += (frand(2)-1)*0.01; } } ENTRYPOINT Bool cube_handle_event (ModeInfo *mi, XEvent *event) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; /* Neutralize any vertical motion */ GLfloat rot = current_device_rotation(); Bool rotp = ((rot > 45 && rot < 135) || (rot < -45 && rot > -135)); if (event->xany.type == ButtonPress || event->xany.type == ButtonRelease) { if (rotp) event->xbutton.x = MI_WIDTH(mi) / 2; else event->xbutton.y = MI_HEIGHT(mi) / 2; } else if (event->xany.type == MotionNotify) { if (rotp) event->xmotion.x = MI_WIDTH(mi) / 2; else event->xmotion.y = MI_HEIGHT(mi) / 2; } if (gltrackball_event_handler (event, cc->trackball, MI_WIDTH (mi), MI_HEIGHT (mi), &cc->button_down_p)) return True; else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) { reset_colors (mi); tweak_cubes (mi); gltrackball_reset (cc->trackball, 0, 0); return True; } return False; } /* Waves. Adapted from ../hacks/interference.c by Hannu Mallat. */ static void init_wave (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; waves *ww; int i; cc->waves = ww = (waves *) calloc (sizeof(*cc->waves), 1); ww->nwaves = wave_count; ww->radius = wave_radius; ww->speed = wave_speed; ww->heights = (int *) calloc (sizeof(*ww->heights), ww->radius); ww->srcs = (wave_src *) calloc (sizeof(*ww->srcs), ww->nwaves); for (i = 0; i < ww->radius; i++) { float max = (cc->ncolors * (ww->radius - i) / (float) ww->radius); ww->heights[i] = ((max + max * cos(i / 50.0)) / 2.0); } for (i = 0; i < ww->nwaves; i++) { ww->srcs[i].xth = frand(2.0) * M_PI; ww->srcs[i].yth = frand(2.0) * M_PI; } cc->texture_width = texture_size; cc->texture_height = texture_size; } static int interference_point (cube_configuration *cc, int x, int y) { /* Compute the effect of the waves on a pixel. */ waves *ww = cc->waves; int result = 0; int i; for (i = 0; i < ww->nwaves; i++) { int dx = x - ww->srcs[i].x; int dy = y - ww->srcs[i].y; int dist = sqrt (dx*dx + dy*dy); result += (dist >= ww->radius ? 0 : ww->heights[dist]); } result *= 0.4; if (result > 255) result = 255; return result; } static void interference (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; waves *ww = cc->waves; int i; /* Move the wave origins around */ for (i = 0; i < ww->nwaves; i++) { ww->srcs[i].xth += (ww->speed / 1000.0); if (ww->srcs[i].xth > 2*M_PI) ww->srcs[i].xth -= 2*M_PI; ww->srcs[i].yth += (ww->speed / 1000.0); if (ww->srcs[i].yth > 2*M_PI) ww->srcs[i].yth -= 2*M_PI; ww->srcs[i].x = (cc->texture_width/2 + (cos (ww->srcs[i].xth) * cc->texture_width / 2)); ww->srcs[i].y = (cc->texture_height/2 + (cos (ww->srcs[i].yth) * cc->texture_height / 2)); } } /* qsort comparator for sorting cubes by y position */ static int cmp_cubes (const void *aa, const void *bb) { const cube *a = (cube *) aa; const cube *b = (cube *) bb; return ((int) (b->y * 10000) - (int) (a->y * 10000)); } ENTRYPOINT void init_cube (ModeInfo *mi) { int i; cube_configuration *cc; MI_INIT (mi, ccs); cc = &ccs[MI_SCREEN(mi)]; if ((cc->glx_context = init_GL(mi)) != NULL) { reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); } cc->trackball = gltrackball_init (False); cc->ncolors = 256; cc->colors = (XColor *) calloc(cc->ncolors, sizeof(XColor)); reset_colors (mi); init_wave (mi); cc->ncubes = MI_COUNT (mi); if (cc->ncubes < 1) cc->ncubes = 1; cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes); for (i = 0; i < cc->ncubes; i++) { /* Set the size to roughly cover a 2x2 square on average. */ GLfloat scale = 1.8 / sqrt (cc->ncubes); cube *cube = &cc->cubes[i]; double th = -(skew ? frand(skew) : 0) * M_PI / 180; cube->x = (frand(1)-0.5); cube->y = (frand(1)-0.5); cube->z = frand(0.12); cube->cth = cos(th); cube->sth = sin(th); cube->w = scale * (frand(1) + 0.2); cube->d = scale * (frand(1) + 0.2); if (cube->x < cc->min_x) cc->min_x = cube->x; if (cube->y < cc->min_y) cc->min_y = cube->y; if (cube->x > cc->max_x) cc->max_x = cube->x; if (cube->y > cc->max_y) cc->max_y = cube->y; } /* Sorting by depth improves frame rate slightly. With 6000 polygons we get: 3.9 FPS unsorted; 3.1 FPS back to front; 4.3 FPS front to back. */ qsort (cc->cubes, cc->ncubes, sizeof(*cc->cubes), cmp_cubes); } static void animate_cubes (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; int i; for (i = 0; i < cc->ncubes; i++) { cube *cube = &cc->cubes[i]; GLfloat fx = (cube->x - cc->min_x) / (cc->max_x - cc->min_x); GLfloat fy = (cube->y - cc->min_y) / (cc->max_y - cc->min_y); int x = (int) (cc->texture_width * fx) % cc->texture_width; int y = (int) (cc->texture_height * fy) % cc->texture_height; unsigned char v = interference_point (cc, x, y); cube->h = cube->z + (v / 256.0 / 2.5) + 0.1; } } ENTRYPOINT void draw_cube (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); int i; if (!cc->glx_context) return; mi->polygon_count = 0; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cc->glx_context); interference (mi); animate_cubes (mi); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); /* glEnable (GL_POLYGON_OFFSET_FILL); */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef(current_device_rotation(), 0, 0, 1); gltrackball_rotate (cc->trackball); glRotatef (-180, 1, 0, 0); { GLfloat s = 15; glScalef (s, s, s); } glRotatef (-90, 1, 0, 0); glTranslatef (-0.18, 0, -0.18); glRotatef (37, 1, 0, 0); glRotatef (20, 0, 0, 1); glScalef (2.1, 2.1, 2.1); /* Position lights after device rotation. */ if (!wire) { static const GLfloat pos[4] = {0.0, 0.25, -1.0, 0.0}; static const GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0}; static const GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, dif); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } glBegin (wire ? GL_LINES : GL_QUADS); for (i = 0; i < cc->ncubes; i++) { cube *cube = &cc->cubes[i]; GLfloat cth = cube->cth; GLfloat sth = cube->sth; GLfloat x = cth*cube->x + sth*cube->y; GLfloat y = -sth*cube->x + cth*cube->y; GLfloat w = cube->w/2; GLfloat h = cube->h/2; GLfloat d = cube->d/2; GLfloat bottom = 5; GLfloat xw = cth*w, xd = sth*d; GLfloat yw = -sth*w, yd = cth*d; GLfloat color[4]; int c = cube->h * cc->ncolors * 0.7; c %= cc->ncolors; color[0] = cc->colors[c].red / 65536.0; color[1] = cc->colors[c].green / 65536.0; color[2] = cc->colors[c].blue / 65536.0; color[3] = 1.0; glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); /* Putting this in a display list makes no performance difference. */ if (! wire) { glNormal3f (0, 0, -1); /* top */ glVertex3f (x+xw+xd, y+yw+yd, -h); glVertex3f (x+xw-xd, y+yw-yd, -h); glVertex3f (x-xw-xd, y-yw-yd, -h); glVertex3f (x-xw+xd, y-yw+yd, -h); mi->polygon_count++; glNormal3f (sth, cth, 0); /* front */ glVertex3f (x+xw+xd, y+yw+yd, bottom); glVertex3f (x+xw+xd, y+yw+yd, -h); glVertex3f (x-xw+xd, y-yw+yd, -h); glVertex3f (x-xw+xd, y-yw+yd, bottom); mi->polygon_count++; glNormal3f (cth, -sth, 0); /* right */ glVertex3f (x+xw-xd, y+yw-yd, -h); glVertex3f (x+xw+xd, y+yw+yd, -h); glVertex3f (x+xw+xd, y+yw+yd, bottom); glVertex3f (x+xw-xd, y+yw-yd, bottom); mi->polygon_count++; # if 0 /* Omitting these makes no performance difference. */ glNormal3f (-cth, sth, 0); /* left */ glVertex3f (x-xw+xd, y-yw+yd, -h); glVertex3f (x-xw-xd, y-yw-yd, -h); glVertex3f (x-xw-xd, y-yw-yd, bottom); glVertex3f (x-xw+xd, y-yw+yd, bottom); mi->polygon_count++; glNormal3f (-sth, -cth, 0); /* back */ glVertex3f (x-xw-xd, y-yw-yd, bottom); glVertex3f (x-xw-xd, y-yw-yd, -h); glVertex3f (x+xw-xd, y+yw-yd, -h); glVertex3f (x+xw-xd, y+yw-yd, bottom); mi->polygon_count++; # endif } else { glNormal3f (0, 0, -1); /* top */ glVertex3f (x+xw+xd, y+yw+yd, -h); glVertex3f (x+xw-xd, y+yw-yd, -h); glVertex3f (x+xw-xd, y+yw-yd, -h); glVertex3f (x-xw-xd, y-yw-yd, -h); glVertex3f (x-xw-xd, y-yw-yd, -h); glVertex3f (x-xw+xd, y-yw+yd, -h); glVertex3f (x-xw+xd, y-yw+yd, -h); glVertex3f (x+xw+xd, y+yw+yd, -h); mi->polygon_count++; } } glEnd(); glPolygonOffset (0, 0); # if 0 glDisable(GL_DEPTH_TEST); /* Outline the playfield */ glColor3f(1,1,1); glBegin(GL_LINE_LOOP); glVertex3f (-0.5, -0.5, 0); glVertex3f (-0.5, 0.5, 0); glVertex3f ( 0.5, 0.5, 0); glVertex3f ( 0.5, -0.5, 0); glEnd(); # endif glPopMatrix(); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_cube (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; if (!cc->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *cc->glx_context); if (cc->waves) { free (cc->waves->srcs); free (cc->waves->heights); free (cc->waves); } if (cc->trackball) gltrackball_free (cc->trackball); if (cc->cubes) free (cc->cubes); if (cc->colors) free (cc->colors); } XSCREENSAVER_MODULE_2 ("Cityflow", cityflow, cube) #endif /* USE_GL */