/* cubenetic, Copyright (c) 2002-2014 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: 5 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ "*suppressRotationAnimation: True\n" \ # define free_cube 0 # define release_cube 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #include "xlockmore.h" #include "colors.h" #include "rotator.h" #include "gltrackball.h" #include #ifdef USE_GL /* whole file */ #define DEF_SPIN "XYZ" #define DEF_WANDER "True" #define DEF_TEXTURE "True" #define DEF_WAVES "3" #define DEF_WAVE_SPEED "80" #define DEF_WAVE_RADIUS "512" typedef struct { int color; GLfloat x, y, z; GLfloat w, h, d; int frame; GLfloat dx, dy, dz; GLfloat dw, dh, dd; } 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; rotator *rot; trackball_state *trackball; Bool button_down_p; GLuint cube_list; GLuint texture_id; int cube_polys; int ncubes; cube *cubes; waves *waves; int texture_width, texture_height; unsigned char *texture; int ncolors; XColor *cube_colors; XColor *texture_colors; } cube_configuration; static cube_configuration *ccs = NULL; static char *do_spin; static Bool do_wander; static Bool do_texture; static int wave_count; static int wave_speed; static int wave_radius; static int texture_size = 256; static XrmOptionDescRec opts[] = { { "-spin", ".spin", XrmoptionSepArg, 0 }, { "+spin", ".spin", XrmoptionNoArg, "" }, { "-wander", ".wander", XrmoptionNoArg, "True" }, { "+wander", ".wander", XrmoptionNoArg, "False" }, {"-texture", ".texture", XrmoptionNoArg, "true" }, {"+texture", ".texture", XrmoptionNoArg, "false" }, {"-waves", ".waves", XrmoptionSepArg, 0 }, {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 }, {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 }, }; static argtype vars[] = { {&do_spin, "spin", "Spin", DEF_SPIN, t_String}, {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, {&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}, }; ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL}; static int unit_cube (Bool wire) { int polys = 0; glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */ glNormal3f (0, 0, 1); glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5); glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5); glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5); glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5); polys++; glEnd(); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */ glNormal3f (0, 0, -1); glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5); glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5); glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5); glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5); polys++; glEnd(); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */ glNormal3f (-1, 0, 0); glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, 0.5); glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5); glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5); glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5); polys++; glEnd(); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */ glNormal3f (1, 0, 0); glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, -0.5); glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5); glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5); glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5); polys++; glEnd(); if (wire) return polys; glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */ glNormal3f (0, 1, 0); glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5); glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5); glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5); glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5); polys++; glEnd(); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */ glNormal3f (0, -1, 0); glTexCoord2f(1, 0); glVertex3f (-0.5, -0.5, 0.5); glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5); glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5); glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5); polys++; glEnd(); return polys; } /* Window management, etc */ ENTRYPOINT void reshape_cube (ModeInfo *mi, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; int y = 0; if (width > height * 5) { /* tiny window: show middle */ height = width; 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); } /* 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; } } static void interference (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; waves *ww = cc->waves; int x, y, 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)); } /* Compute the effect of the waves on each pixel, and generate the output map. */ for (y = 0; y < cc->texture_height; y++) for (x = 0; x < cc->texture_width; x++) { int result = 0; unsigned char *o; 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 %= cc->ncolors; o = cc->texture + (((y * cc->texture_width) + x) << 2); o[0] = (cc->texture_colors[result].red >> 8); o[1] = (cc->texture_colors[result].green >> 8); o[2] = (cc->texture_colors[result].blue >> 8); /* o[3] = 0xFF; */ } } /* Textures */ static void init_texture (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; int i; glEnable(GL_TEXTURE_2D); clear_gl_error(); glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glGenTextures (1, &cc->texture_id); glBindTexture (GL_TEXTURE_2D, cc->texture_id); check_gl_error("texture binding"); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); check_gl_error("texture initialization"); cc->texture_width = texture_size; cc->texture_height = texture_size; i = texture_size * texture_size * 4; cc->texture = (unsigned char *) malloc (i); memset (cc->texture, 0xFF, i); } static void shuffle_texture (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; interference (mi); clear_gl_error(); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, cc->texture_width, cc->texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, cc->texture); check_gl_error("texture"); } static void reset_colors (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; double H[3], S[3], V[3]; int shift = 60; H[0] = frand(360.0); H[1] = ((H[0] + shift) < 360) ? (H[0]+shift) : (H[0] + shift - 360); H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360); S[0] = S[1] = S[2] = 1.0; V[0] = V[1] = V[2] = 1.0; make_color_loop(0, 0, 0, H[0], S[0], V[0], H[1], S[1], V[1], H[2], S[2], V[2], cc->texture_colors, &cc->ncolors, False, False); make_smooth_colormap (0, 0, 0, cc->cube_colors, &cc->ncolors, False, 0, False); } ENTRYPOINT Bool cube_handle_event (ModeInfo *mi, XEvent *event) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; 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); return True; } return False; } ENTRYPOINT void init_cube (ModeInfo *mi) { int i; cube_configuration *cc; int wire = MI_IS_WIREFRAME(mi); 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)); } if (!wire) { static const GLfloat pos[4] = {1.0, 0.5, 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); } { Bool spinx=False, spiny=False, spinz=False; double spin_speed = 1.0; double wander_speed = 0.05; char *s = do_spin; while (*s) { if (*s == 'x' || *s == 'X') spinx = True; else if (*s == 'y' || *s == 'Y') spiny = True; else if (*s == 'z' || *s == 'Z') spinz = True; else if (*s == '0') ; else { fprintf (stderr, "%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n", progname, do_spin); exit (1); } s++; } cc->rot = make_rotator (spinx ? spin_speed : 0, spiny ? spin_speed : 0, spinz ? spin_speed : 0, 1.0, do_wander ? wander_speed : 0, (spinx && spiny && spinz)); cc->trackball = gltrackball_init (True); } cc->ncolors = 256; cc->texture_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor)); cc->cube_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor)); reset_colors (mi); cc->ncubes = MI_COUNT (mi); cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes); for (i = 0; i < cc->ncubes; i++) { cube *cube = &cc->cubes[i]; cube->color = random() % cc->ncolors; cube->w = 1.0; cube->h = 1.0; cube->d = 1.0; cube->dx = frand(0.1); cube->dy = frand(0.1); cube->dz = frand(0.1); cube->dw = frand(0.1); cube->dh = frand(0.1); cube->dd = frand(0.1); } if (wire) do_texture = False; if (do_texture) { init_texture (mi); init_wave (mi); shuffle_texture (mi); } cc->cube_list = glGenLists (1); glNewList (cc->cube_list, GL_COMPILE); cc->cube_polys = unit_cube (wire); glEndList (); } static void shuffle_cubes (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(mi)]; int i; for (i = 0; i < cc->ncubes; i++) { # define SINOID(SCALE,FRAME,SIZE) \ ((((1 + sin((FRAME * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2) cube *cube = &cc->cubes[i]; cube->x = SINOID(cube->dx, cube->frame, 0.5); cube->y = SINOID(cube->dy, cube->frame, 0.5); cube->z = SINOID(cube->dz, cube->frame, 0.5); cube->w = SINOID(cube->dw, cube->frame, 0.9) + 1.0; cube->h = SINOID(cube->dh, cube->frame, 0.9) + 1.0; cube->d = SINOID(cube->dd, cube->frame, 0.9) + 1.0; cube->frame++; # undef SINOID } } ENTRYPOINT void draw_cube (ModeInfo *mi) { cube_configuration *cc = &ccs[MI_SCREEN(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)); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glScalef(1.1, 1.1, 1.1); { double x, y, z; get_position (cc->rot, &x, &y, &z, !cc->button_down_p); glTranslatef((x - 0.5) * 8, (y - 0.5) * 6, (z - 0.5) * 15); gltrackball_rotate (cc->trackball); get_rotation (cc->rot, &x, &y, &z, !cc->button_down_p); glRotatef (x * 360, 1.0, 0.0, 0.0); glRotatef (y * 360, 0.0, 1.0, 0.0); glRotatef (z * 360, 0.0, 0.0, 1.0); } glScalef (2.5, 2.5, 2.5); for (i = 0; i < cc->ncubes; i++) { cube *cube = &cc->cubes[i]; GLfloat color[4]; color[0] = cc->cube_colors[cube->color].red / 65536.0; color[1] = cc->cube_colors[cube->color].green / 65536.0; color[2] = cc->cube_colors[cube->color].blue / 65536.0; color[3] = 1.0; cube->color++; if (cube->color >= cc->ncolors) cube->color = 0; glPushMatrix (); glTranslatef (cube->x, cube->y, cube->z); glScalef (cube->w, cube->h, cube->d); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); glCallList (cc->cube_list); mi->polygon_count += cc->cube_polys; glPopMatrix (); } shuffle_cubes (mi); if (do_texture) shuffle_texture (mi); glPopMatrix(); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } XSCREENSAVER_MODULE_2 ("Cubenetic", cubenetic, cube) #endif /* USE_GL */