/* discoball, Copyright (c) 2016 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: 30000 \n" \ "*count: 30 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ # define release_ball 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #include "xlockmore.h" #include "normals.h" #include "rotator.h" #include "gltrackball.h" #include #ifdef USE_GL /* whole file */ #define DEF_SPIN "False" #define DEF_WANDER "True" #define DEF_SPEED "1.0" typedef struct tile tile; struct tile { XYZ position, normal; GLfloat size, tilt; tile *next; }; typedef struct { XYZ normal; GLfloat color[4]; } ray; typedef struct { GLXContext *glx_context; rotator *rot; GLfloat th; trackball_state *trackball; Bool button_down_p; tile *tiles; int nrays; ray *rays; } ball_configuration; static ball_configuration *bps = NULL; static Bool do_spin; static GLfloat speed; static Bool do_wander; static XrmOptionDescRec opts[] = { { "-spin", ".spin", XrmoptionNoArg, "True" }, { "+spin", ".spin", XrmoptionNoArg, "False" }, { "-speed", ".speed", XrmoptionSepArg, 0 }, { "-wander", ".wander", XrmoptionNoArg, "True" }, { "+wander", ".wander", XrmoptionNoArg, "False" } }; static argtype vars[] = { {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool}, {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, {&speed, "speed", "Speed", DEF_SPEED, t_Float}, }; ENTRYPOINT ModeSpecOpt ball_opts = {countof(opts), opts, countof(vars), vars, NULL}; static XYZ normalize (XYZ p) { GLfloat d = sqrt(p.x*p.x + p.y*p.y * p.z*p.z); if (d < 0.0000001) p.x = p.y = p.z = 0; else { p.x /= d; p.y /= d; p.z /= d; } return p; } static void build_texture (ModeInfo *mi) { int x, y; int size = 128; int bpl = size * 2; unsigned char *data = malloc (bpl * size); for (y = 0; y < size; y++) { for (x = 0; x < size; x++) { unsigned char *c = &data [y * bpl + x * 2]; GLfloat X = (x / (GLfloat) (size-1)) - 0.5; GLfloat Y = (y / (GLfloat) (size-1)) - 0.5; X = cos (X * X * 6.2); Y = cos (Y * Y * 6.2); X = X < Y ? X : Y; X *= 0.4; c[0] = 0xFF; c[1] = 0xFF * X; } } glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glPixelStorei (GL_UNPACK_ALIGNMENT, 1); check_gl_error ("texture param"); glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, size, size, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); check_gl_error ("light texture"); free (data); } static int draw_rays (ModeInfo *mi) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); int polys = 0; int i; glEnable (GL_TEXTURE_2D); glDisable (GL_LIGHTING); glEnable (GL_BLEND); glDisable (GL_DEPTH_TEST); glBlendFunc (GL_SRC_ALPHA, GL_ONE); for (i = 0; i < bp->nrays; i++) { GLfloat x = bp->rays[i].normal.x; GLfloat y = bp->rays[i].normal.y; GLfloat z = bp->rays[i].normal.z; glPushMatrix(); /* Orient to direction of ray. */ glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1); glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0); glScalef (5, 5, 10); glTranslatef(0, 0, 1.1); glColor4fv (bp->rays[i].color); glBegin(wire ? GL_LINE_LOOP : GL_QUADS); glTexCoord2f (0, 0); glVertex3f (-0.5, 0, -1); glTexCoord2f (1, 0); glVertex3f ( 0.5, 0, -1); glTexCoord2f (1, 1); glVertex3f ( 0.5, 0, 1); glTexCoord2f (0, 1); glVertex3f (-0.5, 0, 1); glEnd(); polys++; glPopMatrix(); } glDisable (GL_TEXTURE_2D); glEnable (GL_LIGHTING); glDisable (GL_BLEND); glEnable (GL_DEPTH_TEST); glDisable (GL_FOG); return polys; } static int draw_ball_1 (ModeInfo *mi) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); int polys = 0; tile *t; GLfloat m[4][4]; glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]); glFrontFace (GL_CW); #if 0 /* Draw the back rays. */ if (! wire) { glPushMatrix(); glLoadIdentity(); glMultMatrixf (&m[0][0]); glTranslatef(0, 0, -4.1); glRotatef (bp->th, 0, 0, 1); polys += draw_rays (mi); glPopMatrix(); } glClear(GL_DEPTH_BUFFER_BIT); #endif /* Instead of rendering polygons for the foam ball substrate, let's just billboard a quad down the middle to mask out the back-facing tiles. */ { glPushMatrix(); m[0][0] = 1; m[1][0] = 0; m[2][0] = 0; m[0][1] = 0; m[1][1] = 1; m[2][1] = 0; m[0][2] = 0; m[1][2] = 0; m[2][2] = 1; glLoadIdentity(); glMultMatrixf (&m[0][0]); glScalef (40, 40, 40); glTranslatef (-0.5, -0.5, -0.01); if (! wire) glDisable (GL_LIGHTING); /* Draw into the depth buffer but not the frame buffer */ glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColor3f (0, 0, 0); glBegin (GL_QUADS); glVertex3f (0, 0, 0); glVertex3f (0, 1, 0); glVertex3f (1, 1, 0); glVertex3f (1, 0, 0); glEnd(); polys++; glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if (! wire) glEnable (GL_LIGHTING); glPopMatrix(); glColor3f (1, 1, 1); } /* Draw all the tiles. */ for (t = bp->tiles; t; t = t->next) { GLfloat x = t->normal.x; GLfloat y = t->normal.y; GLfloat z = t->normal.z; GLfloat s = t->size / 2; glPushMatrix(); /* Move to location of tile. */ glTranslatef (t->position.x, t->position.y, t->position.z); /* Orient to direction tile is facing. */ glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1); glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0); glRotatef (t->tilt, 0, 1, 0); glScalef (s, s, s); glNormal3f (0, 1, 0); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); glVertex3f (-1, 0, -1); glVertex3f ( 1, 0, -1); glVertex3f ( 1, 0, 1); glVertex3f (-1, 0, 1); glEnd(); polys++; if (! wire) { GLfloat d = 0.2; glNormal3f (0, 0, -1); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); glVertex3f (-1, 0, -1); glVertex3f (-1, -d, -1); glVertex3f ( 1, -d, -1); glVertex3f ( 1, 0, -1); glEnd(); polys++; glNormal3f (0, 0, 1); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); glVertex3f ( 1, 0, 1); glVertex3f ( 1, -d, 1); glVertex3f (-1, -d, 1); glVertex3f (-1, 0, 1); glEnd(); polys++; glNormal3f (1, 0, 0); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); glVertex3f ( 1, 0, -1); glVertex3f ( 1, -d, -1); glVertex3f ( 1, -d, 1); glVertex3f ( 1, 0, 1); glEnd(); polys++; glNormal3f (-1, 0, 0); glBegin (wire ? GL_LINE_LOOP : GL_QUADS); glVertex3f (-1, 0, 1); glVertex3f (-1, -d, 1); glVertex3f (-1, -d, -1); glVertex3f (-1, 0, -1); glEnd(); polys++; } glPopMatrix(); } /* Draw the front rays. */ if (! wire) { glPushMatrix(); glLoadIdentity(); glMultMatrixf (&m[0][0]); glTranslatef(0, 0, 4.1); glRotatef (-bp->th, 0, 0, 1); polys += draw_rays (mi); glPopMatrix(); } return polys; } static GLfloat vector_angle (XYZ a, XYZ b) { double La = sqrt (a.x*a.x + a.y*a.y + a.z*a.z); double Lb = sqrt (b.x*b.x + b.y*b.y + b.z*b.z); double cc, angle; if (La == 0 || Lb == 0) return 0; if (a.x == b.x && a.y == b.y && a.z == b.z) return 0; /* dot product of two vectors is defined as: La * Lb * cos(angle between vectors) and is also defined as: ax*bx + ay*by + az*bz so: La * Lb * cos(angle) = ax*bx + ay*by + az*bz cos(angle) = (ax*bx + ay*by + az*bz) / (La * Lb) angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb)); */ cc = (a.x*b.x + a.y*b.y + a.z*b.z) / (La * Lb); if (cc > 1) cc = 1; /* avoid fp rounding error (1.000001 => sqrt error) */ angle = acos (cc); return (angle); } #undef RANDSIGN #define RANDSIGN() ((random() & 1) ? 1 : -1) #undef BELLRAND #define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3) static void build_ball (ModeInfo *mi) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; int rows = MI_COUNT (mi); GLfloat tile_size = M_PI / rows; GLfloat th0, th1; struct { XYZ position; GLfloat strength; } dents[5]; int dent_count = random() % countof(dents); int i; for (i = 0; i < dent_count; i++) { GLfloat dist; dents[i].position.x = RANDSIGN() * (2 - BELLRAND(0.2)); dents[i].position.y = RANDSIGN() * (2 - BELLRAND(0.2)); dents[i].position.z = RANDSIGN() * (2 - BELLRAND(0.2)); dist = sqrt (dents[i].position.x * dents[i].position.x + dents[i].position.y * dents[i].position.y + dents[i].position.z * dents[i].position.z); dents[i].strength = dist - (1 - BELLRAND(0.3)); dents[i].strength = dist - (1 - BELLRAND(0.3)); } for (th1 = M_PI/2; th1 > -(M_PI/2 + tile_size/2); th1 -= tile_size) { GLfloat x = cos (th1); GLfloat y = sin (th1); GLfloat x0 = cos (th1 - tile_size/2); GLfloat x1 = cos (th1 + tile_size/2); GLfloat circ0 = M_PI * x0 * 2; GLfloat circ1 = M_PI * x1 * 2; GLfloat circ = (circ0 < circ1 ? circ0 : circ1); int row_tiles = floor ((circ < 0 ? 0 : circ) / tile_size); GLfloat spacing; GLfloat dropsy = 0.13 + frand(0.04); if (row_tiles <= 0) row_tiles = 1; spacing = M_PI*2 / row_tiles; for (th0 = 0; th0 < M_PI*2; th0 += spacing) { tile *t = (tile *) calloc (1, sizeof(*t)); t->size = tile_size * 0.85; t->position.x = cos (th0) * x; t->position.y = sin (th0) * x; t->position.z = y; t->normal = t->position; /* Apply pressure on position from the dents. */ for (i = 0; i < dent_count; i++) { GLfloat dist; XYZ direction; if (! (random() % 150)) /* Drop tiles randomly */ { free (t); goto SKIP; } direction.x = t->position.x - dents[i].position.x; direction.y = t->position.y - dents[i].position.y; direction.z = t->position.z - dents[i].position.z; dist = sqrt (direction.x * direction.x + direction.y * direction.y + direction.z * direction.z); if (dist < dents[i].strength) { GLfloat s = 1 - (dents[i].strength - dist) * 0.66; XYZ n2 = t->normal; GLfloat angle = vector_angle (t->position, dents[i].position); /* Drop out the tiles near the apex of the dent. */ if (angle < dropsy) { free (t); goto SKIP; } t->position.x *= s; t->position.y *= s; t->position.z *= s; direction = normalize (direction); n2.x -= direction.x; n2.y -= direction.y; n2.z -= direction.z; t->normal.x = (t->normal.x + n2.x) / 2; t->normal.y = (t->normal.y + n2.y) / 2; t->normal.z = (t->normal.z + n2.z) / 2; } } /* Skew the direction the tile is facing slightly. */ t->normal.x += 0.12 - frand(0.06); t->normal.y += 0.12 - frand(0.06); t->normal.z += 0.12 - frand(0.06); t->tilt = 4 - BELLRAND(8); t->next = bp->tiles; bp->tiles = t; SKIP: ; } } bp->nrays = 5 + BELLRAND(10); bp->rays = (ray *) calloc (bp->nrays, sizeof(*bp->rays)); for (i = 0; i < bp->nrays; i++) { GLfloat th = frand(M_PI * 2); bp->rays[i].normal.x = cos (th); bp->rays[i].normal.y = sin (th); bp->rays[i].normal.z = 1; bp->rays[i].normal = normalize (bp->rays[i].normal); bp->rays[i].color[0] = 0.9 + frand(0.1); bp->rays[i].color[1] = 0.6 + frand(0.4); bp->rays[i].color[2] = 0.6 + frand(0.2); bp->rays[i].color[3] = 1; } } /* Window management, etc */ ENTRYPOINT void reshape_ball (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 * 9/16; y = -height/2; h = height / (GLfloat) width; } glViewport (0, y, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, 1/h, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( 0.0, 0.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); # ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ { int o = (int) current_device_rotation(); if (o != 0 && o != 180 && o != -180) glScalef (1/h, 1/h, 1/h); } # endif glClear(GL_COLOR_BUFFER_BIT); } ENTRYPOINT Bool ball_handle_event (ModeInfo *mi, XEvent *event) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; if (gltrackball_event_handler (event, bp->trackball, MI_WIDTH (mi), MI_HEIGHT (mi), &bp->button_down_p)) return True; return False; } ENTRYPOINT void init_ball (ModeInfo *mi) { ball_configuration *bp; int wire = MI_IS_WIREFRAME(mi); MI_INIT (mi, bps); bp = &bps[MI_SCREEN(mi)]; bp->glx_context = init_GL(mi); if (! wire) build_texture (mi); reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); bp->th = 180 - frand(360); if (MI_COUNT(mi) < 10) MI_COUNT(mi) = 10; if (MI_COUNT(mi) > 200) MI_COUNT(mi) = 200; { double spin_speed = 0.1; double wander_speed = 0.003; double spin_accel = 1; bp->rot = make_rotator (do_spin ? spin_speed : 0, do_spin ? spin_speed : 0, do_spin ? spin_speed : 0, spin_accel, do_wander ? wander_speed : 0, False); bp->trackball = gltrackball_init (True); } build_ball (mi); if (!wire) { GLfloat color[4] = {0.5, 0.5, 0.5, 1}; GLfloat cspec[4] = {1, 1, 1, 1}; static const GLfloat shiny = 10; static GLfloat pos0[4] = { 0.5, -1, -0.5, 0}; static GLfloat pos1[4] = {-0.75, -1, 0, 0}; static GLfloat amb[4] = {0, 0, 0, 1}; static GLfloat dif[4] = {1, 1, 1, 1}; static GLfloat spc[4] = {1, 1, 1, 1}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); color[0] += frand(0.2); color[1] += frand(0.2); color[2] += frand(0.2); cspec[0] -= frand(0.2); cspec[1] -= frand(0.2); cspec[2] -= frand(0.2); glLightfv(GL_LIGHT0, GL_POSITION, pos0); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, dif); glLightfv(GL_LIGHT0, GL_SPECULAR, spc); glLightfv(GL_LIGHT1, GL_POSITION, pos1); glLightfv(GL_LIGHT1, GL_AMBIENT, amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, dif); glLightfv(GL_LIGHT1, GL_SPECULAR, spc); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); glMaterialfv (GL_FRONT, GL_SPECULAR, cspec); glMateriali (GL_FRONT, GL_SHININESS, shiny); } } ENTRYPOINT void draw_ball (ModeInfo *mi) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef(current_device_rotation(), 0, 0, 1); { double x, y, z; get_position (bp->rot, &x, &y, &z, !bp->button_down_p); glTranslatef((x - 0.5) * 6, (y - 0.5) * 6, (z - 0.5) * 2); gltrackball_rotate (bp->trackball); get_rotation (bp->rot, &x, &y, &z, !bp->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); } mi->polygon_count = 0; glRotatef (50, 1, 0, 0); glScalef (4, 4, 4); glRotatef (bp->th, 0, 0, 1); if (! bp->button_down_p) { bp->th += (bp->th > 0 ? speed : -speed); while (bp->th > 360) bp->th -= 360; while (bp->th < -360) bp->th += 360; } mi->polygon_count += draw_ball_1 (mi); glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_ball (ModeInfo *mi) { ball_configuration *bp = &bps[MI_SCREEN(mi)]; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); while (bp->tiles) { tile *t = bp->tiles->next; free (bp->tiles); bp->tiles = t; } if (bp->rays) free (bp->rays); if (bp->trackball) gltrackball_free (bp->trackball); if (bp->rot) free_rotator (bp->rot); } XSCREENSAVER_MODULE_2 ("Discoball", discoball, ball) #endif /* USE_GL */