/* glblur --- radial blur using GL textures * 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. * * This program draws a box and a few line segments, and generates a flowing * radial blur outward from it -- this causes flowing field effects. * It does this by rendering the scene into a small texture, then repeatedly * rendering increasingly-enlarged and increasingly-transparent versions of * that texture onto the frame buffer. * * As such, it's quite graphics intensive -- don't bother trying to run this * if you don't have hardware-accelerated texture support. * * Inspired by Dario Corno's Radial Blur tutorial: * http://nehe.gamedev.net/tutorials/lesson.asp?l=36 */ #define DEFAULTS "*delay: 10000 \n" \ "*showFPS: False \n" \ "*fpsSolid: True \n" \ "*suppressRotationAnimation: True\n" \ # define release_glblur 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #undef ABS #define ABS(n) ((n)<0?-(n):(n)) #undef SIGNOF #define SIGNOF(n) ((n)<0?-1:1) #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_BLUR_SIZE "15" typedef struct metaball metaball; typedef struct { GLXContext *glx_context; rotator *rot; trackball_state *trackball; Bool button_down_p; GLuint obj_dlist0; /* east-west cube faces */ GLuint obj_dlist1; /* north-south cube faces */ GLuint obj_dlist2; /* up-down cube faces */ GLuint obj_dlist3; /* spikes coming out of the cube's corners */ GLuint scene_dlist1; /* the cube, rotated and translated */ GLuint scene_dlist2; /* the spikes, rotated and translated */ int scene_polys1; /* polygons in scene, not counting texture overlay */ int scene_polys2; /* polygons in scene, not counting texture overlay */ GLuint texture; unsigned int *tex_data; int tex_w, tex_h; int ncolors; XColor *colors0; XColor *colors1; XColor *colors2; XColor *colors3; int ccolor; Bool show_cube_p; Bool show_spikes_p; } glblur_configuration; static glblur_configuration *bps = NULL; static char *do_spin; static Bool do_wander; static int blursize; static XrmOptionDescRec opts[] = { { "-spin", ".spin", XrmoptionSepArg, 0 }, { "+spin", ".spin", XrmoptionNoArg, "" }, { "-blursize", ".blurSize", XrmoptionSepArg, 0 }, { "-wander", ".wander", XrmoptionNoArg, "True" }, { "+wander", ".wander", XrmoptionNoArg, "False" }, }; static argtype vars[] = { {&do_spin, "spin", "Spin", DEF_SPIN, t_String}, {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, {&blursize, "blurSize","BlurSize", DEF_BLUR_SIZE, t_Int}, }; ENTRYPOINT ModeSpecOpt glblur_opts = {countof(opts), opts, countof(vars), vars, NULL}; /* Window management, etc */ ENTRYPOINT void reshape_glblur (ModeInfo *mi, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; glViewport (0, 0, (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, 8.0, 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); } /* Objects in the scene */ static void generate_object (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; Bool wire = MI_IS_WIREFRAME (mi); int s = 10; bp->scene_polys1 = 0; bp->scene_polys2 = 0; glNewList (bp->obj_dlist0, GL_COMPILE); 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); bp->scene_polys1++; 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); bp->scene_polys1++; glEnd(); glEndList(); glNewList (bp->obj_dlist1, GL_COMPILE); 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); bp->scene_polys1++; 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); bp->scene_polys1++; glEnd(); glEndList(); glNewList (bp->obj_dlist2, GL_COMPILE); 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); bp->scene_polys1++; 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); bp->scene_polys1++; glEnd(); glEndList(); glNewList (bp->obj_dlist3, GL_COMPILE); glLineWidth (1); glBegin(GL_LINES); glVertex3f(-s, 0, 0); glVertex3f(s, 0, 0); /* face spikes */ glVertex3f(0, -s, 0); glVertex3f(0, s, 0); glVertex3f(0, 0, -s); glVertex3f(0, 0, s); bp->scene_polys2 += 3; glEnd(); glLineWidth (8); glBegin(GL_LINES); glVertex3f(-s, -s, -s); glVertex3f( s, s, s); /* corner spikes */ glVertex3f(-s, -s, s); glVertex3f( s, s, -s); glVertex3f(-s, s, -s); glVertex3f( s, -s, s); glVertex3f( s, -s, -s); glVertex3f(-s, s, s); bp->scene_polys2 += 4; glEnd(); glEndList (); check_gl_error ("object generation"); } static void init_texture (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; if (bp->tex_data) free (bp->tex_data); bp->tex_w = 128; bp->tex_h = 128; bp->tex_data = (unsigned int *) malloc (bp->tex_w * bp->tex_h * 4 * sizeof (unsigned int)); glGenTextures (1, &bp->texture); glBindTexture (GL_TEXTURE_2D, bp->texture); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, bp->tex_w, bp->tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data); check_gl_error ("texture generation"); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } static void render_scene_to_texture (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; glViewport (0, 0, bp->tex_w, bp->tex_h); glCallList (bp->scene_dlist1); glCallList (bp->scene_dlist2); glBindTexture (GL_TEXTURE_2D, bp->texture); glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, bp->tex_w, bp->tex_h, 0); check_gl_error ("texture2D"); glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi)); } static void overlay_blur_texture (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; int w = MI_WIDTH (mi); int h = MI_HEIGHT (mi); int times = blursize; int i; GLfloat inc = 0.02 * (25.0 / times); GLfloat spost = 0; /* starting texture coordinate offset */ GLfloat alpha_inc; /* transparency fade factor */ GLfloat alpha = 0.2; /* initial transparency */ glEnable (GL_TEXTURE_2D); glDisable (GL_DEPTH_TEST); glBlendFunc (GL_SRC_ALPHA,GL_ONE); glEnable (GL_BLEND); glBindTexture (GL_TEXTURE_2D, bp->texture); /* switch to orthographic projection, saving both previous matrixes on their respective stacks. */ glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (0, w, h, 0, -1, 1); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); alpha_inc = alpha / times; mi->polygon_count = bp->scene_polys1 + bp->scene_polys2; glBegin (GL_QUADS); for (i = 0; i < times; i++) { glColor4f (1, 1, 1, alpha); glTexCoord2f (0+spost, 1-spost); glVertex2f (0, 0); glTexCoord2f (0+spost, 0+spost); glVertex2f (0, h); glTexCoord2f (1-spost, 0+spost); glVertex2f (w, h); glTexCoord2f (1-spost, 1-spost); glVertex2f (w, 0); spost += inc; alpha -= alpha_inc; mi->polygon_count++; } glEnd(); /* Switch back to perspective projection, restoring the saved matrixes */ glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); glEnable (GL_DEPTH_TEST); glDisable (GL_BLEND); glDisable (GL_TEXTURE_2D); glBindTexture (GL_TEXTURE_2D, 0); } /* Startup initialization */ ENTRYPOINT Bool glblur_handle_event (ModeInfo *mi, XEvent *event) { glblur_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_glblur (ModeInfo *mi) { glblur_configuration *bp; int wire = MI_IS_WIREFRAME(mi); MI_INIT (mi, bps); bp = &bps[MI_SCREEN(mi)]; bp->glx_context = init_GL(mi); reshape_glblur (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */ if (!wire) { GLfloat gamb[4]= {0.2, 0.2, 0.2, 1.0}; GLfloat pos[4] = {0.0, 5.0, 10.0, 1.0}; GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0}; GLfloat dif[4] = {0.3, 0.3, 0.3, 1.0}; GLfloat spc[4] = {0.8, 0.8, 0.8, 1.0}; GLfloat shiny = 128; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); glLightModelfv (GL_LIGHT_MODEL_AMBIENT, gamb); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, dif); glLightfv(GL_LIGHT0, GL_SPECULAR, spc); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialf(GL_FRONT, GL_SHININESS, shiny); } { Bool spinx=False, spiny=False, spinz=False; double spin_speed = 0.9; double wander_speed = 0.06; 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++; } bp->rot = make_rotator (spinx ? spin_speed : 0, spiny ? spin_speed : 0, spinz ? spin_speed : 0, 1.0, do_wander ? wander_speed : 0, False); bp->trackball = gltrackball_init (True); } if (blursize < 0) blursize = 0; if (blursize > 200) blursize = 200; bp->ncolors = 128; bp->colors0 = (XColor *) calloc(bp->ncolors, sizeof(XColor)); bp->colors1 = (XColor *) calloc(bp->ncolors, sizeof(XColor)); bp->colors2 = (XColor *) calloc(bp->ncolors, sizeof(XColor)); bp->colors3 = (XColor *) calloc(bp->ncolors, sizeof(XColor)); make_smooth_colormap (0, 0, 0, bp->colors0, &bp->ncolors, False, 0, False); make_smooth_colormap (0, 0, 0, bp->colors1, &bp->ncolors, False, 0, False); make_smooth_colormap (0, 0, 0, bp->colors2, &bp->ncolors, False, 0, False); make_smooth_colormap (0, 0, 0, bp->colors3, &bp->ncolors, False, 0, False); bp->ccolor = 0; bp->obj_dlist0 = glGenLists (1); bp->obj_dlist1 = glGenLists (1); bp->obj_dlist2 = glGenLists (1); bp->obj_dlist3 = glGenLists (1); bp->scene_dlist1 = glGenLists (1); bp->scene_dlist2 = glGenLists (1); init_texture (mi); generate_object (mi); } /* Render one frame */ ENTRYPOINT void draw_glblur (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0}; GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0}; GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0}; GLfloat color3[4] = {0.0, 0.0, 0.0, 1.0}; GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0}; double rx, ry, rz; double px, py, pz; int extra_polys = 0; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); /* Decide what we're drawing */ if (0 == (random() % 30)) { bp->show_cube_p = (0 == (random() % 10)); bp->show_spikes_p = (0 == (random() % 20)); } /* Select new colors for the various objects */ color0[0] = bp->colors0[bp->ccolor].red / 65536.0; color0[1] = bp->colors0[bp->ccolor].green / 65536.0; color0[2] = bp->colors0[bp->ccolor].blue / 65536.0; color1[0] = bp->colors1[bp->ccolor].red / 65536.0; color1[1] = bp->colors1[bp->ccolor].green / 65536.0; color1[2] = bp->colors1[bp->ccolor].blue / 65536.0; color2[0] = bp->colors2[bp->ccolor].red / 65536.0; color2[1] = bp->colors2[bp->ccolor].green / 65536.0; color2[2] = bp->colors2[bp->ccolor].blue / 65536.0; color3[0] = bp->colors3[bp->ccolor].red / 65536.0; color3[1] = bp->colors3[bp->ccolor].green / 65536.0; color3[2] = bp->colors3[bp->ccolor].blue / 65536.0; bp->ccolor++; if (bp->ccolor >= bp->ncolors) bp->ccolor = 0; get_position (bp->rot, &px, &py, &pz, !bp->button_down_p); get_rotation (bp->rot, &rx, &ry, &rz, !bp->button_down_p); px = (px - 0.5) * 2; py = (py - 0.5) * 2; pz = (pz - 0.5) * 8; rx *= 360; ry *= 360; rz *= 360; /* Generate scene_dlist1, which contains the box (not spikes), rotated into position. */ glNewList (bp->scene_dlist1, GL_COMPILE); { glMatrixMode (GL_MODELVIEW); glPushMatrix (); glTranslatef (px, py, pz); gltrackball_rotate (bp->trackball); glRotatef (rx, 1.0, 0.0, 0.0); glRotatef (ry, 0.0, 1.0, 0.0); glRotatef (rz, 0.0, 0.0, 1.0); glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0); glCallList (bp->obj_dlist0); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1); glCallList (bp->obj_dlist1); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2); glCallList (bp->obj_dlist2); glMatrixMode (GL_MODELVIEW); glPopMatrix (); } glEndList (); /* Generate scene_dlist2, which contains the spikes (not box), rotated into position. */ glNewList (bp->scene_dlist2, GL_COMPILE); { glMatrixMode (GL_MODELVIEW); glPushMatrix (); glTranslatef (px, py, pz); gltrackball_rotate (bp->trackball); glRotatef (rx, 1.0, 0.0, 0.0); glRotatef (ry, 0.0, 1.0, 0.0); glRotatef (rz, 0.0, 0.0, 1.0); glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3); glCallList (bp->obj_dlist3); glMatrixMode (GL_MODELVIEW); glPopMatrix (); } glEndList (); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render_scene_to_texture (mi); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (bp->show_cube_p || bp->button_down_p) { glCallList (bp->scene_dlist1); extra_polys += bp->scene_polys1; } if (bp->show_spikes_p || bp->button_down_p) { glCallList (bp->scene_dlist2); extra_polys += bp->scene_polys2; } overlay_blur_texture (mi); mi->polygon_count += extra_polys; glFlush (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_glblur (ModeInfo *mi) { glblur_configuration *bp = &bps[MI_SCREEN(mi)]; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); if (bp->tex_data) free (bp->tex_data); if (bp->colors0) free (bp->colors0); if (bp->colors1) free (bp->colors1); if (bp->colors2) free (bp->colors2); if (bp->colors3) free (bp->colors3); if (bp->rot) free_rotator (bp->rot); if (bp->trackball) gltrackball_free (bp->trackball); if (glIsList(bp->obj_dlist0)) glDeleteLists(bp->obj_dlist0, 1); if (glIsList(bp->obj_dlist1)) glDeleteLists(bp->obj_dlist1, 1); if (glIsList(bp->obj_dlist2)) glDeleteLists(bp->obj_dlist2, 1); if (glIsList(bp->obj_dlist3)) glDeleteLists(bp->obj_dlist3, 1); if (glIsList(bp->scene_dlist1)) glDeleteLists(bp->scene_dlist1, 1); if (glIsList(bp->scene_dlist2)) glDeleteLists(bp->scene_dlist2, 1); if (bp->texture) glDeleteTextures (1, &bp->texture); } XSCREENSAVER_MODULE ("GLBlur", glblur) #endif /* USE_GL */