/* peepers, Copyright (c) 2018 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. * * Created: 14 Feb 2018, jwz. * * Floating eyeballs! * * Inspired by @PaintYourDragon's Adafruit Snake Eyes Raspberry Pi Bonnet * https://learn.adafruit.com/animated-snake-eyes-bonnet-for-raspberry-pi/ * which is excellent. */ #define DEFAULTS "*delay: 30000 \n" \ "*count: 0 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ # define release_peepers 0 #define DEF_SPEED "1.0" #define DEF_MODE "random" #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #undef BELLRAND #define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3) #undef RANDSIGN #define RANDSIGN() ((random() & 1) ? 1 : -1) #include "xlockmore.h" #include "normals.h" #include "rotator.h" #include "gltrackball.h" #include "ximage-loader.h" #include #ifndef HAVE_JWXYZ # include #endif #include "images/gen/sclera_png.h" #include "images/gen/iris_png.h" #ifdef USE_GL /* whole file */ typedef struct { double a, o; } LL; /* latitude + longitude */ typedef struct { int idx; GLfloat x, y, z; GLfloat dx, dy, dz; GLfloat ddx, ddy, ddz; rotator *rot; struct { GLfloat from, to, current, tick; } dilation; enum { ROTATE, SPIN, TRACK } focus; XYZ track; GLfloat tilt, roll; GLfloat scale; GLfloat color[4]; int jaundice; } floater; typedef enum { RETINA, IRIS, SCLERA, LENS, TICK } component; typedef struct { GLXContext *glx_context; trackball_state *trackball; Bool button_down_p; XYZ mouse, last_mouse, fake_mouse; time_t last_mouse_time; int mouse_dx, mouse_dy; GLuint retina_list, sclera_list, lens_list, iris_list; GLuint sclera_texture, iris_texture; int eye_polys; int nfloaters; floater *floaters; enum { BOUNCE, SCROLL_LEFT, SCROLL_RIGHT, XEYES, BEHOLDER } mode; } peepers_configuration; static peepers_configuration *bps = NULL; static GLfloat speed; const char *mode_opt; static XrmOptionDescRec opts[] = { { "-speed", ".speed", XrmoptionSepArg, 0 }, { "-mode", ".mode", XrmoptionSepArg, 0 }, }; static argtype vars[] = { {&speed, "speed", "Speed", DEF_SPEED, t_Float}, {&mode_opt, "mode", "Mode", DEF_MODE, t_String}, }; ENTRYPOINT ModeSpecOpt peepers_opts = {countof(opts), opts, countof(vars), vars, NULL}; /* Bottom edge of screen is -0.5; left and right scale by aspect. */ #define BOTTOM (-1.6) #define LEFT (BOTTOM * MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi)) static void reset_floater (ModeInfo *mi, floater *f) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; GLfloat r = ((bp->mode == BOUNCE ? LEFT : BOTTOM) * (bp->nfloaters < 10 ? 0.3: 0.6)); GLfloat x, y; if (bp->nfloaters <= 2) { x = frand(LEFT) * RANDSIGN() * 0.3; y = 0; } else { /* Position them off screen in a circle */ GLfloat th = f->idx * (M_PI + (M_PI/6)) * 2 / bp->nfloaters; x = r * cos (th); y = r * sin (th) * 1.5; /* Oval */ } switch (bp->mode) { case BOUNCE: f->x = x; f->y = BOTTOM; f->z = y; /* Yes, I know I'm varying the force of gravity instead of varying the launch velocity. That's intentional: empirical studies indicate that it's way, way funnier that way. */ f->dy = 0.1; f->dx = 0; f->dz = 0; { GLfloat min = -0.004; GLfloat max = -0.0019; f->ddy = min + frand (max - min); f->ddx = 0; f->ddz = 0; } if (! (random() % (10 * bp->nfloaters))) { f->dx = BELLRAND(0.03) * RANDSIGN(); f->dz = BELLRAND(0.03) * RANDSIGN(); } break; case SCROLL_LEFT: case SCROLL_RIGHT: f->x = (bp->mode == SCROLL_LEFT ? -LEFT : LEFT); f->y = x; f->z = y; f->dx = (1.0 + frand(2.0)) * 0.020 * (bp->mode == SCROLL_LEFT ? -1 : 1); f->dy = (1.0 + frand(2.0)) * 0.002 * RANDSIGN(); f->dz = (1.0 + frand(2.0)) * 0.002 * RANDSIGN(); f->ddy = 0; f->ddz = 0; break; case XEYES: /* This happens in layout_grid() */ break; case BEHOLDER: /* This happens in layout_geodesic() */ break; default: abort(); } f->focus = ((random() % 8) ? ROTATE : (random() % 4) ? TRACK : SPIN); f->track.x = 8 - frand(16); f->track.y = 8 - frand(16); f->track.z = 8 + frand(16); f->tilt = 45 - BELLRAND(90); f->roll = frand(180); f->dilation.to = f->dilation.from = f->dilation.current = frand(1.0); f->dilation.tick = 1; f->scale = 0.8 + BELLRAND(0.2); if (bp->nfloaters == 1) f->scale *= 0.5; else if (bp->nfloaters <= 3) f->scale *= 0.4; else if (bp->nfloaters <= 9) f->scale *= 0.3; else if (bp->nfloaters <= 15) f->scale *= 0.2; else if (bp->nfloaters <= 25) f->scale *= 0.15; else if (bp->nfloaters <= 90) f->scale *= 0.12; else f->scale *= 0.07; if (MI_WIDTH(mi) < MI_HEIGHT(mi)) { f->scale /= MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi) * 1.2; } { static const struct { GLfloat pct; unsigned long c; } c[] = { /* All of the articles that I found with percentages in them only added up to around 70%, so who knows what that means. */ # if 0 { 55, 0x985A07 }, /* brown -- supposedly real global percentage */ # else { 20, 0x985A07 }, /* brown -- but that's a lot of brown... */ # endif { 8, 0xD5AD68 }, /* hazel */ { 8, 0x777F92 }, /* blue */ { 2, 0x6B7249 }, /* green */ { 1, 0x7F7775 }, /* gray */ { 0.5, 0x9E8042 }, /* amber */ { 0.1, 0xFFAA88 }, /* red */ }; GLfloat p = 0, t = 0; GLfloat s = 1 - frand(0.3); int i; for (i = 0; i < countof(c); i++) p += c[i].pct; p = frand(p); for (i = 0; i < countof(c); i++) { if (t > p) break; t += c[i].pct; } if (c[i].c == 0xFFAA88) f->jaundice = 2; else if (!(random() % 20)) f->jaundice = 1; f->color[0] = ((c[i].c >> 16) & 0xFF) / 255.0 * s; f->color[1] = ((c[i].c >> 8) & 0xFF) / 255.0 * s; f->color[2] = ((c[i].c >> 0) & 0xFF) / 255.0 * s; f->color[3] = 1; } } /* Place a grid of eyeballs on the screen, maximizing use of space. */ static void layout_grid (ModeInfo *mi) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; /* Distribute the eyes into a rectangular grid that fills the window. There may be some empty cells. N items in a W x H rectangle: N = W * H N = W * W * R N/R = W*W W = sqrt(N/R) */ GLfloat aspect = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi); int nlines = sqrt (bp->nfloaters / aspect) + 0.5; int *cols = (int *) calloc (nlines, sizeof(*cols)); int i, x, y, max = 0; GLfloat scale, spacing; for (i = 0; i < bp->nfloaters; i++) { cols[i % nlines]++; if (cols[i % nlines] > max) max = cols[i % nlines]; } /* That gave us, e.g. 7777666. Redistribute to 6767767. */ for (i = 0; i < nlines / 2; i += 2) { int j = nlines-i-1; int swap = cols[i]; cols[i] = cols[j]; cols[j] = swap; } scale = 1.0 / nlines; /* Scale for height */ if (scale * max > aspect) /* Shrink if overshot width */ scale *= aspect / (scale * max); scale *= 0.9; /* Add padding */ spacing = scale * 2.2; if (bp->nfloaters == 1) spacing = 0; i = 0; for (y = 0; y < nlines; y++) for (x = 0; x < cols[y]; x++) { floater *f = &bp->floaters[i]; f->scale = scale; f->x = spacing * (x - cols[y] / 2.0) + spacing/2; f->y = spacing * (y - nlines / 2.0) + spacing/2; f->z = 0; i++; } free (cols); } /* Computes the midpoint of a line between two polar coords. */ static void midpoint2 (LL v1, LL v2, LL *vm_ret, XYZ *p1_ret, XYZ *p2_ret, XYZ *pm_ret) { XYZ p1, p2, pm; LL vm; GLfloat hyp; p1.x = cos (v1.a) * cos (v1.o); p1.y = cos (v1.a) * sin (v1.o); p1.z = sin (v1.a); p2.x = cos (v2.a) * cos (v2.o); p2.y = cos (v2.a) * sin (v2.o); p2.z = sin (v2.a); pm.x = (p1.x + p2.x) / 2; pm.y = (p1.y + p2.y) / 2; pm.z = (p1.z + p2.z) / 2; vm.o = atan2 (pm.y, pm.x); hyp = sqrt (pm.x * pm.x + pm.y * pm.y); vm.a = atan2 (pm.z, hyp); *p1_ret = p1; *p2_ret = p2; *pm_ret = pm; *vm_ret = vm; } /* Computes the midpoint of a triangle specified in polar coords. */ static void midpoint3 (LL v1, LL v2, LL v3, LL *vm_ret, XYZ *p1_ret, XYZ *p2_ret, XYZ *p3_ret, XYZ *pm_ret) { XYZ p1, p2, p3, pm; LL vm; GLfloat hyp; p1.x = cos (v1.a) * cos (v1.o); p1.y = cos (v1.a) * sin (v1.o); p1.z = sin (v1.a); p2.x = cos (v2.a) * cos (v2.o); p2.y = cos (v2.a) * sin (v2.o); p2.z = sin (v2.a); p3.x = cos (v3.a) * cos (v3.o); p3.y = cos (v3.a) * sin (v3.o); p3.z = sin (v3.a); pm.x = (p1.x + p2.x + p3.x) / 3; pm.y = (p1.y + p2.y + p3.y) / 3; pm.z = (p1.z + p2.z + p3.z) / 3; vm.o = atan2 (pm.y, pm.x); hyp = sqrt (pm.x * pm.x + pm.y * pm.y); vm.a = atan2 (pm.z, hyp); *p1_ret = p1; *p2_ret = p2; *p3_ret = p3; *pm_ret = pm; *vm_ret = vm; } /* Place the eyeballs on a sphere (geodesic) */ static void layout_geodesic_triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth, int *i) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; if (depth <= 0) { floater *f = &bp->floaters[*i]; GLfloat s2 = 0.7; LL vc; XYZ p1, p2, p3, pc; if (*i >= bp->nfloaters) abort(); midpoint3 (v1, v2, v3, &vc, &p1, &p2, &p3, &pc); switch (bp->nfloaters) { /* This is lame. */ case 20: f->scale = 0.26; break; case 80: f->scale = 0.13; break; case 320: f->scale = 0.065; break; case 1280: f->scale = 0.0325; break; default: abort(); } f->z = s2 * cos (vc.a) * cos (vc.o); f->x = s2 * cos (vc.a) * sin (vc.o); f->y = s2 * sin (vc.a); (*i)++; } else { LL v12, v23, v13; XYZ p1, p2, p3, p12, p23, p13; midpoint2 (v1, v2, &v12, &p1, &p2, &p12); midpoint2 (v2, v3, &v23, &p2, &p3, &p23); midpoint2 (v1, v3, &v13, &p1, &p3, &p13); depth--; layout_geodesic_triangle (mi, v1, v12, v13, depth, i); layout_geodesic_triangle (mi, v12, v2, v23, depth, i); layout_geodesic_triangle (mi, v13, v23, v3, depth, i); layout_geodesic_triangle (mi, v12, v23, v13, depth, i); } } /* Creates triangles of a geodesic to the given depth (frequency). */ static void layout_geodesic (ModeInfo *mi) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; int depth; GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */ GLfloat s = M_PI / 5; /* lon division: 72 deg */ int i; int ii = 0; switch (bp->nfloaters) { /* This is lame. */ case 20: depth = 0; break; case 80: depth = 1; break; case 320: depth = 2; break; case 1280: depth = 3; break; default: abort(); } for (i = 0; i < 10; i++) { GLfloat th1 = s * i; GLfloat th2 = s * (i+1); GLfloat th3 = s * (i+2); LL v1, v2, v3, vc; v1.a = th0; v1.o = th1; v2.a = th0; v2.o = th3; v3.a = -th0; v3.o = th2; vc.a = M_PI/2; vc.o = th2; if (i & 1) /* north */ { layout_geodesic_triangle (mi, v1, v2, vc, depth, &ii); layout_geodesic_triangle (mi, v2, v1, v3, depth, &ii); } else /* south */ { v1.a = -v1.a; v2.a = -v2.a; v3.a = -v3.a; vc.a = -vc.a; layout_geodesic_triangle (mi, v2, v1, vc, depth, &ii); layout_geodesic_triangle (mi, v1, v2, v3, depth, &ii); } } bp->floaters[0].dx = BELLRAND(0.01) * RANDSIGN(); } /* Advance the animation by one step. */ static void tick_floater (ModeInfo *mi, floater *f) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; /* if (bp->button_down_p) return;*/ f->dx += f->ddx * speed * 0.5; f->dy += f->ddy * speed * 0.5; f->dz += f->ddz * speed * 0.5; if (bp->mode != BEHOLDER) { f->x += f->dx * speed * 0.5; f->y += f->dy * speed * 0.5; f->z += f->dz * speed * 0.5; } f->dilation.tick += 0.1 * speed; if (f->dilation.tick > 1) f->dilation.tick = 1; if (f->dilation.tick < 0) f->dilation.tick = 0; f->dilation.current = (f->dilation.from + ((f->dilation.to - f->dilation.from) * f->dilation.tick)); if (f->dilation.tick == 1 && !(random() % 20)) { f->dilation.from = f->dilation.to; f->dilation.to = frand(1.0); f->dilation.tick = 0; } switch (bp->mode) { case BOUNCE: if (f->y < BOTTOM || f->x < LEFT || f->x > -LEFT) reset_floater (mi, f); break; case SCROLL_LEFT: if (f->x < LEFT) reset_floater (mi, f); break; case SCROLL_RIGHT: if (f->x > -LEFT) reset_floater (mi, f); break; case XEYES: break; case BEHOLDER: { GLfloat x = f->x; GLfloat y = f->z; GLfloat th = atan2 (y, x); GLfloat r = sqrt(x*x + y*y); th += bp->floaters[0].dx; f->x = r*cos(th); f->z = r*sin(th); if (! (random() % 100)) bp->floaters[0].dx += frand(0.0001) * RANDSIGN(); } break; default: abort(); } } /* Make sure none of the eyeballs overlap. */ static void de_collide (ModeInfo *mi) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; int i, j; for (i = 0; i < bp->nfloaters; i++) { floater *f0 = &bp->floaters[i]; for (j = i+1; j < bp->nfloaters; j++) { floater *f1 = &bp->floaters[j]; GLfloat X = f1->x - f0->x; GLfloat Y = f1->y - f0->y; GLfloat Z = f1->z - f0->z; GLfloat min = (f0->scale + f1->scale); GLfloat d2 = X*X + Y*Y + Z*Z; if (d2 < min*min) { GLfloat d = sqrt (d2); GLfloat dd = 0.5 * (min - d) / 2; GLfloat dx = X * dd; GLfloat dy = Y * dd; GLfloat dz = Z * dd; f0->x -= dx; f0->y -= dy; f0->z -= dz; f1->x += dx; f1->y += dy; f1->z += dz; } } } } /* Window management, etc */ ENTRYPOINT void reshape_peepers (ModeInfo *mi, int width, int height) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; GLfloat h = (GLfloat) height / (GLfloat) width; int y = 0; glViewport (0, y, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, 1/h, 1.0, 100); 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); if (bp->mode == XEYES) layout_grid (mi); } /* Find the mouse pointer on the screen and note its position in the scene. */ static void track_mouse (ModeInfo *mi) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; Window r, c; int x, y, rx, ry; unsigned int m; int w = MI_WIDTH(mi); int h = MI_HEIGHT(mi); int rot = (int) current_device_rotation(); int swap; GLfloat ys = 2.0; GLfloat xs = ys * w / h; time_t now = time ((time_t *) 0); XQueryPointer (MI_DISPLAY (mi), MI_WINDOW (mi), &r, &c, &rx, &ry, &x, &y, &m); if (x != bp->last_mouse.x && y != bp->last_mouse.y) { bp->last_mouse_time = now; bp->fake_mouse.x = x; bp->fake_mouse.y = y; bp->mouse_dx = 0; bp->mouse_dy = 0; bp->last_mouse.x = x; bp->last_mouse.y = y; } else if (now > bp->last_mouse_time + 10) { /* Mouse isn't moving. Bored now. */ if (! (random() % 20)) bp->mouse_dx += (random() % 2) * RANDSIGN(); if (! (random() % 20)) bp->mouse_dy += (random() % 2) * RANDSIGN(); bp->fake_mouse.x += bp->mouse_dx; bp->fake_mouse.y += bp->mouse_dy; x = bp->fake_mouse.x; y = bp->fake_mouse.y; } while (rot <= -180) rot += 360; while (rot > 180) rot -= 360; if (rot > 135 || rot < -135) /* 180 */ { x = w - x; y = h - y; } else if (rot > 45) /* 90 */ { swap = x; x = y; y = swap; swap = w; w = h; h = swap; xs = ys; ys = xs * w / h; x = w - x; } else if (rot < -45) /* 270 */ { swap = x; x = y; y = swap; swap = w; w = h; h = swap; xs = ys; ys = xs * w / h; y = h - y; } /* Put the mouse directly on the glass. */ x = x - w / 2; y = h / 2 - y; bp->mouse.x = xs * x / w; bp->mouse.y = ys * y / h; bp->mouse.z = 0; # if 0 glPushMatrix(); glTranslatef (bp->mouse.x, bp->mouse.y, bp->mouse.z); if (!MI_IS_WIREFRAME(mi)) glDisable(GL_LIGHTING); glColor3f(1,1,1); glBegin(GL_LINES); glVertex3f(-1,0,0); glVertex3f(1,0,0); glVertex3f(0,-1,0); glVertex3f(0,1,0); glVertex3f(0,0,-1); glVertex3f(0,0,1); glEnd(); glPopMatrix(); if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING); # endif /* Move it farther into the scene: on the glass is too far away. But keep it farther away the farther outside the window the mouse is, so the eyes don''t turn 90 degrees sideways. */ bp->mouse.x *= 0.8; bp->mouse.y *= 0.8; bp->mouse.z += 0.7; bp->mouse.z = MAX (0.7, sqrt (bp->mouse.x * bp->mouse.x + bp->mouse.y * bp->mouse.y)); if (bp->mode == BEHOLDER) bp->mouse.z += 0.25; # if 0 glPushMatrix(); glTranslatef (bp->mouse.x, bp->mouse.y, bp->mouse.z); if (!MI_IS_WIREFRAME(mi)) glDisable(GL_LIGHTING); glColor3f(1,0,1); glBegin(GL_LINES); glVertex3f(-1,0,0); glVertex3f(1,0,0); glVertex3f(0,-1,0); glVertex3f(0,1,0); glVertex3f(0,0,-1); glVertex3f(0,0,1); glEnd(); glPopMatrix(); if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING); # endif } ENTRYPOINT Bool peepers_handle_event (ModeInfo *mi, XEvent *event) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; if (gltrackball_event_handler (event, bp->trackball, MI_WIDTH (mi), MI_HEIGHT (mi), &bp->button_down_p)) { if (bp->button_down_p) /* Aim each eyeball at the mouse. */ { int i; track_mouse (mi); for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; f->track = bp->mouse; f->focus = TRACK; } } return True; } return False; } /* Generate the polygons for the display lists. This routine generates the various styles of sphere-oid we use. */ static int draw_ball (ModeInfo *mi, component which) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); int polys = 0; GLfloat iris_ratio = 0.42; /* Size of the iris. */ /* The lens bulges out, but the iris bulges in, sorta. */ GLfloat lens_bulge = (which == IRIS ? -0.50 : 0.32); GLfloat xstep = 32; /* Facets on the sphere */ GLfloat ystep = 32; XYZ *stacks, *normals; GLfloat x, y, z; int i, j; int xstart, xstop; if (bp->nfloaters > 16 || wire) xstep = ystep = 16; if (bp->nfloaters > 96 && which == LENS) return 0; switch (which) { case LENS: xstart = 0; xstop = xstep; break; case SCLERA: xstart = 0; xstop = xstep * (1 - iris_ratio/2); break; case IRIS: xstart = xstep * (1 - iris_ratio/2 * 1.2); xstop = xstep; break; case RETINA: xstart = xstep * (1 - iris_ratio/2 * 1.2); xstop = 0; break; default: abort(); break; } stacks = (XYZ *) calloc (sizeof(*stacks), xstep + 1); normals = (XYZ *) calloc (sizeof(*stacks), xstep + 1); if (which == RETINA) { GLfloat c1[4] = { 0, 0, 0, 1 }; GLfloat c2[4] = { 0.15, 0, 0, 1 }; GLfloat th = M_PI * (1.0 - iris_ratio/2); GLfloat z1 = cos(th); GLfloat z2 = 0.9; GLfloat r1 = sin(th); GLfloat r2 = r1 * 0.3; if (!wire) { glColor4fv (c1); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c1); glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, c1); } /* Draw a black cone to occlude the interior of the eye. */ glBegin (wire ? GL_LINES : GL_QUAD_STRIP); for (i = 0; i <= xstep; i++) { GLfloat th2 = i * M_PI * 2 / xstep; GLfloat x = cos(th2); GLfloat y = sin(th2); glNormal3f (0, 0, 1); glVertex3f (z1, r1 * x, r1 * y); glNormal3f (0, 0, 1); glVertex3f (z2, r2 * x, r2 * y); polys++; } glEnd(); if (!wire) { glColor4fv (c2); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c2); glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, c2); } /* Draw a small red circle at the base of the cone. */ glBegin (wire ? GL_LINES : GL_TRIANGLE_FAN); glVertex3f (z2, 0, 0); glNormal3f (0, 0, 1); for (i = xstep; i >= 0; i--) { GLfloat th2 = i * M_PI * 2 / xstep; GLfloat x = cos(th2); GLfloat y = sin(th2); glVertex3f (z2, r2 * x, r2 * y); polys++; } glEnd(); return polys; } for (i = xstart; i <= xstop; i++) { GLfloat th = i * M_PI / xstep; GLfloat x = cos(th); GLfloat y = sin(th); /* Bulge the lens, or dimple the iris. */ if (th > M_PI * (1.0 - iris_ratio/2) && th < M_PI * (1.0 + iris_ratio/2)) { GLfloat r = (1 - th / M_PI) / iris_ratio * 2; r = cos (M_PI * r / 2); r *= lens_bulge; r = r * r * (lens_bulge < 0 ? -1 : 1); x *= 1+r; y *= 1+r; } stacks[i].x = x; stacks[i].y = y; stacks[i].z = 0; } /* Fill normals with the normal at the center of each face. */ for (i = xstart; i < xstop; i++) { GLfloat dx = stacks[i+1].x - stacks[i].x; GLfloat dy = stacks[i+1].y - stacks[i].y; y = dy/dx; z = sqrt (1 + y*y); normals[i].x = -y/z; normals[i].y = 1/z; normals[i].z = 0; if (lens_bulge < 0 && i > xstep * (1 - iris_ratio/2) + 1) { normals[i].x *= -1; normals[i].y *= -1; } } if (!wire) glBegin (GL_QUADS); for (i = xstart; i < xstop; i++) { GLfloat x0 = stacks[i].x; GLfloat x1 = stacks[i+1].x; GLfloat r0 = stacks[i].y; GLfloat r1 = stacks[i+1].y; for (j = 0; j < ystep*2; j++) { GLfloat tha = j * M_PI / ystep; GLfloat thb = (j+1) * M_PI / ystep; GLfloat xa = cos (tha); GLfloat ya = sin (tha); GLfloat xb = cos (thb); GLfloat yb = sin (thb); /* Each vertex normal is average of adjacent face normals. */ XYZ p1, p2, p3, p4; XYZ n1, n2, n3, n4; p1.x = x0; p1.y = r0 * ya; p1.z = r0 * xa; p2.x = x1; p2.y = r1 * ya; p2.z = r1 * xa; p3.x = x1; p3.y = r1 * yb; p3.z = r1 * xb; p4.x = x0; p4.y = r0 * yb; p4.z = r0 * xb; if (i == 0) { n1.x = 1; n1.y = 0; n1.z = 0; n4.x = 1; n4.y = 0; n4.z = 0; } else { x = (normals[i-1].x + normals[i].x) / 2; y = (normals[i-1].y + normals[i].y) / 2; n1.x = x; n1.z = y * xa; n1.y = y * ya; n4.x = x; n4.z = y * xb; n4.y = y * yb; } if (i == xstep-1) { n2.x = -1; n2.y = 0; n2.z = 0; n3.x = -1; n3.y = 0; n3.z = 0; } else { x = (normals[i+1].x + normals[i].x) / 2; y = (normals[i+1].y + normals[i].y) / 2; n2.x = x; n2.z = y * xa; n2.y = y * ya; n3.x = x; n3.z = y * xb; n3.y = y * yb; } #if 0 /* Render normals as lines for debugging */ glBegin(GL_LINES); glVertex3f(p1.x, p1.y, p1.z); glVertex3f(p1.x + n1.x * 0.3, p1.y + n1.y * 0.3, p1.z + n1.z * 0.3); glEnd(); glBegin(GL_LINES); glVertex3f(p2.x, p2.y, p2.z); glVertex3f(p2.x + n2.x * 0.3, p2.y + n2.y * 0.3, p2.z + n2.z * 0.3); glEnd(); glBegin(GL_LINES); glVertex3f(p3.x, p3.y, p3.z); glVertex3f(p3.x + n3.x * 0.3, p3.y + n3.y * 0.3, p3.z + n3.z * 0.3); glEnd(); glBegin(GL_LINES); glVertex3f(p4.x, p4.y, p4.z); glVertex3f(p4.x + n4.x * 0.3, p4.y + n4.y * 0.3, p4.z + n4.z * 0.3); glEnd(); #endif if (wire) glBegin (GL_LINE_LOOP); glTexCoord2f ((j+1) / (GLfloat) ystep / 2, (i - xstart) / (GLfloat) (xstop - xstart)); glNormal3f (n4.x, n4.y, n4.z); glVertex3f (p4.x, p4.y, p4.z); glTexCoord2f ((j+1) / (GLfloat) ystep / 2, ((i+1) - xstart) / (GLfloat) (xstop - xstart)); glNormal3f (n3.x, n3.y, n3.z); glVertex3f (p3.x, p3.y, p3.z); glTexCoord2f (j / (GLfloat) ystep / 2, ((i+1) - xstart) / (GLfloat) (xstop - xstart)); glNormal3f (n2.x, n2.y, n2.z); glVertex3f (p2.x, p2.y, p2.z); glTexCoord2f (j / (GLfloat) ystep / 2, (i - xstart) / (GLfloat) (xstop - xstart)); glNormal3f (n1.x, n1.y, n1.z); glVertex3f (p1.x, p1.y, p1.z); polys++; if (wire) glEnd(); } } if (!wire) glEnd(); free (stacks); free (normals); return polys; } ENTRYPOINT void init_peepers (ModeInfo *mi) { peepers_configuration *bp; int wire = MI_IS_WIREFRAME(mi); int i; MI_INIT (mi, bps); bp = &bps[MI_SCREEN(mi)]; bp->glx_context = init_GL(mi); reshape_peepers (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); if (!wire) { XImage *xi; GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0}; GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); glEnable (GL_DEPTH_TEST); glEnable (GL_CULL_FACE); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glPixelStorei (GL_UNPACK_ALIGNMENT, 1); xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual, sclera_png, sizeof(sclera_png)); glGenTextures (1, &bp->sclera_texture); glBindTexture (GL_TEXTURE_2D, bp->sclera_texture); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, xi->data); check_gl_error("texture"); XDestroyImage (xi); xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual, iris_png, sizeof(iris_png)); glGenTextures (1, &bp->iris_texture); glBindTexture (GL_TEXTURE_2D, bp->iris_texture); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, xi->data); check_gl_error("texture"); XDestroyImage (xi); } bp->lens_list = glGenLists (1); glNewList (bp->lens_list, GL_COMPILE); bp->eye_polys += draw_ball (mi, LENS); glEndList (); bp->sclera_list = glGenLists (1); glNewList (bp->sclera_list, GL_COMPILE); bp->eye_polys += draw_ball (mi, SCLERA); glEndList (); bp->iris_list = glGenLists (1); glNewList (bp->iris_list, GL_COMPILE); bp->eye_polys += draw_ball (mi, IRIS); glEndList (); bp->retina_list = glGenLists (1); glNewList (bp->retina_list, GL_COMPILE); bp->eye_polys += draw_ball (mi, RETINA); glEndList (); bp->trackball = gltrackball_init (False); if (!mode_opt || !*mode_opt || !strcasecmp (mode_opt, "random")) bp->mode = ((random() & 1) ? BOUNCE : ((random() & 1) ? SCROLL_LEFT : SCROLL_RIGHT)); else if (!strcasecmp (mode_opt, "bounce")) bp->mode = BOUNCE; else if (!strcasecmp (mode_opt, "scroll")) bp->mode = (random() & 1) ? SCROLL_LEFT : SCROLL_RIGHT; else if (!strcasecmp (mode_opt, "xeyes")) bp->mode = XEYES; else if (!strcasecmp (mode_opt, "beholder") || !strcasecmp (mode_opt, "ball")) bp->mode = BEHOLDER; else { fprintf (stderr, "%s: mode must be bounce, scroll, random, xeyes or beholder," " not \"%s\"\n", progname, mode_opt); exit (1); } bp->nfloaters = MI_COUNT (mi); if (bp->nfloaters <= 0) { if (bp->mode == XEYES) bp->nfloaters = 2 + (random() % 30); else if (bp->mode == BEHOLDER) bp->nfloaters = 20 * pow (4, (random() % 4)); else bp->nfloaters = 2 + (random() % 6); } if (bp->mode == BEHOLDER) { if (bp->nfloaters <= 20) bp->nfloaters = 20; /* This is lame */ else if (bp->nfloaters <= 80) bp->nfloaters = 80; else if (bp->nfloaters <= 320) bp->nfloaters = 320; else bp->nfloaters = 1280; } bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater)); for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; f->idx = i; f->rot = make_rotator (10.0, 0, 0, 4, 0.05 * speed, True); if (bp->nfloaters == 2) { f->x = 10 * (i ? 1 : -1); } else if (i != 0) { double th = (i - 1) * M_PI*2 / (bp->nfloaters-1); double r = LEFT * 0.3; f->x = r * cos(th); f->z = r * sin(th); } if (bp->mode == SCROLL_LEFT || bp->mode == SCROLL_RIGHT) { f->y = f->x; f->x = 0; } reset_floater (mi, f); } if (bp->mode == XEYES) layout_grid (mi); else if (bp->mode == BEHOLDER) layout_geodesic (mi); # ifndef HAVE_JWXYZ /* Real X11 */ # if 0 /* I wonder if this works? */ if (bp->mode == XEYES && MI_WIN_IS_INWINDOW (mi)) { uint32_t ca = 0; glClearColor (0, 0, 0, 0); XChangeProperty (MI_DISPLAY(mi), MI_WINDOW(mi), XInternAtom (MI_DISPLAY(mi), "_NET_WM_WINDOW_OPACITY", 0), XA_CARDINAL, 32, PropModeReplace, (uint8_t *) &ca, 1); } # endif # endif } static void draw_floater (ModeInfo *mi, floater *f, component which) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); double x, y, z; GLfloat spc[4] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat c2[4] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat c2b[4] = { 1.0, 0.6, 0.6, 1.0 }; GLfloat c2c[4] = { 1.0, 1.0, 0.65, 1.0 }; GLfloat c3[4] = { 0.6, 0.6, 0.6, 0.25 }; get_position (f->rot, &x, &y, &z, which == LENS && !bp->button_down_p); if (bp->nfloaters == 2 && f != &bp->floaters[0] && (bp->mode == BOUNCE || bp->mode == XEYES)) { /* When there are exactly two eyes, track them together. */ floater *f0 = &bp->floaters[0]; double x0, y0, z0; get_position (f0->rot, &x0, &y0, &z0, 0); x = x0; y = 1-y0; /* This is rotation: what the eye is looking at */ z = z0; if (bp->mode != XEYES) { f->x = f0->x + f0->scale * 3; f->y = f0->y; f->z = f0->z; } f->dilation = f0->dilation; f->focus = f0->focus; f->track = f0->track; f->tilt = f0->tilt; f->scale = f0->scale; f->jaundice = f0->jaundice; if (f->focus == ROTATE) f->focus = f0->focus = TRACK; memcpy (f->color, f0->color, sizeof(f0->color)); } glPushMatrix(); glTranslatef (f->x, f->y, f->z); /* gltrackball_rotate (bp->trackball); */ switch (f->focus) { case ROTATE: glRotatef (y * 180, 0, 1, 0); glRotatef (f->tilt, 0, 0, 1); break; case SPIN: glRotatef (y * 360 + 90, 0, 1, 0); glRotatef (x * 360, 1.0, 0.0, 0.0); glRotatef (z * 360, 0.0, 0.0, 1.0); break; case TRACK: { GLfloat X, Y, Z; X = f->track.x - f->x; Y = f->track.z - f->z; Z = f->track.y - f->y; if (X != 0 || Y != 0) { GLfloat facing = atan2 (X, Y) * (180 / M_PI); GLfloat pitch = atan2 (Z, sqrt(X*X + Y*Y)) * (180 / M_PI); glRotatef (90, 0, 1, 0); glRotatef (facing, 0, 1, 0); glRotatef (-pitch, 0, 0, 1); } } break; default: abort(); } glRotatef (f->roll, 1, 0, 0); glScalef (f->scale, f->scale, f->scale); if (! wire) glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); switch (which) { case RETINA: if (!wire) { glScalef (0.96, 0.96, 0.96); glCallList (bp->retina_list); } break; case IRIS: glColor4fv (f->color); if (! wire) { glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spc); glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 10); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, f->color); glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20); glEnable (GL_TEXTURE_2D); glBindTexture (GL_TEXTURE_2D, bp->iris_texture); glMatrixMode (GL_TEXTURE); glLoadIdentity(); glScalef (1, 1.25 + f->dilation.current * 0.3, 1); glMatrixMode (GL_MODELVIEW); } glScalef (0.96, 0.96, 0.96); glCallList (bp->iris_list); if (! wire) { glMatrixMode (GL_TEXTURE); glLoadIdentity(); glMatrixMode (GL_MODELVIEW); } break; case SCLERA: if (! wire) { GLfloat *c = (f->jaundice == 2 ? c2b : f->jaundice == 1 ? c2c : c2); glColor4fv (c); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c); glBindTexture (GL_TEXTURE_2D, bp->sclera_texture); glScalef (0.98, 0.98, 0.98); glCallList (bp->sclera_list); } break; case LENS: glColor4fv (c3); if (! wire) { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c3); glDisable (GL_TEXTURE_2D); } glCallList (bp->lens_list); break; default: abort(); break; } glPopMatrix(); } ENTRYPOINT void draw_peepers (ModeInfo *mi) { peepers_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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef (current_device_rotation(), 0, 0, 1); /* Scale so that screen is 1 high and w/h wide. */ glScalef (8, 8, 8); mi->polygon_count = 0; if (bp->mode == XEYES || bp->mode == BEHOLDER) { int i; track_mouse (mi); for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; f->track = bp->mouse; f->focus = TRACK; } } # if 0 { /* Draw just one */ component j; floater F; reset_floater(mi, &F); F.x = F.y = F.z = 0; F.dx = F.dy = F.dz = 0; F.ddx = F.ddy = F.ddz = 0; F.scale = 1; F.focus = TRACK; F.dilation.current = 0; F.track.x = F.track.y = F.track.z = 0; F.rot = make_rotator (0, 0, 0, 1, 0, False); glRotatef(180,0,1,0); glRotatef(15,1,0,0); for (j = RETINA; j <= LENS; j++) draw_floater (mi, &F, j); mi->polygon_count += bp->eye_polys; } # else { component j; int i; for (j = RETINA; j <= TICK; j++) for (i = 0; i < bp->nfloaters; i++) { floater *f = &bp->floaters[i]; if (j == TICK) tick_floater (mi, f); else draw_floater (mi, f, j); } if (bp->mode != BEHOLDER) de_collide (mi); mi->polygon_count += bp->eye_polys * bp->nfloaters; } # endif glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_peepers (ModeInfo *mi) { peepers_configuration *bp = &bps[MI_SCREEN(mi)]; int i; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); for (i = 0; i < bp->nfloaters; i++) free_rotator (bp->floaters[i].rot); if (bp->floaters) free (bp->floaters); if (glIsList(bp->lens_list)) glDeleteLists(bp->lens_list, 1); if (glIsList(bp->sclera_list)) glDeleteLists(bp->sclera_list, 1); if (glIsList(bp->iris_list)) glDeleteLists(bp->iris_list, 1); if (glIsList(bp->retina_list)) glDeleteLists(bp->retina_list, 1); if (bp->sclera_texture) glDeleteTextures (1, &bp->sclera_texture); if (bp->iris_texture) glDeleteTextures (1, &bp->iris_texture); } XSCREENSAVER_MODULE ("Peepers", peepers) #endif /* USE_GL */