/* raverhoop, 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. * * Simulates an LED hula hoop in a dark room. Oontz oontz oontz. */ #define DEFAULTS "*delay: 20000 \n" \ "*ncolors: 12 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ # define release_hoop 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 "False" #define DEF_WANDER "False" #define DEF_LIGHTS "200" #define DEF_SPEED "1.0" #define DEF_LIGHT_SPEED "1.0" #define DEF_SUSTAIN "1.0" typedef struct { GLfloat x,y,z; } XYZ; typedef struct afterimage afterimage; struct afterimage { GLfloat color[4]; XYZ position; afterimage *next; }; typedef struct { GLfloat color[4]; int duty_cycle[10]; /* off, on, off, on... values add to 100 */ GLfloat ratio; Bool on; } light; typedef struct oscillator oscillator; struct oscillator { GLfloat ratio, from, to, speed, *var; int remaining; oscillator *next; }; typedef struct { GLXContext *glx_context; rotator *rot; trackball_state *trackball; Bool button_down_p; int nlights; light *lights; GLfloat radius; GLfloat axial_radius; XYZ midpoint; GLfloat tilt; GLfloat spin; GLfloat th; GLfloat speed; afterimage *trail; oscillator *oscillators; } hoop_configuration; static hoop_configuration *bps = NULL; static Bool do_spin; static Bool do_wander; static int nlights; static GLfloat speed, light_speed, sustain; static XrmOptionDescRec opts[] = { { "-spin", ".spin", XrmoptionNoArg, "True" }, { "+spin", ".spin", XrmoptionNoArg, "False" }, { "-wander", ".wander", XrmoptionNoArg, "True" }, { "+wander", ".wander", XrmoptionNoArg, "False" }, { "-lights", ".lights", XrmoptionSepArg, 0 }, { "-speed", ".speed", XrmoptionSepArg, 0 }, { "-light-speed", ".lightSpeed", XrmoptionSepArg, 0 }, { "-sustain", ".sustain", XrmoptionSepArg, 0 }, }; static argtype vars[] = { {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool}, {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, {&nlights, "lights", "Lights", DEF_LIGHTS, t_Int}, {&speed, "speed", "Speed", DEF_SPEED, t_Float}, {&light_speed, "lightSpeed", "Speed", DEF_LIGHT_SPEED, t_Float}, {&sustain, "sustain", "Sustain", DEF_SUSTAIN, t_Float}, }; ENTRYPOINT ModeSpecOpt hoop_opts = {countof(opts), opts, countof(vars), vars, NULL}; static void decay_afterimages (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; afterimage *prev = 0; afterimage *a = bp->trail; GLfloat tick = 0.05 / sustain; while (a) { afterimage *next = a->next; a->color[3] -= tick; if (a->color[3] < 0) { if (prev) prev->next = next; else bp->trail = next; free (a); } else prev = a; a = next; } } static void add_afterimage (ModeInfo *mi, GLfloat x, GLfloat y, GLfloat z, GLfloat color[4]) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; afterimage *a = (afterimage *) calloc (1, sizeof (*a)); afterimage *b; a->position.x = x; a->position.y = y; a->position.z = z; memcpy (a->color, color, sizeof(a->color)); /* Put it at the end so that the older, dimmer ones are laid down on the frame buffer before the newer, brighter ones. */ if (!bp->trail) bp->trail = a; else { for (b = bp->trail; b->next; b = b->next) ; b->next = a; } } static void tick_light (light *L) { int i; int n = 0; L->ratio += 0.05 * light_speed; while (L->ratio > 1) L->ratio -= 1; for (i = 0; i < countof(L->duty_cycle); i++) { n += L->duty_cycle[i]; if (n > 100) abort(); if (n / 100.0 > L->ratio) { L->on = (i & 1); break; } } } static void tick_hoop (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; GLfloat m0[16]; int i; glGetFloatv (GL_MODELVIEW_MATRIX, m0); for (i = 0; i < bp->nlights; i++) { light *L = &bp->lights[i]; GLfloat m1[16]; GLfloat th = M_PI * 2 * i / bp->nlights; GLfloat x = cos (th); GLfloat y = sin (th); GLfloat z; tick_light (L); if (! L->on) continue; glPushMatrix(); glTranslatef (bp->midpoint.x, bp->midpoint.y, bp->midpoint.z); glRotatef (bp->th * 180 / M_PI, 0, 0, 1); glRotatef (bp->tilt, 0, 1, 0); glRotatef (bp->spin, 1, 0, 0); glTranslatef (x * bp->radius, y * bp->radius, 0); glGetFloatv (GL_MODELVIEW_MATRIX, m1); glPopMatrix(); /* After all of our translations and rotations, figure out where it actually ended up. */ x = m1[12] - m0[12]; y = m1[13] - m0[13]; z = m1[14] - m0[14]; add_afterimage (mi, x, y, z, L->color); } } static void draw_lights (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; int wire = MI_IS_WIREFRAME(mi); afterimage *a; GLfloat m[4][4]; if (wire) { int n = 360; int i; glPushMatrix(); glBegin (GL_LINES); glVertex3f (0, 0, -bp->radius); glVertex3f (0, 0, bp->radius); glEnd(); glTranslatef (bp->midpoint.x, bp->midpoint.y, bp->midpoint.z); glRotatef (bp->th * 180 / M_PI, 0, 0, 1); glRotatef (bp->tilt, 0, 1, 0); glRotatef (bp->spin, 1, 0, 0); glBegin (GL_LINE_LOOP); glVertex3f (0, 0, 0); for (i = 0; i <= n; i++) { GLfloat th = i * M_PI * 2 / n; glVertex3f (bp->radius * -cos(th), bp->radius * -sin(th), 0); } for (i = 0; i <= n; i++) { GLfloat th = i * M_PI * 2 / n; glVertex3f (bp->axial_radius * -cos(th), bp->axial_radius * -sin(th), 0); } glEnd(); glPopMatrix(); } /* Billboard the lights to always face the camera */ glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]); 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]); for (a = bp->trail; a; a = a->next) { glPushMatrix(); glTranslatef (a->position.x, a->position.y, a->position.z); if (wire) { GLfloat c[3]; c[0] = a->color[0] * a->color[3]; c[1] = a->color[1] * a->color[3]; c[2] = a->color[2] * a->color[3]; glColor3fv (c); } else glColor4fv (a->color); glRotatef (45, 0, 0, 1); glScalef (0.15, 0.15, 0.15); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex3f (-1, -1, 0); glTexCoord2f (1, 0); glVertex3f ( 1, -1, 0); glTexCoord2f (1, 1); glVertex3f ( 1, 1, 0); glTexCoord2f (0, 1); glVertex3f (-1, 1, 0); glEnd(); mi->polygon_count++; glPopMatrix(); } } static GLfloat ease_fn (GLfloat r) { return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */ } static GLfloat ease_ratio (GLfloat r) { GLfloat ease = 0.35; if (r <= 0) return 0; else if (r >= 1) return 1; else if (r <= ease) return ease * ease_fn (r / ease); else if (r > 1-ease) return 1 - ease * ease_fn ((1 - r) / ease); else return r; } static void tick_oscillators (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; oscillator *prev = 0; oscillator *a = bp->oscillators; GLfloat tick = 0.1 / speed; while (a) { oscillator *next = a->next; a->ratio += tick * a->speed; if (a->ratio > 1) a->ratio = 1; *a->var = a->from + (a->to - a->from) * ease_ratio (a->ratio); if (a->ratio < 1) /* mid cycle */ prev = a; else if (--a->remaining <= 0) /* ended, and expired */ { if (prev) prev->next = next; else bp->oscillators = next; free (a); } else /* keep going the other way */ { GLfloat swap = a->from; a->from = a->to; a->to = swap; a->ratio = 0; prev = a; } a = next; } } static void calm_oscillators (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; oscillator *a; for (a = bp->oscillators; a && a->next; a = a->next) a->remaining = 1; } static void add_oscillator (ModeInfo *mi, GLfloat *var, GLfloat speed, GLfloat to, int repeat) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; oscillator *a; /* If an oscillator is already running on this variable, don't add another. */ for (a = bp->oscillators; a && a->next; a = a->next) if (a->var == var) return; a = (oscillator *) calloc (1, sizeof (*a)); if (repeat <= 0) abort(); a->ratio = 0; a->from = *var; a->to = to; a->speed = speed; a->var = var; a->remaining = repeat; a->next = bp->oscillators; bp->oscillators = a; # if 0 fprintf (stderr, "%s: %3d %6.2f -> %6.2f %s\n", progname, repeat, *var, to, (var == &bp->midpoint.z ? "z" : var == &bp->tilt ? "tilt" : var == &bp->axial_radius ? "r" : var == &bp->speed ? "speed" : "?")); # endif } static void add_random_oscillator (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; int n = random() % 12; switch (n) { case 0: case 1: case 2: add_oscillator (mi, &bp->midpoint.z, 1, bp->radius * (0.8 + frand(0.2)) * (random() & 1 ? 1 : -1), (3 + (random() % 10))); break; case 3: case 4: case 5: add_oscillator (mi, &bp->tilt, 1, -(GLfloat) (random() % 15), 3 + (random() % 20)); break; case 6: case 7: case 8: add_oscillator (mi, &bp->axial_radius, 1, 0.1 + bp->radius * frand(1.4), 1 + (random() % 4)); break; case 9: case 10: add_oscillator (mi, &bp->speed, 3, (0.7 + frand(0.9)) * (random() & 1 ? 1 : -1), ((random() % 5) ? 1 : 2 + (random() % 5))); break; case 11: add_oscillator (mi, &bp->spin, 0.1, 180 * (1 + (random() % 2)), 2 * (1 + (random() % 5))); break; default: abort(); break; } } static void randomize_colors (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; int ncolors = MI_NCOLORS(mi); GLfloat *colors; int ncycles; int i; if (ncolors < 1) ncolors = 1; if (ncolors > bp->nlights) ncolors = bp->nlights; if (! (random() % 10)) ncolors = 1; colors = calloc (ncolors, 4 * sizeof(*colors)); for (i = 0; i < ncolors; i++) { GLfloat *c = &colors[i * 4]; # define QUANTIZE() (((random() % 16) << 4) | 0xF) / 255.0 c[0] = QUANTIZE(); c[1] = QUANTIZE(); c[2] = QUANTIZE(); c[3] = 1; } switch (random() % 5) { case 0: ncycles = 1; break; case 2: ncycles = ncolors * (1 + (random() % 5)); break; default: ncycles = ncolors; break; } for (i = 0; i < bp->nlights; i++) { light *L = &bp->lights[i]; int n = i * ncolors / bp->nlights; int m = i * ncycles / bp->nlights; if (n >= ncolors) abort(); if (m >= ncycles) abort(); memcpy (L->color, &colors[n], sizeof (L->color)); if (ncycles <= 1) { L->duty_cycle[0] = 0; L->duty_cycle[1] = 100; } else if (m & 1) { L->duty_cycle[0] = 50; L->duty_cycle[1] = 50; } else { L->duty_cycle[0] = 0; L->duty_cycle[1] = 50; L->duty_cycle[2] = 50; } } free (colors); } static void move_hoop (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; bp->th += 0.2 * speed * bp->speed; while (bp->th > M_PI*2) bp->th -= M_PI*2; while (bp->th < 0) bp->th += M_PI*2; bp->midpoint.x = bp->axial_radius * cos (bp->th); bp->midpoint.y = bp->axial_radius * sin (bp->th); tick_oscillators (mi); if (! (random() % 80)) add_random_oscillator (mi); if (! (random() % 120)) randomize_colors (mi); } static void build_texture (ModeInfo *mi) { int x, y; int size = 128; int s2 = size / 2; int bpl = size * 2; unsigned char *data = malloc (bpl * size); for (y = 0; y < size; y++) { for (x = 0; x < size; x++) { double dist = (sqrt (((s2 - x) * (s2 - x)) + ((s2 - y) * (s2 - y))) / s2); unsigned char *c = &data [y * bpl + x * 2]; c[0] = 0xFF; c[1] = 0xFF * sin (dist > 1 ? 0 : (1 - dist)); } } 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); } /* Window management, etc */ ENTRYPOINT void reshape_hoop (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 hoop_handle_event (ModeInfo *mi, XEvent *event) { hoop_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; else if (event->xany.type == KeyPress) { KeySym keysym; char c = 0; XLookupString (&event->xkey, &c, 1, &keysym, 0); if (c == ' ' || c == '\t') { randomize_colors (mi); calm_oscillators (mi); add_random_oscillator (mi); return True; } } return False; } ENTRYPOINT void init_hoop (ModeInfo *mi) { hoop_configuration *bp; int wire = MI_IS_WIREFRAME(mi); MI_INIT (mi, bps); bp = &bps[MI_SCREEN(mi)]; bp->glx_context = init_GL(mi); reshape_hoop (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); glDisable (GL_LIGHTING); glDisable (GL_DEPTH_TEST); glEnable (GL_CULL_FACE); glEnable (GL_NORMALIZE); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE); glPolygonMode (GL_FRONT, GL_FILL); glShadeModel (GL_FLAT); if (! wire) { build_texture (mi); glEnable (GL_TEXTURE_2D); } { double spin_speed = 0.3; double wander_speed = 0.005; double spin_accel = 2.0; 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); } bp->radius = 30; bp->axial_radius = bp->radius * 0.3; bp->tilt = - (GLfloat) (5 + (random() % 12)); bp->speed = (random() % 1 ? 1 : -1); bp->nlights = nlights; bp->lights = (light *) calloc (bp->nlights, sizeof (*bp->lights)); randomize_colors (mi); move_hoop (mi); add_random_oscillator (mi); } ENTRYPOINT void draw_hoop (ModeInfo *mi) { hoop_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 (); { double x, y, z; get_position (bp->rot, &x, &y, &z, !bp->button_down_p); glTranslatef((x - 0.5) * 7, (y - 0.5) * 0.5, (z - 0.5) * 15); gltrackball_rotate (bp->trackball); glRotatef (current_device_rotation(), 0, 0, 1); 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; glScalef (0.2, 0.2, 0.2); # ifdef HAVE_MOBILE glScalef (0.7, 0.7, 0.7); # endif glRotatef (70, 1, 0, 0); if (! bp->button_down_p) move_hoop (mi); decay_afterimages (mi); tick_hoop (mi); draw_lights (mi); glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_hoop (ModeInfo *mi) { hoop_configuration *bp = &bps[MI_SCREEN(mi)]; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); if (bp->trackball) gltrackball_free (bp->trackball); if (bp->rot) free_rotator (bp->rot); if (bp->lights) free (bp->lights); while (bp->trail) { afterimage *n = bp->trail->next; free (bp->trail); bp->trail = n; } while (bp->oscillators) { oscillator *n = bp->oscillators->next; free (bp->oscillators); bp->oscillators = n; } } XSCREENSAVER_MODULE_2 ("RaverHoop", raverhoop, hoop) #endif /* USE_GL */