summaryrefslogtreecommitdiffstats
path: root/hacks/glx/glmatrix.c
blob: 1e1c4f6d004f6998658725ad7d97ffe5a35be3f3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
/* glmatrix, Copyright (c) 2003-2018 Jamie Zawinski <jwz@jwz.org>
 *
 * 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.
 *
 * GLMatrix -- simulate the text scrolls from the movie "The Matrix".
 *
 * This program does a 3D rendering of the dropping characters that
 * appeared in the title sequences of the movies.  See also `xmatrix'
 * for a simulation of what the computer monitors actually *in* the
 * movie did.
 */

#define DEFAULTS	"*delay:	30000         \n" \
			"*showFPS:      False         \n" \
			"*wireframe:    False         \n" \

# define release_matrix 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))

#undef BELLRAND
#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)

#include "xlockmore.h"
#include "ximage-loader.h"

#include "images/gen/matrix3_png.h"

#ifdef USE_GL /* whole file */


#define DEF_SPEED       "1.0"
#define DEF_DENSITY     "20"
#define DEF_CLOCK       "False"
#define DEF_FOG         "True"
#define DEF_WAVES       "True"
#define DEF_ROTATE      "True"
#define DEF_TEXTURE     "True"
#define DEF_MODE        "Matrix"
#define DEF_TIMEFMT     " %l%M%p "


#define CHAR_COLS 16
#define CHAR_ROWS 13

static const int matrix_encoding[] = {
    16, 17, 18, 19, 20, 21, 22, 23, 24, 25,
# if 0
    192, 193, 194, 195, 196, 197, 198, 199,
    200, 201, 202, 203, 204, 205, 206, 207
# else
    160, 161, 162, 163, 164, 165, 166, 167,
    168, 169, 170, 171, 172, 173, 174, 175
# endif
  };
static const int decimal_encoding[]  = {
  16, 17, 18, 19, 20, 21, 22, 23, 24, 25 };
static const int hex_encoding[] = {
  16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 33, 34, 35, 36, 37, 38 };
static const int binary_encoding[] = { 16, 17 };
static const int dna_encoding[]    = { 33, 35, 39, 52 };

static const unsigned char char_map[256] = {
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /*   0 */
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /*  16 */
    0,  1,  2, 96,  4,  5,  6,  7,  8,  9, 10, 11, 12, 13, 14, 15,  /*  32 */
   16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,  /*  48 */
   32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,  /*  64 */
   48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63,  /*  80 */
   64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,  /*  96 */
   80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,  /* 112 */
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /* 128 */
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /* 144 */
   96, 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111,  /* 160 */
  112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,  /* 176 */
  128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,  /* 192 */
  144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,  /* 208 */
#if 0
  160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,  /* 224 */
  176,177,178,195,180,181,182,183,184,185,186,187,188,189,190,191   /* 240 */
#else /* see spank_image() */
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /* 224 */
   96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96,  /* 240 */
#endif
};

#define CURSOR_GLYPH 97

/* #define DEBUG */

#define GRID_SIZE  70     /* width and height of the arena */
#define GRID_DEPTH 35     /* depth of the arena */
#define WAVE_SIZE  22     /* periodicity of color (brightness) waves */
#define SPLASH_RATIO 0.7  /* ratio of GRID_DEPTH where chars hit the screen */

static const struct { GLfloat x, y; } nice_views[] = {
  {  0,     0 },
  {  0,   -20 },     /* this is a list of viewer rotations that look nice. */
  {  0,    20 },     /* every now and then we switch to a new one.         */
  { 25,     0 },     /* (but we only use the first one at start-up.)       */
  {-25,     0 },
  { 25,    20 },
  {-25,    20 },
  { 25,   -20 },
  {-25,   -20 },

  { 10,     0 },
  {-10,     0 },
  {  0,     0 },  /* prefer these */
  {  0,     0 },
  {  0,     0 },
  {  0,     0 },
  {  0,     0 },
};


typedef struct {
  GLfloat x, y, z;        /* position of strip */
  GLfloat dx, dy, dz;     /* velocity of strip */

  Bool erasing_p;         /* Whether this strip is on its way out. */

  int spinner_glyph;      /* the bottommost glyph -- the feeder */
  GLfloat spinner_y;      /* where on the strip the bottom glyph is */
  GLfloat spinner_speed;  /* how fast the bottom glyph drops */

  int glyphs[GRID_SIZE];  /* the other glyphs on the strip, which will be
                             revealed by the dropping spinner.
                             0 means no glyph; negative means "spinner".
                             If non-zero, real value is abs(G)-1. */

  Bool highlight[GRID_SIZE];
                          /* some glyphs may be highlighted */
  
  int spin_speed;         /* Rotate all spinners every this-many frames */
  int spin_tick;          /* frame counter */

  int wave_position;	  /* Waves of brightness wash down the strip. */
  int wave_speed;	  /* every this-many frames. */
  int wave_tick;	  /* frame counter. */

} strip;


typedef struct {
  GLXContext *glx_context;
  Bool button_down_p;
  GLuint texture;
  int nstrips;
  strip *strips;
  const int *glyph_map;
  int nglyphs;
  GLfloat tex_char_width, tex_char_height;

  /* auto-tracking direction of view */
  int last_view, target_view;
  GLfloat view_x, view_y;
  int view_steps, view_tick;
  Bool auto_tracking_p;
  int track_tick;

  int real_char_rows;
  GLfloat brightness_ramp[WAVE_SIZE];

} matrix_configuration;

static matrix_configuration *mps = NULL;

static GLfloat speed;
static GLfloat density;
static Bool do_clock;
static char *timefmt;
static Bool do_fog;
static Bool do_waves;
static Bool do_rotate;
static Bool do_texture;
static char *mode_str;

static XrmOptionDescRec opts[] = {
  { "-speed",       ".speed",     XrmoptionSepArg, 0 },
  { "-density",     ".density",   XrmoptionSepArg, 0 },
  { "-mode",        ".mode",      XrmoptionSepArg, 0 },
  { "-binary",      ".mode",      XrmoptionNoArg, "binary"      },
  { "-hexadecimal", ".mode",      XrmoptionNoArg, "hexadecimal" },
  { "-decimal",     ".mode",      XrmoptionNoArg, "decimal"     },
  { "-dna",         ".mode",      XrmoptionNoArg, "dna"         },
  { "-clock",       ".clock",     XrmoptionNoArg, "True"  },
  { "+clock",       ".clock",     XrmoptionNoArg, "False" },
  { "-timefmt",     ".timefmt",   XrmoptionSepArg, 0  },
  { "-fog",         ".fog",       XrmoptionNoArg, "True"  },
  { "+fog",         ".fog",       XrmoptionNoArg, "False" },
  { "-waves",       ".waves",     XrmoptionNoArg, "True"  },
  { "+waves",       ".waves",     XrmoptionNoArg, "False" },
  { "-rotate",      ".rotate",    XrmoptionNoArg, "True"  },
  { "+rotate",      ".rotate",    XrmoptionNoArg, "False" },
  {"-texture",      ".texture",   XrmoptionNoArg, "True"  },
  {"+texture",      ".texture",   XrmoptionNoArg, "False" },
};

static argtype vars[] = {
  {&mode_str,   "mode",       "Mode",    DEF_MODE,      t_String},
  {&speed,      "speed",      "Speed",   DEF_SPEED,     t_Float},
  {&density,    "density",    "Density", DEF_DENSITY,   t_Float},
  {&do_clock,   "clock",      "Clock",   DEF_CLOCK,     t_Bool},
  {&timefmt,    "timefmt",    "Timefmt", DEF_TIMEFMT,   t_String},
  {&do_fog,     "fog",        "Fog",     DEF_FOG,       t_Bool},
  {&do_waves,   "waves",      "Waves",   DEF_WAVES,     t_Bool},
  {&do_rotate,  "rotate",     "Rotate",  DEF_ROTATE,    t_Bool},
  {&do_texture, "texture",    "Texture", DEF_TEXTURE,   t_Bool},
};

ENTRYPOINT ModeSpecOpt matrix_opts = {countof(opts), opts, countof(vars), vars, NULL};


/* Re-randomize the state of one strip.
 */
static void
reset_strip (ModeInfo *mi, strip *s)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  int i;
  Bool time_displayed_p = False;  /* never display time twice in one strip */

  memset (s, 0, sizeof(*s));
  s->x = (GLfloat) (frand(GRID_SIZE) - (GRID_SIZE/2));
  s->y = (GLfloat) (GRID_SIZE/2 + BELLRAND(0.5));      /* shift top slightly */
  s->z = (GLfloat) (GRID_DEPTH * 0.2) - frand (GRID_DEPTH * 0.7);
  s->spinner_y = 0;

  s->dx = 0;
/*  s->dx = ((BELLRAND(0.01) - 0.005) * speed); */
  s->dy = 0;
  s->dz = (BELLRAND(0.02) * speed);

  s->spinner_speed = (BELLRAND(0.3) * speed);

  s->spin_speed = (int) BELLRAND(2.0 / speed) + 1;
  s->spin_tick  = 0;

  s->wave_position = 0;
  s->wave_speed = (int) BELLRAND(3.0 / speed) + 1;
  s->wave_tick  = 0;

  for (i = 0; i < GRID_SIZE; i++)
    if (do_clock &&
        !time_displayed_p &&
        (i < GRID_SIZE-5) &&   /* display approx. once per 5 strips */
	!(random() % (GRID_SIZE-5)*5))
      {
	int j;
	char text[80];
        time_t now = time ((time_t *) 0);
        struct tm *tm = localtime (&now);
	strftime (text, sizeof(text)-1, timefmt, tm);

	/* render time into the strip */
	for (j = 0; j < strlen(text) && i < GRID_SIZE; j++, i++)
	  {
	    s->glyphs[i] = char_map [((unsigned char *) text)[j]] + 1;
	    s->highlight[i] = True;
	  }

        time_displayed_p = True;	
      }
    else
      {
	int draw_p = (random() % 7);
	int spin_p = (draw_p && !(random() % 20));
	int g = (draw_p
		 ? mp->glyph_map[(random() % mp->nglyphs)] + 1
		 : 0);
	if (spin_p) g = -g;
	s->glyphs[i] = g;
	s->highlight[i] = False;
      }

  s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
}


/* Animate the strip one step.  Reset if it has reached the bottom.
 */
static void
tick_strip (ModeInfo *mi, strip *s)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  int i;

  if (mp->button_down_p)
    return;

  s->x += s->dx;
  s->y += s->dy;
  s->z += s->dz;

  if (s->z > GRID_DEPTH * SPLASH_RATIO)  /* splashed into screen */
    {
      reset_strip (mi, s);
      return;
    }

  s->spinner_y += s->spinner_speed;
  if (s->spinner_y >= GRID_SIZE)
    {
      if (s->erasing_p)
        {
          reset_strip (mi, s);
          return;
        }
      else
        {
          s->erasing_p = True;
          s->spinner_y = 0;
          s->spinner_speed /= 2;  /* erase it slower than we drew it */
        }
    }

  /* Spin the spinners. */
  s->spin_tick++;
  if (s->spin_tick > s->spin_speed)
    {
      s->spin_tick = 0;
      s->spinner_glyph = - (mp->glyph_map[(random() % mp->nglyphs)] + 1);
      for (i = 0; i < GRID_SIZE; i++)
        if (s->glyphs[i] < 0)
          {
            s->glyphs[i] = -(mp->glyph_map[(random() % mp->nglyphs)] + 1);
            if (! (random() % 800))  /* sometimes they stop spinning */
              s->glyphs[i] = -s->glyphs[i];
          }
    }

  /* Move the color (brightness) wave. */
  s->wave_tick++;
  if (s->wave_tick > s->wave_speed)
    {
      s->wave_tick = 0;
      s->wave_position++;
      if (s->wave_position >= WAVE_SIZE)
        s->wave_position = 0;
    }
}


/* Draw a single character at the given position and brightness.
 */
static void
draw_glyph (ModeInfo *mi, int glyph, Bool highlight,
            GLfloat x, GLfloat y, GLfloat z,
            GLfloat brightness)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  int wire = MI_IS_WIREFRAME(mi);
  GLfloat w = mp->tex_char_width;
  GLfloat h = mp->tex_char_height;
  GLfloat cx = 0, cy = 0;
  GLfloat S = 1;
  Bool spinner_p = (glyph < 0);

  if (glyph == 0) abort();
  if (glyph < 0) glyph = -glyph;

  if (spinner_p)
    brightness *= 1.5;

  if (!do_texture)
    {
      S  = 0.8;
      x += 0.1;
      y += 0.1;
    }
  else
    {
      int ccx = ((glyph - 1) % CHAR_COLS);
      int ccy = ((glyph - 1) / CHAR_COLS);

      cx = ccx * w;
      cy = (mp->real_char_rows - ccy - 1) * h;

      if (do_fog)
        {
          GLfloat depth;
          depth = (z / GRID_DEPTH) + 0.5;  /* z ratio from back/front      */
          depth = 0.2 + (depth * 0.8);     /* scale to range [0.2 - 1.0]   */
          brightness *= depth;             /* so no row goes all black.    */
        }
    }

  {
    GLfloat r, g, b, a;

    if (highlight)
      brightness *= 2;

    if (!do_texture && !spinner_p)
      r = b = 0, g = 1;
    else
      r = g = b = 1;

    a = brightness;

    /* If the glyph is very close to the screen (meaning it is very large,
       and is about to splash into the screen and vanish) then start fading
       it out, proportional to how close to the glass it is.
    */
    if (z > GRID_DEPTH/2)
      {
        GLfloat ratio = ((z - GRID_DEPTH/2) /
                         ((GRID_DEPTH * SPLASH_RATIO) - GRID_DEPTH/2));
        int i = ratio * WAVE_SIZE;

        if (i < 0) i = 0;
        else if (i >= WAVE_SIZE) i = WAVE_SIZE-1; 

        a *= mp->brightness_ramp[i];
      }

    glColor4f (r,g,b,a);
  }

  glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
  glNormal3f (0, 0, 1);
  glTexCoord2f (cx,   cy);   glVertex3f (x,   y,   z);
  glTexCoord2f (cx+w, cy);   glVertex3f (x+S, y,   z);
  glTexCoord2f (cx+w, cy+h); glVertex3f (x+S, y+S, z);
  glTexCoord2f (cx,   cy+h); glVertex3f (x,   y+S, z);
  glEnd ();

  if (wire && spinner_p)
    {
      glBegin (GL_LINES);
      glVertex3f (x,   y,   z);
      glVertex3f (x+S, y+S, z);
      glVertex3f (x,   y+S, z);
      glVertex3f (x+S, y,   z);
      glEnd();
    }

  mi->polygon_count++;
}


/* Draw all the visible glyphs in the strip.
 */
static void
draw_strip (ModeInfo *mi, strip *s)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  int i;
  for (i = 0; i < GRID_SIZE; i++)
    {
      int g = s->glyphs[i];
      Bool below_p = (s->spinner_y >= i);

      if (s->erasing_p)
        below_p = !below_p;

      if (g && below_p)       /* don't draw cells below the spinner */
        {
          GLfloat brightness;
          if (!do_waves)
            brightness = 1.0;
          else
            {
              int j = WAVE_SIZE - ((i + (GRID_SIZE - s->wave_position))
                                   % WAVE_SIZE);
              brightness = mp->brightness_ramp[j];
            }

          draw_glyph (mi, g, s->highlight[i],
		      s->x, s->y - i, s->z, brightness);
        }
    }

  if (!s->erasing_p)
    draw_glyph (mi, s->spinner_glyph, False,
		s->x, s->y - s->spinner_y, s->z, 1.0);
}


/* qsort comparator for sorting strips by z position */
static int
cmp_strips (const void *aa, const void *bb)
{
  const strip *a = *(strip **) aa;
  const strip *b = *(strip **) bb;
  return ((int) (a->z * 10000) -
          (int) (b->z * 10000));
}


/* Auto-tracking
 */

static void
auto_track_init (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  mp->last_view = 0;
  mp->target_view = 0;
  mp->view_x = nice_views[mp->last_view].x;
  mp->view_y = nice_views[mp->last_view].y;
  mp->view_steps = 100;
  mp->view_tick = 0;
  mp->auto_tracking_p = False;
}


static void
auto_track (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];

  if (! do_rotate)
    return;
  if (mp->button_down_p)
    return;

  /* if we're not moving, maybe start moving.  Otherwise, do nothing. */
  if (! mp->auto_tracking_p)
    {
      if (++mp->track_tick < 20/speed) return;
      mp->track_tick = 0;
      if (! (random() % 20))
        mp->auto_tracking_p = True;
      else
        return;
    }


  {
    GLfloat ox = nice_views[mp->last_view].x;
    GLfloat oy = nice_views[mp->last_view].y;
    GLfloat tx = nice_views[mp->target_view].x;
    GLfloat ty = nice_views[mp->target_view].y;

    /* move from A to B with sinusoidal deltas, so that it doesn't jerk
       to a stop. */
    GLfloat th = sin ((M_PI / 2) * (double) mp->view_tick / mp->view_steps);

    mp->view_x = (ox + ((tx - ox) * th));
    mp->view_y = (oy + ((ty - oy) * th));
    mp->view_tick++;

  if (mp->view_tick >= mp->view_steps)
    {
      mp->view_tick = 0;
      mp->view_steps = (350.0 / speed);
      mp->last_view = mp->target_view;
      mp->target_view = (random() % (countof(nice_views) - 1)) + 1;
      mp->auto_tracking_p = False;
    }
  }
}


/* Window management, etc
 */
ENTRYPOINT void
reshape_matrix (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 (80.0, 1/h, 1.0, 100);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt( 0.0, 0.0, 25.0,
             0.0, 0.0, 0.0,
             0.0, 1.0, 0.0);

  glClear(GL_COLOR_BUFFER_BIT);
}


ENTRYPOINT Bool
matrix_handle_event (ModeInfo *mi, XEvent *event)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];

  if (event->xany.type == ButtonPress &&
      event->xbutton.button == Button1)
    {
      mp->button_down_p = True;
      return True;
    }
  else if (event->xany.type == ButtonRelease &&
           event->xbutton.button == Button1)
    {
      mp->button_down_p = False;
      return True;
    }

  return False;
}


#if 0
static Bool
bigendian (void)
{
  union { int i; char c[sizeof(int)]; } u;
  u.i = 1;
  return !u.c[0];
}
#endif


/* The image with the characters in it is 512x598, meaning that it needs to
   be copied into a 512x1024 texture.  But some machines can't handle textures
   that large...  And it turns out that we aren't using most of the characters
   in that image anyway, since this program doesn't do anything that makes use
   of the full range of Latin1 characters.  So... this function tosses out the
   last 32 of the Latin1 characters, resulting in a 512x506 image, which we
   can then stuff in a 512x512 texture.  Voila.

   If this hack ever grows into something that displays full Latin1 text,
   well then, Something Else Will Need To Be Done.

   Since currently GLMatrix does not run textclient / xscreensaver-text,
   it's not an issue.  (XMatrix does that.)

 */
static void
spank_image (matrix_configuration *mp, XImage *xi)
{
  int ch = xi->height / CHAR_ROWS;
  int cut = 2;
  unsigned char *bits = (unsigned char *) xi->data;
  unsigned char *from, *to, *s, *end;
  int L = xi->bytes_per_line * ch;
/*  int i;*/

  /* Copy row 12 into 10 (which really means, copy 2 into 0,
     since texture data is upside down.).
  */
  to   = bits + (L * cut);
  from = bits;
  end  = from + L;
  s    = from;
  while (s < end)
    *to++ = *s++;

  /* Then, pull all the bits down by 2 rows.
   */
  to   = bits;
  from = bits + (L * cut);
  end  = bits + (L * CHAR_ROWS);
  s    = from;
  while (s < end)
    *to++ = *s++;

  /* And clear out the rest, for good measure.
   */
  from = bits + (L * (CHAR_ROWS - cut));
  end  = bits + (L * CHAR_ROWS);
  s    = from;
  while (s < end)
    *s++ = 0;

  xi->height -= (cut * ch);
  mp->real_char_rows -= cut;

# if 0
  /* Finally, pull the map indexes back to match the new bits.
   */
  for (i = 0; i < countof(matrix_encoding); i++)
    if (matrix_encoding[i] > (CHAR_COLS * (CHAR_ROWS - cut)))
      matrix_encoding[i] -= (cut * CHAR_COLS);
# endif
}


static void
load_textures (ModeInfo *mi, Bool flip_p)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  XImage *xi;
  int x, y;
  int cw, ch;
  int orig_w, orig_h;

  /* The Matrix image is 512x598 -- but GL texture sizes must be powers of 2.
     So we waste some padding rows to round up.
   */
  xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual, 
                             matrix3_png, sizeof(matrix3_png));
  orig_w = xi->width;
  orig_h = xi->height;
  mp->real_char_rows = CHAR_ROWS;
  spank_image (mp, xi);

  if (xi->height != 512 && xi->height != 1024)
    {
      xi->height = (xi->height < 512 ? 512 : 1024);
      xi->data = realloc (xi->data, xi->height * xi->bytes_per_line);
      if (!xi->data)
        {
          fprintf(stderr, "%s: out of memory\n", progname);
          exit(1);
        }
    }

  if (xi->width != 512) abort();
  if (xi->height != 512 && xi->height != 1024) abort();

  /* char size in pixels */
  cw = orig_w / CHAR_COLS;
  ch = orig_h / CHAR_ROWS;

  /* char size in ratio of final (padded) texture size */
  mp->tex_char_width  = (GLfloat) cw / xi->width;
  mp->tex_char_height = (GLfloat) ch / xi->height;

  /* Flip each character's bits horizontally -- we could also just do this
     by reversing the texture coordinates on the quads, but on some systems
     that slows things down a lot.
   */
  if (flip_p)
    {
      int xx, col;
      unsigned long buf[100];
      for (y = 0; y < xi->height; y++)
        for (col = 0, xx = 0; col < CHAR_COLS; col++, xx += cw)
          {
            for (x = 0; x < cw; x++)
              buf[x] = XGetPixel (xi, xx+x, y);
            for (x = 0; x < cw; x++)
              XPutPixel (xi, xx+x, y, buf[cw-x-1]);
          }
    }

  /* The pixmap is a color image with no transparency.  Set the texture's
     alpha to be the green channel, and set the green channel to be 100%.
   */
  {
    int rpos, gpos, bpos, apos;  /* bitfield positions */
#if 0
    /* #### Cherub says that the little-endian case must be taken on MacOSX,
            or else the colors/alpha are the wrong way around.  How can
            that be the case?
     */
    if (bigendian())
      rpos = 24, gpos = 16, bpos =  8, apos =  0;
    else
#endif
      rpos =  0, gpos =  8, bpos = 16, apos = 24;

    for (y = 0; y < xi->height; y++)
      for (x = 0; x < xi->width; x++)
        {
          unsigned long p = XGetPixel (xi, x, y);
          unsigned char r = (p >> rpos) & 0xFF;
          unsigned char g = (p >> gpos) & 0xFF;
          unsigned char b = (p >> bpos) & 0xFF;
          unsigned char a = g;
          g = 0xFF;
          p = (r << rpos) | (g << gpos) | (b << bpos) | (a << apos);
          XPutPixel (xi, x, y, p);
        }
  }

  /* Now load the texture into GL.
   */
  clear_gl_error();
  glGenTextures (1, &mp->texture);

  glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
  /* messes up -fps */
  /* glPixelStorei (GL_UNPACK_ROW_LENGTH, xi->width);*/
  glBindTexture (GL_TEXTURE_2D, mp->texture);
  check_gl_error ("texture init");
  glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA,
                GL_UNSIGNED_BYTE, xi->data);
  {
    char buf[255];
    sprintf (buf, "creating %dx%d texture:", xi->width, xi->height);
    check_gl_error (buf);
  }

  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

  /* I'd expect CLAMP to be the thing to do here, but oddly, we get a
     faint solid green border around the texture if it is *not* REPEAT!
  */
  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");

  XDestroyImage (xi);
}


ENTRYPOINT void 
init_matrix (ModeInfo *mi)
{
  matrix_configuration *mp;
  int wire = MI_IS_WIREFRAME(mi);
  Bool flip_p = 0;
  int i;

  if (wire)
    do_texture = False;

  MI_INIT (mi, mps);

  mp = &mps[MI_SCREEN(mi)];
  mp->glx_context = init_GL(mi);

  if (!mode_str || !*mode_str || !strcasecmp(mode_str, "matrix"))
    {
      flip_p = 1;
      mp->glyph_map = matrix_encoding;
      mp->nglyphs   = countof(matrix_encoding);
    }
  else if (!strcasecmp (mode_str, "dna"))
    {
      flip_p = 0;
      mp->glyph_map = dna_encoding;
      mp->nglyphs   = countof(dna_encoding);
    }
  else if (!strcasecmp (mode_str, "bin") ||
           !strcasecmp (mode_str, "binary"))
    {
      flip_p = 0;
      mp->glyph_map = binary_encoding;
      mp->nglyphs   = countof(binary_encoding);
    }
  else if (!strcasecmp (mode_str, "hex") ||
           !strcasecmp (mode_str, "hexadecimal"))
    {
      flip_p = 0;
      mp->glyph_map = hex_encoding;
      mp->nglyphs   = countof(hex_encoding);
    }
  else if (!strcasecmp (mode_str, "dec") ||
           !strcasecmp (mode_str, "decimal"))
    {
      flip_p = 0;
      mp->glyph_map = decimal_encoding;
      mp->nglyphs   = countof(decimal_encoding);
    }
  else
    {
      fprintf (stderr,
           "%s: `mode' must be matrix, dna, binary, or hex: not `%s'\n",
               progname, mode_str);
      exit (1);
    }

  reshape_matrix (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  glShadeModel(GL_SMOOTH);

  glDisable(GL_DEPTH_TEST);
  glDisable(GL_CULL_FACE);
  glEnable(GL_NORMALIZE);

  if (do_texture)
    load_textures (mi, flip_p);

  /* to scale coverage-percent to strips, this number looks about right... */
  mp->nstrips = (int) (density * 2.2);
  if      (mp->nstrips < 1)    mp->nstrips = 1;
  else if (mp->nstrips > 2000) mp->nstrips = 2000;


  mp->strips = calloc (mp->nstrips, sizeof(strip));
  for (i = 0; i < mp->nstrips; i++)
    {
      strip *s = &mp->strips[i];
      reset_strip (mi, s);

      /* If we start all strips from zero at once, then the first few seconds
         of the animation are much denser than normal.  So instead, set all
         the initial strips to erase-mode with random starting positions.
         As these die off at random speeds and are re-created, we'll get a
         more consistent density. */
      s->erasing_p = True;
      s->spinner_y = frand(GRID_SIZE);
      memset (s->glyphs, 0, sizeof(s->glyphs));  /* no visible glyphs */
    }

  /* Compute the brightness ramp.
   */
  for (i = 0; i < WAVE_SIZE; i++)
    {
      GLfloat j = ((WAVE_SIZE - i) / (GLfloat) (WAVE_SIZE - 1));
      j *= (M_PI / 2);       /* j ranges from 0.0 - PI/2  */
      j = sin (j);           /* j ranges from 0.0 - 1.0   */
      j = 0.2 + (j * 0.8);   /* j ranges from 0.2 - 1.0   */
      mp->brightness_ramp[i] = j;
      /* printf("%2d %8.2f\n", i, j); */
    }


  auto_track_init (mi);
}


#ifdef DEBUG

static void
draw_grid (ModeInfo *mi)
{
  if (!MI_IS_WIREFRAME(mi))
    {
      glDisable(GL_TEXTURE_2D);
      glDisable(GL_BLEND);
    }
  glPushMatrix();

  glColor3f(1, 1, 1);
  glBegin(GL_LINES);
  glVertex3f(-GRID_SIZE, 0, 0); glVertex3f(GRID_SIZE, 0, 0);
  glVertex3f(0, -GRID_SIZE, 0); glVertex3f(0, GRID_SIZE, 0);
  glEnd();
  glBegin(GL_LINE_LOOP);
  glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, 0);
  glVertex3f(-GRID_SIZE/2,  GRID_SIZE/2, 0);
  glVertex3f( GRID_SIZE/2,  GRID_SIZE/2, 0);
  glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, 0);
  glEnd();
  glBegin(GL_LINE_LOOP);
  glVertex3f(-GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f(-GRID_SIZE/2, GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, GRID_SIZE/2, -GRID_DEPTH/2);
  glEnd();
  glBegin(GL_LINE_LOOP);
  glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, -GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
  glEnd();
  glBegin(GL_LINES);
  glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f(-GRID_SIZE/2,  GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f(-GRID_SIZE/2, -GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f(-GRID_SIZE/2,  GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, -GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2,  GRID_SIZE/2, -GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2, -GRID_SIZE/2,  GRID_DEPTH/2);
  glVertex3f( GRID_SIZE/2,  GRID_SIZE/2,  GRID_DEPTH/2);
  glEnd();
  glPopMatrix();
  if (!MI_IS_WIREFRAME(mi))
    {
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
    }
}
#endif /* DEBUG */


ENTRYPOINT void
draw_matrix (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  Display *dpy = MI_DISPLAY(mi);
  Window window = MI_WINDOW(mi);
  int i;

  if (!mp->glx_context)
    return;

  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix ();
  glRotatef(current_device_rotation(), 0, 0, 1);

  if (do_texture)
    {
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);

      /* Jeff Epler points out:
         By using GL_ONE instead of GL_SRC_ONE_MINUS_ALPHA, glyphs are
         added to each other, so that a bright glyph with a darker one
         in front is a little brighter than the bright glyph alone.
       */
      glBlendFunc (GL_SRC_ALPHA, GL_ONE);
    }

  if (do_rotate)
    {
      glRotatef (mp->view_x, 1, 0, 0);
      glRotatef (mp->view_y, 0, 1, 0);
    }

#ifdef DEBUG
# if 0
  glScalef(0.5, 0.5, 0.5);
# endif
# if 0
  glRotatef(-30, 0, 1, 0); 
# endif
  draw_grid (mi);
#endif

  mi->polygon_count = 0;

  /* Render (and tick) each strip, starting at the back
     (draw the ones farthest from the camera first, to make
     the alpha transparency work out right.)
   */
  {
    strip **sorted = malloc (mp->nstrips * sizeof(*sorted));
    for (i = 0; i < mp->nstrips; i++)
      sorted[i] = &mp->strips[i];
    qsort (sorted, i, sizeof(*sorted), cmp_strips);

    for (i = 0; i < mp->nstrips; i++)
      {
        strip *s = sorted[i];
        tick_strip (mi, s);
        draw_strip (mi, s);
      }
    free (sorted);
  }

  auto_track (mi);

#if 0
  glBegin(GL_QUADS);
  glColor3f(1,1,1);
  glTexCoord2f (0,0);  glVertex3f(-15,-15,0);
  glTexCoord2f (0,1);  glVertex3f(-15,15,0);
  glTexCoord2f (1,1);  glVertex3f(15,15,0);
  glTexCoord2f (1,0);  glVertex3f(15,-15,0);
  glEnd();
#endif

  glPopMatrix ();

  if (mi->fps_p) do_fps (mi);
  glFinish();

  glXSwapBuffers(dpy, window);
}


ENTRYPOINT void
free_matrix (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  if (!mp->glx_context) return;
  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
  if (mp->strips) free (mp->strips);
  if (mp->texture) glDeleteTextures (1, &mp->texture);
}

XSCREENSAVER_MODULE_2 ("GLMatrix", glmatrix, matrix)

#endif /* USE_GL */