2 * flipscreen3d - takes snapshots of the screen and flips it around
4 * version 1.0 - Oct 24, 2001
6 * Copyright (C) 2001 Ben Buxton (bb@cactii.net)
8 * Permission to use, copy, modify, distribute, and sell this software and its
9 * documentation for any purpose is hereby granted without fee, provided that
10 * the above copyright notice appear in all copies and that both that
11 * copyright notice and this permission notice appear in supporting
12 * documentation. No representations are made about the suitability of this
13 * software for any purpose. It is provided "as is" without express or
18 #define DEFAULTS "*delay: 20000 \n" \
19 "*showFPS: False \n" \
20 "*wireframe: False \n" \
23 # define refresh_screenflip 0
24 # include "xlockmore.h" /* from the xscreensaver distribution */
25 # include "gltrackball.h"
26 #else /* !STANDALONE */
27 # include "xlock.h" /* from the xlockmore distribution */
28 #endif /* !STANDALONE */
30 /* lifted from lament.c */
31 #define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
32 #define RANDSIGN() ((random() & 1) ? 1 : -1)
37 /* Should be in <GL/glext.h> */
38 # ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
39 # define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
41 # ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
42 # define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
45 #define DEF_ROTATE "True"
52 #define countof(x) (sizeof((x))/sizeof((*x)))
55 static XrmOptionDescRec opts[] = {
56 {"+rotate", ".screenflip.rotate", XrmoptionNoArg, "false" },
57 {"-rotate", ".screenflip.rotate", XrmoptionNoArg, "true" },
61 static argtype vars[] = {
62 {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
67 ENTRYPOINT ModeSpecOpt screenflip_opts = {countof(opts), opts, countof(vars), vars, NULL};
71 ModStruct screenflip_description =
72 {"screenflip", "init_screenflip", "draw_screenflip", "release_screenflip",
73 "draw_screenflip", "init_screenflip", NULL, &screenflip_opts,
74 1000, 1, 2, 1, 4, 1.0, "",
75 "Screenflips", 0, NULL};
81 GLXContext *glx_context;
85 int tw, th; /* texture width, height */
86 GLfloat min_tx, min_ty;
87 GLfloat max_tx, max_ty;
88 GLfloat qx, qy, qw, qh; /* the quad we'll draw */
91 int fadetime; /* fade before regrab */
93 trackball_state *trackball;
96 GLfloat show_colors[4];
97 GLfloat stretch_val_x, stretch_val_y;
98 GLfloat stretch_val_dx, stretch_val_dy;
100 GLfloat curx, cury, curz;
103 GLfloat rot, drot, odrot, ddrot, orot;
104 float theta, rho, dtheta, drho, gamma, dgamma;
108 Bool waiting_for_image_p;
115 static Screenflip *screenflip = NULL;
117 #include "grab-ximage.h"
119 static const GLfloat viewer[] = {0.0, 0.0, 15.0};
122 static void getSnapshot (ModeInfo *);
126 screenflip_handle_event (ModeInfo *mi, XEvent *event)
128 Screenflip *c = &screenflip[MI_SCREEN(mi)];
130 if (gltrackball_event_handler (event, c->trackball,
131 MI_WIDTH (mi), MI_HEIGHT (mi),
134 else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
136 if (!c->waiting_for_image_p)
147 /* draw the texture mapped quad (actually two back to back)*/
148 static void showscreen(Screenflip *c, int frozen, int wire)
153 /* r -= 0.02; g -= 0.02; b -= 0.02; */
154 c->show_colors[3] -= 0.02;
155 if (c->show_colors[3] < 0) {
159 } else if (c->show_colors[3] < 0) {
160 c->show_colors[0] = c->show_colors[1] =
161 c->show_colors[2] = c->show_colors[3] = 1;
162 c->stretch_val_x = c->stretch_val_y =
163 c->stretch_val_dx = c->stretch_val_dy = 0;
165 if (c->stretch_val_dx == 0 && !frozen && !(random() % 25))
166 c->stretch_val_dx = (float)(random() % 100) / 5000;
167 if (c->stretch_val_dy == 0 && !frozen && !(random() % 25))
168 c->stretch_val_dy = (float)(random() % 100) / 5000;
176 w *= sin (c->stretch_val_x) + 1;
177 x *= sin (c->stretch_val_x) + 1;
178 if (!c->button_down_p) {
179 if (!c->fadetime) c->stretch_val_x += c->stretch_val_dx;
180 if (c->stretch_val_x > 2*M_PI && !(random() % 5))
181 c->stretch_val_dx = (float)(random() % 100) / 5000;
183 c->stretch_val_x -= 2*M_PI;
186 if (!c->button_down_p && !c->fadetime) c->stretch_val_y += c->stretch_val_dy;
187 h *= sin (c->stretch_val_y) / 2 + 1;
188 y *= sin (c->stretch_val_y) / 2 + 1;
189 if (!c->button_down_p) {
190 if (c->stretch_val_y > 2*M_PI && !(random() % 5))
191 c->stretch_val_dy = (float)(random() % 100) / 5000;
193 c->stretch_val_y -= 2*M_PI;
197 glColor4f(c->show_colors[0], c->show_colors[1],
198 c->show_colors[2], c->show_colors[3]);
202 glEnable(GL_TEXTURE_2D);
204 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
205 glDepthMask(GL_FALSE);
208 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
211 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, 0);
212 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, 0);
213 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, 0);
214 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, 0);
216 glNormal3f(0, 0, -1);
217 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, -0.05);
218 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, -0.05);
219 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, -0.05);
220 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, -0.05);
224 glDisable(GL_TEXTURE_2D);
225 glDepthMask(GL_TRUE);
227 glBegin(GL_LINE_LOOP);
237 /* This function is responsible for 'zooming back' the square after
238 * a new chunk has been grabbed with getSnapshot(), and positioning
239 * it suitably on the screen. Once positioned (where we begin to rotate),
240 * it just does a glTranslatef() and returns 1
243 static int inposition(Screenflip *c)
250 if (c->curx == 0) c->curx = c->qx;
251 if (c->cury == 0) c->cury = c->qy;
258 if (c->curz > -10 || c->curx > wx + 0.1 || c->curx < wx - 0.1 ||
259 c->cury > wy + 0.1 || c->cury < wy - 0.1) {
278 glTranslatef(0, 0, c->curz);
281 glTranslatef(0, 0, c->curz);
287 static void drawgrid(void)
291 glColor3f(0, 0.7, 0);
293 for (i = 0 ; i <= 50; i+=2) {
294 glVertex3f( -25, -15, i-70);
295 glVertex3f( 25, -15, i-70);
296 glVertex3f( i-25, -15, -70);
297 glVertex3f( i-25, -15, -20);
304 static void display(Screenflip *c, int wire)
307 GLfloat rot = current_device_rotation();
309 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
311 gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
314 glRotatef(rot, 0, 0, 1);
315 if ((rot > 45 && rot < 135) ||
316 (rot < -45 && rot > -135))
318 GLfloat s = c->winw / (GLfloat) c->winh;
319 glScalef (s, 1/s, 1);
324 glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
325 /* randomly change the speed */
326 if (!c->button_down_p && !(random() % 300)) {
328 c->drho = 1/60 - (float)(random() % 100)/3000;
330 c->dtheta = 1/60 - (float)(random() % 100)/3000;
332 c->dgamma = 1/60 - (float)(random() % 100)/3000;
334 glRotatef(-rot, 0, 0, 1);
335 gltrackball_rotate (c->trackball);
336 glRotatef(rot, 0, 0, 1);
337 if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
338 /* update variables with each frame */
339 if(!c->button_down_p && !c->fadetime) {
340 c->theta += c->dtheta;
342 c->gamma += c->dgamma;
346 /* dont let our rotation speed get too high */
347 if (c->drot > 5 && c->ddrot > 0)
348 c->ddrot = 0 - (GLfloat)(random() % 100) / 1000;
349 else if (c->drot < -5 && c->ddrot < 0)
350 c->ddrot = (GLfloat)(random() % 100) / 1000;
351 } else { /* reset some paramaters */
352 c->ddrot = 0.05 - (GLfloat)(random() % 100) / 1000;
353 c->theta = c->rho = c->gamma = 0;
357 if (!c->button_down_p && !c->fadetime && (c->rot >= 360 || c->rot <= -360) && !(random() % 7)) { /* rotate change */
358 c->rx = (GLfloat)(random() % 100) / 100;
359 c->ry = (GLfloat)(random() % 100) / 100;
360 c->rz = (GLfloat)(random() % 100) / 100;
362 if (c->odrot * c->drot < 0 && c->tw < c->winw && !(random() % 10)) {
363 c->fadetime = 1; /* randomly fade and get new snapshot */
367 if (c->rot > 360 || c->rot < -360) /* dont overflow rotation! */
369 showscreen(c, frozen, wire);
374 ENTRYPOINT void reshape_screenflip(ModeInfo *mi, int width, int height)
376 Screenflip *c = &screenflip[MI_SCREEN(mi)];
377 glViewport(0,0,(GLint)width, (GLint) height);
378 glMatrixMode(GL_PROJECTION);
380 gluPerspective(45, 1, 2.0, 85);
381 glMatrixMode(GL_MODELVIEW);
387 image_loaded_cb (const char *filename, XRectangle *geometry,
388 int image_width, int image_height,
389 int texture_width, int texture_height,
392 Screenflip *c = (Screenflip *) closure;
394 c->tw = texture_width;
395 c->th = texture_height;
396 c->min_tx = (GLfloat) geometry->x / c->tw;
397 c->min_ty = (GLfloat) geometry->y / c->th;
398 c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
399 c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
401 c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
402 c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
403 c->qw = QW * ((GLfloat) geometry->width / image_width);
404 c->qh = QH * ((GLfloat) geometry->height / image_height);
406 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
407 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
408 (c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
410 if (c->anisotropic >= 1.0)
411 glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
414 c->waiting_for_image_p = False;
415 c->first_image_p = False;
419 static void getSnapshot (ModeInfo *modeinfo)
421 Screenflip *c = &screenflip[MI_SCREEN(modeinfo)];
423 if (MI_IS_WIREFRAME(modeinfo))
426 c->waiting_for_image_p = True;
428 load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
429 *c->glx_context, 0, 0, c->mipmap_p, c->texid,
433 ENTRYPOINT void init_screenflip(ModeInfo *mi)
435 int screen = MI_SCREEN(mi);
438 if (screenflip == NULL) {
439 if ((screenflip = (Screenflip *) calloc(MI_NUM_SCREENS(mi),
440 sizeof(Screenflip))) == NULL)
443 c = &screenflip[screen];
444 c->window = MI_WINDOW(mi);
446 c->trackball = gltrackball_init (False);
448 if ((c->glx_context = init_GL(mi)) != NULL) {
449 reshape_screenflip(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
453 c->winh = MI_WIN_HEIGHT(mi);
454 c->winw = MI_WIN_WIDTH(mi);
463 c->show_colors[0] = c->show_colors[1] =
464 c->show_colors[2] = c->show_colors[3] = 1;
466 if (! MI_IS_WIREFRAME(mi))
468 glShadeModel(GL_SMOOTH);
469 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
470 glEnable(GL_DEPTH_TEST);
471 glEnable(GL_CULL_FACE);
473 glDisable(GL_LIGHTING);
476 if (strstr ((char *) glGetString(GL_EXTENSIONS),
477 "GL_EXT_texture_filter_anisotropic"))
478 glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
480 c->anisotropic = 0.0;
482 glGenTextures(1, &c->texid);
484 c->first_image_p = True;
488 ENTRYPOINT void draw_screenflip(ModeInfo *mi)
490 Screenflip *c = &screenflip[MI_SCREEN(mi)];
491 Window w = MI_WINDOW(mi);
492 Display *disp = MI_DISPLAY(mi);
497 /* Wait for the first image; for subsequent images, load them in the
498 background while animating. */
499 if (c->waiting_for_image_p && c->first_image_p)
502 glXMakeCurrent(disp, w, *(c->glx_context));
504 glBindTexture(GL_TEXTURE_2D, c->texid);
509 display(c, MI_IS_WIREFRAME(mi));
511 if(mi->fps_p) do_fps(mi);
513 glXSwapBuffers(disp, w);
516 ENTRYPOINT void release_screenflip(ModeInfo *mi)
518 if (screenflip != NULL) {
519 (void) free((void *) screenflip);
525 XSCREENSAVER_MODULE_2 ("FlipScreen3D", flipscreen3d, screenflip)