--- /dev/null
+/* StonerView: An eccentric visual toy.
+ Copyright 1998-2001 by Andrew Plotkin (erkyrath@eblong.com)
+
+ 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.
+*/
+
+#include "config.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+
+#include "yarandom.h"
+#include "stonerview-osc.h"
+#include "stonerview-move.h"
+
+/* The list of polygons. This is filled in by move_increment(), and rendered
+ by perform_render(). */
+elem_t elist[NUM_ELS];
+
+/* The polygons are controlled by four parameters. Each is represented by
+ an osc_t object, which is just something that returns a stream of numbers.
+ (Originally the name stood for "oscillator", but it does ever so much more
+ now... see osc.c.)
+ Imagine a cylinder with a vertical axis (along the Z axis), stretching from
+ Z=1 to Z=-1, and a radius of 1.
+*/
+static osc_t *theta = NULL; /* Angle around the axis. This is expressed in
+ hundredths of a degree, so it's actually 0 to 36000. */
+static osc_t *rad = NULL; /* Distance from the axis. This goes up to 1000,
+ but we actually allow negative distances -- that just goes to the opposite
+ side of the circle -- so the range is really -1000 to 1000. */
+static osc_t *alti = NULL; /* Height (Z position). This goes from -1000 to
+ 1000. */
+static osc_t *color = NULL; /* Consider this to be an angle of a circle going
+ around the color wheel. It's in tenths of a degree (consistency is all I
+ ask) so it ranges from 0 to 3600. */
+/* static GLint prevtime = 0; / * for timing */
+
+int init_move()
+{
+ /*theta = new_osc_linear(
+ new_osc_wrap(0, 36000, 25),
+ new_osc_constant(2000));*/
+
+ theta = new_osc_linear(
+ new_osc_velowrap(0, 36000, new_osc_multiplex(
+ new_osc_randphaser(300, 600),
+ new_osc_constant(25),
+ new_osc_constant(75),
+ new_osc_constant(50),
+ new_osc_constant(100))
+ ),
+
+ new_osc_multiplex(
+ new_osc_buffer(new_osc_randphaser(300, 600)),
+ new_osc_buffer(new_osc_wrap(0, 36000, 10)),
+ new_osc_buffer(new_osc_wrap(0, 36000, -8)),
+ new_osc_wrap(0, 36000, 4),
+ new_osc_buffer(new_osc_bounce(-2000, 2000, 20))
+ )
+ );
+
+ rad = new_osc_buffer(new_osc_multiplex(
+ new_osc_randphaser(250, 500),
+ new_osc_bounce(-1000, 1000, 10),
+ new_osc_bounce( 200, 1000, -15),
+ new_osc_bounce( 400, 1000, 10),
+ new_osc_bounce(-1000, 1000, -20)));
+ /*rad = new_osc_constant(1000);*/
+
+ alti = new_osc_linear(
+ new_osc_constant(-1000),
+ new_osc_constant(2000 / NUM_ELS));
+
+ /*alti = new_osc_multiplex(
+ new_osc_buffer(new_osc_randphaser(60, 270)),
+ new_osc_buffer(new_osc_bounce(-1000, 1000, 48)),
+ new_osc_linear(
+ new_osc_constant(-1000),
+ new_osc_constant(2000 / NUM_ELS)),
+ new_osc_buffer(new_osc_bounce(-1000, 1000, 27)),
+ new_osc_linear(
+ new_osc_constant(-1000),
+ new_osc_constant(2000 / NUM_ELS))
+ );*/
+
+ /*color = new_osc_buffer(new_osc_randphaser(5, 35));*/
+
+ /*color = new_osc_buffer(new_osc_multiplex(
+ new_osc_randphaser(25, 70),
+ new_osc_wrap(0, 3600, 20),
+ new_osc_wrap(0, 3600, 30),
+ new_osc_wrap(0, 3600, -20),
+ new_osc_wrap(0, 3600, 10)));*/
+ color = new_osc_multiplex(
+ new_osc_buffer(new_osc_randphaser(150, 300)),
+ new_osc_buffer(new_osc_wrap(0, 3600, 13)),
+ new_osc_buffer(new_osc_wrap(0, 3600, 32)),
+ new_osc_buffer(new_osc_wrap(0, 3600, 17)),
+ new_osc_buffer(new_osc_wrap(0, 3600, 7)));
+
+ move_increment();
+
+ return 1;
+}
+
+void final_move()
+{
+}
+
+/* Set up the list of polygon data for rendering. */
+void move_increment()
+{
+ int ix, val;
+/* GLfloat fval; */
+/* GLfloat recipels = (1.0 / (GLfloat)NUM_ELS); */
+ GLfloat pt[2];
+ GLfloat ptrad, pttheta;
+
+ for (ix=0; ix<NUM_ELS; ix++) {
+ elem_t *el = &elist[ix];
+
+ /* Grab r and theta... */
+ val = osc_get(theta, ix);
+ pttheta = val * (0.01 * M_PI / 180.0);
+ ptrad = (GLfloat)osc_get(rad, ix) * 0.001;
+ /* And convert them to x,y coordinates. */
+ pt[0] = ptrad * cos(pttheta);
+ pt[1] = ptrad * sin(pttheta);
+
+ /* Set x,y,z. */
+ el->pos[0] = pt[0];
+ el->pos[1] = pt[1];
+ el->pos[2] = (GLfloat)osc_get(alti, ix) * 0.001;
+
+ /* Set which way the square is rotated. This is fixed for now, although
+ it would be trivial to make the squares spin as they revolve. */
+ el->vervec[0] = 0.11;
+ el->vervec[1] = 0.0;
+
+ /* Grab the color, and convert it to RGB values. Technically, we're
+ converting an HSV value to RGB, where S and V are always 1. */
+ val = osc_get(color, ix);
+ if (val < 1200) {
+ el->col[0] = ((GLfloat)val / 1200.0);
+ el->col[1] = 0;
+ el->col[2] = (GLfloat)(1200 - val) / 1200.0;
+ }
+ else if (val < 2400) {
+ el->col[0] = (GLfloat)(2400 - val) / 1200.0;
+ el->col[1] = ((GLfloat)(val - 1200) / 1200.0);
+ el->col[2] = 0;
+ }
+ else {
+ el->col[0] = 0;
+ el->col[1] = (GLfloat)(3600 - val) / 1200.0;
+ el->col[2] = ((GLfloat)(val - 2400) / 1200.0);
+ }
+ el->col[3] = 1.0;
+ }
+
+ osc_increment();
+}
+