X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fmirrorblob.c;h=fe6985e138e739063cfe0fc1071e2ac46e5db044;hb=c494fd2e6b3b25582375d62e40f4f5cc984ca424;hp=679b72664d259dd83c5a72193f85f32fc70ce63e;hpb=96a411663168b0ba5432b407a83be55f3df0c802;p=xscreensaver diff --git a/hacks/glx/mirrorblob.c b/hacks/glx/mirrorblob.c index 679b7266..fe6985e1 100644 --- a/hacks/glx/mirrorblob.c +++ b/hacks/glx/mirrorblob.c @@ -1,5 +1,3 @@ -/* -*- Mode: C; tab-width: 4 -*- */ - /* mirrorblob Copyright (c) 2003 Jon Dowdall */ /* * Permission to use, copy, modify, and distribute this software and its @@ -13,86 +11,67 @@ * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. - + * * Revision History: - * 23-Sep-2003: jon.dowdall@bigpond.com Created module "mirrorblob" + * 23-Sep-2003: jon.dowdall@bigpond.com Created module "blob" * 19-Oct-2003: jon.dowdall@bigpond.com Added texturing + * 21-Oct-2003: Renamed to mirrorblob + * 10-Feb-2004: jon.dowdall@bigpond.com Added motion blur + * 28-Jan-2006: jon.dowdall@bigpond.com Big clean up and bug fixes * + * The mirrorblob screensaver draws a pulsing blob on the screen. Options + * include adding a background (via screen_to_texture), texturing the blob, + * making the blob semi-transparent and varying the resolution of the blob + * tessellation. * - * The mirrorblob screensaver draws a pulsing blob on the screen. - * Options include adding a background (via screen_to_ximage), - * texturing the blob, making the blob semi-transparent and varying the - * resolution of the blob tessellation. - * - * The mirrorblob was inspired by a lavalamp is in no way a simulation. - * The code is just an attempt to generate some eye-candy. + * The blob was inspired by a lavalamp is in no way a simulation. The code is + * just an attempt to generate some eye-candy. * - * Much of xscreensaver code framework is taken from the pulsar module by David + * Much of xmirrorblob code framework is taken from the pulsar module by David * Konerding and the glslideshow by Mike Oliphant and Jamie Zawinski. * */ -#include -#include -#include - -/*- - * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock. - * otherwise caddr_t is not defined correctly - */ - -#include +#include #ifdef STANDALONE -# define PROGCLASS "MirrorBlob" -# define HACK_INIT init_mirrorblob -# define HACK_DRAW draw_mirrorblob -# define HACK_RESHAPE reshape_mirrorblob -# define screensaver_opts xlockmore_opts - -# define DEF_DELAY "10000" -# define DEF_FPS "False" -# define DEF_WIRE "False" -# define DEF_BLEND "False" -# define DEF_FOG "False" -# define DEF_ANTIALIAS "False" -# define DEF_WALLS "True" -# define DEF_TEXTURE "True" -# define DEF_COLOUR "False" -# define DEF_OFFSET_TEXTURE "False" -# define DEF_PAINT_BACKGROUND "True" -# define DEF_X_RES "60" -# define DEF_Y_RES "32" -# define DEF_FIELD_POINTS "5" -# define DEF_INCREMENTAL "0" -# define DEF_FADE_SPEED "1" -# define DEF_HOLD_FRAMES "10240" - -#define DEFAULTS "*delay: " DEF_DELAY "\n" \ - "*showFPS: " DEF_FPS "\n" \ - "*wire: " DEF_WIRE "\n" \ - "*blend: " DEF_BLEND "\n" \ - "*fog: " DEF_FOG "\n" \ - "*antialias: " DEF_ANTIALIAS "\n" \ - "*walls: " DEF_WALLS "\n" \ - "*texture: " DEF_TEXTURE "\n" \ - "*colour: " DEF_COLOUR "\n" \ - "*offset_texture: " DEF_OFFSET_TEXTURE "\n" \ - "*bgimage: " DEF_PAINT_BACKGROUND "\n" \ - "*x_resolution: " DEF_X_RES "\n" \ - "*y_resolution: " DEF_Y_RES "\n" \ - "*field_points: " DEF_FIELD_POINTS "\n" \ - "*incremental: " DEF_INCREMENTAL "\n" \ - "*fade_speed: " DEF_FADE_SPEED "\n" \ - "*hold_frames: " DEF_HOLD_FRAMES "\n" \ - -# include "xlockmore.h" /* from the xscreensaver distribution */ +#define DEFAULTS \ + "*delay: " DEF_DELAY "\n" \ + "*showFPS: " DEF_FPS "\n" \ + "*useSHM: True \n" + +# define refresh_mirrorblob 0 +/* +# define mirrorblob_handle_event 0 +*/ +# include "xlockmore.h" /* from the xmirrorblob distribution */ #else /* !STANDALONE */ -# include "xlock.h" /* from the xlockmore distribution */ +# include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef USE_GL /* whole file */ + +#define DEF_DELAY "10000" +#define DEF_FPS "False" +#define DEF_WIRE "False" +#define DEF_BLEND "1.0" +#define DEF_FOG "False" +#define DEF_ANTIALIAS "False" +#define DEF_WALLS "False" +#define DEF_COLOUR "False" +#define DEF_ASYNC "True" +#define DEF_TEXTURE "True" +#define DEF_OFFSET_TEXTURE "False" +#define DEF_PAINT_BACKGROUND "True" +#define DEF_RESOLUTION "30" +#define DEF_BUMPS "10" +#define DEF_MOTION_BLUR "0.0" +#define DEF_INCREMENTAL "0" +#define DEF_HOLD_TIME "30.0" +#define DEF_FADE_TIME "5.0" +#define DEF_ZOOM "1.0" + #ifdef HAVE_XMU # ifndef VMS # include @@ -101,916 +80,1297 @@ # endif /* VMS */ #endif -#include -#include -#include "GL/glx.h" - -#include -#include -/*#include */ +#include "gltrackball.h" #include "grab-ximage.h" #undef countof -#define countof(x) (sizeof((x))/sizeof((*x))) - -#define WIDTH 1024 -#define HEIGHT 768 +#define countof(x) (sizeof((x)) / sizeof((*x))) #define PI 3.1415926535897 -/* */ -static int do_wire; -static int do_blend; -static int do_fog; -static int do_antialias; -static int do_walls; -static int do_texture; -static int do_paint_background; -static int do_colour; -static int offset_texture; -static int x_resolution; -static int y_resolution; -static int field_points; -static int incremental; -static int fade_speed; -static int hold_frames; +/* Options from command line */ +static GLfloat blend; +static Bool wireframe; +static Bool do_fog; +static Bool do_antialias; +static Bool do_walls; +static Bool do_texture; +static Bool do_paint_background; +static Bool do_colour; +static Bool offset_texture; +static int resolution; +static int bumps; +static float motion_blur; +static float fade_time; +static float hold_time; +static float zoom; + +/* Internal parameters based on supplied options */ +static Bool culling; +static Bool load_textures; static XrmOptionDescRec opts[] = { - {"-wire", ".mirrorblob.wire", XrmoptionNoArg, (caddr_t) "true" }, - {"+wire", ".mirrorblob.wire", XrmoptionNoArg, (caddr_t) "false" }, - {"-blend", ".mirrorblob.blend", XrmoptionNoArg, (caddr_t) "true" }, - {"+blend", ".mirrorblob.blend", XrmoptionNoArg, (caddr_t) "false" }, - {"-fog", ".mirrorblob.fog", XrmoptionNoArg, (caddr_t) "true" }, - {"+fog", ".mirrorblob.fog", XrmoptionNoArg, (caddr_t) "false" }, - {"-antialias", ".mirrorblob.antialias", XrmoptionNoArg, (caddr_t) "true" }, - {"+antialias", ".mirrorblob.antialias", XrmoptionNoArg, (caddr_t) "false" }, - {"-walls", ".mirrorblob.walls", XrmoptionNoArg, (caddr_t) "true" }, - {"+walls", ".mirrorblob.walls", XrmoptionNoArg, (caddr_t) "false" }, - {"-texture", ".mirrorblob.texture", XrmoptionNoArg, (caddr_t) "true" }, - {"+texture", ".mirrorblob.texture", XrmoptionNoArg, (caddr_t) "false" }, - {"-colour", ".mirrorblob.colour", XrmoptionNoArg, (caddr_t) "true" }, - {"+colour", ".mirrorblob.colour", XrmoptionNoArg, (caddr_t) "false" }, - {"-offset_texture", ".mirrorblob.offset_texture", XrmoptionNoArg, (caddr_t) "true" }, - {"+offset_texture", ".mirrorblob.offset_texture", XrmoptionNoArg, (caddr_t) "false" }, - {"-bgimage", ".mirrorblob.bgimage", XrmoptionNoArg, (caddr_t) "true" }, - {"+bgimage", ".mirrorblob.bgimage", XrmoptionNoArg, (caddr_t) "false" }, - {"-x_res", ".mirrorblob.x_res", XrmoptionSepArg, (caddr_t) NULL }, - {"-y_res", ".mirrorblob.y_res", XrmoptionSepArg, (caddr_t) NULL }, - {"-field_points", ".mirrorblob.field_points", XrmoptionSepArg, (caddr_t) NULL }, - {"-incremental", ".mirrorblob.incremental", XrmoptionSepArg, (caddr_t) NULL }, - {"-fade_speed", ".mirrorblob.fade_speed", XrmoptionSepArg, (caddr_t) NULL }, - {"-hold_frames", ".mirrorblob.hold_frames", XrmoptionSepArg, (caddr_t) NULL }, + {"-wire", ".blob.wire", XrmoptionNoArg, "true" }, + {"+wire", ".blob.wire", XrmoptionNoArg, "false" }, + {"-blend", ".blob.blend", XrmoptionSepArg, 0 }, + {"-fog", ".blob.fog", XrmoptionNoArg, "true" }, + {"+fog", ".blob.fog", XrmoptionNoArg, "false" }, + {"-antialias", ".blob.antialias", XrmoptionNoArg, "true" }, + {"+antialias", ".blob.antialias", XrmoptionNoArg, "false" }, + {"-walls", ".blob.walls", XrmoptionNoArg, "true" }, + {"+walls", ".blob.walls", XrmoptionNoArg, "false" }, + {"-texture", ".blob.texture", XrmoptionNoArg, "true" }, + {"+texture", ".blob.texture", XrmoptionNoArg, "false" }, + {"-colour", ".blob.colour", XrmoptionNoArg, "true" }, + {"+colour", ".blob.colour", XrmoptionNoArg, "false" }, + {"-offset-texture", ".blob.offset_texture", XrmoptionNoArg, "true" }, + {"+offset-texture", ".blob.offset_texture", XrmoptionNoArg, "false" }, + {"-paint-background", ".blob.paint_background", XrmoptionNoArg, "true" }, + {"+paint-background", ".blob.paint_background", XrmoptionNoArg, "false" }, + {"-resolution", ".blob.resolution", XrmoptionSepArg, NULL }, + {"-bumps", ".blob.bumps", XrmoptionSepArg, NULL }, + {"-motion-blur", ".blob.motion_blur", XrmoptionSepArg, 0 }, + {"-fade-time", ".blob.fade_time", XrmoptionSepArg, 0 }, + {"-hold-time", ".blob.hold_time", XrmoptionSepArg, 0 }, + {"-zoom", ".blob.zoom", XrmoptionSepArg, 0 }, }; - static argtype vars[] = { - {(caddr_t *) &do_wire, "wire", "Wire", DEF_WIRE, t_Bool}, - {(caddr_t *) &do_blend, "blend", "Blend", DEF_BLEND, t_Bool}, - {(caddr_t *) &do_fog, "fog", "Fog", DEF_FOG, t_Bool}, - {(caddr_t *) &do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool}, - {(caddr_t *) &do_walls, "walls", "Walls", DEF_WALLS, t_Bool}, - {(caddr_t *) &do_texture, "texture", "texture", DEF_TEXTURE, t_Bool}, - {(caddr_t *) &do_colour, "colour", "colour", DEF_COLOUR, t_Bool}, - {(caddr_t *) &offset_texture, "offset_texture","offset_texture", DEF_OFFSET_TEXTURE, t_Bool}, - {(caddr_t *) &do_paint_background,"bgimage","bgimage", DEF_PAINT_BACKGROUND, t_Bool}, - {(caddr_t *) &x_resolution, "x_res", "X_res", DEF_X_RES, t_Int}, - {(caddr_t *) &y_resolution, "y_res", "Y_res", DEF_Y_RES, t_Int}, - {(caddr_t *) &field_points, "field_points", "Field_points", DEF_FIELD_POINTS, t_Int}, - {(caddr_t *) &incremental, "incremental", "Incremental", DEF_INCREMENTAL, t_Int}, - {(caddr_t *) &fade_speed, "fade_speed", "fade_speed", DEF_FADE_SPEED, t_Int}, - {(caddr_t *) &hold_frames, "hold_frames", "hold_frames", DEF_HOLD_FRAMES, t_Int}, + {&wireframe, "wire", "Wire", DEF_WIRE, t_Bool}, + {&blend, "blend", "Blend", DEF_BLEND, t_Float}, + {&do_fog, "fog", "Fog", DEF_FOG, t_Bool}, + {&do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool}, + {&do_walls, "walls", "Walls", DEF_WALLS, t_Bool}, + {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, + {&do_colour, "colour", "Colour", DEF_COLOUR, t_Bool}, + {&offset_texture, "offset_texture","Offset_Texture", DEF_OFFSET_TEXTURE, t_Bool}, + {&do_paint_background,"paint_background","Paint_Background", DEF_PAINT_BACKGROUND, t_Bool}, + {&resolution, "resolution", "Resolution", DEF_RESOLUTION, t_Int}, + {&bumps, "bumps", "Bump", DEF_BUMPS, t_Int}, + {&motion_blur, "motion_blur", "Motion_Blur", DEF_MOTION_BLUR, t_Float}, + {&fade_time, "fade_time", "Fade_Time", DEF_FADE_TIME, t_Float}, + {&hold_time, "hold_time", "Hold_Time", DEF_HOLD_TIME, t_Float}, + {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float}, }; static OptionStruct desc[] = { - {"-/+ wire", "whether to do use wireframe instead of filled (faster)"}, - {"-/+ blend", "whether to do enable blending (slower)"}, - {"-/+ fog", "whether to do enable fog (slower)"}, - {"-/+ antialias", "whether to do enable antialiased lines (slower)"}, - {"-/+ walls", "whether to add walls to the blob space (slower)"}, - {"-/+ texture", "whether to add a texture to the blob (slower)"}, - {"-/+ colour", "whether to colour the blob"}, - {"-/+ offset_texture", "whether to offset texture co-ordinates"}, - {"-/+ bgimage", "whether to display a background texture (slower)"}, - {"-x_res", "Blob resolution in x direction"}, - {"-y_res", "Blob resolution in y direction"}, - {"-field_points", "Number of field points used to disturb blob"}, - {"-incremental", "Field summation method"}, - {"-fade_speed", "speed of transistion"}, - {"-hold_frames", "Number of frames before next image"}, + {"-/+ wire", "whether to do use wireframe instead of filled (faster)"}, + {"-/+ blend", "whether to do enable blending (slower)"}, + {"-/+ fog", "whether to do enable fog (slower)"}, + {"-/+ antialias", "whether to do enable antialiased lines (slower)"}, + {"-/+ walls", "whether to add walls to the blob space (slower)"}, + {"-/+ texture", "whether to add a texture to the blob (slower)"}, + {"-/+ colour", "whether to colour the blob"}, + {"-/+ offset_texture", "whether to offset texture co-ordinates"}, + {"-/+ paint_background", "whether to display a background texture (slower)"}, + {"-resolution", "Resolution of blob tesselation"}, + {"-bumps", "Number of bumps used to disturb blob"}, + {"-motion_blur", "Fade blob images (higher number = faster fade)"}, + {"-fade_time", "Number of frames to transistion to next image"}, + {"-hold_time", "Number of frames before next image"}, }; -ModeSpecOpt screensaver_opts = {countof(opts), opts, countof(vars), vars, desc}; +ENTRYPOINT ModeSpecOpt mirrorblob_opts = {countof(opts), opts, countof(vars), vars, desc}; #ifdef USE_MODULES -ModStruct screensaver_description = -{"screensaver", "init_mirrorblob", "draw_mirrorblob", "release_mirrorblob", - "draw_mirrorblob", "init_mirrorblob", NULL, &screensaver_opts, +ModStruct mirrorblob_description = +{"mirrorblob", "init_mirrorblob", "draw_mirrorblob", "release_mirrorblob", + "draw_mirrorblob", "init_mirrorblob", "handle_event", &mirrorblob_opts, 1000, 1, 2, 1, 4, 1.0, "", - "OpenGL screensaver", 0, NULL}; + "OpenGL mirrorblob", 0, NULL}; #endif -/* structure for holding the screensaver data */ -typedef struct { - int screen_width, screen_height; - GLXContext *glx_context; - Window window; - XColor fg, bg; -} screensaverstruct; - -static screensaverstruct *Screensaver = NULL; - /***************************************************************************** * Types used in blob code *****************************************************************************/ typedef struct { - GLdouble x, y; + GLdouble x, y; } Vector2D; typedef struct { - GLdouble x, y, z; + GLdouble x, y, z; } Vector3D; typedef struct { - GLubyte red, green, blue, alpha; + GLdouble w; + GLdouble x; + GLdouble y; + GLdouble z; +} Quaternion; + +typedef struct +{ + GLubyte red, green, blue, alpha; } Colour; -/* Data used for sphere tessellation */ typedef struct { - double cosyd, sinyd; + Vector3D initial_position; + Vector3D position; + Vector3D normal; +} Node_Data; - /* Number of x points at each row of the blob */ - int num_x_points; -} Row_Data; +typedef struct +{ + int node1, node2, node3; + Vector3D normal; + double length1, length2, length3; +} Face_Data; -/* Structure to hold sphere distortion data */ +/* Structure to hold data about bumps used to distortion sphere */ typedef struct { - double cx, cy, cpower; - double mx, my, mpower; - double ax, ay, apower; - double vx, vy, vpower; - Vector3D pos; -} Field_Data; + double cx, cy, cpower, csize; + double ax, ay, power, size; + double mx, my, mpower, msize; + double vx, vy, vpower, vsize; + Vector3D pos; +} Bump_Data; + +/* Vertices of a tetrahedron */ +#define sqrt_3 0.5773502692 +/*#undef sqrt_3 +#define sqrt_3 1.0*/ +#define PPP { sqrt_3, sqrt_3, sqrt_3 } /* +X, +Y, +Z */ +#define MMP { -sqrt_3, -sqrt_3, sqrt_3 } /* -X, -Y, +Z */ +#define MPM { -sqrt_3, sqrt_3, -sqrt_3 } /* -X, +Y, -Z */ +#define PMM { sqrt_3, -sqrt_3, -sqrt_3 } /* +X, -Y, -Z */ + +/* Structure describing a tetrahedron */ +Vector3D tetrahedron[4][3] = { + {PPP, MMP, MPM}, + {PMM, MPM, MMP}, + {PPP, MPM, PMM}, + {PPP, PMM, MMP} +}; /***************************************************************************** * Static blob data *****************************************************************************/ -static Row_Data *row_data; +const Vector3D zero_vector = { 0.0, 0.0, 0.0 }; -/* Parameters controlling the position of the blob as a whole */ -static Vector3D blob_center = {0.0, 0.0, 0.0}; -static Vector3D blob_anchor = {0.0, 0.0, 0.0}; -static Vector3D blob_velocity = {0.0, 0.0, 0.0}; -static Vector3D blob_force = {0.0, 0.0, 0.0}; +/* Use 2 textures to allow a gradual fade between images */ +#define NUM_TEXTURES 2 +#define BUMP_ARRAY_SIZE 1024 -/* Count of the total number of points */ -static int num_points; +typedef enum +{ + HOLDING, + LOADING, + TRANSITIONING +} Frame_State; -static Vector3D *dots = NULL; -static Vector3D *normals = NULL; -static Colour *colours = NULL; -static Vector2D *tex_coords = NULL; +/* structure for holding the mirrorblob data */ +typedef struct { + int screen_width, screen_height; + GLXContext *glx_context; + Window window; + XColor fg, bg; -/* Pointer to the field function results */ -static double *field = 0, *wall_field = 0; + /* Parameters controlling the position of the blob as a whole */ + Vector3D blob_center; + Vector3D blob_anchor; + Vector3D blob_velocity; + Vector3D blob_force; -Field_Data *field_data; + /* Count of the total number of nodes and faces used to tesselate the blob */ + int num_nodes; + int num_faces; -/* Use 2 textures to allow a gradualr fade between images */ -#define NUM_TEXTURES 2 -static int current_texture; + Node_Data *nodes; + Face_Data *faces; + + Vector3D *dots; + Vector3D *normals; + Colour *colours; + Vector2D *tex_coords; + + /* Pointer to the bump function results */ + double *bump_shape, *wall_shape; + + Bump_Data *bump_data; + + /* Use 2 textures to allow a gradual fade between images */ + int current_texture; -/* Ratio of used texture size to total texture size */ -GLfloat tex_width[NUM_TEXTURES], tex_height[NUM_TEXTURES]; -GLuint textures[NUM_TEXTURES]; + /* Ratio of used texture size to total texture size */ + GLfloat tex_width[NUM_TEXTURES], tex_height[NUM_TEXTURES]; + GLuint textures[NUM_TEXTURES]; -static int holding = 1; -static int transitioning = 0; -static int colour_cycle = 0; + Frame_State state; + double state_start_time; + + int colour_cycle; + + Bool mipmap_p; + Bool waiting_for_image_p; + Bool first_image_p; + + trackball_state *trackball; + int button_down; + +} mirrorblobstruct; + +static mirrorblobstruct *Mirrorblob = NULL; + +/****************************************************************************** + * + * Returns the current time in seconds as a double. Shamelessly borrowed from + * glslideshow. + * + */ +static double +double_time (void) +{ + struct timeval now; +# ifdef GETTIMEOFDAY_TWO_ARGS + struct timezone tzp; + gettimeofday(&now, &tzp); +# else + gettimeofday(&now); +# endif + + return (now.tv_sec + ((double) now.tv_usec * 0.000001)); +} /****************************************************************************** * * Change to the projection matrix and set our viewing volume. - * + * */ static void -resetProjection(int width, int height) +reset_projection(int width, int height) { - glMatrixMode( GL_PROJECTION ); - glLoadIdentity( ); - gluPerspective( 60.0, 1.0, 1.0, 1024.0 ); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode (GL_PROJECTION); + glLoadIdentity (); + gluPerspective (60.0, 1.0, 1.0, 1024.0 ); + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); } -/**************************************************************************** +/****************************************************************************** * - * Load a texture using the screen_to_ximage function. + * Calculate the dot product of two vectors u and v + * Dot product u.v = |u||v|cos(theta) + * Where theta = angle between u and v */ -void -grab_texture(ModeInfo *mi, int texture_index) +static inline double +dot (const Vector3D u, const Vector3D v) { - XImage *ximage; - - ximage = screen_to_ximage (mi->xgwa.screen, mi->window, 0); + return (u.x * v.x) + (u.y * v.y) + (u.z * v.z); +} - glBindTexture (GL_TEXTURE_2D, textures[texture_index]); - glPixelStorei (GL_UNPACK_ALIGNMENT, 1); +/****************************************************************************** + * + * Calculate the cross product of two vectors. + * Gives a vector perpendicular to u and v with magnitude |u||v|sin(theta) + * Where theta = angle between u and v + */ +static inline Vector3D +cross (const Vector3D u, const Vector3D v) +{ + Vector3D result; - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ximage->width, ximage->height, - 0, GL_RGBA, GL_UNSIGNED_BYTE, ximage->data); + result.x = (u.y * v.z - u.z * v.y); + result.y = (u.z * v.x - u.x * v.z); + result.z = (u.x * v.y - u.y * v.x); - tex_width[texture_index] = mi->xgwa.width / (GLfloat)ximage->width; - tex_height[texture_index] = mi->xgwa.height / (GLfloat)ximage->height; + return result; +} - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +/****************************************************************************** + * + * Add vector v to vector u + */ +static inline void +add (Vector3D *u, const Vector3D v) +{ + u->x = u->x + v.x; + u->y = u->y + v.y; + u->z = u->z + v.z; +} - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); +/****************************************************************************** + * + * Subtract vector v from vector u + */ +static inline Vector3D +subtract (const Vector3D u, const Vector3D v) +{ + Vector3D result; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + result.x = u.x - v.x; + result.y = u.y - v.y; + result.z = u.z - v.z; - free(ximage->data); - ximage->data = 0; - XDestroyImage (ximage); + return result; } /****************************************************************************** * - * Initialise the data used to calculate the blob shape. + * multiply vector v by scalar s */ -static void -initializeGL(ModeInfo *mi, GLsizei width, GLsizei height) +static inline Vector3D +scale (const Vector3D v, const double s) { - GLfloat fogColor[4] = { 0.1, 0.1, 0.1, 0.1 }; - /* Lighting values */ - GLfloat lightPos0[] = {50.0f, 10.0f, 20.0f, 1.0f }; - GLfloat whiteLight0[] = { 0.1f, 0.1f, 0.1f, 1.0f }; - GLfloat sourceLight0[] = { 1.0f, 1.0f, 1.0f, 1.0f }; - GLfloat specularLight0[] = { 0.7f, 0.6f, 0.3f, 1.0f }; - - GLfloat lightPos1[] = {0.0f, -50.0f, 50.0f, 1.0f }; - GLfloat whiteLight1[] = { 0.1f, 0.1f, 0.1f, 1.0f }; - GLfloat sourceLight1[] = { 1.0f, 0.3f, 0.3f, 1.0f }; - GLfloat specularLight1[] = { 0.7f, 0.6f, 0.3f, 1.0f }; + Vector3D result; + + result.x = v.x * s; + result.y = v.y * s; + result.z = v.z * s; + return result; +} - GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f }; +/****************************************************************************** + * + * normalise vector v + */ +static inline Vector3D +normalise (const Vector3D v) +{ + Vector3D result; + double magnitude; - /* Setup our viewport. */ - glViewport( 0, 0, width, height ); + magnitude = sqrt (dot(v, v)); - glEnable(GL_DEPTH_TEST); + if (magnitude > 1e-300) + { + result = scale (v, 1.0 / magnitude); + } + else + { + printf("zero\n"); + result = zero_vector; + } + return result; +} - if (do_antialias) - { - do_blend = 1; - glEnable(GL_LINE_SMOOTH); - } +/****************************************************************************** + * + * Calculate the transform matrix for the given quaternion + */ +static void +quaternion_transform (Quaternion q, GLdouble * transform) +{ + GLdouble x, y, z, w; + x = q.x; + y = q.y; + z = q.z; + w = q.w; + + transform[0] = (w * w) + (x * x) - (y * y) - (z * z); + transform[1] = (2.0 * x * y) + (2.0 * w * z); + transform[2] = (2.0 * x * z) - (2.0 * w * y); + transform[3] = 0.0; + + transform[4] = (2.0 * x * y) - (2.0 * w * z); + transform[5] = (w * w) - (x * x) + (y * y) - (z * z); + transform[6] = (2.0 * y * z) + (2.0 * w * x); + transform[7] = 0.0; + + transform[8] = (2.0 * x * z) + (2.0 * w * y); + transform[9] = (2.0 * y * z) - (2.0 * w * x); + transform[10] = (w * w) - (x * x) - (y * y) + (z * z); + transform[11] = 0.0; + + transform[12] = 0.0; + transform[13] = 0.0; + transform[14] = 0.0; + transform[15] = (w * w) + (x * x) + (y * y) + (z * z); +} - /* The blend function is used for trasitioning between two images even when - * blend is not selected. - */ - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +/****************************************************************************** + * + * Apply a matrix transform to the given vector + */ +static inline Vector3D +vector_transform (Vector3D u, GLdouble * t) +{ + Vector3D result; - if (do_wire) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - else - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } + result.x = (u.x * t[0] + u.y * t[4] + u.z * t[8] + 1.0 * t[12]); + result.y = (u.x * t[1] + u.y * t[5] + u.z * t[9] + 1.0 * t[13]); + result.z = (u.x * t[2] + u.y * t[6] + u.z * t[10] + 1.0 * t[14]); - if (do_fog) - { - glEnable(GL_FOG); - glFogi(GL_FOG_MODE, GL_LINEAR); - glFogfv(GL_FOG_COLOR, fogColor); - glFogf(GL_FOG_DENSITY, 0.35); - glFogf(GL_FOG_START, 2.0); - glFogf(GL_FOG_END, 10.0); - } - - /* Our shading model--Gouraud (smooth). */ - glShadeModel (GL_SMOOTH); + return result; +} - /* Culling. */ - glCullFace (GL_BACK); - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glFrontFace (GL_CCW); +/****************************************************************************** + * + * Return a node that is on an arc between node1 and node2, where distance + * is the proportion of the distance from node1 to the total arc. + */ +static Vector3D +partial (Vector3D node1, Vector3D node2, double distance) +{ + Vector3D result; + Vector3D rotation_axis; + GLdouble transformation[16]; + double angle; + Quaternion rotation; + rotation_axis = normalise (cross (node1, node2)); + angle = acos (dot (node1, node2)) * distance; - /* Set the clear color. */ - glClearColor( 0, 0, 0, 0 ); + rotation.x = rotation_axis.x * sin (angle / 2.0); + rotation.y = rotation_axis.y * sin (angle / 2.0); + rotation.z = rotation_axis.z * sin (angle / 2.0); + rotation.w = cos (angle / 2.0); - glViewport( 0, 0, width, height ); + quaternion_transform (rotation, transformation); - glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0); - glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0); - glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0); - glLightfv (GL_LIGHT0, GL_POSITION, lightPos0); - glEnable (GL_LIGHT0); - glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1); - glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1); - glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1); - glLightfv (GL_LIGHT1, GL_POSITION, lightPos1); - glEnable (GL_LIGHT1); - glEnable (GL_LIGHTING); + result = vector_transform (node1, transformation); - /* Enable color tracking */ - glEnable (GL_COLOR_MATERIAL); + return result; +} - /* Set Material properties to follow glColor values */ - glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE); +/**************************************************************************** + * + * Load a texture. + */ - /* Set all materials to have specular reflectivity */ - glMaterialfv (GL_FRONT, GL_SPECULAR, specref); - glMateriali (GL_FRONT, GL_SHININESS, 64); +static void +image_loaded_cb (const char *filename, XRectangle *geometry, + int image_width, int image_height, + int texture_width, int texture_height, + void *closure) +{ + mirrorblobstruct *mp = (mirrorblobstruct *) closure; + GLint texid = -1; + int texture_index = -1; + int i; + + glGetIntegerv (GL_TEXTURE_BINDING_2D, &texid); + if (texid < 0) abort(); + + for (i = 0; i < NUM_TEXTURES; i++) { + if (mp->textures[i] == texid) { + texture_index = i; + break; + } + } + if (texture_index < 0) abort(); - glEnable (GL_NORMALIZE); + mp->tex_width [texture_index] = (GLfloat) image_width / texture_width; + mp->tex_height[texture_index] = -(GLfloat) image_height / texture_height; - /* Enable Arrays */ - if (do_texture) - { - glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, + (mp->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR)); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glEnable (GL_TEXTURE_2D); - current_texture = 0; - glGenTextures (NUM_TEXTURES, textures); - grab_texture (mi, current_texture); - grab_texture (mi, 1 - current_texture); + mp->waiting_for_image_p = False; + mp->first_image_p = True; +} - glEnableClientState (GL_TEXTURE_COORD_ARRAY); - } - if (do_colour) - { - glEnableClientState (GL_COLOR_ARRAY); - } - glEnableClientState (GL_NORMAL_ARRAY); - glEnableClientState (GL_VERTEX_ARRAY); +static void +grab_texture(ModeInfo *mi, int texture_index) +{ + mirrorblobstruct *mp = &Mirrorblob[MI_SCREEN(mi)]; + + mp->waiting_for_image_p = True; + mp->mipmap_p = True; + load_texture_async (mi->xgwa.screen, mi->window, + *mp->glx_context, 0, 0, mp->mipmap_p, + mp->textures[texture_index], + image_loaded_cb, mp); } /****************************************************************************** * - * Calculate the normal vector for a plane given three points in the plane. + * Generate internal parameters based on supplied options the parameters to + * ensure they are consistant. */ static void -calculate_normal (Vector3D point1, - Vector3D point2, - Vector3D point3, - Vector3D *normal) +set_parameters(void) { - Vector3D vector1, vector2; - double magnitude; - - vector1.x = point2.x - point1.x; - vector1.y = point2.y - point1.y; - vector1.z = point2.z - point1.z; - - vector2.x = point3.x - point2.x; - vector2.y = point3.y - point2.y; - vector2.z = point3.z - point2.z; - - (*normal).x = vector1.y * vector2.z - vector1.z * vector2.y; - (*normal).y = vector1.z * vector2.x - vector1.x * vector2.z; - (*normal).z = vector1.x * vector2.y - vector1.y * vector2.x; - - /* Adjust the normal to unit magnitude */ - magnitude = sqrt ((*normal).x * (*normal).x - + (*normal).y * (*normal).y - + (*normal).z * (*normal).z); - - /* Watch out for divide by zero/underflow */ - if (magnitude > 1e-300) - { - (*normal).x /= magnitude; - (*normal).y /= magnitude; - (*normal).z /= magnitude; - } + /* In wire frame mode do not draw a texture */ + if (wireframe) + { + do_texture = False; + blend = 1.0; + } + + /* Need to load textures if either the blob or the backgound has an image */ + if (do_texture || do_paint_background) + { + load_textures = True; + } + else + { + load_textures = False; + } + + /* If theres no texture don't calculate co-ordinates. */ + if (!do_texture) + { + offset_texture = False; + } + + culling = True; } /****************************************************************************** * - * Initialise the data required to draw the blob allocating the memory as - * necessary. - * - * Return 0 on success. + * Initialise the openGL state data. */ -static int -initialise_blob(int width, - int height, - int field_array_size) +static void +initialize_gl(ModeInfo *mi, GLsizei width, GLsizei height) { - /* Loop variables */ - int x, y, i; - double xd; + mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)]; + + /* Lighting values */ + GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f }; - colour_cycle = 0; + GLfloat lightPos0[] = {500.0f, 100.0f, 200.0f, 1.0f }; + GLfloat whiteLight0[] = { 0.0f, 0.0f, 0.0f, 1.0f }; + GLfloat sourceLight0[] = { 0.6f, 0.6f, 0.6f, 1.0f }; + GLfloat specularLight0[] = { 0.8f, 0.8f, 0.9f, 1.0f }; - row_data = (Row_Data *) malloc (y_resolution * sizeof (Row_Data)); - if (!row_data) - { - fprintf(stderr, "Couldn't allocate row data buffer\n"); - return -1; - } + GLfloat lightPos1[] = {0.0f, -500.0f, 500.0f, 1.0f }; + GLfloat whiteLight1[] = { 0.0f, 0.0f, 0.0f, 1.0f }; + GLfloat sourceLight1[] = { 0.6f, 0.6f, 0.6f, 1.0f }; + GLfloat specularLight1[] = { 0.7f, 0.7f, 0.7f, 1.0f }; - field_data = (Field_Data *) malloc (field_points * sizeof (Field_Data)); - if (!field_data) - { - fprintf(stderr, "Couldn't allocate row data buffer\n"); - return -1; - } + GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f }; - field = (double *)malloc(field_array_size * sizeof(double)); - if (!field) - { - fprintf(stderr, "Couldn't allocate field buffer\n"); - return -1; - } + GLfloat fogColor[4] = { 0.4, 0.4, 0.5, 0.1 }; - wall_field = (double *)malloc(field_array_size * sizeof(double)); - if (!wall_field) - { - fprintf(stderr, "Couldn't allocate wall_field buffer\n"); - return -1; - } + /* Set the internal parameters based on the configuration settings */ + set_parameters(); - dots = (Vector3D *)malloc(x_resolution * y_resolution * sizeof(Vector3D)); - if (!dots) - { - fprintf(stderr, "Couldn't allocate points buffer\n"); - return -1; - } - glVertexPointer (3, GL_DOUBLE, 0, (GLvoid *) dots); + /* Set the viewport to the width and heigh of the window */ + glViewport (0, 0, width, height ); - normals = (Vector3D *)malloc(x_resolution * y_resolution * sizeof(Vector3D)); - if (!normals) - { - fprintf(stderr, "Couldn't allocate normals buffer\n"); - return -1; - } - glNormalPointer (GL_DOUBLE, 0, (GLvoid *) normals); - - if (do_colour) - { - colours = (Colour *)malloc(x_resolution * y_resolution * sizeof(Colour)); - if (!colours) + if (do_antialias) { - fprintf(stderr, "Couldn't allocate colours buffer\n"); - return -1; + blend = 1.0; + glEnable(GL_LINE_SMOOTH); + glEnable(GL_POLYGON_SMOOTH); } - glColorPointer (4, GL_UNSIGNED_BYTE, 0, (GLvoid *) colours); - } - - if (do_texture) - { - tex_coords = (Vector2D *)malloc(x_resolution * y_resolution - * sizeof(Vector2D)); - if (!tex_coords) + + /* The blend function is used for trasitioning between two images even when + * blend is not selected. + */ + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + if (do_fog) { - fprintf(stderr, "Couldn't allocate tex_coords buffer\n"); - return -1; + glEnable(GL_FOG); + glFogfv(GL_FOG_COLOR, fogColor); + glFogf(GL_FOG_DENSITY, 0.50); + glFogf(GL_FOG_START, 15.0); + glFogf(GL_FOG_END, 30.0); } - glTexCoordPointer (2, GL_DOUBLE, 0, (GLvoid *) tex_coords); - } - if (! do_texture) - do_paint_background = False; + /* Set the shading model to smooth (Gouraud shading). */ + glShadeModel (GL_SMOOTH); + /* Set the clear color. */ + glClearColor( 0, 0, 0, 0 ); - num_points = 0; - /* Generate constant row data and count of total number of points */ - for (y = 0; y < y_resolution; y++) - { - row_data[y].cosyd = cos(PI * (double)(y * (y_resolution + 1)) - / (double)(y_resolution * y_resolution)); - row_data[y].sinyd = sin(PI * (double)(y * (y_resolution + 1)) - / (double)(y_resolution * y_resolution)); - row_data[y].num_x_points = (int)(x_resolution * row_data[y].sinyd + 1.0); - num_points += row_data[y].num_x_points; - } + glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientLight); + glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0); + glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0); + glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0); + glLightfv (GL_LIGHT0, GL_POSITION, lightPos0); + glEnable (GL_LIGHT0); + glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1); + glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1); + glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1); + glLightfv (GL_LIGHT1, GL_POSITION, lightPos1); + glEnable (GL_LIGHT1); + glEnable (GL_LIGHTING); - /* Initialise field data */ - for (i = 0; i < field_points; i++) - { - field_data[i].ax = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); - field_data[i].ay = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); - field_data[i].apower = (((double)random() / (double)RAND_MAX) - 0.5); - - field_data[i].pos.x = 1.5 * sin(PI * field_data[i].ay) - * cos(PI * field_data[i].ax); - field_data[i].pos.y = 1.5 * cos(PI * field_data[i].ay); - field_data[i].pos.z = 1.5 * sin(PI * field_data[i].ay) - * sin(PI * field_data[i].ax); - - field_data[i].cx = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); - field_data[i].cy = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); - field_data[i].cpower = (((double)random() / (double)RAND_MAX) - 0.5); - - field_data[i].vx = 0.0; - field_data[i].vy = 0.0; - field_data[i].vpower = 0.0; - - field_data[i].mx = 0.003 * ((double)random() / (double)RAND_MAX); - field_data[i].my = 0.003 * ((double)random() / (double)RAND_MAX); - field_data[i].mpower = 0.003 * ((double)random() / (double)RAND_MAX); - } + /* Enable color tracking */ + glEnable (GL_COLOR_MATERIAL); - /* Initialise lookup table of field strength */ - for (i = 0; i < field_array_size; i++) - { - xd = 2.0 * (((double)i / (double)field_array_size)); + /* Set Material properties to follow glColor values */ + glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE); - xd = 3.0 * xd * xd * xd * xd - 0.25 * xd * xd; - field[i] = 0.4 / (field_points * (xd + 0.1)); + /* Set all materials to have specular reflectivity */ + glMaterialfv (GL_FRONT, GL_SPECULAR, specref); + glMateriali (GL_FRONT, GL_SHININESS, 32); - xd = 10.0 * (((double)i / (double)field_array_size)); - wall_field[i] = 0.4 / (xd * xd * xd * xd + 1.0); - } + /* Let GL implementation scale normal vectors. */ + glEnable (GL_NORMALIZE); - for (y = 0; y < y_resolution; y++) - { - for (x = 0; x < row_data[y].num_x_points; x++) + /* Enable Arrays */ + if (load_textures) { - i = x + y * x_resolution; - xd = 2.0 * (((double)x / (double)row_data[y].num_x_points) - 0.5); - - dots[i].x = row_data[y].sinyd * cos(PI * xd); - dots[i].y = row_data[y].cosyd; - dots[i].z = row_data[y].sinyd * sin(PI * xd); - normals[i].x = row_data[y].sinyd * cos(PI * xd); - normals[i].y = row_data[y].cosyd; - normals[i].z = row_data[y].sinyd * sin(PI * xd); - if (do_texture) - { - tex_coords[i].x = 2.0 - 2.0 * x / (float) row_data[y].num_x_points; - tex_coords[i].y = 1.0 - y / (float) y_resolution; - } + glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); + glEnable (GL_TEXTURE_2D); + + gp->current_texture = 0; + glGenTextures (NUM_TEXTURES, gp->textures); + grab_texture (mi, gp->current_texture); + + if (do_texture) + { + glEnableClientState (GL_TEXTURE_COORD_ARRAY); + } + glMatrixMode (GL_TEXTURE); + glRotated (180.0, 1.0, 0.0, 0.0); + glMatrixMode (GL_MODELVIEW); } - } - return 0; -} + if (do_colour) + { + glEnableClientState (GL_COLOR_ARRAY); + } + glEnableClientState (GL_NORMAL_ARRAY); + glEnableClientState (GL_VERTEX_ARRAY); + + /* Clear the buffer since this is not done during a draw with motion blur */ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} /****************************************************************************** * - * Calculate the blob shape. + * Initialise the openGL state data. */ static void -calc_blob(int width, - int height, - int field_array_size, - float limit) +set_blob_gl_state(GLdouble alpha) { - static double freak = 0.0; + if (do_antialias) + { + glEnable(GL_LINE_SMOOTH); + glEnable(GL_POLYGON_SMOOTH); + } - static double v_freak = 0.0007; + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + else + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } - /* Loop variables */ - int x, y, i, index; - /* position of a point */ - double xd, yd, zd, offset_x, offset_y, offset_z; - double strength, radius; - double xdist, ydist, zdist; - int dist; + /* The blend function is used for trasitioning between two images even when + * blend is not selected. + */ + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + /* Culling. */ + if (culling) + { + glCullFace (GL_BACK); + glEnable (GL_CULL_FACE); + glFrontFace (GL_CCW); + } + else + { + glDisable (GL_CULL_FACE); + } + + if (blend < 1.0) + { + glEnable (GL_BLEND); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /* Set the default blob colour to off-white. */ + glColor4d (0.9, 0.9, 1.0, alpha); + } + else + { + glDisable(GL_BLEND); + glColor4d (0.9, 0.9, 1.0, 1.0); + } + + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); +} - /* Color components */ +/****************************************************************************** + * + * Initialise the data required to draw the blob allocating the memory as + * necessary. + * + * Return 0 on success. + */ +static int +initialise_blob(mirrorblobstruct *gp, + int width, + int height, + int bump_array_size) +{ + /* Loop variables */ + int i, u, v, node, side, face, base, base2 = 0; + int nodes_on_edge = resolution; + Vector3D node1, node2, result; + + if (nodes_on_edge < 2) + return -1; + + gp->num_nodes = 2 * nodes_on_edge * nodes_on_edge - 4 * nodes_on_edge + 4; + gp->num_faces = 4 * (nodes_on_edge - 1) * (nodes_on_edge - 1); + + gp->nodes = (Node_Data *) malloc (gp->num_nodes * sizeof (Node_Data)); + if (!gp->nodes) + { + fprintf (stderr, "Couldn't allocate gp->nodes buffer\n"); + return -1; + } - colour_cycle++; + gp->faces = (Face_Data *) malloc (gp->num_faces * sizeof (Face_Data)); + if (!gp->faces) + { + fprintf (stderr, "Couldn't allocate faces data buffer\n"); + return -1; + } - blob_force.x = 0.0; - blob_force.y = 0.0; - blob_force.z = 0.0; - for (y = 0; y < y_resolution; y++) - { - for (x = 0; x < row_data[y].num_x_points; x++) + gp->bump_data = (Bump_Data *) malloc (bumps * sizeof (Bump_Data)); + if (!gp->bump_data) { - index = x + y * x_resolution; - xd = 2.0 * PI * (((double)x / (double)row_data[y].num_x_points) - 0.5); - - radius = 1.0 + 0.0 * sin (xd * 10); - - zd = radius * row_data[y].sinyd * sin(xd); - xd = radius * row_data[y].sinyd * cos(xd); - yd = radius * row_data[y].cosyd; - - offset_x = 0.0; - offset_y = 0.0; - offset_z = 0.0; - strength = 0.0; - for ( i = 0; i < field_points; i++) - { - xdist = field_data[i].pos.x - xd; - ydist = field_data[i].pos.y - yd; - zdist = field_data[i].pos.z - zd; - dist = field_array_size * (xdist * xdist + ydist * ydist - + zdist * zdist) * 0.1; - - strength += PI * field_data[i].apower; - - if (dist < field_array_size) - { - offset_x += xd * field_data[i].apower * field[dist]; - offset_y += yd * field_data[i].apower * field[dist]; - offset_z += zd * field_data[i].apower * field[dist]; + fprintf(stderr, "Couldn't allocate bump data buffer\n"); + return -1; + } - blob_force.x += 2.0 * xd * field_data[i].apower * field[dist]; - blob_force.y += 2.0 * yd * field_data[i].apower * field[dist]; - blob_force.z += 2.0 * zd * field_data[i].apower * field[dist]; + gp->bump_shape = (double *)malloc(bump_array_size * sizeof(double)); + if (!gp->bump_shape) + { + fprintf(stderr, "Couldn't allocate bump buffer\n"); + return -1; + } - strength *= 2.0 * field[dist]; - } + gp->wall_shape = (double *)malloc(bump_array_size * sizeof(double)); + if (!gp->wall_shape) + { + fprintf(stderr, "Couldn't allocate wall bump buffer\n"); + return -1; + } - if (incremental) + gp->dots = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D)); + if (!gp->dots) + { + fprintf(stderr, "Couldn't allocate nodes buffer\n"); + return -1; + } + glVertexPointer (3, GL_DOUBLE, 0, (GLvoid *) gp->dots); + + gp->normals = (Vector3D *)malloc(gp->num_nodes * sizeof(Vector3D)); + if (!gp->normals) + { + fprintf(stderr, "Couldn't allocate normals buffer\n"); + return -1; + } + glNormalPointer (GL_DOUBLE, 0, (GLvoid *) gp->normals); + + if (do_colour) + { + gp->colours = (Colour *)malloc(gp->num_nodes * sizeof(Colour)); + if (!gp->colours) { - xd += offset_x * freak * freak; - yd += offset_y * freak * freak; - zd += offset_z * freak * freak; + fprintf(stderr, "Couldn't allocate colours buffer\n"); + return -1; } - if (incremental == 1) + glColorPointer (4, GL_UNSIGNED_BYTE, 0, (GLvoid *) gp->colours); + } + + if (do_texture) + { + gp->tex_coords = (Vector2D *)malloc(gp->num_nodes * sizeof(Vector2D)); + if (!gp->tex_coords) { - offset_x = 0.0; - offset_y = 0.0; - offset_z = 0.0; + fprintf(stderr, "Couldn't allocate gp->tex_coords buffer\n"); + return -1; } - } - - if (incremental < 3) - { - xd += offset_x; - yd += offset_y; - zd += offset_z; - } - xd += blob_center.x; - yd += blob_center.y; - zd += blob_center.z; - - if (do_colour) - { - colours[index].red = 128 + (int)(sin(strength + colour_cycle * 0.01 + 2.0 * PI * x / row_data[y].num_x_points) * 127.0); - colours[index].green = 128 + (int)(cos(strength + colour_cycle * 0.025) * 127.0); - colours[index].blue = 128 + (int)(sin(strength + colour_cycle * 0.03 + 2.0 * PI * y / y_resolution) * 127.0); - colours[index].alpha = 128 + (int)(cos(strength + colour_cycle * 0.015) * 63.0); - } - - /* Add walls */ - if (do_walls) - { - if (zd < -limit) zd = -limit; - if (zd > limit) zd = limit; - - dist = field_array_size * (zd + limit) * (zd + limit) * 0.5; - if (dist < field_array_size) + glTexCoordPointer (2, GL_DOUBLE, 0, (GLvoid *) gp->tex_coords); + } + + /* Initialise bump data */ + for (i = 0; i < bumps; i++) + { + gp->bump_data[i].ax = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].ay = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].power = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].size = 0.1 + 0.5 * (((double)random() / (double)RAND_MAX)); + + gp->bump_data[i].pos.x = 1.5 * sin(PI * gp->bump_data[i].ay) + * cos(PI * gp->bump_data[i].ax); + gp->bump_data[i].pos.y = 1.5 * cos(PI * gp->bump_data[i].ay); + gp->bump_data[i].pos.z = 1.5 * sin(PI * gp->bump_data[i].ay) + * sin(PI * gp->bump_data[i].ax); + + gp->bump_data[i].cx = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].cy = 2.0 * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].cpower = (5.0 / pow(bumps, 0.75)) * (((double)random() / (double)RAND_MAX) - 0.5); + gp->bump_data[i].csize = 0.35; /*0.1 + 0.25 * (((double)random() / (double)RAND_MAX));*/ + + gp->bump_data[i].vx = 0.0; + gp->bump_data[i].vy = 0.0; + gp->bump_data[i].vpower = 0.0; + gp->bump_data[i].vsize = 0.0; + + gp->bump_data[i].mx = 0.003 * ((double)random() / (double)RAND_MAX); + gp->bump_data[i].my = 0.003 * ((double)random() / (double)RAND_MAX); + gp->bump_data[i].mpower = 0.003 * ((double)random() / (double)RAND_MAX); + gp->bump_data[i].msize = 0.003 * ((double)random() / (double)RAND_MAX); + } + + /* Initialise lookup table of bump strength */ + for (i = 0; i < bump_array_size; i++) + { + double xd, xd2; + xd = i / (double)bump_array_size; + + xd2 = 48.0 * xd * xd; + gp->bump_shape[i] = 0.1 / (xd2 + 0.1); + + xd2 = 40.0 * xd * xd * xd * xd; + gp->wall_shape[i] = 0.4 / (xd2 + 0.1); + } + + node = 0; + face = 0; + for (side = 0; side < 4; side++) + { + base = node; + if (side == 2) { - xd += (xd - blob_center.x) * wall_field[dist]; - yd += (yd - blob_center.y) * wall_field[dist]; - blob_force.z += (zd + limit); + base2 = node; } - else + /* + * The start and end of the for loops below are modified based on the + * side of the tetrahedron that is being calculated to avoid duplication + * of the gp->nodes that are on the edges of the tetrahedron. + */ + for (u = (side > 1); u < (nodes_on_edge - (side > 0)); u++) { - dist = field_array_size * (zd - limit) * (zd - limit) * 0.5; - if (dist < field_array_size) - { - xd += (xd - blob_center.x) * wall_field[dist]; - yd += (yd - blob_center.y) * wall_field[dist]; - blob_force.z -= (zd - limit); - } - - if (yd < -limit) yd = -limit; - if (yd > limit) yd = limit; - - dist = field_array_size * (yd + limit) * (yd + limit) * 0.5; - if (dist < field_array_size) - { - xd += (xd - blob_center.x) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.y += (yd + limit); - } - else - { - dist = field_array_size * (yd - limit) * (yd - limit) * 0.5; - if (dist < field_array_size) + node1 = partial (normalise (tetrahedron[side][0]), + normalise (tetrahedron[side][1]), + u / (double) (nodes_on_edge - 1)); + node2 = partial (normalise (tetrahedron[side][0]), + normalise (tetrahedron[side][2]), + u / (double) (nodes_on_edge - 1)); + + for (v = (side > 1); v <= (u - (side > 2)); v++) { - xd += (xd - blob_center.x) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.y -= (yd - limit); + if (u > 0) + result = partial (node1, node2, v / (double) u); + else + result = node1; + + gp->nodes[node].position = normalise (result); + gp->nodes[node].initial_position = gp->nodes[node].position; + gp->nodes[node].normal = zero_vector; + node++; } - } - - if (xd < -limit) xd = -limit; - if (xd > limit) xd = limit; - - dist = field_array_size * (xd + limit) * (xd + limit) * 0.5; - if (dist < field_array_size) - { - yd += (yd - blob_center.y) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.x += (xd + limit); - } - else - { - dist = field_array_size * (xd - limit) * (xd - limit) * 0.5; - if (dist < field_array_size) + } + + /* + * Determine which nodes make up each face. The complexity is caused + * by having to determine the correct nodes for the edges of the + * tetrahedron since the common nodes on the edges are only calculated + * once (see above). + */ + for (u = 0; u < (nodes_on_edge - 1); u++) + { + for (v = 0; v <= u; v++) { - yd += (yd - blob_center.y) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.x -= (xd - limit); + { + if (side < 2) + { + gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v; + gp->faces[face].node2 = + base + ((u + 1) * (u + 2)) / 2 + v + 1; + gp->faces[face].node3 = + base + ((u + 1) * (u + 2)) / 2 + v; + + if ((side == 1) && (u == (nodes_on_edge - 2))) + { + gp->faces[face].node3 = + ((u + 1) * (u + 2)) / 2 + + nodes_on_edge - v - 1; + gp->faces[face].node2 = + ((u + 1) * (u + 2)) / 2 + + nodes_on_edge - v - 2; + } + } + else if (side < 3) + { + gp->faces[face].node1 = + base + (((u - 1) * u) / 2) + v - 1; + gp->faces[face].node2 = base + ((u) * (u + 1)) / 2 + v; + gp->faces[face].node3 = + base + ((u) * (u + 1)) / 2 + v - 1; + + if (u == (nodes_on_edge - 2)) + { + int n = nodes_on_edge - v - 1; + gp->faces[face].node2 = + ((nodes_on_edge * + (nodes_on_edge + 1)) / 2) + + ((n - 1) * (n + 0)) / 2; + gp->faces[face].node3 = + ((nodes_on_edge * + (nodes_on_edge + 1)) / 2) + + ((n + 0) * (n + 1)) / 2; + } + if (v == 0) + { + gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1; + gp->faces[face].node3 = (((u + 2) * (u + 3)) / 2) - 1; + } + } + else + { + gp->faces[face].node1 = + base + (((u - 2) * (u - 1)) / 2) + v - 1; + gp->faces[face].node2 = base + ((u - 1) * u) / 2 + v; + gp->faces[face].node3 = base + ((u - 1) * u) / 2 + v - 1; + + if (v == 0) + { + gp->faces[face].node1 = + base2 + ((u * (u + 1)) / 2) - 1; + gp->faces[face].node3 = + base2 + ((u + 1) * (u + 2)) / 2 - 1; + } + if (u == (nodes_on_edge - 2)) + { + gp->faces[face].node3 = + ((nodes_on_edge * + (nodes_on_edge + 1)) / 2) + + ((v + 1) * (v + 2)) / 2 - 1; + gp->faces[face].node2 = + ((nodes_on_edge * + (nodes_on_edge + 1)) / 2) + + ((v + 2) * (v + 3)) / 2 - 1; + } + if (v == u) + { + gp->faces[face].node1 = (u * (u + 1)) / 2; + gp->faces[face].node2 = ((u + 1) * (u + 2)) / 2; + } + } + face++; + } + + if (v < u) + { + if (side < 2) + { + gp->faces[face].node1 = base + ((u * (u + 1)) / 2) + v; + gp->faces[face].node2 = + base + ((u * (u + 1)) / 2) + v + 1; + gp->faces[face].node3 = + base + (((u + 1) * (u + 2)) / 2) + v + 1; + + if ((side == 1) && (u == (nodes_on_edge - 2))) + { + gp->faces[face].node3 = + ((u + 1) * (u + 2)) / 2 + + nodes_on_edge - v - 2; + } + } + else if (side < 3) + { + gp->faces[face].node1 = + base + ((u * (u - 1)) / 2) + v - 1; + gp->faces[face].node2 = base + ((u * (u - 1)) / 2) + v; + gp->faces[face].node3 = base + ((u * (u + 1)) / 2) + v; + + if (u == (nodes_on_edge - 2)) + { + int n = nodes_on_edge - v - 1; + gp->faces[face].node3 = + ((nodes_on_edge * + (nodes_on_edge + 1)) / 2) + + ((n + 0) * (n - 1)) / 2; + } + if (v == 0) + { + gp->faces[face].node1 = (((u + 1) * (u + 2)) / 2) - 1; + } + } + else + { + gp->faces[face].node1 = + base + (((u - 2) * (u - 1)) / 2) + v - 1; + gp->faces[face].node2 = + base + (((u - 2) * (u - 1)) / 2) + v; + gp->faces[face].node3 = base + (((u - 1) * u) / 2) + v; + + if (v == 0) + { + gp->faces[face].node1 = base2 + (u * (u + 1)) / 2 - 1; + } + if (u == (nodes_on_edge - 2)) + { + gp->faces[face].node3 = + ((nodes_on_edge * (nodes_on_edge + 1)) / 2) + + ((v + 2) * (v + 3)) / 2 - 1; + } + if (v == (u - 1)) + { + gp->faces[face].node2 = (u * (u + 1)) / 2; + } + } + face++; + } } - } - - if (yd < -limit) yd = -limit; - if (yd > limit) yd = limit; } - } - - dots[index].x = xd; - dots[index].y = yd; - dots[index].z = zd; } - } - /* Calculate the normals for each vertex and the texture mapping if required. - * Although the code actually calculates the normal for one of the triangles - * attached to a vertex rather than the vertex itself the results are not too - * bad for with a reasonable number of verticies. - */ - for (y = 1; y < y_resolution - 1; y++) - { - int index1, index2, index3; - if (row_data[y - 1].num_x_points) + return 0; +} + +/****************************************************************************** + * + * Return the magnitude of the given vector + */ +static inline double +length (Vector3D u) +{ + return sqrt (u.x * u.x + u.y * u.y + u.z * u.z); +} + +/****************************************************************************** + * + * Calculate the blob shape. + */ +static void +calc_blob(mirrorblobstruct *gp, + int width, + int height, + int bump_array_size, + float limit, + double fade) +{ + /* Loop variables */ + int i, index, face; + /* position of a node */ + Vector3D node; + Vector3D offset; + Vector3D bump_vector; + int dist; + + /* Update position and strength of bumps used to distort the blob */ + for (i = 0; i < bumps; i++) { + gp->bump_data[i].vx += gp->bump_data[i].mx*(gp->bump_data[i].cx - gp->bump_data[i].ax); + gp->bump_data[i].vy += gp->bump_data[i].my*(gp->bump_data[i].cy - gp->bump_data[i].ay); + gp->bump_data[i].vpower += gp->bump_data[i].mpower + * (gp->bump_data[i].cpower - gp->bump_data[i].power); + gp->bump_data[i].vsize += gp->bump_data[i].msize + * (gp->bump_data[i].csize - gp->bump_data[i].size); + + gp->bump_data[i].ax += 0.1 * gp->bump_data[i].vx; + gp->bump_data[i].ay += 0.1 * gp->bump_data[i].vy; + gp->bump_data[i].power += 0.1 * gp->bump_data[i].vpower; + gp->bump_data[i].size += 0.1 * gp->bump_data[i].vsize; + + gp->bump_data[i].pos.x = 1.0 * sin(PI * gp->bump_data[i].ay) + * cos(PI * gp->bump_data[i].ax); + gp->bump_data[i].pos.y = 1.0 * cos(PI * gp->bump_data[i].ay); + gp->bump_data[i].pos.z = 1.0 * sin(PI * gp->bump_data[i].ay) + * sin(PI * gp->bump_data[i].ax); + } - for (x = 0; x < row_data[y].num_x_points; x++) - { - if (x == row_data[y].num_x_points - 1) + /* Update calculate new position for each vertex based on an offset from + * the initial position + */ + gp->blob_force = zero_vector; + for (index = 0; index < gp->num_nodes; ++index) + { + node = gp->nodes[index].initial_position; + gp->nodes[index].normal = zero_vector; + + offset = zero_vector; + for ( i = 0; i < bumps; i++) { - index1 = y * x_resolution; + bump_vector = subtract(gp->bump_data[i].pos, node); + + dist = bump_array_size * dot(bump_vector, bump_vector) * gp->bump_data[i].size; + + if (dist < bump_array_size) + { + add(&offset, scale(node, gp->bump_data[i].power * gp->bump_shape[dist])); + add(&gp->blob_force, scale(node, gp->bump_data[i].power * gp->bump_shape[dist])); + } } - else + + add(&node, offset); + node = scale(node, zoom); + add(&node, gp->blob_center); + + if (do_walls) { - index1 = x + 1 + y * x_resolution; + if (node.z < -limit) node.z = -limit; + if (node.z > limit) node.z = limit; + + dist = bump_array_size * (node.z + limit) * (node.z + limit) * 0.5; + if (dist < bump_array_size) + { + node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist]; + node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist]; + gp->blob_force.z += (node.z + limit); + } + else + { + dist = bump_array_size * (node.z - limit) * (node.z - limit) * 0.5; + if (dist < bump_array_size) + { + node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist]; + node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist]; + gp->blob_force.z -= (node.z - limit); + } + + if (node.y < -limit) node.y = -limit; + if (node.y > limit) node.y = limit; + + dist = bump_array_size * (node.y + limit) * (node.y + limit) * 0.5; + if (dist < bump_array_size) + { + node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist]; + node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist]; + gp->blob_force.y += (node.y + limit); + } + else + { + dist = bump_array_size * (node.y - limit) * (node.y - limit) * 0.5; + if (dist < bump_array_size) + { + node.x += (node.x - gp->blob_center.x) * gp->wall_shape[dist]; + node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist]; + gp->blob_force.y -= (node.y - limit); + } + } + + if (node.x < -limit) node.x = -limit; + if (node.x > limit) node.x = limit; + + dist = bump_array_size * (node.x + limit) * (node.x + limit) * 0.5; + if (dist < bump_array_size) + { + node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist]; + node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist]; + gp->blob_force.x += (node.x + limit); + } + else + { + dist = bump_array_size * (node.x - limit) * (node.x - limit) * 0.5; + if (dist < bump_array_size) + { + node.y += (node.y - gp->blob_center.y) * gp->wall_shape[dist]; + node.z += (node.z - gp->blob_center.z) * gp->wall_shape[dist]; + gp->blob_force.x -= (node.x - limit); + } + } + + if (node.y < -limit) node.y = -limit; + if (node.y > limit) node.y = limit; + } } - index2 = x + y * x_resolution; - index3 = ((x + 0.5) * row_data[y - 1].num_x_points - / row_data[y].num_x_points) + (y - 1) * x_resolution; - calculate_normal (dots[index1], dots[index2], dots[index3], - &normals[index1]); - if (do_texture) + gp->dots[index] = node; + } + + /* Determine the normal for each face */ + for (face = 0; face < gp->num_faces; face++) + { + /* Use nodeers to indexed nodes to help readability */ + Node_Data *node1 = &gp->nodes[gp->faces[face].node1]; + Node_Data *node2 = &gp->nodes[gp->faces[face].node2]; + Node_Data *node3 = &gp->nodes[gp->faces[face].node3]; + + gp->faces[face].normal = cross(subtract(node2->position, node1->position), + subtract(node3->position, node1->position)); + + /* Add the normal for the face onto the normal for the verticies of + the face */ + add(&node1->normal, gp->faces[face].normal); + add(&node2->normal, gp->faces[face].normal); + add(&node3->normal, gp->faces[face].normal); + } + + /* Use the normal to set the colour and texture */ + if (do_colour || do_texture) + { + for (index = 0; index < gp->num_nodes; ++index) { - if (offset_texture) - { - tex_coords[index1].x = dots[index1].x * 0.125 + 0.5 - * (1.0 + 0.25 * asin(normals[index1].x) / (0.5 * PI)); - tex_coords[index1].y = dots[index1].y * 0.125 + 0.5 - * (1.0 + 0.25 * asin(normals[index1].y) / (0.5 * PI)); - } - else - { - tex_coords[index1].x = 0.5 * (1.0 + (asin(normals[index1].x) - / (0.5 * PI))); - tex_coords[index1].y = 0.5 * (1.0 + (asin(normals[index1].y) - / (0.5 * PI))); - } - tex_coords[index1].x *= tex_width[current_texture]; - tex_coords[index1].y *= tex_height[current_texture]; + gp->normals[index] = normalise(gp->nodes[index].normal); + + if (do_colour) + { + gp->colours[index].red = (int)(255.0 * fabs(gp->normals[index].x)); + gp->colours[index].green = (int)(255.0 * fabs(gp->normals[index].y)); + gp->colours[index].blue = (int)(255.0 * fabs(gp->normals[index].z)); + gp->colours[index].alpha = (int)(255.0 * fade); + } + if (do_texture) + { + if (offset_texture) + { + gp->tex_coords[index].x = gp->dots[index].x * 0.125 + 0.5 + * (1.0 + 0.25 * asin(gp->normals[index].x) / (0.5 * PI)); + gp->tex_coords[index].y = -gp->dots[index].y * 0.125 - 0.5 + * (1.0 + 0.25 * asin(gp->normals[index].y) / (0.5 * PI)); + } + else + { + gp->tex_coords[index].x = 0.5 + * (1.0 + asin(gp->normals[index].x) / (0.5 * PI)); + gp->tex_coords[index].y = -0.5 + * (1.0 + asin(gp->normals[index].y) / (0.5 * PI)); + } + /* Adjust the texture co-ordinates to from range 0..1 to + * 0..width or 0..height as appropriate + */ + gp->tex_coords[index].x *= gp->tex_width[gp->current_texture]; + gp->tex_coords[index].y *= gp->tex_height[gp->current_texture]; + } } - } } - } + + /* Update the center of the whole blob */ + add(&gp->blob_velocity, scale (subtract (gp->blob_anchor, gp->blob_center), 1.0 / 80.0)); + add(&gp->blob_velocity, scale (gp->blob_force, 0.01 / gp->num_nodes)); - freak += v_freak; - v_freak += -freak / 2000000.0; - - /* Update position and strength of points used to distort the blob */ - for (i = 0; i < field_points; i++) - { - field_data[i].vx += field_data[i].mx*(field_data[i].cx - field_data[i].ax); - field_data[i].vy += field_data[i].my*(field_data[i].cy - field_data[i].ay); - field_data[i].vpower += field_data[i].mpower - * (field_data[i].cpower - field_data[i].apower); - - field_data[i].ax += 0.1 * field_data[i].vx; - field_data[i].ay += 0.1 * field_data[i].vy; - field_data[i].apower += 0.1 * field_data[i].vpower; - - field_data[i].pos.x = 1.5 * sin(PI * field_data[i].ay) - * cos(PI * field_data[i].ax); - field_data[i].pos.y = 1.5 * cos(PI * field_data[i].ay); - field_data[i].pos.z = 1.5 * sin(PI * field_data[i].ay) - * sin(PI * field_data[i].ax); - } - - /* Update the center of the whole blob */ - blob_velocity.x += (blob_anchor.x - blob_center.x) / 80.0 - + 0.01 * blob_force.x / num_points; - blob_velocity.y += (blob_anchor.y - blob_center.y) / 80.0 - + 0.01 * blob_force.y / num_points; - blob_velocity.z += (blob_anchor.z - blob_center.z) / 80.0 - + 0.01 * blob_force.z / num_points; - - blob_center.x += blob_velocity.x * 0.5; - blob_center.y += blob_velocity.y * 0.5; - blob_center.z += blob_velocity.z * 0.5; - - blob_velocity.x *= 0.99; - blob_velocity.y *= 0.99; - blob_velocity.z *= 0.99; + add(&gp->blob_center, scale(gp->blob_velocity, 0.5)); + + gp->blob_velocity = scale(gp->blob_velocity, 0.999); } /****************************************************************************** * * Draw the blob shape. * - * The horrendous indexing to calculate the verticies that form a particular - * traiangle is the result of the conversion of my first non-openGL version of - * blob to this openGL version. This may be tidied up when I finally playing - * with the more interesting bits of the code. */ static void -draw_blob (void) +draw_blob (mirrorblobstruct *gp) { - int x, y, x2, x3; - int index1, index2, index3; - int lower, upper; + int face; - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); - /* Move down the z-axis. */ - glTranslatef( 0.0, 0.0, -5.0 ); + /* Move down the z-axis. */ + glTranslatef (0.0, 0.0, -4.0); - for (y = 1; y < y_resolution; y++) - { - if (row_data[y - 1].num_x_points) + gltrackball_rotate (gp->trackball); + + /* glColor4ub (255, 0, 0, 128); */ + glBegin (GL_TRIANGLES); + for (face = 0; face < gp->num_faces; face++) { - for (x = 0; x < row_data[y].num_x_points; x++) - { - glBegin (GL_TRIANGLES); - if (x == row_data[y].num_x_points - 1) - { - index1 = y * x_resolution; - } - else - { - index1 = x + 1 + y * x_resolution; - } - index2 = x + y * x_resolution; - index3 = ((x + 0.5) * row_data[y - 1].num_x_points - / row_data[y].num_x_points) + (y - 1) * x_resolution; - glArrayElement(index1); - glArrayElement(index2); - glArrayElement(index3); - glEnd(); - - lower = floorf((x - 0.5) * row_data[y - 1].num_x_points - / (float)row_data[y].num_x_points); - upper = floorf((x + 0.5) * row_data[y - 1].num_x_points - / (float)row_data[y].num_x_points); - - if (upper > lower) - { - glBegin (GL_TRIANGLE_FAN); - index1 = x + y * x_resolution; - - for (x2 = lower; x2 <= upper; x2++) - { - x3 = x2; - while (x3 < 0) x3 += row_data[y - 1].num_x_points; - while (x3 >= row_data[y - 1].num_x_points) - x3 -= row_data[y - 1].num_x_points; - index2 = x3 + (y - 1) * x_resolution; - - if (x2 < upper) - { - x3 = x2 + 1; - while (x3 < 0) x3 += row_data[y - 1].num_x_points; - while (x3 >= row_data[y - 1].num_x_points) - x3 -= row_data[y - 1].num_x_points; - index3 = x3 + (y - 1) * x_resolution; - if (x2 == lower) - { - glArrayElement(index1); - } - } - glArrayElement(index2); - } - glEnd (); - } - } + glArrayElement (gp->faces[face].node1); + glArrayElement (gp->faces[face].node2); + glArrayElement (gp->faces[face].node3); } - } + glEnd (); + glLoadIdentity (); } /****************************************************************************** @@ -1020,37 +1380,40 @@ draw_blob (void) static void draw_background (ModeInfo *mi) { - glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); - glEnable (GL_TEXTURE_2D); - glDisable(GL_LIGHTING); + mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)]; + + glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + glEnable (GL_TEXTURE_2D); + glDisable(GL_LIGHTING); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - /* Reset the projection matrix to make it easier to get the size of the quad - * correct - */ - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + /* Reset the projection matrix to make it easier to get the size of the quad + * correct + */ + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); - glOrtho(0.0, MI_WIDTH(mi), MI_HEIGHT(mi), 0.0, -1000.0, 1000.0); + glOrtho(0.0, MI_WIDTH(mi), MI_HEIGHT(mi), 0.0, -1000.0, 1000.0); - glBegin (GL_QUADS); - - glTexCoord2f (0.0, tex_height[current_texture]); - glVertex2i (0, 0); + glBegin (GL_QUADS); - glTexCoord2f (0.0, 0.0); - glVertex2i (0, MI_HEIGHT(mi)); + glTexCoord2f (0.0, 0.0); + glVertex2i (0, 0); - glTexCoord2f (tex_width[current_texture], 0.0); - glVertex2i (MI_WIDTH(mi), MI_HEIGHT(mi)); - - glTexCoord2f (tex_width[current_texture], tex_height[current_texture]); - glVertex2i (MI_WIDTH(mi), 0); - glEnd(); + glTexCoord2f (0.0, gp->tex_height[gp->current_texture]); + glVertex2i (0, MI_HEIGHT(mi)); + + glTexCoord2f (gp->tex_width[gp->current_texture], gp->tex_height[gp->current_texture]); + glVertex2i (MI_WIDTH(mi), MI_HEIGHT(mi)); - glPopMatrix (); - glMatrixMode (GL_MODELVIEW); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexCoord2f (gp->tex_width[gp->current_texture], 0.0); + glVertex2i (MI_WIDTH(mi), 0); + glEnd(); + + glPopMatrix (); + glMatrixMode (GL_MODELVIEW); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } /****************************************************************************** @@ -1058,193 +1421,335 @@ draw_background (ModeInfo *mi) * Update the scene. */ static GLvoid -drawScene(ModeInfo * mi) +draw_scene(ModeInfo * mi) { - check_gl_error ("drawScene"); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glDisable (GL_BLEND); + mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)]; + + double fade = 0.0; + double current_time; + check_gl_error ("draw_scene"); - /* Ensure the background is drawn with the correct texture */ - if (do_texture) - { - glBindTexture (GL_TEXTURE_2D, textures[current_texture]); - } + glColor4d(1.0, 1.0, 1.0, 1.0); - glColor4ub(255, 255, 255, 255); - if (do_paint_background && !do_wire) - { - draw_background (mi); + current_time = double_time(); + switch (gp->state) + { + case TRANSITIONING: + fade = 1.0 - (current_time - gp->state_start_time) / fade_time; + break; + + case LOADING: /* FALL-THROUGH */ + case HOLDING: + fade = 1.0; + break; + } - /* When transitioning between two images paint the new image over the old - * image with a varying alpha value to get a smooth fade. + /* Set the correct texture, when transitioning this ensures that the first draw + * is the original texture (which has the new texture drawn over it with decreasing + * transparency) */ - if (transitioning) + if (load_textures) { - glDisable (GL_DEPTH_TEST); - glEnable (GL_BLEND); - glBindTexture (GL_TEXTURE_2D, textures[1 - current_texture]); - glColor4ub (255, 255, 255, transitioning); - - draw_background (mi); - - glBindTexture (GL_TEXTURE_2D, textures[current_texture]); - glEnable (GL_DEPTH_TEST); + glBindTexture (GL_TEXTURE_2D, gp->textures[gp->current_texture]); } - /* Clear the depth buffer bit so the backgound is behind the blob */ - glClear(GL_DEPTH_BUFFER_BIT); - } - else - { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - } - calc_blob(MI_WIDTH(mi), MI_HEIGHT(mi), 1024, 2.5); + glDisable (GL_DEPTH_TEST); + if (do_paint_background) + { + glEnable (GL_TEXTURE_2D); + if (motion_blur > 0.0) + { + glClear(GL_DEPTH_BUFFER_BIT); + glEnable (GL_BLEND); + glColor4d (1.0, 1.0, 1.0, motion_blur); + } + else + { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + draw_background (mi); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_LIGHT1); + /* When transitioning between two images paint the new image over the old + * image with a varying alpha value to get a smooth fade. + */ + if (gp->state == TRANSITIONING) + { + glEnable (GL_BLEND); + /* Select the texture to transition to */ + glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]); + glColor4d (1.0, 1.0, 1.0, 1.0 - fade); - if (do_blend) - { - glEnable (GL_BLEND); - if (transitioning) + draw_background (mi); + + /* Select the original texture to draw the blob */ + glBindTexture (GL_TEXTURE_2D, gp->textures[gp->current_texture]); + } + /* Clear the depth buffer bit so the backgound is behind the blob */ + glClear(GL_DEPTH_BUFFER_BIT); + } + else if (motion_blur > 0.0) { - glColor4ub (255, 255, 255, 128 - transitioning / 2); + glEnable (GL_BLEND); + glColor4d (0.0, 0.0, 0.0, motion_blur); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glTranslatef (0.0, 0.0, -4.0); + glRectd (-10.0, -10.0, 10.0, 10.0); + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + glClear (GL_DEPTH_BUFFER_BIT); } else { - glColor4ub (255, 255, 255, 128); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } - } - else - { - glDisable (GL_BLEND); - glColor4ub (255, 255, 255, 255); - } - draw_blob(); - - /* While transitioning draw the blob twice with a modified alpha channel. - * The trasitioning state machine is very crude, it simply counts frames - * rather than elapsed time but it works. - */ - if (do_texture) - { - if (transitioning) + + if (!do_texture) { - glClear(GL_DEPTH_BUFFER_BIT); - glEnable (GL_BLEND); - glBindTexture (GL_TEXTURE_2D, textures[1 - current_texture]); - if (do_blend) - { - glColor4ub (255, 255, 255, transitioning / 2); - } - else - { - glColor4ub (255, 255, 255, transitioning); - } - draw_blob (); - transitioning += fade_speed; - if (transitioning > 255) - { - transitioning = 0; - current_texture = 1 - current_texture; - holding = 1; - } + fade = 1.0; + glDisable (GL_TEXTURE_2D); } - if (holding) + + calc_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE, 2.5, fade * blend); + + set_blob_gl_state(fade * blend); + + if (blend < 1.0) { - holding++; - if (holding > hold_frames) - { - grab_texture (mi, 1 - current_texture); - transitioning = 1; - holding = 0; - } + /* Disable the three colour chanels so that only the depth buffer is updated */ + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + draw_blob(gp); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glDepthFunc(GL_LEQUAL); } - } - - /* increment frame-counter */ -/* frame++; */ + glDepthFunc(GL_LEQUAL); + draw_blob(gp); -/* check_gl_error ("drawScene"); */ -} + /* While transitioning between images draw a second blob with a modified + * alpha value. + */ + if (load_textures && (hold_time > 0)) + { + switch (gp->state) + { + case HOLDING: + if ((current_time - gp->state_start_time) > hold_time) + { + grab_texture(mi, 1 - gp->current_texture); + gp->state = LOADING; + } + break; + case LOADING: + /* Once the image has loaded move to the TRANSITIONING STATE */ + if (!gp->waiting_for_image_p) + { + gp->state = TRANSITIONING; + /* Get the time again rather than using the current time so + * that the time taken by the grab_texture function is not part + * of the fade time + */ + gp->state_start_time = double_time(); + } + break; -void -draw_mirrorblob(ModeInfo * mi) -{ - screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)]; - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); + case TRANSITIONING: - if (!gp->glx_context) - return; + /* If the blob is textured draw over existing blob to fade between + * images + */ + if (do_texture) + { + /* Select the texture to transition to */ + glBindTexture (GL_TEXTURE_2D, gp->textures[1 - gp->current_texture]); + glEnable (GL_BLEND); + + /* If colour is enabled update the alpha data in the buffer and + * use that in the blending since the alpha of the incomming + * verticies will not be correct + */ + if (do_colour) + { + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); + glClearColor(0.0, 0.0, 0.0, (1.0 - fade) * blend); + glClear(GL_COLOR_BUFFER_BIT); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA); + } + else + { + glColor4d(0.9, 0.9, 1.0, (1.0 - fade) * blend); + } + + draw_blob (gp); + + if (do_colour) + { + /* Restore the 'standard' blend functions. */ + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + } + + if ((current_time - gp->state_start_time) > fade_time) + { + gp->state = HOLDING; + gp->state_start_time = current_time; + gp->current_texture = 1 - gp->current_texture; + } + break; - glXMakeCurrent(display, window, *(gp->glx_context)); - drawScene(mi); - if (mi->fps_p) do_fps (mi); - glXSwapBuffers(display, window); + } + } } -/* Standard reshape function */ -void +/****************************************************************************** + * + * XMirrorblob screen update entry + */ +ENTRYPOINT void +draw_mirrorblob(ModeInfo * mi) +{ + mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN(mi)]; + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + + if (!gp->glx_context) + return; + + /* Wait for the first image; for subsequent images, load them in the + background while animating. */ + if (gp->waiting_for_image_p && gp->first_image_p) + return; + + glXMakeCurrent(display, window, *(gp->glx_context)); + draw_scene(mi); + if (mi->fps_p) do_fps (mi); + glXSwapBuffers(display, window); +} + +/****************************************************************************** + * + * XMirrorblob screen resize entry + */ +ENTRYPOINT void reshape_mirrorblob(ModeInfo *mi, int width, int height) { - glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) ); - resetProjection(width, height); + glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) ); + reset_projection(width, height); +} + +/**************************************************************************** + * + * Handle Mouse events + */ +ENTRYPOINT Bool +mirrorblob_handle_event (ModeInfo * mi, XEvent * event) +{ + mirrorblobstruct *gp = &Mirrorblob[MI_SCREEN (mi)]; + + if (event->xany.type == ButtonPress && + event->xbutton.button == Button1) + { + gp->button_down = 1; + gltrackball_start (gp->trackball, event->xbutton.x, + event->xbutton.y, MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + else if (event->xany.type == ButtonRelease && + event->xbutton.button == Button1) + { + gp->button_down = 0; + return True; + } + else if (event->xany.type == ButtonPress && + event->xbutton.button == Button4) + { + zoom *= 1.1; + return True; + } + else if (event->xany.type == ButtonPress && + event->xbutton.button == Button5) + { + + zoom *= 0.9; + return True; + } + else if (event->xany.type == MotionNotify && gp->button_down) + { + gltrackball_track (gp->trackball, event->xmotion.x, + event->xmotion.y, MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + return False; } -void +/****************************************************************************** + * + * XMirrorblob initialise entry + */ +ENTRYPOINT void init_mirrorblob(ModeInfo * mi) { - int screen = MI_SCREEN(mi); + int screen = MI_SCREEN(mi); - screensaverstruct *gp; + mirrorblobstruct *gp; - if (Screensaver == NULL) { - if ((Screensaver = (screensaverstruct *) - calloc(MI_NUM_SCREENS(mi), sizeof (screensaverstruct))) == NULL) - return; - } - gp = &Screensaver[screen]; - - gp->window = MI_WINDOW(mi); - if ((gp->glx_context = init_GL(mi)) != NULL) { - reshape_mirrorblob(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); - initializeGL(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); - } else { - MI_CLEARWINDOW(mi); - } - /* Set the environment variable used by NVIDIA cards to control updating - * during the blankning interval */ - setenv ("__GL_SYNC_TO_VBLANK", "1", 1); - setenv ("__GL_FSAA_MODE", "1", 1); + if (Mirrorblob == NULL) + { + if ((Mirrorblob = (mirrorblobstruct *) + calloc(MI_NUM_SCREENS(mi), sizeof (mirrorblobstruct))) == NULL) + { + return; + } + } + gp = &Mirrorblob[screen]; - initialise_blob(MI_WIDTH(mi), MI_HEIGHT(mi), 1024); -} + gp->window = MI_WINDOW(mi); + if ((gp->glx_context = init_GL(mi)) != NULL) + { + reshape_mirrorblob(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + initialize_gl(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + } + else + { + MI_CLEARWINDOW(mi); + } + gp->trackball = gltrackball_init (); + + initialise_blob(gp, MI_WIDTH(mi), MI_HEIGHT(mi), BUMP_ARRAY_SIZE); + gp->state_start_time = double_time(); + gp->first_image_p = True; +} -/* all sorts of nice cleanup code should go here! */ -void release_mirrorblob(ModeInfo * mi) +/****************************************************************************** + * + * XMirrorblob cleanup entry + */ +ENTRYPOINT void +release_mirrorblob(ModeInfo * mi) { - int screen; - - if (row_data) free(row_data); - if (field_data) free(field_data); - if (colours) free(colours); - if (tex_coords) free(tex_coords); - if (dots) free(dots); - if (wall_field) free(wall_field); - if (field) free(field); - - if (Screensaver != NULL) { - for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { -/* screensaverstruct *gp = &Screensaver[screen];*/ - } - (void) free((void *) Screensaver); - Screensaver = NULL; + if (Mirrorblob != NULL) { + int i; + for (i = 0; i < MI_NUM_SCREENS(mi); i++) { + mirrorblobstruct *gp = &Mirrorblob[i]; + if (gp->nodes) free(gp->nodes); + if (gp->faces) free(gp->faces); + if (gp->bump_data) free(gp->bump_data); + if (gp->colours) free(gp->colours); + if (gp->tex_coords) free(gp->tex_coords); + if (gp->dots) free(gp->dots); + if (gp->wall_shape) free(gp->wall_shape); + if (gp->bump_shape) free(gp->bump_shape); + } + + free(Mirrorblob); + Mirrorblob = NULL; } FreeAllGL(mi); } + +XSCREENSAVER_MODULE ("MirrorBlob", mirrorblob) + #endif