1 /* blocktube, Copyright (c) 2003 Lars Damerow <lars@oddment.org>
3 * Based on Jamie Zawinski's original dangerball code.
5 * Permission to use, copy, modify, distribute, and sell this software and its
6 * documentation for any purpose is hereby granted without fee, provided that
7 * the above copyright notice appear in all copies and that both that
8 * copyright notice and this permission notice appear in supporting
9 * documentation. No representations are made about the suitability of this
10 * software for any purpose. It is provided "as is" without express or
16 #define DEFAULTS "*delay: 40000 \n" \
17 "*wireframe: False \n" \
18 "*showFPS: False \n" \
20 # define refresh_blocktube 0
21 # define blocktube_handle_event 0
23 #define countof(x) (sizeof((x))/sizeof((*x)))
25 #include "xlockmore.h"
30 #ifdef USE_GL /* whole file */
32 #define DEF_HOLDTIME "1000"
33 #define DEF_CHANGETIME "200"
34 #define MAX_ENTITIES 1000
35 #define DEF_TEXTURE "True"
36 #define DEF_FOG "True"
38 #if defined(USE_XPM) || defined(USE_XPMINC) || defined(STANDALONE)
39 /* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
40 #include "xpm-ximage.h"
43 #include "../images/blocktube.xpm"
53 GLfloat angularVelocity;
57 GLXContext *glx_context;
61 entity entities[MAX_ENTITIES];
62 float targetR, targetG, targetB,
63 currentR, currentG, currentB,
64 deltaR, deltaG, deltaB;
75 } blocktube_configuration;
77 static blocktube_configuration *lps = NULL;
79 static GLint holdtime;
80 static GLint changetime;
81 static int do_texture;
84 static XrmOptionDescRec opts[] = {
85 { "-holdtime", ".holdtime", XrmoptionSepArg, 0 },
86 { "-changetime", ".changetime", XrmoptionSepArg, 0 },
87 {"-texture", ".texture", XrmoptionNoArg, "True" },
88 {"+texture", ".texture", XrmoptionNoArg, "False" },
89 {"-fog", ".fog", XrmoptionNoArg, "True" },
90 {"+fog", ".fog", XrmoptionNoArg, "False" },
93 static argtype vars[] = {
94 {&holdtime, "holdtime", "Hold Time", DEF_HOLDTIME, t_Int},
95 {&changetime, "changetime", "Change Time", DEF_CHANGETIME, \
97 {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
98 {&do_fog, "fog", "Fog", DEF_FOG, t_Bool},
101 static OptionStruct desc[] = {
102 {"-holdtime", "how long to stay on the same color"},
103 {"-changetime", "how long it takes to fade to a new color"},
106 ENTRYPOINT ModeSpecOpt blocktube_opts = {countof(opts), opts, countof(vars), vars, desc};
109 ModStruct blocktube_description =
110 {"blocktube", "init_blocktube", "draw_blocktube", "release_blocktube",
111 "draw_blocktube", "init_blocktube", (char *)NULL, &blocktube_opts,
112 40000, 30, 1, 1, 64, 1.0, "",
113 "A shifting tunnel of reflective blocks", 0, NULL};
114 #endif /* USE_MODULES */
116 #if defined( I_HAVE_XPM )
117 static Bool LoadGLTextures(ModeInfo *mi)
119 blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
123 glGenTextures(1, &lp->envTexture);
124 glBindTexture(GL_TEXTURE_2D, lp->envTexture);
125 lp->texti = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi), MI_COLORMAP(mi),
130 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
131 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lp->texti->width, lp->texti->height, 0,
132 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, lp->texti->data);
133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
135 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
136 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
142 static void newTargetColor(blocktube_configuration *lp)
146 while (luminance <= 150) {
147 lp->targetR = random() % 256;
148 lp->targetG = random() % 256;
149 lp->targetB = random() % 256;
150 lp->deltaR = (lp->targetR - lp->currentR) / changetime;
151 lp->deltaG = (lp->targetG - lp->currentG) / changetime;
152 lp->deltaB = (lp->targetB - lp->currentB) / changetime;
153 luminance = 0.3 * lp->targetR + 0.59 * lp->targetG + 0.11 * lp->targetB;
157 static void randomize_entity (blocktube_configuration *lp, entity *ent)
159 ent->id = lp->nextID++;
160 ent->tVal = 1 - ((float)random() / RAND_MAX / 1.5);
163 ent->angle = random() % 360;
164 ent->angularVelocity = 0.5-((float)(random()) / RAND_MAX);
165 ent->position[0] = (float)(random()) / RAND_MAX + lp->tunnelWidth;
166 ent->position[1] = (float)(random()) / RAND_MAX * 2;
167 ent->position[2] = -(float)(random()) / RAND_MAX * lp->tunnelLength;
170 static void entityTick(blocktube_configuration *lp, entity *ent)
172 ent->angle += ent->angularVelocity;
173 ent->position[2] += 0.1;
174 if (ent->position[2] > lp->zoom) {
175 ent->position[2] = -lp->tunnelLength + ((float)(random()) / RAND_MAX) * 20;
180 static void tick(blocktube_configuration *lp)
186 lp->counter = changetime;
188 lp->counter = holdtime;
190 lp->changing = (!lp->changing);
193 lp->currentR += lp->deltaR;
194 lp->currentG += lp->deltaG;
195 lp->currentB += lp->deltaB;
200 static void cube_vertices(float x, float y, float z, int wire);
202 ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height);
204 ENTRYPOINT void init_blocktube (ModeInfo *mi)
207 GLfloat fogColor[4] = {0,0,0,1};
208 blocktube_configuration *lp;
209 int wire = MI_IS_WIREFRAME(mi);
212 lps = (blocktube_configuration *)
213 calloc (MI_NUM_SCREENS(mi), sizeof (blocktube_configuration));
215 fprintf(stderr, "%s: out of memory\n", progname);
218 lp = &lps[MI_SCREEN(mi)];
221 lp = &lps[MI_SCREEN(mi)];
222 lp->glx_context = init_GL(mi);
226 lp->tunnelLength = 200;
235 lp->block_dlist = glGenLists (1);
236 glNewList (lp->block_dlist, GL_COMPILE);
237 cube_vertices(0.15, 1.2, 5.25, wire);
240 #if defined( I_HAVE_XPM )
242 if (!LoadGLTextures(mi)) {
243 fprintf(stderr, "%s: can't load textures!\n", progname);
246 glEnable(GL_TEXTURE_2D);
250 /* kick on the fog machine */
253 glFogi(GL_FOG_MODE, GL_LINEAR);
254 glHint(GL_FOG_HINT, GL_NICEST);
255 glFogf(GL_FOG_START, 0);
256 glFogf(GL_FOG_END, lp->tunnelLength/1.8);
257 glFogfv(GL_FOG_COLOR, fogColor);
258 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
260 glShadeModel(GL_SMOOTH);
261 glEnable(GL_DEPTH_TEST);
262 glEnable(GL_CULL_FACE);
263 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
266 if (!do_texture && !wire) {
267 /* If there is no texture, the boxes don't show up without a light.
268 Though I don't understand why all the blocks come out gray.
270 GLfloat pos[4] = {0.0, 1.0, 1.0, 0.0};
271 GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
272 GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
273 GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
274 glLightfv(GL_LIGHT0, GL_POSITION, pos);
275 glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
276 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
277 glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
278 glEnable(GL_LIGHTING);
282 lp->counter = holdtime;
283 lp->currentR = random() % 256;
284 lp->currentG = random() % 256;
285 lp->currentB = random() % 256;
287 for (loop = 0; loop < MAX_ENTITIES; loop++)
289 randomize_entity(lp, &lp->entities[loop]);
291 reshape_blocktube(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
295 ENTRYPOINT void release_blocktube (ModeInfo *mi)
299 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
300 blocktube_configuration *lp = &lps[screen];
301 # if defined ( I_HAVE_XPM )
303 glDeleteTextures(1, &lp->envTexture);
305 XDestroyImage(lp->texti);
314 ENTRYPOINT void reshape_blocktube (ModeInfo *mi, int width, int height)
316 GLfloat h = (GLfloat) height / (GLfloat) width;
318 glViewport(0, 0, (GLint) width, (GLint) height);
319 glMatrixMode(GL_PROJECTION);
321 gluPerspective(45.0, 1/h, 1.0, 100.0);
322 glMatrixMode(GL_MODELVIEW);
325 static void cube_vertices(float x, float y, float z, int wire)
327 float x2, y2, z2, nv = 0.7;
334 glNormal3f(0, 0, nv);
335 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
336 glTexCoord2f(0.0, 0.0); glVertex3f(-x2, y2, z2);
337 glTexCoord2f(1.0, 0.0); glVertex3f( x2, y2, z2);
338 glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, z2);
339 glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
342 glNormal3f(0, 0, -nv);
343 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
344 glTexCoord2f(1.0, 0.0); glVertex3f(-x2, -y2, -z2);
345 glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, -z2);
346 glTexCoord2f(0.0, 1.0); glVertex3f( x2, y2, -z2);
347 glTexCoord2f(0.0, 0.0); glVertex3f(-x2, y2, -z2);
350 glNormal3f(0, nv, 0);
351 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
352 glTexCoord2f(0.0, 1.0); glVertex3f(-x2, y2, -z2);
353 glTexCoord2f(0.0, 0.0); glVertex3f( x2, y2, -z2);
354 glTexCoord2f(1.0, 0.0); glVertex3f( x2, y2, z2);
355 glTexCoord2f(1.0, 1.0); glVertex3f(-x2, y2, z2);
358 glNormal3f(0, -nv, 0);
359 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
360 glTexCoord2f(1.0, 1.0); glVertex3f(-x2, -y2, -z2);
361 glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
362 glTexCoord2f(0.0, 0.0); glVertex3f( x2, -y2, z2);
363 glTexCoord2f(1.0, 0.0); glVertex3f( x2, -y2, -z2);
368 glNormal3f(nv, 0, 0);
369 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
370 glTexCoord2f(1.0, 0.0); glVertex3f( x2, -y2, -z2);
371 glTexCoord2f(1.0, 1.0); glVertex3f( x2, -y2, z2);
372 glTexCoord2f(0.0, 1.0); glVertex3f( x2, y2, z2);
373 glTexCoord2f(0.0, 0.0); glVertex3f( x2, y2, -z2);
376 glNormal3f(-nv, 0, 0);
377 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
378 glTexCoord2f(0.0, 0.0); glVertex3f(-x2, -y2, -z2);
379 glTexCoord2f(1.0, 0.0); glVertex3f(-x2, y2, -z2);
380 glTexCoord2f(1.0, 1.0); glVertex3f(-x2, y2, z2);
381 glTexCoord2f(0.0, 1.0); glVertex3f(-x2, -y2, z2);
385 static void draw_block(ModeInfo *mi, entity *ent)
387 blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
388 glCallList (lp->block_dlist);
392 draw_blocktube (ModeInfo *mi)
394 blocktube_configuration *lp = &lps[MI_SCREEN(mi)];
395 Display *dpy = MI_DISPLAY(mi);
396 Window window = MI_WINDOW(mi);
400 if (!lp->glx_context)
403 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(lp->glx_context));
405 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
408 glEnable(GL_TEXTURE_GEN_S);
409 glEnable(GL_TEXTURE_GEN_T);
410 glBindTexture(GL_TEXTURE_2D, lp->envTexture);
413 for (loop = 0; loop < MAX_ENTITIES; loop++) {
414 cEnt = &lp->entities[loop];
417 glTranslatef(0.0f, 0.0f, lp->zoom);
418 glRotatef(lp->tilt, 1.0f, 0.0f, 0.0f);
419 glRotatef(cEnt->angle, 0.0f, 0.0f, 1.0f);
420 glTranslatef(cEnt->position[0], cEnt->position[1], cEnt->position[2]);
421 glColor4ub((int)(lp->currentR * cEnt->tVal),
422 (int)(lp->currentG * cEnt->tVal),
423 (int)(lp->currentB * cEnt->tVal), 255);
424 draw_block(mi, cEnt);
425 entityTick(lp, cEnt);
429 if (mi->fps_p) do_fps (mi);
431 glXSwapBuffers(dpy, window);
434 XSCREENSAVER_MODULE ("BlockTube", blocktube)