2 * flipscreen3d - takes snapshots of the screen and flips it around
4 * version 1.0 - Oct 24, 2001
6 * Copyright (C) 2001 Ben Buxton (bb@cactii.net)
8 * Permission to use, copy, modify, distribute, and sell this software and its
9 * documentation for any purpose is hereby granted without fee, provided that
10 * the above copyright notice appear in all copies and that both that
11 * copyright notice and this permission notice appear in supporting
12 * documentation. No representations are made about the suitability of this
13 * software for any purpose. It is provided "as is" without express or
18 #define DEFAULTS "*delay: 20000 \n" \
19 "*showFPS: False \n" \
20 "*wireframe: False \n" \
22 "*suppressRotationAnimation: True\n" \
24 # define refresh_screenflip 0
25 # include "xlockmore.h" /* from the xscreensaver distribution */
26 # include "gltrackball.h"
27 #else /* !STANDALONE */
28 # include "xlock.h" /* from the xlockmore distribution */
29 #endif /* !STANDALONE */
31 /* lifted from lament.c */
32 #define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
33 #define RANDSIGN() ((random() & 1) ? 1 : -1)
38 /* Should be in <GL/glext.h> */
39 # ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
40 # define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
42 # ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
43 # define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
46 #define DEF_ROTATE "True"
53 #define countof(x) (sizeof((x))/sizeof((*x)))
56 static XrmOptionDescRec opts[] = {
57 {"+rotate", ".screenflip.rotate", XrmoptionNoArg, "false" },
58 {"-rotate", ".screenflip.rotate", XrmoptionNoArg, "true" },
62 static argtype vars[] = {
63 {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
68 ENTRYPOINT ModeSpecOpt screenflip_opts = {countof(opts), opts, countof(vars), vars, NULL};
72 ModStruct screenflip_description =
73 {"screenflip", "init_screenflip", "draw_screenflip", "release_screenflip",
74 "draw_screenflip", "init_screenflip", NULL, &screenflip_opts,
75 1000, 1, 2, 1, 4, 1.0, "",
76 "Screenflips", 0, NULL};
82 GLXContext *glx_context;
86 int tw, th; /* texture width, height */
87 GLfloat min_tx, min_ty;
88 GLfloat max_tx, max_ty;
89 GLfloat qx, qy, qw, qh; /* the quad we'll draw */
92 int fadetime; /* fade before regrab */
94 trackball_state *trackball;
97 GLfloat show_colors[4];
98 GLfloat stretch_val_x, stretch_val_y;
99 GLfloat stretch_val_dx, stretch_val_dy;
101 GLfloat curx, cury, curz;
104 GLfloat rot, drot, odrot, ddrot, orot;
105 float theta, rho, dtheta, drho, gamma, dgamma;
109 Bool waiting_for_image_p;
116 static Screenflip *screenflip = NULL;
118 #include "grab-ximage.h"
120 static const GLfloat viewer[] = {0.0, 0.0, 15.0};
123 static void getSnapshot (ModeInfo *);
127 screenflip_handle_event (ModeInfo *mi, XEvent *event)
129 Screenflip *c = &screenflip[MI_SCREEN(mi)];
131 if (gltrackball_event_handler (event, c->trackball,
132 MI_WIDTH (mi), MI_HEIGHT (mi),
135 else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
137 if (!c->waiting_for_image_p)
148 /* draw the texture mapped quad (actually two back to back)*/
149 static void showscreen(Screenflip *c, int frozen, int wire)
154 /* r -= 0.02; g -= 0.02; b -= 0.02; */
155 c->show_colors[3] -= 0.02;
156 if (c->show_colors[3] < 0) {
160 } else if (c->show_colors[3] < 0) {
161 c->show_colors[0] = c->show_colors[1] =
162 c->show_colors[2] = c->show_colors[3] = 1;
163 c->stretch_val_x = c->stretch_val_y =
164 c->stretch_val_dx = c->stretch_val_dy = 0;
166 if (c->stretch_val_dx == 0 && !frozen && !(random() % 25))
167 c->stretch_val_dx = (float)(random() % 100) / 5000;
168 if (c->stretch_val_dy == 0 && !frozen && !(random() % 25))
169 c->stretch_val_dy = (float)(random() % 100) / 5000;
177 w *= sin (c->stretch_val_x) + 1;
178 x *= sin (c->stretch_val_x) + 1;
179 if (!c->button_down_p) {
180 if (!c->fadetime) c->stretch_val_x += c->stretch_val_dx;
181 if (c->stretch_val_x > 2*M_PI && !(random() % 5))
182 c->stretch_val_dx = (float)(random() % 100) / 5000;
184 c->stretch_val_x -= 2*M_PI;
187 if (!c->button_down_p && !c->fadetime) c->stretch_val_y += c->stretch_val_dy;
188 h *= sin (c->stretch_val_y) / 2 + 1;
189 y *= sin (c->stretch_val_y) / 2 + 1;
190 if (!c->button_down_p) {
191 if (c->stretch_val_y > 2*M_PI && !(random() % 5))
192 c->stretch_val_dy = (float)(random() % 100) / 5000;
194 c->stretch_val_y -= 2*M_PI;
198 glColor4f(c->show_colors[0], c->show_colors[1],
199 c->show_colors[2], c->show_colors[3]);
203 glEnable(GL_TEXTURE_2D);
205 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
206 glDepthMask(GL_FALSE);
209 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
212 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, 0);
213 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, 0);
214 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, 0);
215 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, 0);
217 glNormal3f(0, 0, -1);
218 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, -0.05);
219 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, -0.05);
220 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, -0.05);
221 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, -0.05);
225 glDisable(GL_TEXTURE_2D);
226 glDepthMask(GL_TRUE);
228 glBegin(GL_LINE_LOOP);
238 /* This function is responsible for 'zooming back' the square after
239 * a new chunk has been grabbed with getSnapshot(), and positioning
240 * it suitably on the screen. Once positioned (where we begin to rotate),
241 * it just does a glTranslatef() and returns 1
244 static int inposition(Screenflip *c)
251 if (c->curx == 0) c->curx = c->qx;
252 if (c->cury == 0) c->cury = c->qy;
259 if (c->curz > -10 || c->curx > wx + 0.1 || c->curx < wx - 0.1 ||
260 c->cury > wy + 0.1 || c->cury < wy - 0.1) {
279 glTranslatef(0, 0, c->curz);
282 glTranslatef(0, 0, c->curz);
288 static void drawgrid(void)
292 glColor3f(0, 0.7, 0);
294 for (i = 0 ; i <= 50; i+=2) {
295 glVertex3f( -25, -15, i-70);
296 glVertex3f( 25, -15, i-70);
297 glVertex3f( i-25, -15, -70);
298 glVertex3f( i-25, -15, -20);
305 static void display(Screenflip *c, int wire)
308 /* GLfloat rot = current_device_rotation();*/
310 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
312 gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
316 glRotatef(rot, 0, 0, 1);
317 if ((rot > 45 && rot < 135) ||
318 (rot < -45 && rot > -135))
320 GLfloat s = c->winw / (GLfloat) c->winh;
321 glScalef (s, 1/s, 1);
327 glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
328 /* randomly change the speed */
329 if (!c->button_down_p && !(random() % 300)) {
331 c->drho = 1/60 - (float)(random() % 100)/3000;
333 c->dtheta = 1/60 - (float)(random() % 100)/3000;
335 c->dgamma = 1/60 - (float)(random() % 100)/3000;
337 /* glRotatef(-rot, 0, 0, 1);*/
338 gltrackball_rotate (c->trackball);
339 /* glRotatef(rot, 0, 0, 1);*/
340 if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
341 /* update variables with each frame */
342 if(!c->button_down_p && !c->fadetime) {
343 c->theta += c->dtheta;
345 c->gamma += c->dgamma;
349 /* dont let our rotation speed get too high */
350 if (c->drot > 5 && c->ddrot > 0)
351 c->ddrot = 0 - (GLfloat)(random() % 100) / 1000;
352 else if (c->drot < -5 && c->ddrot < 0)
353 c->ddrot = (GLfloat)(random() % 100) / 1000;
354 } else { /* reset some paramaters */
355 c->ddrot = 0.05 - (GLfloat)(random() % 100) / 1000;
356 c->theta = c->rho = c->gamma = 0;
360 if (!c->button_down_p && !c->fadetime && (c->rot >= 360 || c->rot <= -360) && !(random() % 7)) { /* rotate change */
361 c->rx = (GLfloat)(random() % 100) / 100;
362 c->ry = (GLfloat)(random() % 100) / 100;
363 c->rz = (GLfloat)(random() % 100) / 100;
365 if (c->odrot * c->drot < 0 && c->tw < c->winw && !(random() % 10)) {
366 c->fadetime = 1; /* randomly fade and get new snapshot */
370 if (c->rot > 360 || c->rot < -360) /* dont overflow rotation! */
372 showscreen(c, frozen, wire);
377 ENTRYPOINT void reshape_screenflip(ModeInfo *mi, int width, int height)
379 Screenflip *c = &screenflip[MI_SCREEN(mi)];
380 glViewport(0,0,(GLint)width, (GLint) height);
381 glMatrixMode(GL_PROJECTION);
383 gluPerspective(45, 1, 2.0, 85);
384 glMatrixMode(GL_MODELVIEW);
390 image_loaded_cb (const char *filename, XRectangle *geometry,
391 int image_width, int image_height,
392 int texture_width, int texture_height,
395 Screenflip *c = (Screenflip *) closure;
397 c->tw = texture_width;
398 c->th = texture_height;
399 c->min_tx = (GLfloat) geometry->x / c->tw;
400 c->min_ty = (GLfloat) geometry->y / c->th;
401 c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
402 c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
404 c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
405 c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
406 c->qw = QW * ((GLfloat) geometry->width / image_width);
407 c->qh = QH * ((GLfloat) geometry->height / image_height);
409 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
410 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
411 (c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
413 if (c->anisotropic >= 1.0)
414 glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
417 c->waiting_for_image_p = False;
418 c->first_image_p = False;
422 static void getSnapshot (ModeInfo *modeinfo)
424 Screenflip *c = &screenflip[MI_SCREEN(modeinfo)];
426 if (MI_IS_WIREFRAME(modeinfo))
429 c->waiting_for_image_p = True;
431 load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
432 *c->glx_context, 0, 0, c->mipmap_p, c->texid,
436 ENTRYPOINT void init_screenflip(ModeInfo *mi)
438 int screen = MI_SCREEN(mi);
441 if (screenflip == NULL) {
442 if ((screenflip = (Screenflip *) calloc(MI_NUM_SCREENS(mi),
443 sizeof(Screenflip))) == NULL)
446 c = &screenflip[screen];
447 c->window = MI_WINDOW(mi);
449 c->trackball = gltrackball_init (False);
451 if ((c->glx_context = init_GL(mi)) != NULL) {
452 reshape_screenflip(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
456 c->winh = MI_WIN_HEIGHT(mi);
457 c->winw = MI_WIN_WIDTH(mi);
466 c->show_colors[0] = c->show_colors[1] =
467 c->show_colors[2] = c->show_colors[3] = 1;
469 if (! MI_IS_WIREFRAME(mi))
471 glShadeModel(GL_SMOOTH);
472 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
473 glEnable(GL_DEPTH_TEST);
474 glEnable(GL_CULL_FACE);
476 glDisable(GL_LIGHTING);
479 if (strstr ((char *) glGetString(GL_EXTENSIONS),
480 "GL_EXT_texture_filter_anisotropic"))
481 glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
483 c->anisotropic = 0.0;
485 glGenTextures(1, &c->texid);
487 c->first_image_p = True;
491 ENTRYPOINT void draw_screenflip(ModeInfo *mi)
493 Screenflip *c = &screenflip[MI_SCREEN(mi)];
494 Window w = MI_WINDOW(mi);
495 Display *disp = MI_DISPLAY(mi);
500 /* Wait for the first image; for subsequent images, load them in the
501 background while animating. */
502 if (c->waiting_for_image_p && c->first_image_p)
505 glXMakeCurrent(disp, w, *(c->glx_context));
507 glBindTexture(GL_TEXTURE_2D, c->texid);
512 display(c, MI_IS_WIREFRAME(mi));
514 if(mi->fps_p) do_fps(mi);
516 glXSwapBuffers(disp, w);
519 ENTRYPOINT void release_screenflip(ModeInfo *mi)
521 if (screenflip != NULL) {
522 (void) free((void *) screenflip);
528 XSCREENSAVER_MODULE_2 ("FlipScreen3D", flipscreen3d, screenflip)