2 * flipscreen3d - takes snapshots of the screen and flips it around
4 * version 1.0 - Oct 24, 2001
6 * Copyright (C) 2001 Ben Buxton (bb@cactii.net)
8 * Permission to use, copy, modify, distribute, and sell this software and its
9 * documentation for any purpose is hereby granted without fee, provided that
10 * the above copyright notice appear in all copies and that both that
11 * copyright notice and this permission notice appear in supporting
12 * documentation. No representations are made about the suitability of this
13 * software for any purpose. It is provided "as is" without express or
18 #define DEFAULTS "*delay: 20000 \n" \
19 "*showFPS: False \n" \
20 "*wireframe: False \n" \
23 # define refresh_screenflip 0
24 # include "xlockmore.h" /* from the xscreensaver distribution */
25 # include "gltrackball.h"
26 #else /* !STANDALONE */
27 # include "xlock.h" /* from the xlockmore distribution */
28 #endif /* !STANDALONE */
30 /* lifted from lament.c */
31 #define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
32 #define RANDSIGN() ((random() & 1) ? 1 : -1)
37 /* Should be in <GL/glext.h> */
38 # ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
39 # define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
41 # ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
42 # define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
51 #define countof(x) (sizeof((x))/sizeof((*x)))
54 static XrmOptionDescRec opts[] = {
55 {"+rotate", ".screenflip.rotate", XrmoptionNoArg, "false" },
56 {"-rotate", ".screenflip.rotate", XrmoptionNoArg, "true" },
60 static argtype vars[] = {
61 {&rotate, "rotate", "Rotate", "True", t_Bool},
66 ENTRYPOINT ModeSpecOpt screenflip_opts = {countof(opts), opts, countof(vars), vars, NULL};
70 ModStruct screenflip_description =
71 {"screenflip", "init_screenflip", "draw_screenflip", "release_screenflip",
72 "draw_screenflip", "init_screenflip", NULL, &screenflip_opts,
73 1000, 1, 2, 1, 4, 1.0, "",
74 "Screenflips", 0, NULL};
80 GLXContext *glx_context;
84 int tw, th; /* texture width, height */
85 GLfloat min_tx, min_ty;
86 GLfloat max_tx, max_ty;
87 GLfloat qx, qy, qw, qh; /* the quad we'll draw */
90 int fadetime; /* fade before regrab */
92 trackball_state *trackball;
95 GLfloat show_colors[4];
96 GLfloat stretch_val_x, stretch_val_y;
97 GLfloat stretch_val_dx, stretch_val_dy;
99 GLfloat curx, cury, curz;
102 GLfloat rot, drot, odrot, ddrot, orot;
103 float theta, rho, dtheta, drho, gamma, dgamma;
107 Bool waiting_for_image_p;
114 static Screenflip *screenflip = NULL;
116 #include "grab-ximage.h"
118 static const GLfloat viewer[] = {0.0, 0.0, 15.0};
122 screenflip_handle_event (ModeInfo *mi, XEvent *event)
124 Screenflip *c = &screenflip[MI_SCREEN(mi)];
126 if (event->xany.type == ButtonPress &&
127 event->xbutton.button == Button1)
129 c->button_down_p = True;
130 gltrackball_start (c->trackball,
131 event->xbutton.x, event->xbutton.y,
132 MI_WIDTH (mi), MI_HEIGHT (mi));
135 else if (event->xany.type == ButtonRelease &&
136 event->xbutton.button == Button1)
138 c->button_down_p = False;
141 else if (event->xany.type == ButtonPress &&
142 (event->xbutton.button == Button4 ||
143 event->xbutton.button == Button5))
145 gltrackball_mousewheel (c->trackball, event->xbutton.button, 10,
146 !!event->xbutton.state);
149 else if (event->xany.type == MotionNotify &&
152 gltrackball_track (c->trackball,
153 event->xmotion.x, event->xmotion.y,
154 MI_WIDTH (mi), MI_HEIGHT (mi));
162 /* draw the texture mapped quad (actually two back to back)*/
163 static void showscreen(Screenflip *c, int frozen, int wire)
168 /* r -= 0.02; g -= 0.02; b -= 0.02; */
169 c->show_colors[3] -= 0.02;
170 if (c->show_colors[3] < 0) {
174 } else if (c->show_colors[3] < 0) {
175 c->show_colors[0] = c->show_colors[1] =
176 c->show_colors[2] = c->show_colors[3] = 1;
177 c->stretch_val_x = c->stretch_val_y =
178 c->stretch_val_dx = c->stretch_val_dy = 0;
180 if (c->stretch_val_dx == 0 && !frozen && !(random() % 25))
181 c->stretch_val_dx = (float)(random() % 100) / 5000;
182 if (c->stretch_val_dy == 0 && !frozen && !(random() % 25))
183 c->stretch_val_dy = (float)(random() % 100) / 5000;
191 w *= sin (c->stretch_val_x) + 1;
192 x *= sin (c->stretch_val_x) + 1;
193 if (!c->button_down_p) {
194 if (!c->fadetime) c->stretch_val_x += c->stretch_val_dx;
195 if (c->stretch_val_x > 2*M_PI && !(random() % 5))
196 c->stretch_val_dx = (float)(random() % 100) / 5000;
198 c->stretch_val_x -= 2*M_PI;
201 if (!c->button_down_p && !c->fadetime) c->stretch_val_y += c->stretch_val_dy;
202 h *= sin (c->stretch_val_y) / 2 + 1;
203 y *= sin (c->stretch_val_y) / 2 + 1;
204 if (!c->button_down_p) {
205 if (c->stretch_val_y > 2*M_PI && !(random() % 5))
206 c->stretch_val_dy = (float)(random() % 100) / 5000;
208 c->stretch_val_y -= 2*M_PI;
212 glColor4f(c->show_colors[0], c->show_colors[1],
213 c->show_colors[2], c->show_colors[3]);
217 glEnable(GL_TEXTURE_2D);
219 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
220 glDepthMask(GL_FALSE);
223 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
226 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, 0);
227 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, 0);
228 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, 0);
229 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, 0);
231 glNormal3f(0, 0, -1);
232 glTexCoord2f(c->min_tx, c->min_ty); glVertex3f(x, y, -0.05);
233 glTexCoord2f(c->max_tx, c->min_ty); glVertex3f(w, y, -0.05);
234 glTexCoord2f(c->max_tx, c->max_ty); glVertex3f(w, h, -0.05);
235 glTexCoord2f(c->min_tx, c->max_ty); glVertex3f(x, h, -0.05);
239 glDisable(GL_TEXTURE_2D);
240 glDepthMask(GL_TRUE);
242 glBegin(GL_LINE_LOOP);
252 /* This function is responsible for 'zooming back' the square after
253 * a new chunk has been grabbed with getSnapshot(), and positioning
254 * it suitably on the screen. Once positioned (where we begin to rotate),
255 * it just does a glTranslatef() and returns 1
258 static int inposition(Screenflip *c)
265 if (c->curx == 0) c->curx = c->qx;
266 if (c->cury == 0) c->cury = c->qy;
273 if (c->curz > -10 || c->curx > wx + 0.1 || c->curx < wx - 0.1 ||
274 c->cury > wy + 0.1 || c->cury < wy - 0.1) {
293 glTranslatef(0, 0, c->curz);
296 glTranslatef(0, 0, c->curz);
302 static void drawgrid(void)
306 glColor3f(0, 0.7, 0);
308 for (i = 0 ; i <= 50; i+=2) {
309 glVertex3f( -25, -15, i-70);
310 glVertex3f( 25, -15, i-70);
311 glVertex3f( i-25, -15, -70);
312 glVertex3f( i-25, -15, -20);
319 static void display(Screenflip *c, int wire)
323 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
325 gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
330 glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
331 /* randomly change the speed */
332 if (!c->button_down_p && !(random() % 300)) {
334 c->drho = 1/60 - (float)(random() % 100)/3000;
336 c->dtheta = 1/60 - (float)(random() % 100)/3000;
338 c->dgamma = 1/60 - (float)(random() % 100)/3000;
340 gltrackball_rotate (c->trackball);
341 if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
342 /* update variables with each frame */
343 if(!c->button_down_p && !c->fadetime) {
344 c->theta += c->dtheta;
346 c->gamma += c->dgamma;
350 /* dont let our rotation speed get too high */
351 if (c->drot > 5 && c->ddrot > 0)
352 c->ddrot = 0 - (GLfloat)(random() % 100) / 1000;
353 else if (c->drot < -5 && c->ddrot < 0)
354 c->ddrot = (GLfloat)(random() % 100) / 1000;
355 } else { /* reset some paramaters */
356 c->ddrot = 0.05 - (GLfloat)(random() % 100) / 1000;
357 c->theta = c->rho = c->gamma = 0;
361 if (!c->button_down_p && !c->fadetime && (c->rot >= 360 || c->rot <= -360) && !(random() % 7)) { /* rotate change */
362 c->rx = (GLfloat)(random() % 100) / 100;
363 c->ry = (GLfloat)(random() % 100) / 100;
364 c->rz = (GLfloat)(random() % 100) / 100;
366 if (c->odrot * c->drot < 0 && c->tw < c->winw && !(random() % 10)) {
367 c->fadetime = 1; /* randomly fade and get new snapshot */
371 if (c->rot > 360 || c->rot < -360) /* dont overflow rotation! */
373 showscreen(c, frozen, wire);
378 ENTRYPOINT void reshape_screenflip(ModeInfo *mi, int width, int height)
380 Screenflip *c = &screenflip[MI_SCREEN(mi)];
381 glViewport(0,0,(GLint)width, (GLint) height);
382 glMatrixMode(GL_PROJECTION);
384 gluPerspective(45, 1, 2.0, 85);
385 glMatrixMode(GL_MODELVIEW);
391 image_loaded_cb (const char *filename, XRectangle *geometry,
392 int image_width, int image_height,
393 int texture_width, int texture_height,
396 Screenflip *c = (Screenflip *) closure;
398 c->tw = texture_width;
399 c->th = texture_height;
400 c->min_tx = (GLfloat) geometry->x / c->tw;
401 c->min_ty = (GLfloat) geometry->y / c->th;
402 c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
403 c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
405 c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
406 c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
407 c->qw = QW * ((GLfloat) geometry->width / image_width);
408 c->qh = QH * ((GLfloat) geometry->height / image_height);
410 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
411 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
412 (c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
414 if (c->anisotropic >= 1.0)
415 glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
418 c->waiting_for_image_p = False;
419 c->first_image_p = False;
423 static void getSnapshot (ModeInfo *modeinfo)
425 Screenflip *c = &screenflip[MI_SCREEN(modeinfo)];
427 if (MI_IS_WIREFRAME(modeinfo))
430 c->waiting_for_image_p = True;
432 load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
433 *c->glx_context, 0, 0, c->mipmap_p, c->texid,
437 ENTRYPOINT void init_screenflip(ModeInfo *mi)
439 int screen = MI_SCREEN(mi);
442 if (screenflip == NULL) {
443 if ((screenflip = (Screenflip *) calloc(MI_NUM_SCREENS(mi),
444 sizeof(Screenflip))) == NULL)
447 c = &screenflip[screen];
448 c->window = MI_WINDOW(mi);
450 c->trackball = gltrackball_init ();
452 if ((c->glx_context = init_GL(mi)) != NULL) {
453 reshape_screenflip(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
457 c->winh = MI_WIN_HEIGHT(mi);
458 c->winw = MI_WIN_WIDTH(mi);
467 c->show_colors[0] = c->show_colors[1] =
468 c->show_colors[2] = c->show_colors[3] = 1;
470 glClearColor(0.0,0.0,0.0,0.0);
472 if (! MI_IS_WIREFRAME(mi))
474 glShadeModel(GL_SMOOTH);
475 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
476 glEnable(GL_DEPTH_TEST);
477 glEnable(GL_CULL_FACE);
479 glDisable(GL_LIGHTING);
482 if (strstr ((char *) glGetString(GL_EXTENSIONS),
483 "GL_EXT_texture_filter_anisotropic"))
484 glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
486 c->anisotropic = 0.0;
488 glGenTextures(1, &c->texid);
490 c->first_image_p = True;
494 ENTRYPOINT void draw_screenflip(ModeInfo *mi)
496 Screenflip *c = &screenflip[MI_SCREEN(mi)];
497 Window w = MI_WINDOW(mi);
498 Display *disp = MI_DISPLAY(mi);
503 /* Wait for the first image; for subsequent images, load them in the
504 background while animating. */
505 if (c->waiting_for_image_p && c->first_image_p)
508 glXMakeCurrent(disp, w, *(c->glx_context));
510 glBindTexture(GL_TEXTURE_2D, c->texid);
515 display(c, MI_IS_WIREFRAME(mi));
517 if(mi->fps_p) do_fps(mi);
519 glXSwapBuffers(disp, w);
522 ENTRYPOINT void release_screenflip(ModeInfo *mi)
524 if (screenflip != NULL) {
525 (void) free((void *) screenflip);
531 XSCREENSAVER_MODULE_2 ("FlipScreen3D", flipscreen3d, screenflip)