/* glblur --- radial blur using GL textures
- * Copyright (c) 2002 Jamie Zawinski <jwz@jwz.org>
+ * Copyright (c) 2002-2014 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* http://nehe.gamedev.net/tutorials/lesson.asp?l=36
*/
-#include <X11/Intrinsic.h>
-
-extern XtAppContext app;
-
-#define PROGCLASS "GLBlur"
-#define HACK_INIT init_glblur
-#define HACK_DRAW draw_glblur
-#define HACK_RESHAPE reshape_glblur
-#define HACK_HANDLE_EVENT glblur_handle_event
-#define EVENT_MASK PointerMotionMask
-#define sws_opts xlockmore_opts
-
-#define DEF_SPIN "XYZ"
-#define DEF_WANDER "True"
-#define DEF_BLURSIZE "15"
-
-#define DEFAULTS "*delay: 10000 \n" \
- "*showFPS: False \n" \
- "*fpsSolid: True \n" \
- "*wireframe: False \n" \
- "*spin: " DEF_SPIN "\n" \
- "*wander: " DEF_WANDER "\n" \
- "*blurSize: " DEF_BLURSIZE "\n" \
-
+#define DEFAULTS "*delay: 10000 \n" \
+ "*showFPS: False \n" \
+ "*fpsSolid: True \n"
+# define refresh_glblur 0
+# define release_glblur 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
-
+#define DEF_SPIN "XYZ"
+#define DEF_WANDER "True"
+#define DEF_BLUR_SIZE "15"
typedef struct metaball metaball;
};
static argtype vars[] = {
- {(caddr_t *) &do_spin, "spin", "Spin", DEF_SPIN, t_String},
- {(caddr_t *) &do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
- {(caddr_t *) &blursize, "blurSize","BlurSize", DEF_BLURSIZE, t_Int},
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_String},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&blursize, "blurSize","BlurSize", DEF_BLUR_SIZE, t_Int},
};
-ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt glblur_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc
*/
-void
+ENTRYPOINT void
reshape_glblur (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glGenTextures (1, &bp->texture);
glBindTexture (GL_TEXTURE_2D, bp->texture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 128, 128, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data);
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ bp->tex_w, bp->tex_h, 0,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ bp->tex_data);
+ check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glBindTexture (GL_TEXTURE_2D, bp->texture);
glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0,
bp->tex_w, bp->tex_h, 0);
- check_gl_error ("texture");
+ check_gl_error ("texture2D");
glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
}
GLfloat inc = 0.02 * (25.0 / times);
GLfloat spost = 0; /* starting texture coordinate offset */
- GLfloat alpha_inc = 0.9 / times; /* transparency fade factor */
+ GLfloat alpha_inc; /* transparency fade factor */
GLfloat alpha = 0.2; /* initial transparency */
- glDisable (GL_TEXTURE_GEN_S);
- glDisable (GL_TEXTURE_GEN_T);
-
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
{
glColor4f (1, 1, 1, alpha);
glTexCoord2f (0+spost, 1-spost); glVertex2f (0, 0);
- glTexCoord2f (0+spost, 0+spost); glVertex2f (0, w);
+ glTexCoord2f (0+spost, 0+spost); glVertex2f (0, h);
glTexCoord2f (1-spost, 0+spost); glVertex2f (w, h);
glTexCoord2f (1-spost, 1-spost); glVertex2f (w, 0);
spost += inc;
/* Startup initialization
*/
-Bool
+ENTRYPOINT Bool
glblur_handle_event (ModeInfo *mi, XEvent *event)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button & Button1)
- {
- bp->button_down_p = True;
- gltrackball_start (bp->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)
- {
- bp->button_down_p = False;
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- bp->button_down_p)
- {
- gltrackball_track (bp->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
return False;
}
-void
+ENTRYPOINT void
init_glblur (ModeInfo *mi)
{
glblur_configuration *bp;
bp->glx_context = init_GL(mi);
reshape_glblur (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
if (!wire)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glMateriali(GL_FRONT, GL_SHININESS, shiny);
+ glMaterialf(GL_FRONT, GL_SHININESS, shiny);
}
{
if (*s == 'x' || *s == 'X') spinx = True;
else if (*s == 'y' || *s == 'Y') spiny = True;
else if (*s == 'z' || *s == 'Z') spinz = True;
+ else if (*s == '0') ;
else
{
fprintf (stderr,
1.0,
do_wander ? wander_speed : 0,
False);
- bp->trackball = gltrackball_init ();
+ bp->trackball = gltrackball_init (True);
}
if (blursize < 0) blursize = 0;
bp->scene_dlist2 = glGenLists (1);
init_texture (mi);
+
generate_object (mi);
}
/* Render one frame
*/
-void
+ENTRYPOINT void
draw_glblur (ModeInfo *mi)
{
glblur_configuration *bp = &bps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
- static GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color3[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color3[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0};
double rx, ry, rz;
double px, py, pz;
if (!bp->glx_context)
return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
/* Decide what we're drawing
*/
if (0 == (random() % 30))
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
glCallList (bp->obj_dlist2);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
glCallList (bp->obj_dlist3);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE ("GLBlur", glblur)
#endif /* USE_GL */