--- /dev/null
+/* -*- Mode: C; tab-width: 4 -*- */
+
+/* mirrorblob Copyright (c) 2003 Jon Dowdall <jon.dowdall@bigpond.com> */
+/*
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * 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"
+ * 19-Oct-2003: jon.dowdall@bigpond.com Added texturing
+ *
+ *
+ * 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.
+ *
+ * Much of xscreensaver code framework is taken from the pulsar module by David
+ * Konerding and the glslideshow by Mike Oliphant and Jamie Zawinski.
+ *
+ */
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+/*-
+ * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
+ * otherwise caddr_t is not defined correctly
+ */
+
+#include <X11/Intrinsic.h>
+
+#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 */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL /* whole file */
+
+#ifdef HAVE_XMU
+# ifndef VMS
+# include <X11/Xmu/Drawing.h>
+#else /* VMS */
+# include <Xmu/Drawing.h>
+# endif /* VMS */
+#endif
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include "GL/glx.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+/*#include <string.h>*/
+#include "grab-ximage.h"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#define WIDTH 1024
+#define HEIGHT 768
+
+#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;
+
+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 },
+};
+
+
+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},
+};
+
+
+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"},
+};
+
+ModeSpecOpt screensaver_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,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "OpenGL screensaver", 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;
+} Vector2D;
+
+typedef struct
+{
+ GLdouble x, y, z;
+} Vector3D;
+
+typedef struct
+{
+ GLubyte red, green, blue, alpha;
+} Colour;
+
+/* Data used for sphere tessellation */
+typedef struct
+{
+ double cosyd, sinyd;
+
+ /* Number of x points at each row of the blob */
+ int num_x_points;
+} Row_Data;
+
+/* Structure to hold sphere distortion data */
+typedef struct
+{
+ double cx, cy, cpower;
+ double mx, my, mpower;
+ double ax, ay, apower;
+ double vx, vy, vpower;
+ Vector3D pos;
+} Field_Data;
+
+/*****************************************************************************
+ * Static blob data
+ *****************************************************************************/
+
+static Row_Data *row_data;
+
+/* 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};
+
+/* Count of the total number of points */
+static int num_points;
+
+static Vector3D *dots = NULL;
+static Vector3D *normals = NULL;
+static Colour *colours = NULL;
+static Vector2D *tex_coords = NULL;
+
+/* Pointer to the field function results */
+static double *field = 0, *wall_field = 0;
+
+Field_Data *field_data;
+
+/* Use 2 textures to allow a gradualr fade between images */
+#define NUM_TEXTURES 2
+static 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];
+
+static int holding = 1;
+static int transitioning = 0;
+static int colour_cycle = 0;
+
+/******************************************************************************
+ *
+ * Change to the projection matrix and set our viewing volume.
+ *
+ */
+static void
+resetProjection(int width, int height)
+{
+ 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.
+ */
+void
+grab_texture(ModeInfo *mi, int texture_index)
+{
+ XImage *ximage;
+
+ ximage = screen_to_ximage (mi->xgwa.screen, mi->window, 0);
+
+ glBindTexture (GL_TEXTURE_2D, textures[texture_index]);
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ximage->width, ximage->height,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, ximage->data);
+
+ tex_width[texture_index] = mi->xgwa.width / (GLfloat)ximage->width;
+ tex_height[texture_index] = mi->xgwa.height / (GLfloat)ximage->height;
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 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);
+
+ free(ximage->data);
+ ximage->data = 0;
+ XDestroyImage (ximage);
+}
+
+/******************************************************************************
+ *
+ * Initialise the data used to calculate the blob shape.
+ */
+static void
+initializeGL(ModeInfo *mi, GLsizei width, GLsizei height)
+{
+ 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 };
+
+ GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ /* Setup our viewport. */
+ glViewport( 0, 0, width, height );
+
+ glEnable(GL_DEPTH_TEST);
+
+ if (do_antialias)
+ {
+ do_blend = 1;
+ glEnable(GL_LINE_SMOOTH);
+ }
+
+ /* 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_wire)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
+ else
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+
+ 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);
+
+ /* Culling. */
+ glCullFace (GL_BACK);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_DEPTH_TEST);
+ glFrontFace (GL_CCW);
+
+
+ /* Set the clear color. */
+ glClearColor( 0, 0, 0, 0 );
+
+ glViewport( 0, 0, width, height );
+
+ 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);
+
+ /* Enable color tracking */
+ glEnable (GL_COLOR_MATERIAL);
+
+ /* Set Material properties to follow glColor values */
+ glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+
+ /* Set all materials to have specular reflectivity */
+ glMaterialfv (GL_FRONT, GL_SPECULAR, specref);
+ glMateriali (GL_FRONT, GL_SHININESS, 64);
+
+ glEnable (GL_NORMALIZE);
+
+ /* Enable Arrays */
+ if (do_texture)
+ {
+ glLightModeli (GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ glEnable (GL_TEXTURE_2D);
+ current_texture = 0;
+ glGenTextures (NUM_TEXTURES, textures);
+ grab_texture (mi, current_texture);
+ grab_texture (mi, 1 - current_texture);
+
+ glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+ }
+
+ if (do_colour)
+ {
+ glEnableClientState (GL_COLOR_ARRAY);
+ }
+ glEnableClientState (GL_NORMAL_ARRAY);
+ glEnableClientState (GL_VERTEX_ARRAY);
+}
+
+/******************************************************************************
+ *
+ * Calculate the normal vector for a plane given three points in the plane.
+ */
+static void
+calculate_normal (Vector3D point1,
+ Vector3D point2,
+ Vector3D point3,
+ Vector3D *normal)
+{
+ 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;
+ }
+}
+
+/******************************************************************************
+ *
+ * Initialise the data required to draw the blob allocating the memory as
+ * necessary.
+ *
+ * Return 0 on success.
+ */
+static int
+initialise_blob(int width,
+ int height,
+ int field_array_size)
+{
+ /* Loop variables */
+ int x, y, i;
+ double xd;
+
+ colour_cycle = 0;
+
+ row_data = (Row_Data *) malloc (y_resolution * sizeof (Row_Data));
+ if (!row_data)
+ {
+ fprintf(stderr, "Couldn't allocate row data buffer\n");
+ return -1;
+ }
+
+ field_data = (Field_Data *) malloc (field_points * sizeof (Field_Data));
+ if (!field_data)
+ {
+ fprintf(stderr, "Couldn't allocate row data buffer\n");
+ return -1;
+ }
+
+ field = (double *)malloc(field_array_size * sizeof(double));
+ if (!field)
+ {
+ fprintf(stderr, "Couldn't allocate field buffer\n");
+ return -1;
+ }
+
+ wall_field = (double *)malloc(field_array_size * sizeof(double));
+ if (!wall_field)
+ {
+ fprintf(stderr, "Couldn't allocate wall_field buffer\n");
+ return -1;
+ }
+
+ 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);
+
+ 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)
+ {
+ fprintf(stderr, "Couldn't allocate colours buffer\n");
+ return -1;
+ }
+ glColorPointer (4, GL_UNSIGNED_BYTE, 0, (GLvoid *) colours);
+ }
+
+ if (do_texture)
+ {
+ tex_coords = (Vector2D *)malloc(x_resolution * y_resolution
+ * sizeof(Vector2D));
+ if (!tex_coords)
+ {
+ fprintf(stderr, "Couldn't allocate tex_coords buffer\n");
+ return -1;
+ }
+ glTexCoordPointer (2, GL_DOUBLE, 0, (GLvoid *) tex_coords);
+ }
+
+ if (! do_texture)
+ do_paint_background = False;
+
+
+ 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;
+ }
+
+ /* 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);
+ }
+
+ /* Initialise lookup table of field strength */
+ for (i = 0; i < field_array_size; i++)
+ {
+ xd = 2.0 * (((double)i / (double)field_array_size));
+
+ xd = 3.0 * xd * xd * xd * xd - 0.25 * xd * xd;
+ field[i] = 0.4 / (field_points * (xd + 0.1));
+
+ xd = 10.0 * (((double)i / (double)field_array_size));
+ wall_field[i] = 0.4 / (xd * xd * xd * xd + 1.0);
+ }
+
+ for (y = 0; y < y_resolution; y++)
+ {
+ for (x = 0; x < row_data[y].num_x_points; x++)
+ {
+ 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;
+ }
+ }
+ }
+ return 0;
+}
+
+
+/******************************************************************************
+ *
+ * Calculate the blob shape.
+ */
+static void
+calc_blob(int width,
+ int height,
+ int field_array_size,
+ float limit)
+{
+ static double freak = 0.0;
+
+ static double v_freak = 0.0007;
+
+ /* 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;
+
+ /* Color components */
+
+ colour_cycle++;
+
+ 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++)
+ {
+ 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];
+
+ 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];
+
+ strength *= 2.0 * field[dist];
+ }
+
+ if (incremental)
+ {
+ xd += offset_x * freak * freak;
+ yd += offset_y * freak * freak;
+ zd += offset_z * freak * freak;
+ }
+ if (incremental == 1)
+ {
+ offset_x = 0.0;
+ offset_y = 0.0;
+ offset_z = 0.0;
+ }
+ }
+
+ 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)
+ {
+ xd += (xd - blob_center.x) * wall_field[dist];
+ yd += (yd - blob_center.y) * wall_field[dist];
+ blob_force.z += (zd + limit);
+ }
+ else
+ {
+ 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)
+ {
+ xd += (xd - blob_center.x) * wall_field[dist];
+ zd += (zd - blob_center.z) * wall_field[dist];
+ blob_force.y -= (yd - limit);
+ }
+ }
+
+ 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)
+ {
+ yd += (yd - blob_center.y) * wall_field[dist];
+ zd += (zd - blob_center.z) * wall_field[dist];
+ blob_force.x -= (xd - limit);
+ }
+ }
+
+ 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)
+ {
+
+ for (x = 0; x < row_data[y].num_x_points; x++)
+ {
+ 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;
+ calculate_normal (dots[index1], dots[index2], dots[index3],
+ &normals[index1]);
+ if (do_texture)
+ {
+ 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];
+ }
+ }
+ }
+ }
+
+ 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;
+}
+
+/******************************************************************************
+ *
+ * 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)
+{
+ int x, y, x2, x3;
+ int index1, index2, index3;
+ int lower, upper;
+
+ glMatrixMode (GL_MODELVIEW);
+ glLoadIdentity ();
+
+ /* Move down the z-axis. */
+ glTranslatef( 0.0, 0.0, -5.0 );
+
+ for (y = 1; y < y_resolution; y++)
+ {
+ if (row_data[y - 1].num_x_points)
+ {
+ 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 ();
+ }
+ }
+ }
+ }
+}
+
+/******************************************************************************
+ *
+ * Draw the background image simply map a texture onto a full screen quad.
+ */
+static void
+draw_background (ModeInfo *mi)
+{
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable (GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+
+ /* 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);
+
+ glBegin (GL_QUADS);
+
+ glTexCoord2f (0.0, tex_height[current_texture]);
+ glVertex2i (0, 0);
+
+ glTexCoord2f (0.0, 0.0);
+ glVertex2i (0, MI_HEIGHT(mi));
+
+ 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();
+
+ glPopMatrix ();
+ glMatrixMode (GL_MODELVIEW);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
+
+/******************************************************************************
+ *
+ * Update the scene.
+ */
+static GLvoid
+drawScene(ModeInfo * mi)
+{
+ check_gl_error ("drawScene");
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glDisable (GL_BLEND);
+
+ /* Ensure the background is drawn with the correct texture */
+ if (do_texture)
+ {
+ glBindTexture (GL_TEXTURE_2D, textures[current_texture]);
+ }
+
+ glColor4ub(255, 255, 255, 255);
+ if (do_paint_background && !do_wire)
+ {
+ draw_background (mi);
+
+ /* When transitioning between two images paint the new image over the old
+ * image with a varying alpha value to get a smooth fade.
+ */
+ if (transitioning)
+ {
+ 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);
+ }
+ /* 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);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+
+ if (do_blend)
+ {
+ glEnable (GL_BLEND);
+ if (transitioning)
+ {
+ glColor4ub (255, 255, 255, 128 - transitioning / 2);
+ }
+ else
+ {
+ glColor4ub (255, 255, 255, 128);
+ }
+ }
+ 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)
+ {
+ 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;
+ }
+ }
+ if (holding)
+ {
+ holding++;
+ if (holding > hold_frames)
+ {
+ grab_texture (mi, 1 - current_texture);
+ transitioning = 1;
+ holding = 0;
+ }
+ }
+ }
+
+ /* increment frame-counter */
+/* frame++; */
+
+/* check_gl_error ("drawScene"); */
+}
+
+
+void
+draw_mirrorblob(ModeInfo * mi)
+{
+ screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!gp->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(gp->glx_context));
+ drawScene(mi);
+ if (mi->fps_p) do_fps (mi);
+ glXSwapBuffers(display, window);
+}
+
+/* Standard reshape function */
+void
+reshape_mirrorblob(ModeInfo *mi, int width, int height)
+{
+ glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) );
+ resetProjection(width, height);
+}
+
+void
+init_mirrorblob(ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+
+ screensaverstruct *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);
+
+ initialise_blob(MI_WIDTH(mi), MI_HEIGHT(mi), 1024);
+}
+
+
+/* all sorts of nice cleanup code should go here! */
+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;
+ }
+ FreeAllGL(mi);
+}
+#endif