X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fcityflow.c;fp=hacks%2Fglx%2Fcityflow.c;h=acdf3222a9449d7965a74781ca5b52f5320aa911;hp=0000000000000000000000000000000000000000;hb=d5186197bc394e10a4402f7f6d23fbb14103bc50;hpb=6afd6db0ae9396cd7ff897ade597cd5483f49b0e diff --git a/hacks/glx/cityflow.c b/hacks/glx/cityflow.c new file mode 100644 index 00000000..acdf3222 --- /dev/null +++ b/hacks/glx/cityflow.c @@ -0,0 +1,544 @@ +/* cityflow, Copyright (c) 2014 Jamie Zawinski + * + * Permission to use, copy, modify, distribute, and sell this software and its + * documentation for any purpose is hereby granted without fee, provided that + * the above copyright notice appear in all copies and that both that + * copyright notice and this permission notice appear in supporting + * documentation. No representations are made about the suitability of this + * software for any purpose. It is provided "as is" without express or + * implied warranty. + */ + +#define DEFAULTS "*delay: 20000 \n" \ + "*count: 800 \n" \ + "*showFPS: False \n" \ + "*wireframe: False \n" \ + +# define refresh_cube 0 +# define release_cube 0 +#undef countof +#define countof(x) (sizeof((x))/sizeof((*x))) + +#include "xlockmore.h" +#include "colors.h" +#include "gltrackball.h" +#include + +#ifdef USE_GL /* whole file */ + + +#define DEF_SKEW "12" + +#define DEF_WAVES "6" +#define DEF_WAVE_SPEED "25" +#define DEF_WAVE_RADIUS "256" +static int texture_size = 512; + +typedef struct { + GLfloat x, y, z; + GLfloat w, h, d; + GLfloat cth, sth; +} cube; + +typedef struct { + int x, y; + double xth, yth; +} wave_src; + +typedef struct { + int nwaves; + int radius; + int speed; + wave_src *srcs; + int *heights; +} waves; + + +typedef struct { + GLXContext *glx_context; + trackball_state *trackball; + Bool button_down_p; + GLuint cube_list; + int cube_polys; + int ncubes; + cube *cubes; + waves *waves; + GLfloat min_x, max_x, min_y, max_y; + int texture_width, texture_height; + int ncolors; + XColor *colors; + +} cube_configuration; + +static cube_configuration *ccs = NULL; + +static int wave_count; +static int wave_speed; +static int wave_radius; +static int skew; + +static XrmOptionDescRec opts[] = { + {"-waves", ".waves", XrmoptionSepArg, 0 }, + {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 }, + {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 }, + {"-skew", ".skew", XrmoptionSepArg, 0 }, +}; + +static argtype vars[] = { + {&wave_count, "waves", "Waves", DEF_WAVES, t_Int}, + {&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int}, + {&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int}, + {&skew, "skew", "Skew", DEF_SKEW,t_Int}, +}; + +ENTRYPOINT ModeSpecOpt cube_opts = { + countof(opts), opts, countof(vars), vars, NULL}; + + +ENTRYPOINT void +reshape_cube (ModeInfo *mi, int width, int height) +{ + GLfloat h = (GLfloat) height / (GLfloat) width; + + glViewport (0, 0, (GLint) width, (GLint) height); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + /* For this one it's really important to minimize the distance between + near and far. */ + gluPerspective (30, 1/h, 10, 50); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + gluLookAt( 0.0, 0.0, 30.0, + 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0); + + glClear(GL_COLOR_BUFFER_BIT); +} + + +static void +reset_colors (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + make_smooth_colormap (0, 0, 0, + cc->colors, &cc->ncolors, + False, 0, False); + if (! MI_IS_WIREFRAME(mi)) + glClearColor (cc->colors[0].red / 65536.0, + cc->colors[0].green / 65536.0, + cc->colors[0].blue / 65536.0, + 1); +} + + +static void +tweak_cubes (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + int i; + for (i = 0; i < cc->ncubes; i++) + { + cube *cube = &cc->cubes[i]; + cube->x += (frand(2)-1)*0.01; + cube->y += (frand(2)-1)*0.01; + cube->z += (frand(2)-1)*0.01; + } +} + + +ENTRYPOINT Bool +cube_handle_event (ModeInfo *mi, XEvent *event) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + + /* Neutralize any vertical motion */ + GLfloat rot = current_device_rotation(); + Bool rotp = ((rot > 45 && rot < 135) || + (rot < -45 && rot > -135)); + + if (event->xany.type == ButtonPress || + event->xany.type == ButtonRelease) + { + if (rotp) + event->xbutton.x = MI_WIDTH(mi) / 2; + else + event->xbutton.y = MI_HEIGHT(mi) / 2; + } + else if (event->xany.type == MotionNotify) + { + if (rotp) + event->xmotion.x = MI_WIDTH(mi) / 2; + else + event->xmotion.y = MI_HEIGHT(mi) / 2; + } + + if (gltrackball_event_handler (event, cc->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &cc->button_down_p)) + return True; + else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) + { + reset_colors (mi); + tweak_cubes (mi); + gltrackball_reset (cc->trackball); + return True; + } + + return False; +} + + +/* Waves. + Adapted from ../hacks/interference.c by Hannu Mallat. + */ + +static void +init_wave (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + waves *ww; + int i; + cc->waves = ww = (waves *) calloc (sizeof(*cc->waves), 1); + ww->nwaves = wave_count; + ww->radius = wave_radius; + ww->speed = wave_speed; + ww->heights = (int *) calloc (sizeof(*ww->heights), ww->radius); + ww->srcs = (wave_src *) calloc (sizeof(*ww->srcs), ww->nwaves); + + for (i = 0; i < ww->radius; i++) + { + float max = (cc->ncolors * (ww->radius - i) / (float) ww->radius); + ww->heights[i] = ((max + max * cos(i / 50.0)) / 2.0); + } + + for (i = 0; i < ww->nwaves; i++) + { + ww->srcs[i].xth = frand(2.0) * M_PI; + ww->srcs[i].yth = frand(2.0) * M_PI; + } + + cc->texture_width = texture_size; + cc->texture_height = texture_size; +} + + +static int +interference_point (cube_configuration *cc, int x, int y) +{ + /* Compute the effect of the waves on a pixel. */ + + waves *ww = cc->waves; + int result = 0; + int i; + for (i = 0; i < ww->nwaves; i++) + { + int dx = x - ww->srcs[i].x; + int dy = y - ww->srcs[i].y; + int dist = sqrt (dx*dx + dy*dy); + result += (dist >= ww->radius ? 0 : ww->heights[dist]); + } + result *= 0.4; + if (result > 255) result = 255; + return result; +} + + +static void +interference (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + waves *ww = cc->waves; + int i; + + /* Move the wave origins around + */ + for (i = 0; i < ww->nwaves; i++) + { + ww->srcs[i].xth += (ww->speed / 1000.0); + if (ww->srcs[i].xth > 2*M_PI) + ww->srcs[i].xth -= 2*M_PI; + ww->srcs[i].yth += (ww->speed / 1000.0); + if (ww->srcs[i].yth > 2*M_PI) + ww->srcs[i].yth -= 2*M_PI; + + ww->srcs[i].x = (cc->texture_width/2 + + (cos (ww->srcs[i].xth) * + cc->texture_width / 2)); + ww->srcs[i].y = (cc->texture_height/2 + + (cos (ww->srcs[i].yth) * + cc->texture_height / 2)); + } +} + + +/* qsort comparator for sorting cubes by y position */ +static int +cmp_cubes (const void *aa, const void *bb) +{ + const cube *a = (cube *) aa; + const cube *b = (cube *) bb; + return ((int) (b->y * 10000) - + (int) (a->y * 10000)); +} + + +ENTRYPOINT void +init_cube (ModeInfo *mi) +{ + int i; + cube_configuration *cc; + + if (!ccs) { + ccs = (cube_configuration *) + calloc (MI_NUM_SCREENS(mi), sizeof (cube_configuration)); + if (!ccs) { + fprintf(stderr, "%s: out of memory\n", progname); + exit(1); + } + } + + cc = &ccs[MI_SCREEN(mi)]; + + if ((cc->glx_context = init_GL(mi)) != NULL) { + reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + } + + cc->trackball = gltrackball_init (True); + + cc->ncolors = 256; + cc->colors = (XColor *) calloc(cc->ncolors, sizeof(XColor)); + + reset_colors (mi); + init_wave (mi); + + cc->ncubes = MI_COUNT (mi); + + if (cc->ncubes < 1) cc->ncubes = 1; + + cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes); + for (i = 0; i < cc->ncubes; i++) + { + /* Set the size to roughly cover a 2x2 square on average. */ + GLfloat scale = 1.8 / sqrt (cc->ncubes); + cube *cube = &cc->cubes[i]; + cube->x = (frand(1)-0.5); + cube->y = (frand(1)-0.5); + + cube->z = frand(0.12); + double th = (skew ? frand(skew) : 0) * M_PI / 180; + cube->cth = cos(th); + cube->sth = sin(th); + + cube->w = scale * (frand(1) + 0.2); + cube->d = scale * (frand(1) + 0.2); + + if (cube->x < cc->min_x) cc->min_x = cube->x; + if (cube->y < cc->min_y) cc->min_y = cube->y; + if (cube->x > cc->max_x) cc->max_x = cube->x; + if (cube->y > cc->max_y) cc->max_y = cube->y; + } + + /* Sorting by depth improves frame rate slightly. With 6000 polygons we get: + 3.9 FPS unsorted; + 3.1 FPS back to front; + 4.3 FPS front to back. + */ + qsort (cc->cubes, cc->ncubes, sizeof(*cc->cubes), cmp_cubes); +} + + +static void +animate_cubes (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + int i; + for (i = 0; i < cc->ncubes; i++) + { + cube *cube = &cc->cubes[i]; + GLfloat fx = (cube->x - cc->min_x) / (cc->max_x - cc->min_x); + GLfloat fy = (cube->y - cc->min_y) / (cc->max_y - cc->min_y); + int x = (int) (cc->texture_width * fx) % cc->texture_width; + int y = (int) (cc->texture_height * fy) % cc->texture_height; + unsigned char v = interference_point (cc, x, y); + cube->h = cube->z + (v / 256.0 / 2.5) + 0.1; + } +} + + +ENTRYPOINT void +draw_cube (ModeInfo *mi) +{ + cube_configuration *cc = &ccs[MI_SCREEN(mi)]; + int wire = MI_IS_WIREFRAME(mi); + Display *dpy = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + int i; + + if (!cc->glx_context) + return; + + mi->polygon_count = 0; + glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cc->glx_context)); + + interference (mi); + animate_cubes (mi); + + glShadeModel(GL_FLAT); + + glEnable(GL_DEPTH_TEST); + glEnable(GL_NORMALIZE); + glEnable(GL_CULL_FACE); + /* glEnable (GL_POLYGON_OFFSET_FILL); */ + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix (); + + gltrackball_rotate (cc->trackball); + glRotatef (-180, 1, 0, 0); + + { + GLfloat s = 15; + glScalef (s, s, s); + } + glRotatef (-90, 1, 0, 0); + glRotatef(current_device_rotation(), 0, 1, 0); + + glTranslatef (-0.18, 0, -0.18); + glRotatef (37, 1, 0, 0); + glRotatef (20, 0, 0, 1); + + glScalef (2.1, 2.1, 2.1); + + /* Position lights after device rotation. */ + if (!wire) + { + static const GLfloat pos[4] = {0.0, 0.25, -1.0, 0.0}; + static const GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0}; + static const GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0}; + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glLightfv(GL_LIGHT0, GL_AMBIENT, amb); + glLightfv(GL_LIGHT0, GL_DIFFUSE, dif); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + } + + glBegin (wire ? GL_LINES : GL_QUADS); + + for (i = 0; i < cc->ncubes; i++) + { + cube *cube = &cc->cubes[i]; + GLfloat cth = cube->cth; + GLfloat sth = cube->sth; + GLfloat x = cth*cube->x + sth*cube->y; + GLfloat y = -sth*cube->x + cth*cube->y; + GLfloat w = cube->w/2; + GLfloat h = cube->h/2; + GLfloat d = cube->d/2; + GLfloat bottom = 5; + + GLfloat xw = cth*w, xd = sth*d; + GLfloat yw = -sth*w, yd = cth*d; + + GLfloat color[4]; + int c = cube->h * cc->ncolors * 0.7; + c %= cc->ncolors; + + color[0] = cc->colors[c].red / 65536.0; + color[1] = cc->colors[c].green / 65536.0; + color[2] = cc->colors[c].blue / 65536.0; + color[3] = 1.0; + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); + + /* Putting this in a display list makes no performance difference. */ + + if (! wire) + { + glNormal3f (0, 0, -1); /* top */ + glVertex3f (x+xw+xd, y+yw+yd, -h); + glVertex3f (x+xw-xd, y+yw-yd, -h); + glVertex3f (x-xw-xd, y-yw-yd, -h); + glVertex3f (x-xw+xd, y-yw+yd, -h); + mi->polygon_count++; + + glNormal3f (sth, cth, 0); /* front */ + glVertex3f (x+xw+xd, y+yw+yd, bottom); + glVertex3f (x+xw+xd, y+yw+yd, -h); + glVertex3f (x-xw+xd, y-yw+yd, -h); + glVertex3f (x-xw+xd, y-yw+yd, bottom); + mi->polygon_count++; + + glNormal3f (cth, -sth, 0); /* right */ + glVertex3f (x+xw-xd, y+yw-yd, -h); + glVertex3f (x+xw+xd, y+yw+yd, -h); + glVertex3f (x+xw+xd, y+yw+yd, bottom); + glVertex3f (x+xw-xd, y+yw-yd, bottom); + mi->polygon_count++; + +# if 0 /* Omitting these makes no performance difference. */ + + glNormal3f (-cth, sth, 0); /* left */ + glVertex3f (x-xw+xd, y-yw+yd, -h); + glVertex3f (x-xw-xd, y-yw-yd, -h); + glVertex3f (x-xw-xd, y-yw-yd, bottom); + glVertex3f (x-xw+xd, y-yw+yd, bottom); + mi->polygon_count++; + + glNormal3f (-sth, -cth, 0); /* back */ + glVertex3f (x-xw-xd, y-yw-yd, bottom); + glVertex3f (x-xw-xd, y-yw-yd, -h); + glVertex3f (x+xw-xd, y+yw-yd, -h); + glVertex3f (x+xw-xd, y+yw-yd, bottom); + mi->polygon_count++; +# endif + } + else + { + glNormal3f (0, 0, -1); /* top */ + glVertex3f (x+xw+xd, y+yw+yd, -h); + glVertex3f (x+xw-xd, y+yw-yd, -h); + + glVertex3f (x+xw-xd, y+yw-yd, -h); + glVertex3f (x-xw-xd, y-yw-yd, -h); + + glVertex3f (x-xw-xd, y-yw-yd, -h); + glVertex3f (x-xw+xd, y-yw+yd, -h); + + glVertex3f (x-xw+xd, y-yw+yd, -h); + glVertex3f (x+xw+xd, y+yw+yd, -h); + mi->polygon_count++; + } + } + glEnd(); + + glPolygonOffset (0, 0); + +# if 0 + glDisable(GL_DEPTH_TEST); /* Outline the playfield */ + glColor3f(1,1,1); + glBegin(GL_LINE_LOOP); + glVertex3f (-0.5, -0.5, 0); + glVertex3f (-0.5, 0.5, 0); + glVertex3f ( 0.5, 0.5, 0); + glVertex3f ( 0.5, -0.5, 0); + glEnd(); +# endif + + glPopMatrix(); + + if (mi->fps_p) do_fps (mi); + glFinish(); + + glXSwapBuffers(dpy, window); +} + + +XSCREENSAVER_MODULE_2 ("Cityflow", cityflow, cube) + +#endif /* USE_GL */