X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fmirrorblob.c;h=2ff5666a9ac1a8c4d33be1f298ece30146639c25;hp=679b72664d259dd83c5a72193f85f32fc70ce63e;hb=e4fa2ac140f7bc56571373a7b7eb585fa4500e38;hpb=96a411663168b0ba5432b407a83be55f3df0c802 diff --git a/hacks/glx/mirrorblob.c b/hacks/glx/mirrorblob.c index 679b7266..2ff5666a 100644 --- a/hacks/glx/mirrorblob.c +++ b/hacks/glx/mirrorblob.c @@ -1,5 +1,3 @@ -/* -*- Mode: C; tab-width: 4 -*- */ - /* mirrorblob Copyright (c) 2003 Jon Dowdall */ /* * Permission to use, copy, modify, and distribute this software and its @@ -13,28 +11,30 @@ * 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" + * 23-Sep-2003: jon.dowdall@bigpond.com Created module "blob" * 19-Oct-2003: jon.dowdall@bigpond.com Added texturing + * 21-Oct-2003: Renamed to mirrorblob + * 10-Feb-2004: jon.dowdall@bigpond.com Added motion blur * + * 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 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. + * The blob 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 +#include #include #include +#include /*- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock. @@ -44,51 +44,54 @@ #include #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 */ +# define PROGCLASS "Screensaver" +# define HACK_INIT init_screensaver +# define HACK_DRAW draw_screensaver +# define HACK_RESHAPE reshape_screensaver +# 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_COLOUR "False" +#define DEF_TEXTURE "True" +#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_MOTION_BLUR "0" +#define DEF_INCREMENTAL "0" +#define DEF_HOLD_TIME "30" +#define DEF_FADE_TIME "5" + +#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" \ + "*colour : " DEF_COLOUR "\n" \ + "*texture: " DEF_TEXTURE "\n" \ + "*offset_texture: " DEF_OFFSET_TEXTURE "\n" \ + "*paint_background: " DEF_PAINT_BACKGROUND "\n" \ + "*x_resolution: " DEF_X_RES "\n" \ + "*y_resolution: " DEF_Y_RES "\n" \ + "*field_points: " DEF_FIELD_POINTS "\n" \ + "*motion_blur: " DEF_MOTION_BLUR "\n" \ + "*incremental: " DEF_INCREMENTAL "\n" \ + "*hold_time: " DEF_HOLD_TIME "\n" \ + "*fade_time: " DEF_FADE_TIME "\n" + +# include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ -# include "xlock.h" /* from the xlockmore distribution */ +# include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef USE_GL /* whole file */ @@ -111,10 +114,7 @@ #include "grab-ximage.h" #undef countof -#define countof(x) (sizeof((x))/sizeof((*x))) - -#define WIDTH 1024 -#define HEIGHT 768 +#define countof(x) (sizeof((x)) / sizeof((*x))) #define PI 3.1415926535897 @@ -131,93 +131,95 @@ static int offset_texture; static int x_resolution; static int y_resolution; static int field_points; +static int motion_blur; static int incremental; -static int fade_speed; -static int hold_frames; +static int fade_time; +static int hold_time; 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 }, + {"-wire", ".blob.wire", XrmoptionNoArg, "true" }, + {"+wire", ".blob.wire", XrmoptionNoArg, "false" }, + {"-blend", ".blob.blend", XrmoptionNoArg, "true" }, + {"+blend", ".blob.blend", XrmoptionNoArg, "false" }, + {"-fog", ".blob.fog", XrmoptionNoArg, "true" }, + {"+fog", ".blob.fog", XrmoptionNoArg, "false" }, + {"-antialias", ".blob.antialias", XrmoptionNoArg, "true" }, + {"+antialias", ".blob.antialias", XrmoptionNoArg, "false" }, + {"-walls", ".blob.walls", XrmoptionNoArg, "true" }, + {"+walls", ".blob.walls", XrmoptionNoArg, "false" }, + {"-texture", ".blob.texture", XrmoptionNoArg, "true" }, + {"+texture", ".blob.texture", XrmoptionNoArg, "false" }, + {"-colour", ".blob.colour", XrmoptionNoArg, "true" }, + {"+colour", ".blob.colour", XrmoptionNoArg, "false" }, + {"-offset_texture", ".blob.offset_texture", XrmoptionNoArg, "true" }, + {"+offset_texture", ".blob.offset_texture", XrmoptionNoArg, "false" }, + {"-paint_background", ".blob.paint_background", XrmoptionNoArg, "true" }, + {"+paint_background", ".blob.paint_background", XrmoptionNoArg, "false" }, + {"-x_res", ".blob.x_res", XrmoptionSepArg, NULL }, + {"-y_res", ".blob.y_res", XrmoptionSepArg, NULL }, + {"-field_points", ".blob.field_points", XrmoptionSepArg, NULL }, + {"-motion_blur", ".blob.motion_blur", XrmoptionSepArg, NULL }, + {"-incremental", ".blob.incremental", XrmoptionSepArg, NULL }, + {"-fade_time", ".blob.fade_time", XrmoptionSepArg, NULL }, + {"-hold_time", ".blob.hold_time", XrmoptionSepArg, 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}, + {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool}, + {&do_blend, "blend", "Blend", DEF_BLEND, t_Bool}, + {&do_fog, "fog", "Fog", DEF_FOG, t_Bool}, + {&do_antialias, "antialias", "Antialias", DEF_ANTIALIAS, t_Bool}, + {&do_walls, "walls", "Walls", DEF_WALLS, t_Bool}, + {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, + {&do_colour, "colour", "Colour", DEF_COLOUR, t_Bool}, + {&offset_texture, "offset_texture","Offset_Texture", DEF_OFFSET_TEXTURE, t_Bool}, + {&do_paint_background,"paint_background","Paint_Background", DEF_PAINT_BACKGROUND, t_Bool}, + {&x_resolution, "x_res", "X_Res", DEF_X_RES, t_Int}, + {&y_resolution, "y_res", "Y_Res", DEF_Y_RES, t_Int}, + {&field_points, "field_points", "Field_Points", DEF_FIELD_POINTS, t_Int}, + {&motion_blur, "motion_blur", "Motion_Blur", DEF_MOTION_BLUR, t_Int}, + {&incremental, "incremental", "Incremental", DEF_INCREMENTAL, t_Int}, + {&fade_time, "fade_time", "Fade_Time", DEF_FADE_TIME, t_Int}, + {&hold_time, "hold_time", "Hold_Time", DEF_HOLD_TIME, 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"}, + {"-/+ 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"}, + {"-/+ paint_background", "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"}, + {"-motion_blur", "Fade blob images (higher number = faster fade)"}, + {"-incremental", "Field summation method"}, + {"-fade_time", "Number of frames to transistion to next image"}, + {"-hold_time", "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, +{"screensaver", "init_screensaver", "draw_screensaver", "release_screensaver", + "draw_screensaver", "init_screensaver", 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; + int screen_width, screen_height; + GLXContext *glx_context; + Window window; + XColor fg, bg; } screensaverstruct; static screensaverstruct *Screensaver = NULL; @@ -228,36 +230,36 @@ static screensaverstruct *Screensaver = NULL; typedef struct { - GLdouble x, y; + GLdouble x, y; } Vector2D; typedef struct { - GLdouble x, y, z; + GLdouble x, y, z; } Vector3D; typedef struct { - GLubyte red, green, blue, alpha; + GLubyte red, green, blue, alpha; } Colour; /* Data used for sphere tessellation */ typedef struct { - double cosyd, sinyd; + double cosyd, sinyd; - /* Number of x points at each row of the blob */ - int num_x_points; + /* 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; + double cx, cy, cpower; + double mx, my, mpower; + double ax, ay, apower; + double vx, vy, vpower; + Vector3D pos; } Field_Data; /***************************************************************************** @@ -285,7 +287,7 @@ static double *field = 0, *wall_field = 0; Field_Data *field_data; -/* Use 2 textures to allow a gradualr fade between images */ +/* Use 2 textures to allow a gradual fade between images */ #define NUM_TEXTURES 2 static int current_texture; @@ -293,23 +295,50 @@ static int current_texture; GLfloat tex_width[NUM_TEXTURES], tex_height[NUM_TEXTURES]; GLuint textures[NUM_TEXTURES]; -static int holding = 1; -static int transitioning = 0; +typedef enum +{ + HOLDING, + TRANSITIONING +} Frame_State; + +static Frame_State state = HOLDING; +static double state_start_time = 0; + static int colour_cycle = 0; +/****************************************************************************** + * + * Returns the current time in seconds as a double. Shamelessly borrowed from + * glslideshow. + * + */ +static double +double_time (void) +{ + struct timeval now; +# ifdef GETTIMEOFDAY_TWO_ARGS + struct timezone tzp; + gettimeofday(&now, &tzp); +# else + gettimeofday(&now); +# endif + + return (now.tv_sec + ((double) now.tv_usec * 0.000001)); +} + /****************************************************************************** * * Change to the projection matrix and set our viewing volume. - * + * */ static void -resetProjection(int width, int height) +reset_projection(int width, int height) { - glMatrixMode( GL_PROJECTION ); - glLoadIdentity( ); - gluPerspective( 60.0, 1.0, 1.0, 1024.0 ); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode (GL_PROJECTION); + glLoadIdentity (); + gluPerspective (60.0, 1.0, 1.0, 1024.0 ); + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); } /**************************************************************************** @@ -319,30 +348,30 @@ resetProjection(int width, int height) void grab_texture(ModeInfo *mi, int texture_index) { - XImage *ximage; + XImage *ximage; - ximage = screen_to_ximage (mi->xgwa.screen, mi->window, 0); + ximage = screen_to_ximage (mi->xgwa.screen, mi->window, 0); - glBindTexture (GL_TEXTURE_2D, textures[texture_index]); - glPixelStorei (GL_UNPACK_ALIGNMENT, 1); + 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); + 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; + tex_width[texture_index] = (mi->xgwa.width - 1) / (GLfloat)ximage->width; + tex_height[texture_index] = (mi->xgwa.height - 1) / (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_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); + 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); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - free(ximage->data); - ximage->data = 0; - XDestroyImage (ximage); + free(ximage->data); + ximage->data = 0; + XDestroyImage (ximage); } /****************************************************************************** @@ -350,116 +379,117 @@ grab_texture(ModeInfo *mi, int texture_index) * Initialise the data used to calculate the blob shape. */ static void -initializeGL(ModeInfo *mi, GLsizei width, GLsizei height) +initialize_gl(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); + GLfloat fogColor[4] = { 0.1, 0.1, 0.1, 0.1 }; + /* Lighting values */ + GLfloat lightPos0[] = {500.0f, 100.0f, 200.0f, 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 }; - 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); + GLfloat lightPos1[] = {0.0f, -500.0f, 500.0f, 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); + + glEnableClientState (GL_TEXTURE_COORD_ARRAY); + } + + if (do_colour) + { + glEnableClientState (GL_COLOR_ARRAY); + } + glEnableClientState (GL_NORMAL_ARRAY); + glEnableClientState (GL_VERTEX_ARRAY); + + /* Clear the buffer since this is not done during a draw with motion blur */ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } /****************************************************************************** @@ -472,33 +502,33 @@ calculate_normal (Vector3D point1, 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; - } + 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; + } } /****************************************************************************** @@ -513,154 +543,150 @@ 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) + /* 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 field 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 colours buffer\n"); - return -1; + fprintf(stderr, "Couldn't allocate points 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) + glVertexPointer (3, GL_DOUBLE, 0, (GLvoid *) dots); + + normals = (Vector3D *)malloc(x_resolution * y_resolution * sizeof(Vector3D)); + if (!normals) { - fprintf(stderr, "Couldn't allocate tex_coords buffer\n"); - return -1; + fprintf(stderr, "Couldn't allocate normals 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++) + glNormalPointer (GL_DOUBLE, 0, (GLvoid *) normals); + + if (do_colour) { - 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; - } + 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); } - } - return 0; + + 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); + } + + 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; + 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; } @@ -672,261 +698,316 @@ static void calc_blob(int width, int height, int field_array_size, - float limit) + float limit, + double fade) { - static double freak = 0.0; + static double freak = 0.0; - static double v_freak = 0.0007; + 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; + /* Loop variables */ + int x, y, i, index, index1, index2, index3; + /* 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 */ + /* Color components */ - colour_cycle++; + 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++) + /* Update position and strength of points used to distort the blob */ + for (i = 0; i < field_points; i++) { - 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) + 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 = 1.0 * sin(PI * field_data[i].ay) + * cos(PI * field_data[i].ax); + field_data[i].pos.y = 1.0 * cos(PI * field_data[i].ay); + field_data[i].pos.z = 1.0 * sin(PI * field_data[i].ay) + * sin(PI * field_data[i].ax); + } + + 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++) { - 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]; + index = x + y * x_resolution; + xd = 2.0 * PI * (((double)x / (double)row_data[y].num_x_points) - 0.5); - 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]; + radius = 1.0 + 0.0 * sin (xd * 10); - strength *= 2.0 * field[dist]; - } + zd = radius * row_data[y].sinyd * sin(xd); + xd = radius * row_data[y].sinyd * cos(xd); + yd = radius * row_data[y].cosyd; - 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) + normals[index].x = xd; + normals[index].y = yd; + normals[index].z = zd; + + offset_x = 0.0; + offset_y = 0.0; + offset_z = 0.0; + strength = 0.0; + for ( i = 0; i < field_points; i++) { - xd += (xd - blob_center.x) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.y -= (yd - limit); + 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 += 1.0 * xd * field_data[i].apower * field[dist]; + blob_force.y += 1.0 * yd * field_data[i].apower * field[dist]; + blob_force.z += 1.0 * 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 (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) + + if (incremental < 3) { - yd += (yd - blob_center.y) * wall_field[dist]; - zd += (zd - blob_center.z) * wall_field[dist]; - blob_force.x -= (xd - limit); + xd += offset_x; + yd += offset_y; + zd += offset_z; } - } - - if (yd < -limit) yd = -limit; - if (yd > limit) yd = limit; + 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 = (int)(255.0 * fade); + } + + /* 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; } - } - - 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) + /* 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. + */ + + /* The first point is treated as a special case since the loop expects to use + * points in the previous row to form the triangle. + */ + index1 = 0; + index2 = y * x_resolution; + index3 = 1 + y * x_resolution; + calculate_normal (dots[index1], dots[index2], dots[index3], &normals[index1]); + if (do_texture) + { + if (offset_texture) { - index1 = y * x_resolution; + 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 { - index1 = x + 1 + y * x_resolution; + 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]; + } + + for (y = 1; y < y_resolution - 1; y++) + { + 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]; + } + } } - 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) + } + index1 = (y_resolution - 1) * x_resolution; + index2 = (y_resolution - 2) * x_resolution; + index3 = 1 + (y_resolution - 2) * x_resolution; + calculate_normal (dots[index1], dots[index2], dots[index3], &normals[index1]); + if (do_texture) + { + if (offset_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)); + * (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 - { + * (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]; } - } + 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; + + + freak += v_freak; + v_freak += -freak / 2000000.0; + + /* 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; } /****************************************************************************** @@ -939,78 +1020,78 @@ calc_blob(int width, * with the more interesting bits of the code. */ static void -draw_blob (void) +draw_blob (void) { - int x, y, x2, x3; - int index1, index2, index3; - int lower, upper; + int x, y, x2, x3; + int index1, index2, index3; + int lower, upper; - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + glMatrixMode (GL_MODELVIEW); + glLoadIdentity (); - /* Move down the z-axis. */ - glTranslatef( 0.0, 0.0, -5.0 ); + /* 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 (y = 1; y < y_resolution; y++) { - for (x = 0; x < row_data[y].num_x_points; x++) - { - glBegin (GL_TRIANGLES); - if (x == row_data[y].num_x_points - 1) + if (row_data[y - 1].num_x_points) { - 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) + for (x = 0; x < row_data[y].num_x_points; x++) { - 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) - { + 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 (); + } } - glArrayElement(index2); - } - glEnd (); } - } } - } } /****************************************************************************** @@ -1020,37 +1101,37 @@ draw_blob (void) static void draw_background (ModeInfo *mi) { - glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); - glEnable (GL_TEXTURE_2D); - glDisable(GL_LIGHTING); + 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(); + /* 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); + 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)); + glBegin (GL_QUADS); - glTexCoord2f (tex_width[current_texture], 0.0); - glVertex2i (MI_WIDTH(mi), MI_HEIGHT(mi)); + glTexCoord2f (0.0, tex_height[current_texture]); + glVertex2i (0, 0); - glTexCoord2f (tex_width[current_texture], tex_height[current_texture]); - glVertex2i (MI_WIDTH(mi), 0); - glEnd(); + glTexCoord2f (0.0, 0.0); + glVertex2i (0, MI_HEIGHT(mi)); - glPopMatrix (); - glMatrixMode (GL_MODELVIEW); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + 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); } /****************************************************************************** @@ -1058,193 +1139,247 @@ draw_background (ModeInfo *mi) * Update the scene. */ static GLvoid -drawScene(ModeInfo * mi) +draw_scene(ModeInfo * mi) { - check_gl_error ("drawScene"); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + double fade = 0.0; + double current_time; + check_gl_error ("draw_scene"); - glDisable (GL_BLEND); + glColor4d(1.0, 1.0, 1.0, 1.0); - /* Ensure the background is drawn with the correct texture */ - if (do_texture) - { - glBindTexture (GL_TEXTURE_2D, textures[current_texture]); - } + current_time = double_time(); + switch (state) + { + case TRANSITIONING: + fade = (current_time - state_start_time) / fade_time; + break; - glColor4ub(255, 255, 255, 255); - if (do_paint_background && !do_wire) - { - draw_background (mi); + case HOLDING: + fade = 0.0; + break; + } - /* When transitioning between two images paint the new image over the old - * image with a varying alpha value to get a smooth fade. + + /* Set the correct texture, when transitioning this ensures that the first draw + * is the original texture (which has the new texture drawn over it with decreasing + * transparency) */ - if (transitioning) + if (do_texture) { - 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); + if (do_paint_background && !do_wire) + { + glClear(GL_DEPTH_BUFFER_BIT); + if (motion_blur) + { + glEnable (GL_BLEND); + glColor4ub (255, 255, 255, motion_blur); + } + draw_background (mi); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_LIGHT1); + /* When transitioning between two images paint the new image over the old + * image with a varying alpha value to get a smooth fade. + */ + if (state == TRANSITIONING) + { + glDisable (GL_DEPTH_TEST); + glEnable (GL_BLEND); + /* Select the texture to transition to */ + glBindTexture (GL_TEXTURE_2D, textures[1 - current_texture]); + glColor4d (1.0, 1.0, 1.0, fade); + + draw_background (mi); - if (do_blend) - { - glEnable (GL_BLEND); - if (transitioning) + /* Select the original texture to draw the blob */ + 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 if (motion_blur) { - glColor4ub (255, 255, 255, 128 - transitioning / 2); + glDisable (GL_DEPTH_TEST); + glEnable (GL_BLEND); + glColor4ub (0, 0, 0, motion_blur); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glRectd (-10.0, -10.0, 10.0, 10.0); + if (do_wire) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + glEnable (GL_DEPTH_TEST); + glClear (GL_DEPTH_BUFFER_BIT); } else { - glColor4ub (255, 255, 255, 128); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } - } - 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) + + if (do_blend) { - 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; - } + fade = fade * 0.5; } - if (holding) + + calc_blob(MI_WIDTH(mi), MI_HEIGHT(mi), 1024, 2.5, fade); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); + + if (do_blend) + { + glEnable (GL_BLEND); + if (do_colour) + { + glBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); + } + else + { + glColor4d (1.0, 1.0, 1.0, 0.5 - fade); + } + } + else { - holding++; - if (holding > hold_frames) - { - grab_texture (mi, 1 - current_texture); - transitioning = 1; - holding = 0; - } + glDisable (GL_BLEND); + glColor4d (1.0, 1.0, 1.0, 1.0); } - } - - /* increment frame-counter */ -/* frame++; */ + draw_blob(); -/* check_gl_error ("drawScene"); */ -} + if (do_blend && do_colour) + { + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + /* While transitioning draw a second 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 && (hold_time > 0)) + { + switch (state) + { + case TRANSITIONING: + glClear(GL_DEPTH_BUFFER_BIT); + glEnable (GL_BLEND); + /* Select the texture to transition to */ + glBindTexture (GL_TEXTURE_2D, textures[1 - current_texture]); + glColor4d (1.0, 1.0, 1.0, fade); + draw_blob (); + + if ((current_time - state_start_time) > fade_time) + { + state = HOLDING; + state_start_time = current_time; + current_texture = 1 - current_texture; + } + break; + case HOLDING: + if ((current_time - state_start_time) > hold_time) + { + grab_texture (mi, 1 - current_texture); + state = TRANSITIONING; + /* Get the time again rather than using the current time so + * that the time taken by the grab_texture function is not part + * of the fade time + */ + state_start_time = double_time(); + } + break; + } + } +} +/****************************************************************************** + * + * XScreensaver screen update entry + */ void -draw_mirrorblob(ModeInfo * mi) +draw_screensaver(ModeInfo * mi) { - screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)]; - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); + screensaverstruct *gp = &Screensaver[MI_SCREEN(mi)]; + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); - if (!gp->glx_context) - return; + if (!gp->glx_context) + return; - glXMakeCurrent(display, window, *(gp->glx_context)); - drawScene(mi); - if (mi->fps_p) do_fps (mi); - glXSwapBuffers(display, window); + glXMakeCurrent(display, window, *(gp->glx_context)); + draw_scene(mi); + if (mi->fps_p) do_fps (mi); + glXSwapBuffers(display, window); } -/* Standard reshape function */ +/****************************************************************************** + * + * XScreensaver screen resize entry + */ void -reshape_mirrorblob(ModeInfo *mi, int width, int height) +reshape_screensaver(ModeInfo *mi, int width, int height) { - glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) ); - resetProjection(width, height); + glViewport( 0, 0, MI_WIDTH(mi), MI_HEIGHT(mi) ); + reset_projection(width, height); } +/****************************************************************************** + * + * XScreensaver initialise entry + */ void -init_mirrorblob(ModeInfo * mi) +init_screensaver(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); -} + 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]; -/* all sorts of nice cleanup code should go here! */ -void release_mirrorblob(ModeInfo * mi) + gp->window = MI_WINDOW(mi); + if ((gp->glx_context = init_GL(mi)) != NULL) + { + reshape_screensaver(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + initialize_gl(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + } + else + { + MI_CLEARWINDOW(mi); + } + + initialise_blob(MI_WIDTH(mi), MI_HEIGHT(mi), 1024); + state_start_time = double_time(); +} + +/****************************************************************************** + * + * XScreensaver cleanup entry + */ +void +release_screensaver(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); + 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) + { + (void) free((void *) Screensaver); + Screensaver = NULL; + } + FreeAllGL(mi); } #endif