X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fpipes.c;h=9ca14d2453d880836bcc1be91bcb609dee343e3c;hp=104f880be23103df37780f661cb8f04a422a710b;hb=6f5482d73adb0165c0130bb47d852644ab0c4869;hpb=c70f94f648d51bb4828193124f325fa52b0e57f3 diff --git a/hacks/glx/pipes.c b/hacks/glx/pipes.c index 104f880b..9ca14d24 100644 --- a/hacks/glx/pipes.c +++ b/hacks/glx/pipes.c @@ -37,21 +37,37 @@ static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore"; * Marcelo F. Vianna (Apr-09-1997) * * Revision History: + * 24-Jun-12: Eliminate single-buffer dependency. * 29-Apr-97: Factory equipment by Ed Mackey. Productive day today, eh? * 29-Apr-97: Less tight turns Jeff Epler * 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna */ +/* This program was originally written to be single-buffered: it kept + building up new objects in the front buffer by never clearing the + depth or color buffers at the end of each frame. In that way, it + was drawing a very small number of polygons per frame. However, + modern systems make it difficult to live in a single-buffered world + like that. So I changed it to re-generate the scene at every + frame, which makes it vastly less efficient, but also, makes it + work right on modern hardware. It generates the entire system up + front, putting each "frame" of the animation into its own display + list; then it draws successively more of those display lists each + time the redisplay method is called. When it reaches the end, + it regenerates a new system and re-populates the existing display + lists. -- jwz. + */ + #ifdef STANDALONE # define DEFAULTS "*delay: 10000 \n" \ "*count: 2 \n" \ "*cycles: 5 \n" \ "*size: 500 \n" \ "*showFPS: False \n" \ - "*fpsSolid: True \n" + "*fpsSolid: True \n" \ + "*wireframe: False \n" # define refresh_pipes 0 -# define pipes_handle_event 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ @@ -74,17 +90,16 @@ static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore"; #include "sphere.h" #include "buildlwo.h" #include "teapot.h" +#include "gltrackball.h" #define DEF_FACTORY "2" #define DEF_FISHEYE "True" #define DEF_TIGHTTURNS "False" #define DEF_ROTATEPIPES "True" -#define DEF_DBUF "False" #define NofSysTypes 3 static int factory; static Bool fisheye, tightturns, rotatepipes; -static Bool dbuf_p; static XrmOptionDescRec opts[] = { @@ -95,8 +110,6 @@ static XrmOptionDescRec opts[] = {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, "off"}, {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "on"}, {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "off"}, - {"-db", ".pipes.doubleBuffer", XrmoptionNoArg, "on"}, - {"+db", ".pipes.doubleBuffer", XrmoptionNoArg, "off"}, }; static argtype vars[] = { @@ -104,7 +117,6 @@ static argtype vars[] = {&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool}, {&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool}, {&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}, - {&dbuf_p, "doubleBuffer", "DoubleBuffer", DEF_DBUF, t_Bool} }; static OptionStruct desc[] = { @@ -112,7 +124,6 @@ static OptionStruct desc[] = {"-/+fisheye", "turn on/off zoomed-in view of pipes"}, {"-/+tightturns", "turn on/off tight turns"}, {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"}, - {"-/+db", "turn on/off double buffering"} }; ENTRYPOINT ModeSpecOpt pipes_opts = @@ -129,7 +140,6 @@ ModStruct pipes_description = #endif #define Scale4Window 0.1 -#define Scale4Iconic 0.07 #define one_third 0.3333333333333333333 @@ -151,7 +161,6 @@ ModStruct pipes_description = typedef struct { int flip; - GLint WindH, WindW; int Cells[HCELLS][VCELLS][HCELLS]; int usedcolors[DEFINEDCOLORS]; int directions[6]; @@ -170,8 +179,16 @@ typedef struct { GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins; GLuint guagehead, guageface, guagedial, guageconnector, teapot; int teapot_polys; - int reset; GLXContext *glx_context; + + Bool button_down_p; + trackball_state *trackball; + GLuint *dlists, *poly_counts; + int dlist_count, dlist_size; + int system_index, system_size; + + int fadeout; + } pipesstruct; extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D; @@ -204,8 +221,10 @@ static pipesstruct *pipes = NULL; static void MakeTube(ModeInfo *mi, int direction) { + Bool wire = MI_IS_WIREFRAME(mi); float an; float SINan_3, COSan_3; + int facets = (wire ? 5 : 24); /*dirUP = 00000000 */ /*dirDOWN = 00000001 */ @@ -218,8 +237,8 @@ MakeTube(ModeInfo *mi, int direction) glRotatef(90.0, (direction & 2) ? 0.0 : 1.0, (direction & 2) ? 1.0 : 0.0, 0.0); } - glBegin(GL_QUAD_STRIP); - for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) { + glBegin(wire ? GL_LINE_STRIP : GL_QUAD_STRIP); + for (an = 0.0; an <= 2.0 * M_PI; an += M_PI * 2 / facets) { glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0); glVertex3f(COSan_3, SINan_3, one_third); glVertex3f(COSan_3, SINan_3, -one_third); @@ -250,13 +269,14 @@ mySphere(float radius, Bool wire) static void myElbow(ModeInfo * mi, int bolted) { -#define nsides 25 -#define rings 25 + pipesstruct *pp = &pipes[MI_SCREEN(mi)]; + Bool wire = MI_IS_WIREFRAME(mi); + + int nsides = (wire ? 6 : 25); + int rings = nsides; #define r one_third #define R one_third - pipesstruct *pp = &pipes[MI_SCREEN(mi)]; - int i, j; GLfloat p0[3], p1[3], p2[3], p3[3]; GLfloat n0[3], n1[3], n2[3], n3[3]; @@ -303,7 +323,7 @@ myElbow(ModeInfo * mi, int bolted) p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi)); p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1)); - glBegin(GL_QUADS); + glBegin(wire ? GL_LINE_LOOP : GL_QUADS); glNormal3fv(n3); glVertex3fv(p3); glNormal3fv(n2); @@ -547,34 +567,8 @@ pinit(ModeInfo * mi, int zera) pipesstruct *pp = &pipes[MI_SCREEN(mi)]; int X, Y, Z; - if (zera) - mi->polygon_count = 0; - - glClearDepth(1.0); - glColor3f(1.0, 1.0, 1.0); - - glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); - glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); - glLightfv(GL_LIGHT0, GL_POSITION, position0); - glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); - glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); - glLightfv(GL_LIGHT1, GL_POSITION, position1); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); - glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_LIGHT1); - glEnable(GL_DEPTH_TEST); - glEnable(GL_NORMALIZE); - glEnable(GL_CULL_FACE); - - glShadeModel(GL_SMOOTH); - glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); - if (zera) { pp->system_number = 1; - glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); (void) memset(pp->Cells, 0, sizeof (pp->Cells)); for (X = 0; X < HCELLS; X++) { @@ -592,9 +586,6 @@ pinit(ModeInfo * mi, int zera) } } (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors)); - if ((pp->initial_rotation += 10.0) > 45.0) { - pp->initial_rotation -= 90.0; - } } pp->counter = 0; pp->turncounter = 0; @@ -659,13 +650,11 @@ pinit(ModeInfo * mi, int zera) pp->nowdir = SelectNeighbor(mi); } + ENTRYPOINT void reshape_pipes(ModeInfo * mi, int width, int height) { - pipesstruct *pp = &pipes[MI_SCREEN(mi)]; - pinit(mi, 1); - - glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height); + glViewport(0, 0, width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */ @@ -675,6 +664,53 @@ reshape_pipes(ModeInfo * mi, int width, int height) glClear(GL_COLOR_BUFFER_BIT); } +ENTRYPOINT Bool +pipes_handle_event (ModeInfo *mi, XEvent *event) +{ + pipesstruct *pp = &pipes[MI_SCREEN(mi)]; + + if (event->xany.type == ButtonPress && + event->xbutton.button == Button1) + { + pp->button_down_p = True; + gltrackball_start (pp->trackball, + event->xbutton.x, event->xbutton.y, + MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + else if (event->xany.type == ButtonRelease && + event->xbutton.button == Button1) + { + pp->button_down_p = False; + return True; + } + else if (event->xany.type == ButtonPress && + (event->xbutton.button == Button4 || + event->xbutton.button == Button5 || + event->xbutton.button == Button6 || + event->xbutton.button == Button7)) + { + gltrackball_mousewheel (pp->trackball, event->xbutton.button, 10, + !!event->xbutton.state); + return True; + } + else if (event->xany.type == MotionNotify && + pp->button_down_p) + { + gltrackball_track (pp->trackball, + event->xmotion.x, event->xmotion.y, + MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + + return False; +} + + + +static void generate_system (ModeInfo *); + + ENTRYPOINT void init_pipes (ModeInfo * mi) { @@ -688,11 +724,6 @@ init_pipes (ModeInfo * mi) } pp = &pipes[screen]; -#ifdef HAVE_JWZGLES - /* Single-buffering on iOS is so confusing! */ - dbuf_p = True; -#endif - pp->window = MI_WINDOW(mi); if ((pp->glx_context = init_GL(mi)) != NULL) { @@ -741,50 +772,65 @@ init_pipes (ModeInfo * mi) } else { MI_CLEARWINDOW(mi); } + + pp->trackball = gltrackball_init (); + generate_system (mi); } -ENTRYPOINT void -draw_pipes (ModeInfo * mi) + +static GLuint +get_dlist (ModeInfo *mi, int i) { - pipesstruct *pp = &pipes[MI_SCREEN(mi)]; + pipesstruct *pp = &pipes[MI_SCREEN(mi)]; + if (i >= pp->dlist_count) + { + pp->dlist_count++; + if (pp->dlist_count >= pp->dlist_size) + { + int s2 = (pp->dlist_size + 100) * 1.2; + pp->dlists = (GLuint *) + realloc (pp->dlists, s2 * sizeof(*pp->dlists)); + if (! pp->dlists) abort(); + pp->poly_counts = (GLuint *) + realloc (pp->poly_counts, s2 * sizeof(*pp->poly_counts)); + if (! pp->poly_counts) abort(); + pp->dlist_size = s2; + } + pp->dlists [i] = glGenLists (1); + pp->poly_counts [i] = 0; + } + return pp->dlists[i]; +} - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); + + +static void +generate_system (ModeInfo * mi) +{ + pipesstruct *pp = &pipes[MI_SCREEN(mi)]; Bool wire = MI_IS_WIREFRAME(mi); int newdir; int OPX, OPY, OPZ; - if (!pp->glx_context) - return; + Bool reset_p = False; - glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context)); + pp->system_index = 0; + pp->system_size = 0; + pinit (mi, 1); - if (pp->reset) { - if (--pp->reset) { - /* Would be nice to fade to black here, by drawing successive quads - over the whole scene with gamma. */ - return; - } - pinit(mi, 1); - } + while (1) { + glNewList (get_dlist (mi, pp->system_size++), GL_COMPILE); + mi->polygon_count = 0; glPushMatrix(); - glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8); - if (rotatepipes) - glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0); - - if (!MI_IS_ICONIC(mi)) { - /* Width/height ratio handled by gluPerspective() now. */ - glScalef(Scale4Window, Scale4Window, Scale4Window); - } else { - glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic); - } - FindNeighbors(mi); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color); + if (wire) + glColor4fv (pp->system_color); + else + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color); /* If it's the begining of a system, draw a sphere */ if (pp->olddir == dirNone) { @@ -805,15 +851,12 @@ draw_pipes (ModeInfo * mi) /* If the maximum number of system was drawn, restart (clearing the screen), */ /* else start a new system. */ if (++pp->system_number > pp->number_of_systems) { - /* pause doing nothing for N seconds before clearing the screen. */ - int secs = 3; - pp->reset = secs * 1000000 / (MI_PAUSE(mi) ? MI_PAUSE(mi) : 100); + reset_p = True; } else { pinit(mi, 0); } - glPopMatrix(); - return; + goto NEXT; } pp->counter++; pp->turncounter++; @@ -1032,16 +1075,110 @@ draw_pipes (ModeInfo * mi) glTranslatef(((pp->PX + OPX) / 2.0 - 16) / 3.0 * 4.0, ((pp->PY + OPY) / 2.0 - 12) / 3.0 * 4.0, ((pp->PZ + OPZ) / 2.0 - 16) / 3.0 * 4.0); MakeTube(mi, newdir); + NEXT: glPopMatrix(); + glEndList(); + pp->poly_counts [pp->system_size-1] = mi->polygon_count; + + if (reset_p) + break; + } +} - glFlush(); + +ENTRYPOINT void +draw_pipes (ModeInfo * mi) +{ + pipesstruct *pp = &pipes[MI_SCREEN(mi)]; + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + Bool wire = MI_IS_WIREFRAME(mi); + int i = 0; + + if (!pp->glx_context) + return; + + glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context)); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glColor3f(1.0, 1.0, 1.0); + + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); + glLightfv(GL_LIGHT0, GL_POSITION, position0); + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); + glLightfv(GL_LIGHT1, GL_POSITION, position1); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); + glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); + + if (wire) + glDisable(GL_LIGHTING); + else + { + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + /* This looks crappy. */ + /* glEnable(GL_LIGHT1); */ + glEnable(GL_DEPTH_TEST); + glEnable(GL_NORMALIZE); + glEnable(GL_CULL_FACE); + } + + glShadeModel(GL_SMOOTH); + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); + + glPushMatrix(); + + pp->initial_rotation += 0.02; + + glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8); + + /* Do it twice because we don't track the device's orientation. */ + glRotatef( current_device_rotation(), 0, 0, 1); + gltrackball_rotate (pp->trackball); + glRotatef(-current_device_rotation(), 0, 0, 1); + + if (rotatepipes) + glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0); + + glScalef(Scale4Window, Scale4Window, Scale4Window); + + mi->polygon_count = 0; + + if (pp->fadeout) + { + GLfloat s = (pp->fadeout * pp->fadeout) / 10000.0; + glScalef (s, s, s); + glRotatef (90 * (1 - (pp->fadeout/100.0)), 1, 0, 0.1); + pp->fadeout -= 4; + if (pp->fadeout <= 0) + { + pp->fadeout = 0; + generate_system (mi); + } + } + else if (pp->system_index < pp->system_size) + pp->system_index++; + else + pp->fadeout = 100; + + for (i = 0; i < pp->system_index; i++) + { + glCallList (pp->dlists[i]); + mi->polygon_count += pp->poly_counts[i]; + } + + glPopMatrix(); if (mi->fps_p) do_fps (mi); + glFinish(); - if (dbuf_p) - glXSwapBuffers(display, window); + glXSwapBuffers(display, window); } + #ifndef STANDALONE ENTRYPOINT void change_pipes (ModeInfo * mi) @@ -1093,6 +1230,14 @@ release_pipes (ModeInfo * mi) glDeleteLists(pp->guageconnector, 1); if (pp->teapot) glDeleteLists(pp->teapot, 1); + if (pp->dlists) + { + int i; + for (i = 0; i < pp->dlist_count; i++) + glDeleteLists (pp->dlists[i], 1); + free (pp->dlists); + free (pp->poly_counts); + } } }