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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | 8b2aa1b5301ab60368a03e36df4ff5216726e87d (patch) | |
tree | 36163d4ee667c23b5cf232df2f3004cd0a76202a /kscreensaver/kdesavers/Euphoria.cpp | |
download | tdeartwork-8b2aa1b5301ab60368a03e36df4ff5216726e87d.tar.gz tdeartwork-8b2aa1b5301ab60368a03e36df4ff5216726e87d.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdeartwork@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kscreensaver/kdesavers/Euphoria.cpp')
-rw-r--r-- | kscreensaver/kdesavers/Euphoria.cpp | 1084 |
1 files changed, 1084 insertions, 0 deletions
diff --git a/kscreensaver/kdesavers/Euphoria.cpp b/kscreensaver/kdesavers/Euphoria.cpp new file mode 100644 index 00000000..740e957c --- /dev/null +++ b/kscreensaver/kdesavers/Euphoria.cpp @@ -0,0 +1,1084 @@ +//============================================================================ +// +// Terence Welsh Screensaver - Euphoria +// http://www.reallyslick.com/ +// +// Ported to KDE by Karl Robillard +// +/* + * Copyright (C) 2002 Terence M. Welsh + * + * Euphoria is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License version 2 as + * published by the Free Software Foundation. + * + * Euphoria is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + */ +//============================================================================ + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <time.h> +#include <qtimer.h> +#include "Euphoria.h" +#include "Euphoria.moc" +#include "EuphoriaTexture.h" + + +#define NUMCONSTS 9 +#define PIx2 6.28318530718f + + +//---------------------------------------------------------------------------- + + +#include <sys/time.h> +#include <unistd.h> + + +// Returns the system time, in seconds. +double timeGetTime() +{ + struct timeval tp; + gettimeofday( &tp, 0 ); + return (double)tp.tv_sec + (double)tp.tv_usec / 1000000; +} + + +//---------------------------------------------------------------------------- + + +class rsVec +{ +public: + + float v[3]; + + rsVec() {} + rsVec(float xx, float yy, float zz); + + void set(float xx, float yy, float zz); + float normalize(); + float dot(rsVec); + void cross(rsVec, rsVec); + + float & operator [] (int i) {return v[i];} + const float & operator [] (int i) const {return v[i];} + rsVec & operator = (const rsVec &vec) + {v[0]=vec[0];v[1]=vec[1];v[2]=vec[2];return *this;}; + rsVec operator + (const rsVec &vec) + {return(rsVec(v[0]+vec[0], v[1]+vec[1], v[2]+vec[2]));}; + rsVec operator - (const rsVec &vec) + {return(rsVec(v[0]-vec[0], v[1]-vec[1], v[2]-vec[2]));}; + rsVec operator * (const float &mul) + {return(rsVec(v[0]*mul, v[1]*mul, v[2]*mul));}; + rsVec operator / (const float &div) + {float rec = 1.0f/div; return(rsVec(v[0]*rec, v[1]*rec, v[2]*rec));}; + rsVec & operator += (const rsVec &vec) + {v[0]+=vec[0];v[1]+=vec[1];v[2]+=vec[2];return *this;}; + rsVec & operator -= (const rsVec &vec) + {v[0]-=vec[0];v[1]-=vec[1];v[2]-=vec[2];return *this;}; + rsVec & operator *= (const rsVec &vec) + {v[0]*=vec[0];v[1]*=vec[1];v[2]*=vec[2];return *this;}; + rsVec & operator *= (const float &mul) + {v[0]*=mul;v[1]*=mul;v[2]*=mul;return *this;}; +}; + + +rsVec::rsVec(float xx, float yy, float zz){ + v[0] = xx; + v[1] = yy; + v[2] = zz; +} + + +void rsVec::set(float xx, float yy, float zz){ + v[0] = xx; + v[1] = yy; + v[2] = zz; +} + + +float rsVec::normalize(){ + float length = float(sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])); + if(length == 0.0f){ + v[1] = 1.0f; + return(0.0f); + } + float reciprocal = 1.0f / length; + v[0] *= reciprocal; + v[1] *= reciprocal; + v[2] *= reciprocal; + // Really freakin' stupid compiler bug fix for VC++ 5.0 + /*v[0] /= length; + v[1] /= length; + v[2] /= length;*/ + return(length); +} + + +float rsVec::dot(rsVec vec1){ + return(v[0] * vec1[0] + v[1] * vec1[1] + v[2] * vec1[2]); +} + + +void rsVec::cross(rsVec vec1, rsVec vec2){ + v[0] = vec1[1] * vec2[2] - vec2[1] * vec1[2]; + v[1] = vec1[2] * vec2[0] - vec2[2] * vec1[0]; + v[2] = vec1[0] * vec2[1] - vec2[0] * vec1[1]; +} + + +//---------------------------------------------------------------------------- + + +void hsl2rgb(float h, float s, float l, float &r, float &g, float &b) +{ + // hue influence + if(h < 0.166667){ // full red, some green + r = 1.0; + g = h * 6.0f; + b = 0.0; + } + else { + if(h < 0.5){ // full green + g = 1.0; + if(h < 0.333333){ // some red + r = 1.0f - ((h - 0.166667f) * 6.0f); + b = 0.0; + } + else{ // some blue + b = (h - 0.333333f) * 6.0f; + r = 0.0; + } + } + else{ + if(h < 0.833333){ // full blue + b = 1.0; + if(h < 0.666667){ // some green + g = 1.0f - ((h - 0.5f) * 6.0f); + r = 0.0; + } + else{ // some red + r = (h - 0.666667f) * 6.0f; + g = 0.0; + } + } + else{ // full red, some blue + r = 1.0; + b = 1.0f - ((h - 0.833333f) * 6.0f); + g = 0.0; + } + } + } + + // saturation influence + r = 1.0f - (s * (1.0f - r)); + g = 1.0f - (s * (1.0f - g)); + b = 1.0f - (s * (1.0f - b)); + + // luminosity influence + r *= l; + g *= l; + b *= l; +} + + +// Useful random number macros +// Don't forget to initialize with srand() +inline int myRandi(int x){ + return((rand() * x) / RAND_MAX); +} +inline float myRandf(float x){ + return(float(rand() * x) / float(RAND_MAX)); +} + + +//---------------------------------------------------------------------------- + + +// Context pointer to allow many instances. +static EuphoriaWidget* _ec = 0; + + +class wisp +{ +public: + + wisp(); + ~wisp(); + void update(); + void draw(); + void drawAsBackground(); + + + int density; + float*** vertices; + float c[NUMCONSTS]; // constants + float cr[NUMCONSTS]; // constants' radial position + float cv[NUMCONSTS]; // constants' change velocities + float hsl[3]; + float rgb[3]; + float hueSpeed; + float saturationSpeed; +}; + + +wisp::wisp() +{ + int i, j; + float recHalfDens = 1.0f / (float(_ec->dDensity) * 0.5f); + + density = _ec->dDensity; + vertices = new float**[density+1]; + for(i=0; i<=density; i++) + { + vertices[i] = new float*[density+1]; + for(j=0; j<=density; j++) + { + vertices[i][j] = new float[7]; + vertices[i][j][3] = float(i) * recHalfDens - 1.0f; // x position on grid + vertices[i][j][4] = float(j) * recHalfDens - 1.0f; // y position on grid + // distance squared from the center + vertices[i][j][5] = vertices[i][j][3] * vertices[i][j][3] + + vertices[i][j][4] * vertices[i][j][4]; + vertices[i][j][6] = 0.0f; // intensity + } + } + + // initialize constants + for(i=0; i<NUMCONSTS; i++) + { + c[i] = myRandf(2.0f) - 1.0f; + cr[i] = myRandf(PIx2); + cv[i] = myRandf(_ec->dSpeed * 0.03f) + (_ec->dSpeed * 0.001f); + } + + // pick color + hsl[0] = myRandf(1.0f); + hsl[1] = 0.1f + myRandf(0.9f); + hsl[2] = 1.0f; + hueSpeed = myRandf(0.1f) - 0.05f; + saturationSpeed = myRandf(0.04f) + 0.001f; +} + + +wisp::~wisp() +{ + int i, j; + + for(i=0; i<=density; i++) + { + for(j=0; j<=density; j++) + { + delete[] vertices[i][j]; + } + delete[] vertices[i]; + } + delete[] vertices; +} + + +void wisp::update() +{ + int i, j; + rsVec up, right, crossvec; + // visibility constants + static float viscon1 = float(_ec->dVisibility) * 0.01f; + static float viscon2 = 1.0f / viscon1; + + // update constants + for(i=0; i<NUMCONSTS; i++){ + cr[i] += cv[i] * _ec->elapsedTime; + if(cr[i] > PIx2) + cr[i] -= PIx2; + c[i] = cos(cr[i]); + } + + // update vertex positions + for(i=0; i<=density; i++){ + for(j=0; j<=density; j++){ + vertices[i][j][0] = vertices[i][j][3] * vertices[i][j][3] * vertices[i][j][4] * c[0] + + vertices[i][j][5] * c[1] + 0.5f * c[2]; + vertices[i][j][1] = vertices[i][j][4] * vertices[i][j][4] * vertices[i][j][5] * c[3] + + vertices[i][j][3] * c[4] + 0.5f * c[5]; + vertices[i][j][2] = vertices[i][j][5] * vertices[i][j][5] * vertices[i][j][3] * c[6] + + vertices[i][j][4] * c[7] + c[8]; + } + } + + // update vertex normals for most of mesh + for(i=1; i<density; i++){ + for(j=1; j<density; j++){ + up.set(vertices[i][j+1][0] - vertices[i][j-1][0], + vertices[i][j+1][1] - vertices[i][j-1][1], + vertices[i][j+1][2] - vertices[i][j-1][2]); + right.set(vertices[i+1][j][0] - vertices[i-1][j][0], + vertices[i+1][j][1] - vertices[i-1][j][1], + vertices[i+1][j][2] - vertices[i-1][j][2]); + up.normalize(); + right.normalize(); + crossvec.cross(right, up); + // Use depth component of normal to compute intensity + // This way only edges of wisp are bright + if(crossvec[2] < 0.0f) + crossvec[2] *= -1.0f; + vertices[i][j][6] = viscon2 * (viscon1 - crossvec[2]); + if(vertices[i][j][6] > 1.0f) + vertices[i][j][6] = 1.0f; + if(vertices[i][j][6] < 0.0f) + vertices[i][j][6] = 0.0f; + } + } + + // update color + hsl[0] += hueSpeed * _ec->elapsedTime; + if(hsl[0] < 0.0f) + hsl[0] += 1.0f; + if(hsl[0] > 1.0f) + hsl[0] -= 1.0f; + hsl[1] += saturationSpeed * _ec->elapsedTime; + if(hsl[1] <= 0.1f){ + hsl[1] = 0.1f; + saturationSpeed = -saturationSpeed; + } + if(hsl[1] >= 1.0f){ + hsl[1] = 1.0f; + saturationSpeed = -saturationSpeed; + } + hsl2rgb(hsl[0], hsl[1], hsl[2], rgb[0], rgb[1], rgb[2]); +} + + +void wisp::draw() +{ + int i, j; + + glPushMatrix(); + + if(_ec->dWireframe) + { + for(i=1; i<density; i++){ + glBegin(GL_LINE_STRIP); + for(j=0; j<=density; j++){ + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3fv(vertices[i][j]); + } + glEnd(); + } + for(j=1; j<density; j++){ + glBegin(GL_LINE_STRIP); + for(i=0; i<=density; i++){ + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3fv(vertices[i][j]); + } + glEnd(); + } + } + else + { + for(i=0; i<density; i++){ + glBegin(GL_TRIANGLE_STRIP); + for(j=0; j<=density; j++){ + glColor3f(rgb[0] + vertices[i+1][j][6] - 1.0f, rgb[1] + vertices[i+1][j][6] - 1.0f, rgb[2] + vertices[i+1][j][6] - 1.0f); + glTexCoord2d(vertices[i+1][j][3] - vertices[i+1][j][0], vertices[i+1][j][4] - vertices[i+1][j][1]); + glVertex3fv(vertices[i+1][j]); + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3fv(vertices[i][j]); + } + glEnd(); + } + } + + glPopMatrix(); +} + + +void wisp::drawAsBackground() +{ + int i, j; + + glPushMatrix(); + glTranslatef(c[0] * 0.2f, c[1] * 0.2f, 1.6f); + + if(_ec->dWireframe) + { + for(i=1; i<density; i++){ + glBegin(GL_LINE_STRIP); + for(j=0; j<=density; j++){ + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3f(vertices[i][j][3], vertices[i][j][4], vertices[i][j][6]); + } + glEnd(); + } + for(j=1; j<density; j++){ + glBegin(GL_LINE_STRIP); + for(i=0; i<=density; i++){ + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3f(vertices[i][j][3], vertices[i][j][4], vertices[i][j][6]); + } + glEnd(); + } + } + else + { + for(i=0; i<density; i++){ + glBegin(GL_TRIANGLE_STRIP); + for(j=0; j<=density; j++){ + glColor3f(rgb[0] + vertices[i+1][j][6] - 1.0f, rgb[1] + vertices[i+1][j][6] - 1.0f, rgb[2] + vertices[i+1][j][6] - 1.0f); + glTexCoord2d(vertices[i+1][j][3] - vertices[i+1][j][0], vertices[i+1][j][4] - vertices[i+1][j][1]); + glVertex3f(vertices[i+1][j][3], vertices[i+1][j][4], vertices[i+1][j][6]); + glColor3f(rgb[0] + vertices[i][j][6] - 1.0f, rgb[1] + vertices[i][j][6] - 1.0f, rgb[2] + vertices[i][j][6] - 1.0f); + glTexCoord2d(vertices[i][j][3] - vertices[i][j][0], vertices[i][j][4] - vertices[i][j][1]); + glVertex3f(vertices[i][j][3], vertices[i][j][4], vertices[i][j][6]); + } + glEnd(); + } + } + + glPopMatrix(); +} + + +//---------------------------------------------------------------------------- + + +EuphoriaWidget::EuphoriaWidget( QWidget* parent, const char* name ) + : QGLWidget(parent, name), texName(0), _wisps(0), _backwisps(0), + feedbackmap(0), feedbacktex(0) +{ + setDefaults( Regular ); + + _frameTime = 1000 / 60; + _timer = new QTimer( this ); + connect( _timer, SIGNAL(timeout()), this, SLOT(nextFrame()) ); +} + + +EuphoriaWidget::~EuphoriaWidget() +{ + // Free memory + if ( texName ) + glDeleteTextures( 1, &texName ); + if ( feedbacktex ) + glDeleteTextures( 1, &feedbacktex ); + delete[] _wisps; + delete[] _backwisps; +} + + +void EuphoriaWidget::paintGL() +{ + int i; + static double lastTime = timeGetTime(); + + // update time + elapsedTime = timeGetTime() - lastTime; + lastTime += elapsedTime; + + _ec = this; + + // Update wisps + for(i=0; i<dWisps; i++) + _wisps[i].update(); + for(i=0; i<dBackground; i++) + _backwisps[i].update(); + + + if(dFeedback) + { + float feedbackIntensity = float(dFeedback) / 101.0f; + + // update feedback variables + for(i=0; i<4; i++) + { + fr[i] += elapsedTime * fv[i]; + if(fr[i] > PIx2) + fr[i] -= PIx2; + } + f[0] = 30.0f * cos(fr[0]); + f[1] = 0.2f * cos(fr[1]); + f[2] = 0.2f * cos(fr[2]); + f[3] = 0.8f * cos(fr[3]); + for(i=0; i<3; i++) + { + lr[i] += elapsedTime * lv[i]; + if(lr[i] > PIx2) + lr[i] -= PIx2; + l[i] = cos(lr[i]); + l[i] = l[i] * l[i]; + } + + // Create drawing area for feedback texture + glViewport(0, 0, feedbacktexsize, feedbacktexsize); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(30.0, aspectRatio, 0.01f, 20.0f); + glMatrixMode(GL_MODELVIEW); + + // Draw + glClear(GL_COLOR_BUFFER_BIT); + glColor3f(feedbackIntensity, feedbackIntensity, feedbackIntensity); + glBindTexture(GL_TEXTURE_2D, feedbacktex); + glPushMatrix(); + glTranslatef(f[1] * l[1], f[2] * l[1], f[3] * l[2]); + glRotatef(f[0] * l[0], 0, 0, 1); + glBegin(GL_TRIANGLE_STRIP); + glTexCoord2f(-0.5f, -0.5f); + glVertex3f(-aspectRatio*2.0f, -2.0f, 1.25f); + glTexCoord2f(1.5f, -0.5f); + glVertex3f(aspectRatio*2.0f, -2.0f, 1.25f); + glTexCoord2f(-0.5f, 1.5f); + glVertex3f(-aspectRatio*2.0f, 2.0f, 1.25f); + glTexCoord2f(1.5f, 1.5f); + glVertex3f(aspectRatio*2.0f, 2.0f, 1.25f); + glEnd(); + glPopMatrix(); + glBindTexture(GL_TEXTURE_2D, texName); + for(i=0; i<dBackground; i++) + _backwisps[i].drawAsBackground(); + for(i=0; i<dWisps; i++) + _wisps[i].draw(); + + // readback feedback texture + glReadBuffer(GL_BACK); + glPixelStorei(GL_UNPACK_ROW_LENGTH, feedbacktexsize); + glBindTexture(GL_TEXTURE_2D, feedbacktex); + glReadPixels(0, 0, feedbacktexsize, feedbacktexsize, GL_RGB, GL_UNSIGNED_BYTE, feedbackmap); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, feedbacktexsize, feedbacktexsize, GL_RGB, GL_UNSIGNED_BYTE, feedbackmap); + + // create regular drawing area + glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(20.0, aspectRatio, 0.01f, 20.0f); + glMatrixMode(GL_MODELVIEW); + + // Draw again + glClear(GL_COLOR_BUFFER_BIT); + glColor3f(feedbackIntensity, feedbackIntensity, feedbackIntensity); + glPushMatrix(); + glTranslatef(f[1] * l[1], f[2] * l[1], f[3] * l[2]); + glRotatef(f[0] * l[0], 0, 0, 1); + glBegin(GL_TRIANGLE_STRIP); + glTexCoord2f(-0.5f, -0.5f); + glVertex3f(-aspectRatio*2.0f, -2.0f, 1.25f); + glTexCoord2f(1.5f, -0.5f); + glVertex3f(aspectRatio*2.0f, -2.0f, 1.25f); + glTexCoord2f(-0.5f, 1.5f); + glVertex3f(-aspectRatio*2.0f, 2.0f, 1.25f); + glTexCoord2f(1.5f, 1.5f); + glVertex3f(aspectRatio*2.0f, 2.0f, 1.25f); + glEnd(); + glPopMatrix(); + + glBindTexture(GL_TEXTURE_2D, texName); + } + else + glClear(GL_COLOR_BUFFER_BIT); + + // + for(i=0; i<dBackground; i++) + _backwisps[i].drawAsBackground(); + for(i=0; i<dWisps; i++) + _wisps[i].draw(); + + glFlush(); +} + + +void EuphoriaWidget::resizeGL( int w, int h ) +{ + glViewport(0, 0, w, h ); + + viewport[0] = 0; + viewport[1] = 0; + viewport[2] = w; + viewport[3] = h; + + aspectRatio = (float) w / (float) h; + + // setup regular drawing area just in case feedback isn't used + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(20.0, aspectRatio, 0.01, 20); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -5.0); +} + + +// Window initialization +void EuphoriaWidget::initializeGL() +{ + // Need to call this to setup viewport[] parameters used in + // the next updateParameters() call + resizeGL( width(), height() ); + + updateParameters(); + + _timer->start( _frameTime, true ); +} + + +#ifdef UNIT_TEST +void EuphoriaWidget::keyPressEvent( QKeyEvent* e ) +{ + if( e->key() == Qt::Key_0 ) { setDefaults( 0 ); updateParameters(); } + if( e->key() == Qt::Key_1 ) { setDefaults( 1 ); updateParameters(); } + if( e->key() == Qt::Key_2 ) { setDefaults( 2 ); updateParameters(); } + if( e->key() == Qt::Key_3 ) { setDefaults( 3 ); updateParameters(); } + if( e->key() == Qt::Key_4 ) { setDefaults( 4 ); updateParameters(); } + if( e->key() == Qt::Key_5 ) { setDefaults( 5 ); updateParameters(); } + if( e->key() == Qt::Key_6 ) { setDefaults( 6 ); updateParameters(); } + if( e->key() == Qt::Key_7 ) { setDefaults( 7 ); updateParameters(); } + if( e->key() == Qt::Key_8 ) { setDefaults( 8 ); updateParameters(); } +} +#endif + + +void EuphoriaWidget::nextFrame() +{ + updateGL(); + _timer->start( _frameTime, true ); +} + + +void EuphoriaWidget::updateParameters() +{ + srand((unsigned)time(NULL)); + rand(); rand(); rand(); rand(); rand(); + + elapsedTime = 0.0f; + + fr[0] = 0.0f; + fr[1] = 0.0f; + fr[2] = 0.0f; + fr[3] = 0.0f; + + lr[0] = 0.0f; + lr[1] = 0.0f; + lr[2] = 0.0f; + + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + glLineWidth(2.0f); + + // Commented out because smooth lines and textures don't mix on my TNT. + // It's like it rendering in software mode + glEnable(GL_LINE_SMOOTH); + //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); + + if(dTexture) + { + int whichtex = dTexture; + if(whichtex == 4) // random texture + whichtex = myRandi(3) + 1; + glEnable(GL_TEXTURE_2D); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + // Initialize texture + glGenTextures(1, &texName); + glBindTexture(GL_TEXTURE_2D, texName); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + switch(whichtex){ + case 1: + gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEXSIZE, TEXSIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, plasmamap); + break; + case 2: + gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEXSIZE, TEXSIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, stringymap); + break; + case 3: + gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEXSIZE, TEXSIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, linesmap); + } + } else if ( texName ) { + glDeleteTextures( 1, &texName ); + texName = 0; + } + + if(dFeedback) + { + feedbacktexsize = int(pow(2.0, dFeedbacksize)); + while(feedbacktexsize > viewport[2] || feedbacktexsize > viewport[3]){ + dFeedbacksize -= 1; + feedbacktexsize = int(pow(2.0, dFeedbacksize)); + } + + // feedback texture setup + glEnable(GL_TEXTURE_2D); + delete [] feedbackmap; + feedbackmap = new unsigned char[feedbacktexsize*feedbacktexsize*3]; + glGenTextures(1, &feedbacktex); + glBindTexture(GL_TEXTURE_2D, feedbacktex); + 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_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexImage2D(GL_TEXTURE_2D, 0, 3, feedbacktexsize, feedbacktexsize, 0, GL_RGB, GL_UNSIGNED_BYTE, feedbackmap); + + // feedback velocity variable setup + fv[0] = float(dFeedbackspeed) * (myRandf(0.025f) + 0.025f); + fv[1] = float(dFeedbackspeed) * (myRandf(0.05f) + 0.05f); + fv[2] = float(dFeedbackspeed) * (myRandf(0.05f) + 0.05f); + fv[3] = float(dFeedbackspeed) * (myRandf(0.1f) + 0.1f); + lv[0] = float(dFeedbackspeed) * (myRandf(0.0025f) + 0.0025f); + lv[1] = float(dFeedbackspeed) * (myRandf(0.0025f) + 0.0025f); + lv[2] = float(dFeedbackspeed) * (myRandf(0.0025f) + 0.0025f); + } else if ( feedbacktex ) { + glDeleteTextures( 1, &feedbacktex ); + feedbacktex = 0; + } + + // Initialize wisps + _ec = this; + delete[] _wisps; + delete[] _backwisps; + _wisps = new wisp[dWisps]; + _backwisps = new wisp[dBackground]; +} + + +/** + May be called at any time - makes no OpenGL calls. +*/ +void EuphoriaWidget::setDefaults(int which) +{ + switch(which) + { + case Grid: + dWisps = 4; + dBackground = 1; + dDensity = 25; + dVisibility = 70; + dSpeed = 15; + dFeedback = 0; + dFeedbackspeed = 1; + dFeedbacksize = 8; + dWireframe = 1; + dTexture = 0; + break; + + case Cubism: + dWisps = 15; + dBackground = 0; + dDensity = 4; + dVisibility = 15; + dSpeed = 10; + dFeedback = 0; + dFeedbackspeed = 1; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 0; + break; + + case BadMath: + dWisps = 2; + dBackground = 2; + dDensity = 20; + dVisibility = 40; + dSpeed = 30; + dFeedback = 40; + dFeedbackspeed = 5; + dFeedbacksize = 8; + dWireframe = 1; + dTexture = 2; + break; + + case MTheory: + dWisps = 3; + dBackground = 0; + dDensity = 25; + dVisibility = 15; + dSpeed = 20; + dFeedback = 40; + dFeedbackspeed = 20; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 0; + break; + + case UHFTEM: + dWisps = 0; + dBackground = 3; + dDensity = 35; + dVisibility = 5; + dSpeed = 50; + dFeedback = 0; + dFeedbackspeed = 1; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 0; + break; + + case Nowhere: + dWisps = 0; + dBackground = 3; + dDensity = 30; + dVisibility = 40; + dSpeed = 20; + dFeedback = 80; + dFeedbackspeed = 10; + dFeedbacksize = 8; + dWireframe = 1; + dTexture = 3; + break; + + case Echo: + dWisps = 3; + dBackground = 0; + dDensity = 25; + dVisibility = 30; + dSpeed = 20; + dFeedback = 85; + dFeedbackspeed = 30; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 1; + break; + + case Kaleidoscope: + dWisps = 3; + dBackground = 0; + dDensity = 25; + dVisibility = 40; + dSpeed = 15; + dFeedback = 90; + dFeedbackspeed = 3; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 0; + break; + + case Regular: + default: + dWisps = 5; + dBackground = 0; + dDensity = 25; + dVisibility = 35; + dSpeed = 15; + dFeedback = 0; + dFeedbackspeed = 1; + dFeedbacksize = 8; + dWireframe = 0; + dTexture = 2; + break; + } +} + + +//---------------------------------------------------------------------------- + + +#ifndef UNIT_TEST +#include <klocale.h> +#include <kglobal.h> +#include <kconfig.h> + + +// libkscreensaver interface +extern "C" +{ + KDE_EXPORT const char* kss_applicationName = "keuphoria.kss"; + KDE_EXPORT const char* kss_description = I18N_NOOP( "Euphoria" ); + KDE_EXPORT const char* kss_version = "1.0"; + + KDE_EXPORT KScreenSaver* kss_create( WId id ) + { + return new KEuphoriaScreenSaver( id ); + } + + KDE_EXPORT QDialog* kss_setup() + { + return new KEuphoriaSetup; + } +} + + +//---------------------------------------------------------------------------- + + +KEuphoriaScreenSaver::KEuphoriaScreenSaver( WId id ) : KScreenSaver( id ) +{ + _effect = new EuphoriaWidget; + + readSettings(); + + embed( _effect ); + _effect->show(); +} + + +KEuphoriaScreenSaver::~KEuphoriaScreenSaver() +{ +} + + +static int filterRandom( int n ) +{ + if( (n < 0) || (n >= EuphoriaWidget::DefaultModes) ) + { + srand((unsigned)time(NULL)); + n = rand() % EuphoriaWidget::DefaultModes; + } + return n; +} + + +void KEuphoriaScreenSaver::readSettings() +{ + KConfig* config = KGlobal::config(); + config->setGroup("Settings"); + + _mode = config->readNumEntry( "Mode", EuphoriaWidget::Regular ); + _effect->setDefaults( filterRandom(_mode) ); +} + + +/** + Any invalid mode will select one at random. +*/ +void KEuphoriaScreenSaver::setMode( int id ) +{ + _mode = id; + _effect->setDefaults( filterRandom(id) ); + _effect->updateParameters(); +} + + +//---------------------------------------------------------------------------- + + +#include <qlayout.h> +#include <qlabel.h> +#include <qcombobox.h> +#include <kmessagebox.h> + + +static const char* defaultText[] = +{ + I18N_NOOP( "Regular" ), + I18N_NOOP( "Grid" ), + I18N_NOOP( "Cubism" ), + I18N_NOOP( "Bad Math" ), + I18N_NOOP( "M-Theory" ), + I18N_NOOP( "UHFTEM" ), //"ultra high frequency tunneling electron microscope", + I18N_NOOP( "Nowhere" ), + I18N_NOOP( "Echo" ), + I18N_NOOP( "Kaleidoscope" ), + I18N_NOOP( "(Random)" ), + 0 +}; + + +KEuphoriaSetup::KEuphoriaSetup( QWidget* parent, const char* name ) + : KDialogBase( parent, name, true, i18n("Setup Euphoria Screen Saver"), + Ok|Cancel|Help, Ok, true ) +{ + setButtonText( Help, i18n( "A&bout" ) ); + + QWidget *main = makeMainWidget(); + + QHBoxLayout* top = new QHBoxLayout(main, 0, spacingHint()); + QVBoxLayout* leftCol = new QVBoxLayout; + top->addLayout( leftCol ); + + QLabel* label = new QLabel( i18n("Mode:"), main ); + leftCol->addWidget( label ); + + modeW = new QComboBox( main ); + int i = 0; + while (defaultText[i]) + modeW->insertItem( i18n(defaultText[i++]) ); + leftCol->addWidget( modeW ); + + leftCol->addStretch(); + + // Preview + QWidget* preview; + preview = new QWidget( main ); + preview->setFixedSize( 220, 170 ); + preview->setBackgroundColor( black ); + preview->show(); // otherwise saver does not get correct size + _saver = new KEuphoriaScreenSaver( preview->winId() ); + top->addWidget(preview); + + // Now that we have _saver... + modeW->setCurrentItem( _saver->mode() ); // set before we connect + connect( modeW, SIGNAL(activated(int)), _saver, SLOT(setMode(int)) ); + + setMinimumSize( sizeHint() ); +} + + +KEuphoriaSetup::~KEuphoriaSetup() +{ + delete _saver; +} + + +void KEuphoriaSetup::slotHelp() +{ + KMessageBox::about(this, + i18n("<h3>Euphoria 1.0</h3>\n<p>Copyright (c) 2002 Terence M. Welsh<br>\n<a href=\"http://www.reallyslick.com/\">http://www.reallyslick.com/</a></p>\n\n<p>Ported to KDE by Karl Robillard</p>"), + QString::null, KMessageBox::AllowLink); +} + + +/** + Ok pressed - save settings and exit +*/ +void KEuphoriaSetup::slotOk() +{ + KConfig* config = KGlobal::config(); + config->setGroup("Settings"); + + QString val; + val.setNum( modeW->currentItem() ); + config->writeEntry("Mode", val ); + + config->sync(); + accept(); +} +#endif +//---------------------------------------------------------------------------- + + +#ifdef UNIT_TEST +// moc Euphoria.h -o Euphoria.moc +// g++ -g -DUNIT_TEST Euphoria.cpp -I/usr/lib/qt3/include -lqt -L/usr/lib/qt3/lib -lGLU -lGL + +#include <qapplication.h> + +int main( int argc, char** argv ) +{ + QApplication app( argc, argv ); + + EuphoriaWidget w; + w.setDefaults( EuphoriaWidget::UHFTEM ); + app.setMainWidget( &w ); + w.show(); + + return app.exec(); +} +#endif + + +//EOF |