dwscr/ss/LightBounce.cc
josh 5e9c100236 added +m command-line option to disable multisampling
git-svn-id: svn://anubis/dwscr/trunk@104 5bef9df8-b654-44bb-925b-0ff18baa8f8c
2008-11-13 23:13:30 +00:00

180 lines
4.8 KiB
C++

/* Author: Josh Holtrop
* DornerWorks screensaver
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include "LightBounce.h"
#include <iostream>
#include <vector>
#include <algorithm>
using namespace std;
#define SIZE 5
#define STRIDE_MULTIPLIER 1.0;
#define ZOOM 12.0
LightBounceBox::LightBounceBox(LogoBox * lb,
float x, float y, float z,
float xr, float yr, float zr)
{
this->x = x;
this->y = y;
this->z = z;
this->xr = xr;
this->yr = yr;
this->zr = zr;
this->dist = 0.0;
m_dl = glGenLists(1);
glNewList(m_dl, GL_COMPILE);
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(xr, 1, 0, 0);
glRotatef(yr, 0, 1, 0);
glRotatef(zr, 0, 0, 1);
lb->draw();
glPopMatrix();
glEndList();
}
LightBounceBox::~LightBounceBox()
{
glDeleteLists(m_dl, 1);
}
void LightBounceBox::updateDist(float x, float y, float z)
{
float dx = x - this->x;
float dy = y - this->y;
float dz = z - this->z;
this->dist = (dx*dx) + (dy*dy) + (dz*dz);
}
bool LightBounceBoxComparator::operator()(LightBounceBox * l1, LightBounceBox * l2)
{
return l1->getDist() > l2->getDist();
}
/* construct screensaver mode and do some basic OpenGL setup */
LightBounce::LightBounce(SSMain * _SSMain) : SSMode(_SSMain)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,
(double)m_SSMain->getWidth()
/ (double)m_SSMain->getHeight()
/ (double)m_SSMain->getNumMonitors(),
0.01,
1000.01);
glMatrixMode(GL_MODELVIEW);
float box_stride = m_logoBox.getWidth() * STRIDE_MULTIPLIER;
float half_size = SIZE * box_stride / 2.0;
float y = -half_size + box_stride / 2.0;
int rot = false;
for (int i = 0; i < SIZE; i++)
{
float x = -half_size + box_stride / 2.0;
for (int j = 0; j < SIZE; j++)
{
// front
LightBounceBox * box = new LightBounceBox(
&m_logoBox, x, y, -half_size, 0, 180.0, rot ? 90.0 : 0
);
m_boxes.push_back(box);
// right
box = new LightBounceBox(
&m_logoBox, half_size, y, x, 0, 90.0, rot ? 0 : 90.0
);
m_boxes.push_back(box);
// back
box = new LightBounceBox(
&m_logoBox, x, y, half_size, 0, 0, rot ? 90.0 : 0
);
m_boxes.push_back(box);
// left
box = new LightBounceBox(
&m_logoBox, -half_size, y, x, 0, 270.0, rot ? 0 : 90.0
);
m_boxes.push_back(box);
// top
box = new LightBounceBox(
&m_logoBox, x, half_size, y, 270, 0, rot ? 0 : 90.0
);
m_boxes.push_back(box);
// bottom
box = new LightBounceBox(
&m_logoBox, x, -half_size, y, 90, 0, rot ? 0 : 90.0
);
m_boxes.push_back(box);
rot = !rot;
x += box_stride;
}
y += box_stride;
}
glPushAttrib(GL_POLYGON_BIT); /* store CULL_FACE settings */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#if 0
GLuint tex;
glGenTextures(1, &tex);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
GLfloat pixels[] = {0, 0, 0, 0.5};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_FLOAT, pixels);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
glEnable(GL_COLOR_MATERIAL);
glColor4f(1, 1, 1, 0.3);
}
LightBounce::~LightBounce()
{
glPopAttrib();
int sz = m_boxes.size();
for (int i = 0; i < sz; i++)
delete m_boxes[i];
}
/* called every time this screensaver mode should redraw the screen */
void LightBounce::update()
{
SSMode::update();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int numMonitors = m_SSMain->getNumMonitors();
int width = m_SSMain->getWidth();
int height = m_SSMain->getHeight();
/* update the viewer position */
double angle = m_elapsed/3700.0f;
double viewer_dist = SIZE * ZOOM;
float viewer_x = viewer_dist * cos(angle);
float viewer_z = viewer_dist * sin(angle);
float viewer_y = SIZE * ZOOM * 2.0 / 3.0;
for (int i = 0, sz = m_boxes.size(); i < sz; i++)
{
m_boxes[i]->updateDist(viewer_x, viewer_y, viewer_z);
}
sort(m_boxes.begin(), m_boxes.end(), m_comparator);
for (int i = 0; i < numMonitors; i++)
{
glViewport(i*width/numMonitors, 0, width/numMonitors, height);
glLoadIdentity();
gluLookAt(viewer_x, viewer_y, viewer_z, 0, 0, 0, 0, 1, 0);
for (int i = 0, sz = m_boxes.size(); i < sz; i++)
{
m_boxes[i]->draw();
}
}
SDL_GL_SwapBuffers();
}