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diff --git a/tdescreensaver/kdesavers/Euphoria.cpp b/tdescreensaver/kdesavers/Euphoria.cpp
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+++ b/tdescreensaver/kdesavers/Euphoria.cpp
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+//============================================================================
+//
+// 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 <tqtimer.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( TQWidget* parent, const char* name )
+ : TQGLWidget(parent, name), texName(0), _wisps(0), _backwisps(0),
+ feedbackmap(0), feedbacktex(0)
+{
+ setDefaults( Regular );
+
+ _frameTime = 1000 / 60;
+ _timer = new TQTimer( this );
+ connect( _timer, TQT_SIGNAL(timeout()), this, TQT_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( TQKeyEvent* e )
+{
+ if( e->key() == TQt::Key_0 ) { setDefaults( 0 ); updateParameters(); }
+ if( e->key() == TQt::Key_1 ) { setDefaults( 1 ); updateParameters(); }
+ if( e->key() == TQt::Key_2 ) { setDefaults( 2 ); updateParameters(); }
+ if( e->key() == TQt::Key_3 ) { setDefaults( 3 ); updateParameters(); }
+ if( e->key() == TQt::Key_4 ) { setDefaults( 4 ); updateParameters(); }
+ if( e->key() == TQt::Key_5 ) { setDefaults( 5 ); updateParameters(); }
+ if( e->key() == TQt::Key_6 ) { setDefaults( 6 ); updateParameters(); }
+ if( e->key() == TQt::Key_7 ) { setDefaults( 7 ); updateParameters(); }
+ if( e->key() == TQt::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>
+
+
+// libtdescreensaver 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 TQDialog* 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()
+{
+ TDEConfig* config = TDEGlobal::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 <tqlayout.h>
+#include <tqlabel.h>
+#include <tqcombobox.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( TQWidget* parent, const char* name )
+ : KDialogBase( parent, name, true, i18n("Setup Euphoria Screen Saver"),
+ Ok|Cancel|Help, Ok, true )
+{
+ setButtonText( Help, i18n( "A&bout" ) );
+
+ TQWidget *main = makeMainWidget();
+
+ TQHBoxLayout* top = new TQHBoxLayout(main, 0, spacingHint());
+ TQVBoxLayout* leftCol = new TQVBoxLayout;
+ top->addLayout( leftCol );
+
+ TQLabel* label = new TQLabel( i18n("Mode:"), main );
+ leftCol->addWidget( label );
+
+ modeW = new TQComboBox( main );
+ int i = 0;
+ while (defaultText[i])
+ modeW->insertItem( i18n(defaultText[i++]) );
+ leftCol->addWidget( modeW );
+
+ leftCol->addStretch();
+
+ // Preview
+ TQWidget* preview;
+ preview = new TQWidget( 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, TQT_SIGNAL(activated(int)), _saver, TQT_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>"),
+ TQString(), KMessageBox::AllowLink);
+}
+
+
+/**
+ Ok pressed - save settings and exit
+*/
+void KEuphoriaSetup::slotOk()
+{
+ TDEConfig* config = TDEGlobal::config();
+ config->setGroup("Settings");
+
+ TQString 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 <tqapplication.h>
+
+int main( int argc, char** argv )
+{
+ TQApplication app( argc, argv );
+
+ EuphoriaWidget w;
+ w.setDefaults( EuphoriaWidget::UHFTEM );
+ app.setMainWidget( &w );
+ w.show();
+
+ return app.exec();
+}
+#endif
+
+
+//EOF