1 | /* -*- mode: C; tab-width: 4 -*- |
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2 | * Bumps, Copyright (c) 2002 Shane Smit <CodeWeaver@DigitalLoom.org> |
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3 | * |
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4 | * Permission to use, copy, modify, distribute, and sell this software and its |
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5 | * documentation for any purpose is hereby granted without fee, provided that |
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6 | * the above copyright notice appear in all copies and that both that |
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7 | * copyright notice and this permission notice appear in supporting |
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8 | * documentation. No representations are made about the suitability of this |
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9 | * software for any purpose. It is provided "as is" without express or |
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10 | * implied warranty. |
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11 | * |
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12 | * Module: "bumps.c" |
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13 | * Tab Size: 4 |
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14 | * |
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15 | * Description: |
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16 | * This is typical bump-mapping. The actual bump map is generated by a screen |
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17 | * grab. The light source is represented by a spotlight of random color. This |
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18 | * spotlight randomly traverses the bump map in a sinus pattern. |
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19 | * |
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20 | * Essentially, it 3D-izes your desktop, based on color intensity. |
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21 | * |
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22 | * Modification History: |
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23 | * [10/01/99] - Shane Smit: Creation |
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24 | * [10/08/99] - Shane Smit: Port to C. (Ick) |
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25 | * [03/08/02] - Shane Smit: New movement code. |
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26 | * [09/12/02] - Shane Smit: MIT-SHM XImages. |
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27 | * Thanks to Kennett Galbraith <http://www.Alpha-II.com/> |
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28 | * for code optimization. |
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29 | */ |
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30 | |
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31 | #include "bumps.h" |
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32 | |
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33 | /* This function pointer will point to the appropriate PutPixel*() function below. */ |
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34 | void (*MyPutPixel)( int8_ *, uint32_ ); |
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35 | |
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36 | void PutPixel32( int8_ *pData, uint32_ pixel ) |
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37 | { |
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38 | *(uint32_ *)pData = pixel; |
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39 | } |
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40 | |
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41 | void PutPixel24( int8_ *pData, uint32_ pixel ) |
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42 | { |
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43 | pData[ 2 ] = ( pixel & 0x00FF0000 ) >> 16; |
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44 | pData[ 1 ] = ( pixel & 0x0000FF00 ) >> 8; |
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45 | pData[ 0 ] = ( pixel & 0x000000FF ); |
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46 | } |
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47 | |
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48 | void PutPixel16( int8_ *pData, uint32_ pixel ) |
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49 | { |
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50 | *(uint16_ *)pData = (uint16_)pixel; |
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51 | } |
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52 | |
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53 | void PutPixel8( int8_ *pData, uint32_ pixel ) |
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54 | { |
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55 | *(uint8_ *)pData = (uint8_)pixel; |
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56 | } |
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57 | |
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58 | /* Creates the light map, which is a circular image... going from black around the edges |
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59 | * to white in the center. */ |
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60 | void CreateSpotLight( SSpotLight *pSpotLight, uint16_ iDiameter, uint16_ nColorCount ) |
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61 | { |
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62 | double nDist; |
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63 | int16_ iDistX, iDistY; |
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64 | uint8_ *pLOffset; |
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65 | |
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66 | pSpotLight->nFalloffDiameter = iDiameter; |
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67 | pSpotLight->nFalloffRadius = pSpotLight->nFalloffDiameter / 2; |
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68 | pSpotLight->nLightDiameter = iDiameter / 2; |
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69 | pSpotLight->nLightRadius = pSpotLight->nLightDiameter / 2; |
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70 | #ifdef VERBOSE |
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71 | printf( "%s: Falloff Diameter: %d\n", progclass, pSpotLight->nFalloffDiameter ); |
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72 | printf( "%s: Spot Light Diameter: %d\n", progclass, pSpotLight->nLightDiameter ); |
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73 | #endif |
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74 | |
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75 | pSpotLight->aLightMap = malloc( pSpotLight->nLightDiameter * pSpotLight->nLightDiameter * sizeof(uint8_) ); |
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76 | |
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77 | pLOffset = pSpotLight->aLightMap; |
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78 | for( iDistY=-pSpotLight->nLightRadius; iDistY<pSpotLight->nLightRadius; ++iDistY ) |
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79 | { |
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80 | for( iDistX=-pSpotLight->nLightRadius; iDistX<pSpotLight->nLightRadius; ++iDistX ) |
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81 | { |
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82 | nDist = sqrt( pow( iDistX+0.5F, 2 ) + pow( iDistY+0.5F, 2 ) ); |
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83 | if( nDist / pSpotLight->nLightRadius <= 1.0f ) |
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84 | *pLOffset = (uint8_)(nColorCount - ( ( nDist / pSpotLight->nLightRadius ) * ( nColorCount - 1 ) )); |
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85 | else |
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86 | *pLOffset = 0; |
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87 | |
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88 | ++pLOffset; |
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89 | } |
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90 | } |
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91 | |
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92 | /* Initialize movement variables. */ |
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93 | pSpotLight->nAccelX = 0; |
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94 | pSpotLight->nAccelY = 0; |
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95 | pSpotLight->nVelocityX = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax; |
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96 | pSpotLight->nVelocityY = ( RANDOM() % 2 ) ? pSpotLight->nVelocityMax : -pSpotLight->nVelocityMax; |
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97 | } |
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98 | |
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99 | |
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100 | /* Calculates the position of the spot light on the screen. */ |
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101 | void CalcLightPos( SBumps *pBumps ) |
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102 | { |
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103 | SSpotLight *pSpotLight = &pBumps->SpotLight; |
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104 | float nGravity; |
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105 | |
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106 | /* X */ |
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107 | if( pSpotLight->nXPos < pSpotLight->nFalloffRadius ) nGravity = 1.0f; |
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108 | else if( pSpotLight->nXPos > pBumps->iWinWidth - pSpotLight->nFalloffRadius ) nGravity = -1.0f; |
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109 | else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f; |
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110 | |
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111 | pSpotLight->nAccelX += nGravity * ( pSpotLight->nAccelMax / 5.0f ); |
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112 | if( pSpotLight->nAccelX < -pSpotLight->nAccelMax ) pSpotLight->nAccelX = -pSpotLight->nAccelMax; |
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113 | else if( pSpotLight->nAccelX > pSpotLight->nAccelMax ) pSpotLight->nAccelX = pSpotLight->nAccelMax; |
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114 | |
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115 | pSpotLight->nVelocityX += pSpotLight->nAccelX; |
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116 | if( pSpotLight->nVelocityX < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = -pSpotLight->nVelocityMax; |
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117 | else if( pSpotLight->nVelocityX > pSpotLight->nVelocityMax ) pSpotLight->nVelocityX = pSpotLight->nVelocityMax; |
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118 | |
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119 | pSpotLight->nXPos += pSpotLight->nVelocityX; |
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120 | |
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121 | /* Y */ |
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122 | if( pSpotLight->nYPos < pSpotLight->nFalloffRadius ) nGravity = 1.0f; |
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123 | else if( pSpotLight->nYPos > pBumps->iWinHeight - pSpotLight->nFalloffRadius ) nGravity = -1.0f; |
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124 | else nGravity = ( ( RANDOM() % 201 ) / 100.0f ) - 1.0f; |
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125 | |
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126 | pSpotLight->nAccelY += nGravity * ( pSpotLight->nAccelMax / 5.0f ); |
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127 | if( pSpotLight->nAccelY < -pSpotLight->nAccelMax ) pSpotLight->nAccelY = -pSpotLight->nAccelMax; |
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128 | else if( pSpotLight->nAccelY > pSpotLight->nAccelMax ) pSpotLight->nAccelY = pSpotLight->nAccelMax; |
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129 | |
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130 | pSpotLight->nVelocityY += pSpotLight->nAccelY; |
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131 | if( pSpotLight->nVelocityY < -pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = -pSpotLight->nVelocityMax; |
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132 | else if( pSpotLight->nVelocityY > pSpotLight->nVelocityMax ) pSpotLight->nVelocityY = pSpotLight->nVelocityMax; |
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133 | |
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134 | pSpotLight->nYPos += pSpotLight->nVelocityY; |
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135 | } |
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136 | |
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137 | |
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138 | /* Main initialization function. */ |
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139 | void CreateBumps( SBumps *pBumps, Display *pNewDisplay, Window NewWin ) |
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140 | { |
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141 | XWindowAttributes XWinAttribs; |
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142 | XGCValues GCValues; |
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143 | int32_ nGCFlags; |
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144 | uint16_ iDiameter; |
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145 | |
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146 | /* Make size and velocity a function of window size, so it appears the same at 100x60 as it does in 3200x1200. */ |
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147 | XGetWindowAttributes( pNewDisplay, NewWin, &XWinAttribs ); |
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148 | pBumps->iWinWidth = XWinAttribs.width; |
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149 | pBumps->iWinHeight = XWinAttribs.height; |
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150 | pBumps->SpotLight.nXPos = XWinAttribs.width / 2.0f; |
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151 | pBumps->SpotLight.nYPos = XWinAttribs.height / 2.0f; |
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152 | pBumps->SpotLight.nVelocityMax = ( ( XWinAttribs.width < XWinAttribs.height ) ? XWinAttribs.width : XWinAttribs.height ) / 140.0f; |
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153 | pBumps->SpotLight.nAccelMax = pBumps->SpotLight.nVelocityMax / 10.0f; |
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154 | pBumps->pDisplay = pNewDisplay; |
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155 | pBumps->Win = NewWin; |
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156 | pBumps->pXImage = NULL; |
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157 | |
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158 | iDiameter = ( ( pBumps->iWinWidth < pBumps->iWinHeight ) ? pBumps->iWinWidth : pBumps->iWinHeight ) / 2; |
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159 | |
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160 | #ifdef HAVE_XSHM_EXTENSION |
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161 | pBumps->bUseShm = get_boolean_resource( "useSHM", "Boolean" ); |
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162 | |
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163 | if( pBumps->bUseShm ) |
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164 | { |
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165 | pBumps->pXImage = create_xshm_image( pBumps->pDisplay, XWinAttribs.visual, XWinAttribs.depth, |
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166 | ZPixmap, NULL, &pBumps->XShmInfo, iDiameter, iDiameter ); |
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167 | if( !pBumps->pXImage ) |
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168 | { |
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169 | fprintf( stderr, "%s: Unable to create XShmImage.\n", progname ); |
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170 | pBumps->bUseShm = False; |
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171 | } |
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172 | } |
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173 | #endif /* HAVE_XSHM_EXTENSION */ |
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174 | if( !pBumps->pXImage ) |
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175 | { |
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176 | pBumps->pXImage = XCreateImage( pBumps->pDisplay, XWinAttribs.visual, XWinAttribs.depth, |
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177 | ZPixmap, 0, NULL, iDiameter, iDiameter, BitmapPad( pBumps->pDisplay ), 0 ); |
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178 | pBumps->pXImage->data = malloc( pBumps->pXImage->bytes_per_line * pBumps->pXImage->height * sizeof(int8_) ); |
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179 | } |
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180 | |
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181 | /* For speed, access the XImage data directly using my own PutPixel routine. */ |
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182 | switch( pBumps->pXImage->bits_per_pixel ) |
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183 | { |
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184 | case 32: |
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185 | pBumps->bytesPerPixel = 4; |
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186 | MyPutPixel = PutPixel32; |
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187 | break; |
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188 | |
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189 | case 24: |
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190 | pBumps->bytesPerPixel = 3; |
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191 | MyPutPixel = PutPixel24; |
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192 | break; |
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193 | |
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194 | case 16: |
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195 | pBumps->bytesPerPixel = 2; |
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196 | MyPutPixel = PutPixel16; |
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197 | break; |
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198 | |
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199 | case 8: |
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200 | pBumps->bytesPerPixel = 1; |
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201 | MyPutPixel = PutPixel8; |
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202 | break; |
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203 | |
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204 | default: |
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205 | fprintf( stderr, "%s: Unknown XImage depth.", progname ); |
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206 | #ifdef HAVE_XSHM_EXTENSION |
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207 | if( pBumps->bUseShm ) |
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208 | destroy_xshm_image( pBumps->pDisplay, pBumps->pXImage, &pBumps->XShmInfo ); |
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209 | else |
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210 | #endif /* HAVE_XSHM_EXTENSION */ |
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211 | XDestroyImage( pBumps->pXImage ); |
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212 | exit( 1 ); |
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213 | } |
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214 | |
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215 | GCValues.function = GXcopy; |
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216 | GCValues.subwindow_mode = IncludeInferiors; |
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217 | nGCFlags = GCForeground | GCFunction; |
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218 | if( use_subwindow_mode_p( XWinAttribs.screen, pBumps->Win ) ) /* See grabscreen.c */ |
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219 | nGCFlags |= GCSubwindowMode; |
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220 | pBumps->GraphicsContext = XCreateGC( pBumps->pDisplay, pBumps->Win, nGCFlags, &GCValues ); |
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221 | |
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222 | SetPalette( pBumps, &XWinAttribs ); |
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223 | CreateSpotLight( &pBumps->SpotLight, iDiameter, pBumps->nColorCount ); |
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224 | InitBumpMap( pBumps, &XWinAttribs ); |
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225 | |
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226 | XSetWindowBackground( pBumps->pDisplay, pBumps->Win, pBumps->aColors[ 0 ] ); |
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227 | XClearWindow (pBumps->pDisplay, pBumps->Win); |
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228 | } |
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229 | |
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230 | |
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231 | /* Creates a specialized phong shade palette. */ |
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232 | void SetPalette( SBumps *pBumps, XWindowAttributes *pXWinAttribs ) |
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233 | { |
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234 | XColor BaseColor; |
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235 | XColor Color; |
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236 | char *sColor; /* Spotlight Color */ |
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237 | int16_ iColor; |
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238 | |
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239 | sColor = get_string_resource( "color", "Color" ); |
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240 | |
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241 | BaseColor.red = RANDOM() % 0xFFFF; |
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242 | BaseColor.green = RANDOM() % 0xFFFF; |
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243 | BaseColor.blue = RANDOM() % 0xFFFF; |
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244 | |
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245 | /* Make one color full intesity to avoid dark spotlights. */ |
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246 | switch( RANDOM() % 3 ) |
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247 | { |
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248 | case 0: BaseColor.red = 0xFFFF; break; |
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249 | case 1: BaseColor.green = 0xFFFF; break; |
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250 | case 2: BaseColor.blue = 0xFFFF; break; |
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251 | } |
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252 | |
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253 | if( strcasecmp( sColor, "random" ) && !XParseColor( pBumps->pDisplay, pXWinAttribs->colormap, sColor, &BaseColor ) ) |
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254 | fprintf( stderr, "%s: color %s not found in database. Choosing random...\n", progname, sColor ); |
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255 | |
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256 | #ifdef VERBOSE |
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257 | printf( "%s: Spotlight color is <%d,%d,%d> RGB.\n", progclass, BaseColor.red, BaseColor.green, BaseColor.blue ); |
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258 | #endif /* VERBOSE */ |
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259 | |
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260 | pBumps->nColorCount = get_integer_resource( "colorcount", "Integer" ); |
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261 | if( pBumps->nColorCount < 2 ) pBumps->nColorCount = 2; |
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262 | if( pBumps->nColorCount > 128 ) pBumps->nColorCount = 128; |
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263 | |
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264 | pBumps->aColors = malloc( pBumps->nColorCount * sizeof(uint32_ ) ); |
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265 | |
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266 | /* Creates a phong shade: / BaseColor \ Index/ColorCount |
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267 | * PhongShade = | ------------ | Index + ( 65535 - BaseColor )^ |
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268 | * \ ColorCount / */ |
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269 | pBumps->nColorCount--; |
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270 | for( iColor=0; iColor<=pBumps->nColorCount; iColor++ ) |
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271 | { |
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272 | Color.red = (uint16_)( ( ( BaseColor.red / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.red, iColor/(double)pBumps->nColorCount ) ); |
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273 | Color.green = (uint16_)( ( ( BaseColor.green / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.green, iColor/(double)pBumps->nColorCount ) ); |
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274 | Color.blue = (uint16_)( ( ( BaseColor.blue / (double)pBumps->nColorCount ) * iColor ) + pow( 0xFFFF - BaseColor.blue, iColor/(double)pBumps->nColorCount ) ); |
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275 | |
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276 | if( !XAllocColor( pBumps->pDisplay, pXWinAttribs->colormap, &Color ) ) |
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277 | { |
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278 | XFreeColors( pBumps->pDisplay, pXWinAttribs->colormap, pBumps->aColors, iColor, 0 ); |
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279 | free( pBumps->aColors ); |
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280 | pBumps->aColors = malloc( pBumps->nColorCount * sizeof(uint32_) ); |
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281 | pBumps->nColorCount--; |
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282 | iColor = -1; |
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283 | } |
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284 | else |
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285 | pBumps->aColors[ iColor ] = Color.pixel; |
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286 | } |
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287 | pBumps->nColorCount++; |
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288 | |
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289 | #ifdef VERBOSE |
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290 | printf( "%s: Allocated %d colors.\n", progclass, pBumps->nColorCount ); |
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291 | #endif /* VERBOSE */ |
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292 | |
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293 | XSetWindowBackground( pBumps->pDisplay, pBumps->Win, pBumps->aColors[ 0 ] ); |
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294 | } |
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295 | |
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296 | |
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297 | /* Grabs the current contents of the window to use an intensity-based bump map. */ |
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298 | void InitBumpMap( SBumps *pBumps, XWindowAttributes *pXWinAttribs ) |
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299 | { |
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300 | XImage *pScreenImage; |
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301 | XColor *aColors, *pColor; |
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302 | uint8_ nSoften; |
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303 | uint16_ iWidth, iHeight; |
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304 | uint32_ nAverager; |
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305 | uint16_ *pBump; |
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306 | uint16_ maxHeight; |
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307 | double softenMultiplier = 1.0f; |
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308 | BOOL bInvert = (BOOL)get_boolean_resource( "invert", "Boolean" ); |
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309 | Pixmap p; |
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310 | |
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311 | aColors = (XColor*)malloc( pBumps->iWinWidth * sizeof(XColor) ); |
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312 | |
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313 | p = XCreatePixmap(pBumps->pDisplay, pBumps->Win, |
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314 | pXWinAttribs->width, pXWinAttribs->height, |
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315 | pXWinAttribs->depth); |
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316 | load_random_image (pXWinAttribs->screen, pBumps->Win, p, NULL); |
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317 | |
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318 | pScreenImage = XGetImage( pBumps->pDisplay, p, 0, 0, pBumps->iWinWidth, pBumps->iWinHeight, ~0L, ZPixmap ); |
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319 | XFreePixmap (pBumps->pDisplay, p); |
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320 | |
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321 | /* jwz: get the grabbed bits off the screen fast */ |
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322 | XClearWindow (pBumps->pDisplay, pBumps->Win); |
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323 | XSync (pBumps->pDisplay, 0); |
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324 | |
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325 | pBumps->aBumpMap = malloc( pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_) ); |
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326 | |
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327 | nSoften = get_integer_resource( "soften", "Integer" ); |
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328 | while( nSoften-- ) |
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329 | softenMultiplier *= 1.0f + ( 1.0f / 3.0f ); /* Softening takes the max height down, so scale up to compensate. */ |
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330 | maxHeight = pBumps->SpotLight.nLightRadius * softenMultiplier; |
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331 | nAverager = ( 3 * 0xFFFF ) / maxHeight; |
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332 | |
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333 | pBump = pBumps->aBumpMap; |
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334 | if( bInvert ) /* Funny, it's actually the 'else' that inverts the bump map... */ |
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335 | { |
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336 | for( iHeight=0; iHeight<pBumps->iWinHeight; iHeight++ ) |
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337 | { |
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338 | pColor = aColors; |
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339 | for( iWidth=0; iWidth<pBumps->iWinWidth; iWidth++ ) |
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340 | (pColor++)->pixel = XGetPixel( pScreenImage, iWidth, iHeight ); |
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341 | |
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342 | XQueryColors( pBumps->pDisplay, pXWinAttribs->colormap, aColors, pBumps->iWinWidth ); |
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343 | |
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344 | pColor = aColors; |
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345 | for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pColor, ++pBump ) |
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346 | *pBump = ( ( pColor->red + pColor->green + pColor->blue ) / nAverager ); |
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347 | } |
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348 | } |
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349 | else |
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350 | { |
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351 | for( iHeight=0; iHeight<pBumps->iWinHeight; iHeight++ ) |
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352 | { |
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353 | pColor = aColors; |
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354 | for( iWidth=0; iWidth<pBumps->iWinWidth; iWidth++ ) |
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355 | (pColor++)->pixel = XGetPixel( pScreenImage, iWidth, iHeight ); |
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356 | |
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357 | XQueryColors( pBumps->pDisplay, pXWinAttribs->colormap, aColors, pBumps->iWinWidth ); |
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358 | |
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359 | pColor = aColors; |
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360 | for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pColor, ++pBump ) |
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361 | *pBump = ( maxHeight - ( ( pColor->red + pColor->green + pColor->blue ) / nAverager ) ); |
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362 | } |
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363 | } |
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364 | |
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365 | XDestroyImage( pScreenImage ); |
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366 | |
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367 | nSoften = get_integer_resource( "soften", "Integer" ); |
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368 | #ifdef VERBOSE |
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369 | if( nSoften ) printf( "%s: Softening Bump Map %d time(s)...\n", progclass, nSoften ); |
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370 | #endif |
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371 | while( nSoften-- ) |
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372 | SoftenBumpMap( pBumps ); |
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373 | |
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374 | free( aColors ); |
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375 | } |
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376 | |
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377 | /* Soften the bump map. This is to avoid pixelated-looking ridges. |
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378 | * |-----|-----|-----| |
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379 | * | 0% |12.5%| 0% | The adjacent pixels are averaged together |
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380 | * |-----|-----|-----| first. Then than value is averaged with |
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381 | * |12.5%| 50% |12.5%| the pixel is question. This essentially weights |
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382 | * |-----|-----|-----| each pixel as shown on the left. |
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383 | * | 0% |12.5%| 0% | |
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384 | * |-----|-----|-----| |
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385 | */ |
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386 | void SoftenBumpMap( SBumps *pBumps ) |
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387 | { |
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388 | uint16_ *pOffset, *pTOffset; |
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389 | uint32_ nHeight; |
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390 | uint32_ iWidth, iHeight; |
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391 | uint16_ *aTempBuffer = malloc( pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_) ); |
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392 | |
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393 | pOffset = pBumps->aBumpMap; |
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394 | pTOffset = aTempBuffer; |
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395 | for( iHeight=pBumps->iWinHeight; iHeight; --iHeight ) |
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396 | { |
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397 | for( iWidth=pBumps->iWinWidth; iWidth; --iWidth, ++pOffset, ++pTOffset ) |
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398 | { |
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399 | if( iHeight==pBumps->iWinHeight || iHeight==1 || |
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400 | iWidth==pBumps->iWinWidth || iWidth==1 ) |
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401 | { |
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402 | *pTOffset = 0; |
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403 | continue; |
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404 | } |
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405 | |
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406 | nHeight = pOffset[ -pBumps->iWinWidth ]; |
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407 | nHeight += pOffset[ 1 ]; |
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408 | nHeight += pOffset[ pBumps->iWinWidth ]; |
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409 | nHeight += pOffset[ -1 ]; |
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410 | nHeight >>= 2; |
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411 | nHeight += pOffset[ 0 ]; |
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412 | nHeight >>= 1; |
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413 | *pTOffset = nHeight; |
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414 | } |
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415 | } |
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416 | |
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417 | memcpy( pBumps->aBumpMap, aTempBuffer, pBumps->iWinWidth * pBumps->iWinHeight * sizeof(uint16_) ); |
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418 | free( aTempBuffer ); |
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419 | } |
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420 | |
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421 | |
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422 | /* This is where we slap down some pixels... */ |
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423 | void Execute( SBumps *pBumps ) |
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424 | { |
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425 | int32_ nLightXPos, nLightYPos; |
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426 | int32_ iScreenX, iScreenY; |
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427 | int32_ iLightX, iLightY; |
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428 | uint16_ *pBOffset; |
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429 | int8_ *pDOffset; |
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430 | int32_ nX, nY; |
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431 | uint16_ nColor; |
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432 | int32_ nLightOffsetFar = pBumps->SpotLight.nFalloffDiameter - pBumps->SpotLight.nLightRadius; |
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433 | |
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434 | CalcLightPos( pBumps ); |
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435 | |
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436 | /* Offset to upper left hand corner. */ |
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437 | nLightXPos = pBumps->SpotLight.nXPos - pBumps->SpotLight.nFalloffRadius; |
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438 | nLightYPos = pBumps->SpotLight.nYPos - pBumps->SpotLight.nFalloffRadius; |
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439 | |
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440 | for( iScreenY=nLightYPos, iLightY=-pBumps->SpotLight.nLightRadius; iLightY<nLightOffsetFar; ++iScreenY, ++iLightY ) |
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441 | { |
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442 | if( iScreenY < 0 ) continue; |
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443 | else if( iScreenY >= pBumps->iWinHeight ) break; |
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444 | |
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445 | /* warning: pointer targets in assignment differ in signedness |
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446 | Should pDOffset be a int8? I can't tell. -jwz, 22-Jul-2003 */ |
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447 | pDOffset = (int8_ *) &pBumps->pXImage->data[ (iLightY+pBumps->SpotLight.nLightRadius) * pBumps->pXImage->bytes_per_line ]; |
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448 | pBOffset = pBumps->aBumpMap + ( iScreenY * pBumps->iWinWidth ) + nLightXPos; |
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449 | for( iScreenX=nLightXPos, iLightX=-pBumps->SpotLight.nLightRadius; iLightX<nLightOffsetFar; ++iScreenX, ++iLightX, ++pBOffset, pDOffset+=pBumps->bytesPerPixel ) |
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450 | { |
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451 | if( iScreenX < 0 ) continue; |
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452 | else if( iScreenX >= pBumps->iWinWidth ) break; |
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453 | else if( iScreenY == 0 || iScreenY >= pBumps->iWinHeight-2 || |
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454 | iScreenX == 0 || iScreenX >= pBumps->iWinWidth-2 ) |
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455 | { |
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456 | MyPutPixel( pDOffset, pBumps->aColors[ 0 ] ); |
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457 | continue; |
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458 | } |
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459 | |
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460 | /* That's right folks, all the magic of bump mapping occurs in these two lines. (kinda disappointing, isn't it?) */ |
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461 | nX = ( pBOffset[ 1 ] - pBOffset[ 0 ] ) + iLightX; |
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462 | nY = ( pBOffset[ pBumps->iWinWidth ] - pBOffset[ 0 ] ) + iLightY; |
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463 | |
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464 | if( nX<0 || nX>=pBumps->SpotLight.nLightDiameter |
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465 | || nY<0 || nY>=pBumps->SpotLight.nLightDiameter ) |
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466 | { |
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467 | MyPutPixel( pDOffset, pBumps->aColors[ 0 ] ); |
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468 | continue; |
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469 | } |
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470 | |
---|
471 | nColor = pBumps->SpotLight.aLightMap[ ( nY * pBumps->SpotLight.nLightDiameter ) + nX ]; |
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472 | MyPutPixel( pDOffset, pBumps->aColors[ nColor ] ); |
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473 | } |
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474 | } |
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475 | |
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476 | /* Allow the spotlight to go *slightly* off the screen by clipping the XImage. */ |
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477 | iLightX = iLightY = 0; /* Use these for XImages X and Y now. */ |
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478 | nX = nY = pBumps->SpotLight.nFalloffDiameter; /* Use these for XImage width and height now. */ |
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479 | if( nLightXPos < 0 ) |
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480 | { |
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481 | iLightX = -nLightXPos; |
---|
482 | nX -= iLightX; |
---|
483 | nLightXPos = 0; |
---|
484 | } |
---|
485 | else if( nLightXPos + nX >= pBumps->iWinWidth ) |
---|
486 | { |
---|
487 | nX -= ( nLightXPos + nX ) - pBumps->iWinWidth; |
---|
488 | } |
---|
489 | |
---|
490 | if( nLightYPos < 0 ) |
---|
491 | { |
---|
492 | iLightY = -nLightYPos; |
---|
493 | nY -= iLightY; |
---|
494 | nLightYPos = 0; |
---|
495 | } |
---|
496 | else if( nLightYPos + nY >= pBumps->iWinHeight ) |
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497 | { |
---|
498 | nY -= ( nLightYPos + nY ) - pBumps->iWinHeight; |
---|
499 | } |
---|
500 | |
---|
501 | #ifdef HAVE_XSHM_EXTENSION |
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502 | if( pBumps->bUseShm ) |
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503 | XShmPutImage( pBumps->pDisplay, pBumps->Win, pBumps->GraphicsContext, pBumps->pXImage, iLightX, iLightY, nLightXPos, nLightYPos, |
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504 | nX, nY, False); |
---|
505 | else |
---|
506 | #endif /* HAVE_XSHM_EXTENSION */ |
---|
507 | XPutImage( pBumps->pDisplay, pBumps->Win, pBumps->GraphicsContext, pBumps->pXImage, iLightX, iLightY, nLightXPos, nLightYPos, |
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508 | nX, nY ); |
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509 | |
---|
510 | XSync( pBumps->pDisplay, False ); |
---|
511 | } |
---|
512 | |
---|
513 | |
---|
514 | /* Clean up */ |
---|
515 | void DestroyBumps( SBumps *pBumps ) |
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516 | { |
---|
517 | DestroySpotLight( &pBumps->SpotLight ); |
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518 | free( pBumps->aColors ); |
---|
519 | free( pBumps->aBumpMap ); |
---|
520 | #ifdef HAVE_XSHM_EXTENSION |
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521 | if( pBumps->bUseShm ) |
---|
522 | destroy_xshm_image( pBumps->pDisplay, pBumps->pXImage, &pBumps->XShmInfo ); |
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523 | else |
---|
524 | #endif /* HAVE_XSHM_EXTENSION */ |
---|
525 | XDestroyImage( pBumps->pXImage ); |
---|
526 | } |
---|
527 | |
---|
528 | |
---|
529 | /* All messages to the screensaver are processed here. */ |
---|
530 | void screenhack( Display *pDisplay, Window Win ) |
---|
531 | { |
---|
532 | SBumps Bumps; |
---|
533 | uint32_ iDelay; |
---|
534 | #ifdef VERBOSE |
---|
535 | time_t Time = time( NULL ); |
---|
536 | uint16_ iFrame = 0; |
---|
537 | #endif /* VERBOSE */ |
---|
538 | |
---|
539 | CreateBumps( &Bumps, pDisplay, Win ); |
---|
540 | iDelay = get_integer_resource( "delay", "Integer" ); |
---|
541 | |
---|
542 | while( 1 ) |
---|
543 | { |
---|
544 | screenhack_handle_events( pDisplay ); |
---|
545 | Execute( &Bumps ); |
---|
546 | usleep( iDelay ); |
---|
547 | |
---|
548 | #ifdef VERBOSE |
---|
549 | iFrame++; |
---|
550 | if( Time - time( NULL ) ) |
---|
551 | { |
---|
552 | printf( "FPS: %d\n", iFrame ); |
---|
553 | Time = time( NULL ); |
---|
554 | iFrame = 0; |
---|
555 | } |
---|
556 | #endif /* VERBOSE */ |
---|
557 | } |
---|
558 | |
---|
559 | DestroyBumps( &Bumps ); |
---|
560 | } |
---|
561 | |
---|
562 | |
---|
563 | /* vim: ts=4 |
---|
564 | */ |
---|