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tdeartwork/tdescreensaver/kdesavers/wave.cpp

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//-----------------------------------------------------------------------------
//
// kwave - Waveing Flag Screen Saver for TDE 2
//
// Copyright (c) Ian Reinhart Geiser 2001
//
#include <stdlib.h>
#include <tqlabel.h>
#include <tqlayout.h>
#include <tdeapplication.h>
#include <tdelocale.h>
#include <tdeconfig.h>
#include <kcolordialog.h>
#include <kbuttonbox.h>
#include <kcolorbutton.h>
#include <tdeglobal.h>
#include "wave.h"
#include "wave.moc"
#ifdef TQ_WS_MACX
#include <OpenGL/glu.h>
#include <OpenGL/gl.h>
#else
#include <GL/glu.h>
#include <GL/gl.h>
#endif
#include <tqimage.h>
#include <kdebug.h>
#include <tqpainter.h>
#include <tqradiobutton.h>
#include <tqspinbox.h>
#include <kstandarddirs.h>
#include <math.h>
#include <tdemessagebox.h>
#ifndef GLU_NURBS_TEXTURE_COORD
#define GLU_NURBS_TEXTURE_COORD 100168
#endif
// libtdescreensaver interface
extern "C"
{
TDE_EXPORT const char *kss_applicationName = "kwave.kss";
TDE_EXPORT const char *kss_description = I18N_NOOP( "Bitmap Wave Screen Saver" );
TDE_EXPORT const char *kss_version = "2.2.0";
TDE_EXPORT KScreenSaver *kss_create( WId id )
{
return new KWaveSaver( id );
}
TDE_EXPORT TQDialog *kss_setup()
{
return new KWaveSetup();
}
}
//-----------------------------------------------------------------------------
// dialog to setup screen saver parameters
//
KWaveSetup::KWaveSetup( TQWidget *parent, const char *name )
: SetupUi( parent, name, TRUE )
{
readSettings();
preview->setFixedSize( 220, 170 );
preview->setBackgroundColor( black );
preview->show(); // otherwise saver does not get correct size
saver = new KWaveSaver( preview->winId() );
connect( PushButton1, TQ_SIGNAL( clicked() ), TQ_SLOT( slotOkPressed() ) );
connect( PushButton2, TQ_SIGNAL( clicked() ), TQ_SLOT( reject() ) );
connect( PushButton3, TQ_SIGNAL( clicked() ), TQ_SLOT( aboutPressed() ) );
connect( SpinBox1, TQ_SIGNAL( valueChanged(int)), saver, TQ_SLOT( updateSize(int)));
connect( RadioButton1, TQ_SIGNAL( toggled(bool)), saver, TQ_SLOT( doStars(bool)));
}
KWaveSetup::~KWaveSetup( )
{
delete saver;
}
// read settings from config file
void KWaveSetup::readSettings()
{
TDEConfig *config = TDEGlobal::config();
config->setGroup( "Settings" );
// color = config->readColorEntry( "Color", &black );
}
// Ok pressed - save settings and exit
void KWaveSetup::slotOkPressed()
{
TDEConfig *config = TDEGlobal::config();
config->setGroup( "Settings" );
// config->writeEntry( "Color", color );
config->sync();
accept();
}
void KWaveSetup::aboutPressed()
{
KMessageBox::about(this,
i18n("<h3>Bitmap Flag Screen Saver</h3>\n<p>Waving Flag Screen Saver for TDE</p>\nCopyright (c) Ian Reinhart Geiser 2001"));
}
//-----------------------------------------------------------------------------
KWaveSaver::KWaveSaver( WId id ) : KScreenSaver( id )
{
kdDebug() << "Blank" << endl;
readSettings();
timer = new TQTimer( this );
timer->start( 50, TRUE );
setBackgroundColor( black );
erase();
wave = new Wave();
embed(wave);
wave->show();
connect( timer, TQ_SIGNAL(timeout()), this, TQ_SLOT(blank()) );;
}
KWaveSaver::~KWaveSaver()
{
}
// read configuration settings from config file
void KWaveSaver::readSettings()
{
TDEConfig *config = TDEGlobal::config();
config->setGroup( "Settings" );
// color = config->readColorEntry( "Color", &black );
}
void KWaveSaver::blank()
{
// Play wave
wave->updateGL();
timer->start( 100, TRUE );
}
Wave::Wave( TQWidget * parent, const char * name) : TQGLWidget (parent,name)
{
pNurb = 0;
nNumPoints = 4;
index = 0;
}
Wave::~Wave()
{
glDeleteTextures( 1, &texture[0] );
gluDeleteNurbsRenderer(pNurb);
}
/** setup the GL enviroment */
void Wave::initializeGL ()
{
kdDebug() << "InitGL" << endl;
/* Load in the texture */
if ( !LoadGLTextures( ) )
exit(0);
/* Enable Texture Mapping ( NEW ) */
glEnable( GL_TEXTURE_2D );
/* Enable smooth shading */
glShadeModel( GL_SMOOTH );
// Light values and coordinates
GLfloat specular[] = { 0.7f, 0.0f, 0.0f, 1.0f};
GLfloat shine[] = { 75.0f };
glClearColor(0.0f, 0.0f, 0.0f, 0.0f );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shine);
glEnable(GL_AUTO_NORMAL);
pNurb = gluNewNurbsRenderer();
gluNurbsProperty(pNurb, GLU_SAMPLING_TOLERANCE, 25.0f);
// Uncomment the next line and comment the one following to produce a
// wire frame mesh.
//gluNurbsProperty(pNurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
gluNurbsProperty(pNurb, GLU_DISPLAY_MODE, (GLfloat)GLU_FILL);
glEnable(GL_MAP2_TEXTURE_COORD_3);
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_BLEND);
}
/** resize the gl view */
void Wave::resizeGL ( int w, int h)
{
kdDebug() << "ResizeGL " << w << "," <<h<< endl;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Perspective view
gluPerspective (45.0f, (GLdouble)w/(GLdouble)h, 1.0, 40.0f);
// Modelview matrix reset
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Viewing transformation, position for better view
glTranslatef (0.0f, 0.0f, -20.0f);
}
/** paint the GL view */
void Wave::paintGL ()
{
float ctrlPoints[4][4][3];
index++;
float Z[16];
for( int i = 0; i < 16; i++)
{
Z[i] = 3.0 * sin(16*(3.141592654 * 2.0f) * (index+(i))/360);
}
// kdDebug() << "-----" << endl;
int counter =15;
for( int i = 0; i < 4; i++)
for( int j = 0; j < 4;j++)
{
ctrlPoints[i][j][0] = float((5*i)-10);
ctrlPoints[i][j][1] = float((3*j)-6);
ctrlPoints[i][j][2] = Z[counter--];
// kdDebug() << Z[counter] << endl;
}
// Knot sequence for the NURB
float knots[8] = { 0, 0, 0, 0, 1, 1, 1, 1 };
// Draw in Blu
//glColor3ub(0,0,220);
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the modelview matrix stack
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Rotate the mesh around to make it easier to see
glRotatef(index/2, 1.0f,0.0f,0.0f);
glRotatef(index/5, 0.0f,1.0f,0.0f);
glRotatef(index/6, 0.0f,0.0f,1.0f);
// Render the NURB
gluBeginSurface( pNurb );
gluNurbsSurface( pNurb, 8, knots, 8, knots,
4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_TEXTURE_COORD_3);
//gluNurbsSurface( pNurb, 8, knots, 8, knots,
//4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_NORMAL );
gluNurbsSurface( pNurb, 8, knots, 8, knots,
4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_VERTEX_3 );
gluEndSurface( pNurb );
// Restore the modelview matrix
glPopMatrix();
glFlush();
}
bool Wave::LoadGLTextures()
{
/* Status indicator */
bool Status = TRUE;
TQImage buf; // = TQPixmap::grabWindow ( 0 ).convertToImage();
kdDebug() << "Loading: " << locate("data", "tdescreensaver/image.png") << endl;
if (buf.load( locate("data", "tdescreensaver/image.png") ) )
{
tex = convertToGLFormat(buf); // flipped 32bit RGBA
kdDebug() << "Texture loaded: " << tex.numBytes () << endl;
}
else
{
TQImage dummy( 64, 64, 64 );
dummy.fill( TQt::white.rgb() );
buf = dummy;
tex = convertToGLFormat( buf );
}
/* Set the status to true */
//Status = TRUE;
glGenTextures(1, &texture[0]); /* create three textures */
glBindTexture(GL_TEXTURE_2D, texture[0]);
/* use linear filtering */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
/* actually generate the texture */
glTexImage2D(GL_TEXTURE_2D, 0, 4, tex.width(), tex.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
kdDebug() << "Texture Loaded: " << tex.width() << "," << tex.height() << endl;
return Status;
}