kde-workspace/kscreensaver/kdesavers/wave.cpp
2015-02-27 09:28:46 +00:00

342 lines
8.4 KiB
C++

//-----------------------------------------------------------------------------
//
// kwave - Waveing Flag Screen Saver for KDE
//
// Copyright (c) Ian Reinhart Geiser 2001
//
#include <stdlib.h>
#include <qlabel.h>
#include <qlayout.h>
#include <kapplication.h>
#include <klocale.h>
#include <kconfig.h>
#include <kcolordialog.h>
#include <kcolorbutton.h>
#include <kglobal.h>
#include "wave.h"
#include "moc_wave.cpp"
#include <GL/glu.h>
#include <GL/gl.h>
#include <qimage.h>
#include <kdebug.h>
#include <qpainter.h>
#include <qradiobutton.h>
#include <qspinbox.h>
#include <kstandarddirs.h>
#include <math.h>
#include <kmessagebox.h>
#ifndef GLU_NURBS_TEXTURE_COORD
#define GLU_NURBS_TEXTURE_COORD 100168
#endif
// libkscreensaver interface
class KWaveSaverInterface : public KScreenSaverInterface
{
public:
virtual KAboutData* aboutData() {
return new KAboutData( "kwave.kss", "klock", ki18n( "Bitmap Wave Screen Saver" ), "2.2.0", ki18n( "Bitmap Wave Screen Saver" ) );
}
virtual KScreenSaver* create( WId id )
{
return new KWaveSaver( id );
}
virtual QDialog* setup()
{
return new KWaveSetup();
}
};
int main( int argc, char *argv[] )
{
KWaveSaverInterface kss;
return kScreenSaverMain( argc, argv, kss );
}
//-----------------------------------------------------------------------------
// dialog to setup screen saver parameters
//
KWaveSetup::KWaveSetup( QWidget *parent)
: KDialog( parent )
{
setModal(true);
setCaption(i18n( "Bitmap Flag Setup" ));
setButtons(Ok|Cancel|Help);
setDefaultButton(Ok);
setButtonText( Help, i18n( "A&bout" ) );
QWidget *main = new QWidget(this);
setMainWidget(main);
cfg = new WaveWidget(main);
readSettings();
cfg->preview->setFixedSize( 220, 170 );
QPalette palette;
palette.setColor( cfg->preview->backgroundRole(), Qt::black );
cfg->preview->setPalette( palette );
cfg->preview->setAutoFillBackground(true);
cfg->preview->show(); // otherwise saver does not get correct size
saver = new KWaveSaver( cfg->preview->winId() );
connect( this, SIGNAL(okClicked()), SLOT(slotOkPressed()) );
connect( this, SIGNAL(helpClicked()), SLOT(aboutPressed()) );
connect( cfg->SpinBox1, SIGNAL(valueChanged(int)), saver, SLOT(updateSize(int)));
connect( cfg->RadioButton1, SIGNAL(toggled(bool)), saver, SLOT(doStars(bool)));
}
KWaveSetup::~KWaveSetup( )
{
delete saver;
}
// read settings from config file
void KWaveSetup::readSettings()
{
KConfigGroup config(KGlobal::config(), "Settings");
// color = group.configColorEntry( "Color", &black );
}
// Ok pressed - save settings and exit
void KWaveSetup::slotOkPressed()
{
KConfigGroup config(KGlobal::config(), "Settings");
// group.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 KDE</p>\nCopyright (c) Ian Reinhart Geiser 2001"));
}
//-----------------------------------------------------------------------------
KWaveSaver::KWaveSaver( WId id ) : KScreenSaver( id )
{
kDebug() << "Blank";
readSettings();
timer = new QTimer( this );
timer->setSingleShot( true );
timer->start( 50 );
{
QPalette palette;
palette.setColor( backgroundRole(), Qt::black );
setPalette( palette );
setAutoFillBackground(true);
}
wave = new Wave();
embed(wave);
wave->show();
connect( timer, SIGNAL(timeout()), this, SLOT(blank()) );;
}
KWaveSaver::~KWaveSaver()
{
}
// read configuration settings from config file
void KWaveSaver::readSettings()
{
KConfigGroup config(KGlobal::config(), "Settings");
// color = group.configColorEntry( "Color", &black );
}
void KWaveSaver::blank()
{
// Play wave
wave->updateGL();
timer->start( 100 );
}
Wave::Wave( QWidget * parent ) : QGLWidget (parent)
{
pNurb = 0;
nNumPoints = 4;
index = 0;
}
Wave::~Wave()
{
glDeleteTextures( 1, &texture[0] );
gluDeleteNurbsRenderer(pNurb);
}
/** setup the GL environment */
void Wave::initializeGL ()
{
kDebug() << "InitGL";
/* 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)
{
kDebug() << "ResizeGL " << w << "," <<h;
// 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);
}
// kDebug() << "-----";
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--];
// kDebug() << Z[counter];
}
// 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;
QImage buf; // = QPixmap::grabWindow ( 0 ).convertToImage();
kDebug() << "Loading: " << KStandardDirs::locate("data", QLatin1String( "kscreensaver/image.png" ));
if (buf.load( KStandardDirs::locate("data", QLatin1String( "kscreensaver/image.png" )) ) )
{
tex = convertToGLFormat(buf); // flipped 32bit RGBA
kDebug() << "Texture loaded: " << tex.numBytes ();
}
else
{
QImage dummy( 64, 64, QImage::Format_RGB32 );
dummy.fill( Qt::white );
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());
kDebug() << "Texture Loaded: " << tex.width() << "," << tex.height();
return Status;
}