xref: /haiku/src/add-ons/screen_savers/flurry/Texture.cpp (revision 99d027cd0238c1d86da86d7c3f4200509ccc61a6)
1 /*
2 
3 Copyright (c) 2002, Calum Robinson
4 All rights reserved.
5 
6 Redistribution and use in source and binary forms, with or without
7 modification, are permitted provided that the following conditions are met:
8 
9 * Redistributions of source code must retain the above copyright notice, this
10   list of conditions and the following disclaimer.
11 
12 * Redistributions in binary form must reproduce the above copyright notice,
13   this list of conditions and the following disclaimer in the documentation
14   and/or other materials provided with the distribution.
15 
16 * Neither the name of the author nor the names of its contributors may be used
17   to endorse or promote products derived from this software without specific
18   prior written permission.
19 
20 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
21 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
22 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
23 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
24 ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
25 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
26 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
27 ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
29 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 
31 */
32 #include "Texture.h"
33 #include "Shared.h"
34 
35 static GLubyte smallTextureArray[32][32];
36 static GLubyte bigTextureArray[256][256][2];
37 GLuint theTexture = 0;
38 
39 /* simple smoothing routine */
40 static void SmoothTexture(void)
41 {
42 	GLubyte filter[32][32];
43 	int i,j;
44 	float t;
45 	for (i=1;i<31;i++)
46 	{
47 		for (j=1;j<31;j++)
48 		{
49 			t = (float) smallTextureArray[i][j]*4;
50 			t += (float) smallTextureArray[i-1][j];
51 			t += (float) smallTextureArray[i+1][j];
52 			t += (float) smallTextureArray[i][j-1];
53 			t += (float) smallTextureArray[i][j+1];
54 			t /= 8.0f;
55 			filter[i][j] = (GLubyte) t;
56 		}
57 	}
58 	for (i=1;i<31;i++)
59 	{
60 		for (j=1;j<31;j++)
61 		{
62 			smallTextureArray[i][j] = filter[i][j];
63 		}
64 	}
65 }
66 
67 /* add some randomness to texture data */
68 static void SpeckleTexture(void)
69 {
70 	int i,j;
71 	int speck;
72 	float t;
73 	for (i=2;i<30;i++)
74 	{
75 		for (j=2;j<30;j++)
76 		{
77 			speck = 1;
78 			while (speck <= 32 && random() % 2)
79 			{
80 				t = (float) MIN_(255,smallTextureArray[i][j]+speck);
81 				smallTextureArray[i][j] = (GLubyte) t;
82 				speck+=speck;
83 			}
84 			speck = 1;
85 			while (speck <= 32 && random() % 2)
86 			{
87 				t = (float) MAX_(0,smallTextureArray[i][j]-speck);
88 				smallTextureArray[i][j] = (GLubyte) t;
89 				speck+=speck;
90 			}
91 		}
92 	}
93 }
94 
95 static void MakeSmallTexture(void)
96 {
97 	static int firstTime = 1;
98 	int i,j;
99 	float r,t;
100 	if (firstTime)
101 	{
102 		firstTime = 0;
103 		for (i=0;i<32;i++)
104 		{
105 			for (j=0;j<32;j++)
106 			{
107 				r = (float) sqrt((i-15.5)*(i-15.5)+(j-15.5)*(j-15.5));
108 				if (r > 15.0f)
109 				{
110 					smallTextureArray[i][j] = 0;
111 				}
112 				else
113 				{
114 					t = 255.0f * (float) cos(r*M_PI/31.0);
115 					smallTextureArray[i][j] = (GLubyte) t;
116 				}
117 			}
118 		}
119 	}
120 	else
121 	{
122 		for (i=0;i<32;i++)
123 		{
124 			for (j=0;j<32;j++)
125 			{
126 				r = (float) sqrt((i-15.5)*(i-15.5)+(j-15.5)*(j-15.5));
127 				if (r > 15.0f)
128 				{
129 					t = 0.0f;
130 				}
131 				else
132 				{
133 					t = 255.0f * (float) cos(r*M_PI/31.0);
134 				}
135 				smallTextureArray[i][j] = (GLubyte) MIN_(255,(t+smallTextureArray[i][j]+smallTextureArray[i][j])/3);
136 			}
137 		}
138 	}
139 	SpeckleTexture();
140 	SmoothTexture();
141 	SmoothTexture();
142 }
143 
144 static void CopySmallTextureToBigTexture(int k, int l)
145 {
146 	int i,j;
147 	for (i=0;i<32;i++)
148 	{
149 		for (j=0;j<32;j++)
150 		{
151 			bigTextureArray[i+k][j+l][0] = smallTextureArray[i][j];
152 			bigTextureArray[i+k][j+l][1] = smallTextureArray[i][j];
153 		}
154 	}
155 }
156 
157 static void AverageLastAndFirstTextures(void)
158 {
159 	int i,j;
160 	int t;
161 	for (i=0;i<32;i++)
162 	{
163 		for (j=0;j<32;j++)
164 		{
165 			t = (smallTextureArray[i][j] + bigTextureArray[i][j][0]) / 2;
166 			smallTextureArray[i][j] = (GLubyte) MIN_(255,t);
167 		}
168 	}
169 }
170 
171 void MakeTexture()
172 {
173 	int i,j;
174 	for (i=0;i<8;i++)
175 	{
176 		for (j=0;j<8;j++)
177 		{
178 			if (i==7 && j==7)
179 			{
180 				AverageLastAndFirstTextures();
181 			}
182 			else
183 			{
184 				MakeSmallTexture();
185 			}
186 			CopySmallTextureToBigTexture(i*32,j*32);
187 		}
188 	}
189 
190 	glPixelStorei(GL_UNPACK_ALIGNMENT,1);
191 
192 	glGenTextures(1, &theTexture);
193 	glBindTexture(GL_TEXTURE_2D, theTexture);
194 
195 	/* Set the tiling mode (this is generally always GL_REPEAT). */
196 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
197 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
198 
199 	/* Set the filtering. */
200 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
201 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
202 
203 	gluBuild2DMipmaps(GL_TEXTURE_2D, 2, 256, 256, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, bigTextureArray);
204 	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
205 }
206