xref: /haiku/src/add-ons/screen_savers/flurry/Texture.cpp (revision f8da8f3477d3c18142e59d17d05a545982faa5a8)
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 
33 
34 #include "Texture.h"
35 #include "Shared.h"
36 
37 
38 static GLubyte smallTextureArray[32][32];
39 static GLubyte bigTextureArray[256][256][2];
40 GLuint theTexture = 0;
41 
42 
43 // simple smoothing routine
44 static void
45 SmoothTexture(void)
46 {
47 	GLubyte filter[32][32];
48 	float t;
49 	for (int i = 1; i < 31; i++) {
50 		for (int j = 1; j < 31; j++) {
51 			t  = (float)smallTextureArray[i][j] * 4;
52 			t += (float)smallTextureArray[i - 1][j];
53 			t += (float)smallTextureArray[i + 1][j];
54 			t += (float)smallTextureArray[i][j - 1];
55 			t += (float)smallTextureArray[i][j + 1];
56 			t /= 8.0f;
57 			filter[i][j] = (GLubyte) t;
58 		}
59 	}
60 
61 	for (int i = 1; i < 31; i++){
62 		for (int j = 1; j < 31; j++)
63 			smallTextureArray[i][j] = filter[i][j];
64 	}
65 }
66 
67 
68 // add some randomness to texture data
69 static void
70 SpeckleTexture(void)
71 {
72 	int speck;
73 	float t;
74 	for (int i = 2; i < 30; i++) {
75 		for (int j = 2; j < 30; j++) {
76 			speck = 1;
77 			while (speck <= 32 && random() % 2) {
78 				t = (float) MIN_(255, smallTextureArray[i][j] + speck);
79 				smallTextureArray[i][j] = (GLubyte)t;
80 				speck += speck;
81 			}
82 			speck = 1;
83 			while (speck <= 32 && random() % 2) {
84 				t = (float)MAX_(0, smallTextureArray[i][j] - speck);
85 				smallTextureArray[i][j] = (GLubyte)t;
86 				speck += speck;
87 			}
88 		}
89 	}
90 }
91 
92 
93 static void
94 MakeSmallTexture(void)
95 {
96 	static int firstTime = 1;
97 
98 	if (firstTime) {
99 		firstTime = 0;
100 		for (int i = 0; i < 32; i++) {
101 			for (int j = 0; j < 32; j++) {
102 				float r = (float)sqrt((i - 15.5) * (i - 15.5) + (j - 15.5)
103 					* (j - 15.5));
104 				if (r > 15.0f)
105 					smallTextureArray[i][j] = 0;
106 				else {
107 					float t = 255.0f * (float) cos(r * M_PI / 31.0);
108 					smallTextureArray[i][j] = (GLubyte)t;
109 				}
110 			}
111 		}
112 	} else {
113 		for (int i = 0; i < 32; i++) {
114 			for (int j = 0; j < 32; j++) {
115 				float t;
116 				float r = (float)sqrt((i - 15.5) * (i - 15.5) + (j - 15.5)
117 					* (j - 15.5));
118 				if (r > 15.0f)
119 					t = 0.0f;
120 				else
121 					t = 255.0f * (float) cos(r*M_PI/31.0);
122 
123 				smallTextureArray[i][j]
124 					= (GLubyte)MIN_(255, (t + smallTextureArray[i][j]
125 						+ smallTextureArray[i][j]) / 3);
126 			}
127 		}
128 	}
129 
130 	SpeckleTexture();
131 	SmoothTexture();
132 	SmoothTexture();
133 }
134 
135 
136 static void
137 CopySmallTextureToBigTexture(int k, int l)
138 {
139 	for (int i = 0; i < 32; i++) {
140 		for (int j = 0; j < 32; j++) {
141 			bigTextureArray[i + k][j + l][0] = smallTextureArray[i][j];
142 			bigTextureArray[i + k][j + l][1] = smallTextureArray[i][j];
143 		}
144 	}
145 }
146 
147 
148 static void
149 AverageLastAndFirstTextures(void)
150 {
151 	for (int i = 0; i < 32; i++) {
152 		for (int j = 0; j < 32; j++) {
153 			int t = (smallTextureArray[i][j] + bigTextureArray[i][j][0]) / 2;
154 			smallTextureArray[i][j] = (GLubyte)MIN_(255, t);
155 		}
156 	}
157 }
158 
159 
160 void
161 MakeTexture()
162 {
163 	for (int i = 0; i < 8; i++) {
164 		for (int j = 0; j < 8; j++) {
165 			if (i == 7 && j == 7)
166 				AverageLastAndFirstTextures();
167 			else
168 				MakeSmallTexture();
169 
170 			CopySmallTextureToBigTexture(i * 32, j * 32);
171 		}
172 	}
173 
174 	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
175 
176 	glGenTextures(1, &theTexture);
177 	glBindTexture(GL_TEXTURE_2D, theTexture);
178 
179 	// Set the tiling mode (this is generally always GL_REPEAT).
180 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
181 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
182 
183 	// Set the filtering.
184 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
185 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
186 		GL_LINEAR_MIPMAP_NEAREST);
187 
188 	gluBuild2DMipmaps(GL_TEXTURE_2D, 2, 256, 256, GL_LUMINANCE_ALPHA,
189 		GL_UNSIGNED_BYTE, bigTextureArray);
190 	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
191 }
192