/* -*- Mode: C; tab-width: 4 -*- */
/* Sierpinski3D --- 3D sierpinski gasket */
#if 0
static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore";
#endif
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Revision History:
* 1999: written by Tim Robinson <the_luggage@bigfoot.com>
* a 3-D representation of the Sierpinski gasket fractal.
*
* 10-Dec-99 jwz rewrote to draw a set of tetrahedrons instead of a
* random scattering of points.
*/
#ifdef STANDALONE
# define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
"*suppressRotationAnimation: True\n" \
# define release_gasket 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#ifdef USE_GL
#define DEF_SPIN "True"
#define DEF_WANDER "True"
#define DEF_SPEED "150"
#define DEF_MAX_DEPTH "5"
#include "rotator.h"
#include "gltrackball.h"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static int max_depth;
static int speed;
static Bool do_spin;
static Bool do_wander;
static XrmOptionDescRec opts[] = {
{"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, 0 },
{"-speed", ".sierpinski3d.speed", XrmoptionSepArg, 0 },
{ "-spin", ".spin", XrmoptionNoArg, "True" },
{ "+spin", ".spin", XrmoptionNoArg, "False" },
{ "-wander", ".wander", XrmoptionNoArg, "True" },
{ "+wander", ".wander", XrmoptionNoArg, "False" },
};
static argtype vars[] = {
{&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&speed, "speed", "Speed", DEF_SPEED, t_Int},
{&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
};
ENTRYPOINT ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gasket_description =
{"gasket", "init_gasket", "draw_gasket", NULL,
"draw_gasket", "init_gasket", "free_gasket", &gasket_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Shows GL's Sierpinski gasket", 0, NULL};
#endif
typedef struct {
double x,y,z;
} XYZ;
typedef struct {
GLuint gasket0, gasket1, gasket2, gasket3;
GLXContext *glx_context;
Window window;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
int current_depth;
int ncolors;
XColor *colors;
int ccolor0;
int ccolor1;
int ccolor2;
int ccolor3;
int tick;
} gasketstruct;
static gasketstruct *gasket = NULL;
static void
triangle (GLfloat x1, GLfloat y1, GLfloat z1,
GLfloat x2, GLfloat y2, GLfloat z2,
GLfloat x3, GLfloat y3, GLfloat z3,
Bool wireframe_p)
{
if (wireframe_p)
glBegin (GL_LINE_LOOP);
else
glBegin (GL_TRIANGLES);
glVertex3f (x1, y1, z1);
glVertex3f (x2, y2, z2);
glVertex3f (x3, y3, z3);
glEnd();
}
static void
four_tetras (gasketstruct *gp,
XYZ *outer, XYZ *normals,
Bool wireframe_p, int countdown, int which,
int *countP)
{
if (countdown <= 0)
{
(*countP)++;
if (which == 0)
{
glNormal3f (normals[0].x, normals[0].y, normals[0].z);
triangle (outer[0].x, outer[0].y, outer[0].z,
outer[1].x, outer[1].y, outer[1].z,
outer[2].x, outer[2].y, outer[2].z,
wireframe_p);
}
else if (which == 1)
{
glNormal3f (normals[1].x, normals[1].y, normals[1].z);
triangle (outer[0].x, outer[0].y, outer[0].z,
outer[3].x, outer[3].y, outer[3].z,
outer[1].x, outer[1].y, outer[1].z,
wireframe_p);
}
else if (which == 2)
{
glNormal3f (normals[2].x, normals[2].y, normals[2].z);
triangle (outer[0].x, outer[0].y, outer[0].z,
outer[2].x, outer[2].y, outer[2].z,
outer[3].x, outer[3].y, outer[3].z,
wireframe_p);
}
else
{
glNormal3f (normals[3].x, normals[3].y, normals[3].z);
triangle (outer[1].x, outer[1].y, outer[1].z,
outer[3].x, outer[3].y, outer[3].z,
outer[2].x, outer[2].y, outer[2].z,
wireframe_p);
}
}
else
{
# define M01 0
# define M02 1
# define M03 2
# define M12 3
# define M13 4
# define M23 5
XYZ inner[M23+1];
XYZ corner[4];
inner[M01].x = (outer[0].x + outer[1].x) / 2.0;
inner[M01].y = (outer[0].y + outer[1].y) / 2.0;
inner[M01].z = (outer[0].z + outer[1].z) / 2.0;
inner[M02].x = (outer[0].x + outer[2].x) / 2.0;
inner[M02].y = (outer[0].y + outer[2].y) / 2.0;
inner[M02].z = (outer[0].z + outer[2].z) / 2.0;
inner[M03].x = (outer[0].x + outer[3].x) / 2.0;
inner[M03].y = (outer[0].y + outer[3].y) / 2.0;
inner[M03].z = (outer[0].z + outer[3].z) / 2.0;
inner[M12].x = (outer[1].x + outer[2].x) / 2.0;
inner[M12].y = (outer[1].y + outer[2].y) / 2.0;
inner[M12].z = (outer[1].z + outer[2].z) / 2.0;
inner[M13].x = (outer[1].x + outer[3].x) / 2.0;
inner[M13].y = (outer[1].y + outer[3].y) / 2.0;
inner[M13].z = (outer[1].z + outer[3].z) / 2.0;
inner[M23].x = (outer[2].x + outer[3].x) / 2.0;
inner[M23].y = (outer[2].y + outer[3].y) / 2.0;
inner[M23].z = (outer[2].z + outer[3].z) / 2.0;
countdown--;
corner[0] = outer[0];
corner[1] = inner[M01];
corner[2] = inner[M02];
corner[3] = inner[M03];
four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
corner[0] = inner[M01];
corner[1] = outer[1];
corner[2] = inner[M12];
corner[3] = inner[M13];
four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
corner[0] = inner[M02];
corner[1] = inner[M12];
corner[2] = outer[2];
corner[3] = inner[M23];
four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
corner[0] = inner[M03];
corner[1] = inner[M13];
corner[2] = inner[M23];
corner[3] = outer[3];
four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
}
}
static void
compile_gasket(ModeInfo *mi, int which)
{
Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
int count = 0;
XYZ vertex[5];
XYZ normal[4];
vertex[0].x = -1; vertex[0].y = -1; vertex[0].z = -1;
vertex[1].x = 1; vertex[1].y = 1; vertex[1].z = -1;
vertex[2].x = 1; vertex[2].y = -1; vertex[2].z = 1;
vertex[3].x = -1; vertex[3].y = 1; vertex[3].z = 1;
vertex[4].x = 0; vertex[4].y = 0; vertex[4].z = 0; /* center */
normal[0].x = 1; normal[0].y = -1; normal[0].z = -1;
normal[1].x = -1; normal[1].y = 1; normal[1].z = -1;
normal[2].x = -1; normal[2].y = -1; normal[2].z = 1;
normal[3].x = 1; normal[3].y = 1; normal[3].z = 1;
four_tetras (gp, vertex, normal, wireframe_p,
(gp->current_depth < 0
? -gp->current_depth : gp->current_depth),
which,
&count);
mi->polygon_count += count;
}
static void
draw(ModeInfo *mi)
{
Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
static const GLfloat pos[] = {-4.0, 3.0, 10.0, 1.0};
static const GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
GLfloat color0[] = {0.0, 0.0, 0.0, 1.0};
GLfloat color1[] = {0.0, 0.0, 0.0, 1.0};
GLfloat color2[] = {0.0, 0.0, 0.0, 1.0};
GLfloat color3[] = {0.0, 0.0, 0.0, 1.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!wireframe_p)
{
glColor4fv (white);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
color0[0] = gp->colors[gp->ccolor0].red / 65536.0;
color0[1] = gp->colors[gp->ccolor0].green / 65536.0;
color0[2] = gp->colors[gp->ccolor0].blue / 65536.0;
color1[0] = gp->colors[gp->ccolor1].red / 65536.0;
color1[1] = gp->colors[gp->ccolor1].green / 65536.0;
color1[2] = gp->colors[gp->ccolor1].blue / 65536.0;
color2[0] = gp->colors[gp->ccolor2].red / 65536.0;
color2[1] = gp->colors[gp->ccolor2].green / 65536.0;
color2[2] = gp->colors[gp->ccolor2].blue / 65536.0;
color3[0] = gp->colors[gp->ccolor3].red / 65536.0;
color3[1] = gp->colors[gp->ccolor3].green / 65536.0;
color3[2] = gp->colors[gp->ccolor3].blue / 65536.0;
gp->ccolor0++;
gp->ccolor1++;
gp->ccolor2++;
gp->ccolor3++;
if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0;
if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0;
if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0;
if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0;
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
glPushMatrix();
{
double x, y, z;
get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
glTranslatef((x - 0.5) * 10,
(y - 0.5) * 10,
(z - 0.5) * 20);
gltrackball_rotate (gp->trackball);
get_rotation (gp->rot, &x, &y, &z, !gp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
glRotatef (y * 360, 0.0, 1.0, 0.0);
glRotatef (z * 360, 0.0, 0.0, 1.0);
}
glScalef (4, 4, 4);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
glCallList(gp->gasket0);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glCallList(gp->gasket1);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
glCallList(gp->gasket2);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
glCallList(gp->gasket3);
glPopMatrix();
if (gp->tick++ >= speed)
{
gp->tick = 0;
if (gp->current_depth >= max_depth)
gp->current_depth = -max_depth;
gp->current_depth++;
/* We make four different lists so that each face of the tetrahedrons
can have a different color (all triangles facing in the same
direction have the same color, which is different from all
triangles facing in other directions.)
*/
glDeleteLists (gp->gasket0, 1);
glDeleteLists (gp->gasket1, 1);
glDeleteLists (gp->gasket2, 1);
glDeleteLists (gp->gasket3, 1);
mi->polygon_count = 0;
glNewList (gp->gasket0, GL_COMPILE); compile_gasket (mi, 0); glEndList();
glNewList (gp->gasket1, GL_COMPILE); compile_gasket (mi, 1); glEndList();
glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList();
glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList();
mi->recursion_depth = (gp->current_depth > 0
? gp->current_depth
: -gp->current_depth);
}
}
/* new window size or exposure */
ENTRYPOINT void
reshape_gasket(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (30.0, 1/h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0, 0.0, 30.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
{
int o = (int) current_device_rotation();
if (o != 0 && o != 180 && o != -180)
glScalef (1/h, 1/h, 1/h);
}
# endif
glClear(GL_COLOR_BUFFER_BIT);
}
static void
pinit(ModeInfo *mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
/* draw the gasket */
gp->gasket0 = glGenLists(1);
gp->gasket1 = glGenLists(1);
gp->gasket2 = glGenLists(1);
gp->gasket3 = glGenLists(1);
gp->current_depth = 1; /* start out at level 1, not 0 */
}
ENTRYPOINT Bool
gasket_handle_event (ModeInfo *mi, XEvent *event)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, gp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&gp->button_down_p))
return True;
else if (event->xany.type == KeyPress)
{
KeySym keysym;
char c = 0;
XLookupString (&event->xkey, &c, 1, &keysym, 0);
if (c == '+' || c == '=' ||
keysym == XK_Up || keysym == XK_Right || keysym == XK_Next)
{
gp->tick = speed;
gp->current_depth += (gp->current_depth > 0 ? 1 : -1);
gp->current_depth--;
return True;
}
else if (c == '-' || c == '_' ||
keysym == XK_Down || keysym == XK_Left || keysym == XK_Prior)
{
gp->tick = speed;
gp->current_depth -= (gp->current_depth > 0 ? 1 : -1);
gp->current_depth--;
return True;
}
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
goto DEF;
}
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
DEF:
gp->tick = speed;
return True;
}
return False;
}
ENTRYPOINT void
init_gasket(ModeInfo *mi)
{
int screen = MI_SCREEN(mi);
gasketstruct *gp;
MI_INIT (mi, gasket);
gp = &gasket[screen];
gp->window = MI_WINDOW(mi);
{
double spin_speed = 1.0;
double wander_speed = 0.03;
gp->rot = make_rotator (do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
1.0,
do_wander ? wander_speed : 0,
True);
gp->trackball = gltrackball_init (True);
}
gp->ncolors = 255;
gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor));
make_smooth_colormap (0, 0, 0,
gp->colors, &gp->ncolors,
False, 0, False);
gp->ccolor0 = 0;
gp->ccolor1 = gp->ncolors * 0.25;
gp->ccolor2 = gp->ncolors * 0.5;
gp->ccolor3 = gp->ncolors * 0.75;
gp->tick = 999999;
if ((gp->glx_context = init_GL(mi)) != NULL)
{
reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
pinit(mi);
}
else
{
MI_CLEARWINDOW(mi);
}
}
ENTRYPOINT void
draw_gasket(ModeInfo * mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if (!gp->glx_context) return;
glDrawBuffer(GL_BACK);
/* 0 = 4 polygons
1 = 16 polygons
2 = 64 polygons
3 = 256 polygons
4 = 1,024 polygons
5 = 4,096 polygons
6 = 16,384 polygons
7 = 65,536 polygons, 30 fps (3GHz Core 2 Duo, GeForce 8800 GS)
8 = 262,144 polygons, 12 fps
9 = 1,048,576 polygons, 4 fps
10 = 4,194,304 polygons, 1 fps
11 = 16,777,216 polygons, 0.3 fps
12 = 67,108,864 polygons, OOM!
13 = 268,435,456 polygons
14 = 1,073,741,824 polygons, 31 bits
15 = 4,294,967,296 polygons, 33 bits
16 = 17,179,869,184 polygons, 35 bits
*/
if (max_depth > 10)
max_depth = 10;
glXMakeCurrent(display, window, *gp->glx_context);
draw(mi);
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
ENTRYPOINT void
free_gasket(ModeInfo * mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
if (!gp->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *gp->glx_context);
if (gp->trackball) gltrackball_free (gp->trackball);
if (gp->rot) free_rotator (gp->rot);
if (gp->colors) free (gp->colors);
if (glIsList(gp->gasket0)) glDeleteLists(gp->gasket0, 1);
if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
if (glIsList(gp->gasket2)) glDeleteLists(gp->gasket2, 1);
if (glIsList(gp->gasket3)) glDeleteLists(gp->gasket3, 1);
}
XSCREENSAVER_MODULE_2 ("Sierpinski3D", sierpinski3d, gasket)
/*********************************************************/
#endif