/* splodesic, Copyright (c) 2016 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*/
#define DEFAULTS "*delay: 30000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
"*suppressRotationAnimation: True\n" \
# define release_splodesic 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
#include "colors.h"
#include "normals.h"
#include "rotator.h"
#include "gltrackball.h"
#include <ctype.h>
#ifdef USE_GL /* whole file */
#define DEF_SPIN "True"
#define DEF_WANDER "True"
#define DEF_SPEED "1.0"
#define DEF_FREQ "4"
#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
typedef struct { double a, o; } LL; /* latitude + longitude */
typedef struct triangle triangle;
struct triangle {
XYZ p[3];
triangle *next;
triangle *neighbors[3];
GLfloat altitude;
GLfloat velocity;
GLfloat thrust;
int thrust_duration;
int refcount;
};
typedef struct {
GLXContext *glx_context;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
int count;
triangle *triangles;
int ncolors;
XColor *colors;
int ccolor;
} splodesic_configuration;
static splodesic_configuration *bps = NULL;
static Bool do_spin;
static GLfloat speed;
static int depth_arg;
static Bool do_wander;
static XrmOptionDescRec opts[] = {
{ "-spin", ".spin", XrmoptionNoArg, "True" },
{ "+spin", ".spin", XrmoptionNoArg, "False" },
{ "-speed", ".speed", XrmoptionSepArg, 0 },
{ "-depth", ".freq", XrmoptionSepArg, 0 },
{ "-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_Float},
{&depth_arg, "freq", "Depth", DEF_FREQ, t_Int},
};
ENTRYPOINT ModeSpecOpt splodesic_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Creates a triangle specified by 3 polar endpoints.
*/
static void
make_triangle1 (ModeInfo *mi, LL v1, LL v2, LL v3)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
triangle *t = (triangle *) calloc (1, sizeof(*t));
t->p[0].x = cos (v1.a) * cos (v1.o);
t->p[0].y = cos (v1.a) * sin (v1.o);
t->p[0].z = sin (v1.a);
t->p[1].x = cos (v2.a) * cos (v2.o);
t->p[1].y = cos (v2.a) * sin (v2.o);
t->p[1].z = sin (v2.a);
t->p[2].x = cos (v3.a) * cos (v3.o);
t->p[2].y = cos (v3.a) * sin (v3.o);
t->p[2].z = sin (v3.a);
t->next = bp->triangles;
bp->triangles = t;
bp->count++;
}
/* Computes the midpoint of a line between two polar coords.
*/
static void
midpoint2 (LL v1, LL v2, LL *vm_ret,
XYZ *p1_ret, XYZ *p2_ret, XYZ *pm_ret)
{
XYZ p1, p2, pm;
LL vm;
GLfloat hyp;
p1.x = cos (v1.a) * cos (v1.o);
p1.y = cos (v1.a) * sin (v1.o);
p1.z = sin (v1.a);
p2.x = cos (v2.a) * cos (v2.o);
p2.y = cos (v2.a) * sin (v2.o);
p2.z = sin (v2.a);
pm.x = (p1.x + p2.x) / 2;
pm.y = (p1.y + p2.y) / 2;
pm.z = (p1.z + p2.z) / 2;
vm.o = atan2 (pm.y, pm.x);
hyp = sqrt (pm.x * pm.x + pm.y * pm.y);
vm.a = atan2 (pm.z, hyp);
*p1_ret = p1;
*p2_ret = p2;
*pm_ret = pm;
*vm_ret = vm;
}
/* Creates triangular geodesic facets to the given depth.
*/
static void
make_triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth)
{
if (depth <= 0)
make_triangle1 (mi, v1, v2, v3);
else
{
LL v12, v23, v13;
XYZ p1, p2, p3, p12, p23, p13;
midpoint2 (v1, v2, &v12, &p1, &p2, &p12);
midpoint2 (v2, v3, &v23, &p2, &p3, &p23);
midpoint2 (v1, v3, &v13, &p1, &p3, &p13);
depth--;
make_triangle (mi, v1, v12, v13, depth);
make_triangle (mi, v12, v2, v23, depth);
make_triangle (mi, v13, v23, v3, depth);
make_triangle (mi, v12, v23, v13, depth);
}
}
/* Creates triangles of a geodesic to the given depth (frequency).
*/
static void
make_geodesic (ModeInfo *mi)
{
int depth = depth_arg;
GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
GLfloat s = M_PI / 5; /* lon division: 72 deg */
int i;
for (i = 0; i < 10; i++)
{
GLfloat th1 = s * i;
GLfloat th2 = s * (i+1);
GLfloat th3 = s * (i+2);
LL v1, v2, v3, vc;
v1.a = th0; v1.o = th1;
v2.a = th0; v2.o = th3;
v3.a = -th0; v3.o = th2;
vc.a = M_PI/2; vc.o = th2;
if (i & 1) /* north */
{
make_triangle (mi, v1, v2, vc, depth);
make_triangle (mi, v2, v1, v3, depth);
}
else /* south */
{
v1.a = -v1.a;
v2.a = -v2.a;
v3.a = -v3.a;
vc.a = -vc.a;
make_triangle (mi, v2, v1, vc, depth);
make_triangle (mi, v1, v2, v3, depth);
}
}
}
/* Add t1 to the neighbor list of t0. */
static void
link_neighbor (int i, int j, triangle *t0, triangle *t1)
{
int k;
if (t0 == t1)
return;
for (k = 0; k < countof(t0->neighbors); k++)
{
if (t0->neighbors[k] == t1 ||
t0->neighbors[k] == 0)
{
t0->neighbors[k] = t1;
return;
}
}
fprintf (stderr, "%d %d: too many neighbors\n", i, j);
abort();
}
static int
feq (GLfloat a, GLfloat b) /* Oh for fuck's sake */
{
const GLfloat e = 0.00001;
GLfloat d = a - b;
return (d > -e && d < e);
}
/* Link each triangle to its three neighbors.
*/
static void
link_neighbors (ModeInfo *mi)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
triangle *t0;
int i;
/* Triangles are neighbors if they share an edge (exactly 2 points).
(There must be a faster than N! way to do this...)
*/
for (i = 0, t0 = bp->triangles; t0; t0 = t0->next, i++)
{
triangle *t1;
int j;
for (j = i+1, t1 = t0->next; t1; t1 = t1->next, j++)
{
int count = 0;
int ii, jj;
for (ii = 0; ii < 3; ii++)
for (jj = 0; jj < 3; jj++)
if (feq (t0->p[ii].x, t1->p[jj].x) &&
feq (t0->p[ii].y, t1->p[jj].y) &&
feq (t0->p[ii].z, t1->p[jj].z))
count++;
if (count >= 3)
{
fprintf (stderr, "%d %d: too many matches: %d\n", i, j, count);
abort();
}
if (count == 2)
{
link_neighbor (i, j, t0, t1);
link_neighbor (j, i, t1, t0);
}
}
if (! (t0->neighbors[0] && t0->neighbors[1] && t0->neighbors[2]))
{
fprintf (stderr, "%d: missing neighbors\n", i);
abort();
}
t0->altitude = 60; /* Fall in from space */
}
}
/* Add thrust to the triangle, and propagate some of that to its neighbors.
*/
static void
add_thrust (triangle *t, GLfloat thrust)
{
GLfloat dampen = 0;
if (t->refcount)
return;
t->refcount++;
t->velocity += thrust;
/* Eyeballed this to look roughly the same at various depths. Eh. */
switch (depth_arg) {
case 0: dampen = 0.5; break;
case 1: dampen = 0.7; break;
case 2: dampen = 0.9; break;
case 3: dampen = 0.98; break;
case 4: dampen = 0.985; break;
default: dampen = 0.993; break;
}
thrust *= dampen;
if (thrust > 0.1)
{
add_thrust (t->neighbors[0], thrust);
add_thrust (t->neighbors[1], thrust);
add_thrust (t->neighbors[2], thrust);
}
}
static void
tick_triangles (ModeInfo *mi)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
GLfloat gravity = 0.1;
triangle *t;
int i;
/* Compute new velocities. */
for (i = 0, t = bp->triangles; t; t = t->next, i++)
{
if (t->thrust > 0)
{
add_thrust (t, t->thrust);
t->thrust_duration--;
if (t->thrust_duration <= 0)
{
t->thrust_duration = 0;
t->thrust = 0;
}
}
}
/* Apply new velocities. */
for (i = 0, t = bp->triangles; t; t = t->next, i++)
{
t->altitude += t->velocity;
t->velocity -= gravity;
if (t->altitude < 0)
{
t->velocity = 0;
t->altitude = 0;
}
t->refcount = 0; /* Clear for next time */
}
/* Add eruptions. */
if (frand(1 / speed) < 0.2)
{
int n = random() % bp->count;
for (i = 0, t = bp->triangles; t; t = t->next, i++)
if (i == n)
break;
t->thrust += gravity * 1.5;
t->thrust_duration = 1 + BELLRAND(16);
}
bp->ccolor++;
if (bp->ccolor >= bp->ncolors)
bp->ccolor = 0;
}
static void
draw_triangles (ModeInfo *mi)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME(mi);
triangle *t;
GLfloat c[4];
int c0 = bp->ccolor;
int c1 = (c0 + bp->ncolors / 2) % bp->ncolors;
c[0] = bp->colors[c0].red / 65536.0;
c[1] = bp->colors[c0].green / 65536.0;
c[2] = bp->colors[c0].blue / 65536.0;
c[3] = 1;
if (wire)
glColor4fv (c);
else
{
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, c);
c[0] = bp->colors[c1].red / 65536.0;
c[1] = bp->colors[c1].green / 65536.0;
c[2] = bp->colors[c1].blue / 65536.0;
c[3] = 1;
glMaterialfv (GL_BACK, GL_AMBIENT_AND_DIFFUSE, c);
}
glFrontFace (GL_CCW);
for (t = bp->triangles; t; t = t->next)
{
GLfloat a = t->altitude * 0.25;
XYZ c;
glPushMatrix();
c.x = t->p[0].x + t->p[1].x + t->p[2].x;
c.y = t->p[0].y + t->p[1].y + t->p[2].y;
c.z = t->p[0].z + t->p[1].z + t->p[2].z;
if (a > 0)
glTranslatef (a * c.x / 3, a * c.y / 3, a * c.z / 3);
glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
glNormal3f (c.x, c.y, c.z);
glVertex3f (t->p[0].x, t->p[0].y, t->p[0].z);
glVertex3f (t->p[1].x, t->p[1].y, t->p[1].z);
glVertex3f (t->p[2].x, t->p[2].y, t->p[2].z);
glEnd();
mi->polygon_count++;
glPopMatrix();
}
}
/* Window management, etc
*/
ENTRYPOINT void
reshape_splodesic (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);
}
ENTRYPOINT Bool
splodesic_handle_event (ModeInfo *mi, XEvent *event)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, bp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&bp->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 == '\t')
{
bp->ncolors = 1024;
make_smooth_colormap (0, 0, 0,
bp->colors, &bp->ncolors,
False, 0, False);
return True;
}
}
return False;
}
ENTRYPOINT void
init_splodesic (ModeInfo *mi)
{
splodesic_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];
bp->glx_context = init_GL(mi);
reshape_splodesic (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if (!wire)
{
GLfloat pos[4] = {4.0, 1.4, 1.1, 0.0};
GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat spc[4] = {1.0, 0.2, 0.2, 1.0};
GLfloat cspec[4] = {1, 1, 1, 1};
static const GLfloat shiny = 10;
int lightmodel = 1;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
glLightModeliv (GL_LIGHT_MODEL_TWO_SIDE, &lightmodel);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, cspec);
glMateriali (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
}
{
double spin_speed = 0.5;
double wander_speed = 0.005;
double spin_accel = 1.0;
bp->rot = make_rotator (do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
do_spin ? spin_speed : 0,
spin_accel,
do_wander ? wander_speed : 0,
True);
bp->trackball = gltrackball_init (True);
}
bp->ncolors = 1024;
bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
make_smooth_colormap (0, 0, 0,
bp->colors, &bp->ncolors,
False, 0, False);
# ifdef HAVE_MOBILE
depth_arg--;
# endif
if (depth_arg < 0) depth_arg = 0;
if (depth_arg > 10) depth_arg = 10;
make_geodesic (mi);
link_neighbors (mi);
}
ENTRYPOINT void
draw_splodesic (ModeInfo *mi)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if (!bp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glDisable(GL_CULL_FACE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
{
double x, y, z;
get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
glTranslatef((x - 0.5) * 6,
(y - 0.5) * 6,
(z - 0.5) * 8);
gltrackball_rotate (bp->trackball);
get_rotation (bp->rot, &x, &y, &z, !bp->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);
}
mi->polygon_count = 0;
# ifdef HAVE_MOBILE
glScalef (3, 3, 3);
#else
glScalef (4, 4, 4);
# endif
if (! bp->button_down_p)
tick_triangles (mi);
draw_triangles (mi);
glPopMatrix ();
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(dpy, window);
}
ENTRYPOINT void
free_splodesic (ModeInfo *mi)
{
splodesic_configuration *bp = &bps[MI_SCREEN(mi)];
if (!bp->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
while (bp->triangles)
{
triangle *t = bp->triangles->next;
free (bp->triangles);
bp->triangles = t;
}
if (bp->trackball) gltrackball_free (bp->trackball);
if (bp->rot) free_rotator (bp->rot);
if (bp->colors) free (bp->colors);
}
XSCREENSAVER_MODULE ("Splodesic", splodesic)
#endif /* USE_GL */