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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/hilbert.c
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+/* hilbert, Copyright (c) 2011-2014 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.
+ *
+ * 2D and 3D Hilbert space-filling curves.
+ *
+ * Inspired by "Visualizing Hilbert Curves" by Nelson Max, 1998:
+ * https://e-reports-ext.llnl.gov/pdf/234149.pdf
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*geometry: 800x800\n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_hilbert 0
+# define release_hilbert 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "sphere.h"
+#include "tube.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "False"
+#define DEF_SPEED "1.0"
+#define DEF_MODE "random"
+#define DEF_ENDS "random"
+#define DEF_MAX_DEPTH "5"
+#define DEF_THICKNESS "0.25"
+
+#define PAUSE_TICKS 180
+
+typedef struct {
+ double x,y,z;
+} XYZ;
+
+typedef struct {
+ unsigned short x,y,z;
+} XYZb;
+
+typedef struct {
+ int size;
+ XYZb *values; /* assume max depth of 20 (2^16 on each side) */
+} hilbert_cache;
+
+
+static int dlist_faces[] = { 20, 10, 8, 4, 3 };
+
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot, *rot2;
+ trackball_state *trackball;
+ Bool button_down_p;
+ Bool twodee_p;
+ Bool closed_p;
+ int ncolors;
+ XColor *colors;
+
+ int depth;
+ int depth_tick;
+
+ GLfloat path_start, path_end;
+ int path_tick;
+ int pause;
+ GLfloat diam;
+
+ hilbert_cache **caches; /* filled lazily */
+
+ GLuint dlists [40][2]; /* we don't actually alloc all of these */
+ int dlist_polys [40][2];
+
+} hilbert_configuration;
+
+static hilbert_configuration *bps = NULL;
+
+static Bool do_spin;
+static GLfloat speed;
+static Bool do_wander;
+static char *mode_str;
+static char *ends_str;
+static int max_depth;
+static GLfloat thickness;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-mode", ".mode", XrmoptionSepArg, 0 },
+ { "-2d", ".mode", XrmoptionNoArg, "2D" },
+ { "-3d", ".mode", XrmoptionNoArg, "3D" },
+ { "-ends", ".ends", XrmoptionSepArg, 0 },
+ { "-closed", ".ends", XrmoptionNoArg, "closed" },
+ { "-open", ".ends", XrmoptionNoArg, "open" },
+ { "-max-depth", ".maxDepth", XrmoptionSepArg, 0 },
+ { "-thickness", ".thickness",XrmoptionSepArg, 0 },
+};
+
+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},
+ {&mode_str, "mode", "Mode", DEF_MODE, t_String},
+ {&ends_str, "ends", "Ends", DEF_ENDS, t_String},
+ {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
+ {&thickness, "thickness","Thickness",DEF_THICKNESS, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt hilbert_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+/* 2D Hilbert, and closed-loop variant.
+ */
+
+/* These arrays specify which bits of the T index contribute to the
+ X, Y and Z values. Higher order bits are defined recursively.
+ */
+static const int xbit2d[4] = { 0, 0, 1, 1 };
+static const int ybit2d[4] = { 0, 1, 1, 0 };
+
+static const int xbit3d[8] = { 0,0,0,0,1,1,1,1 };
+static const int ybit3d[8] = { 0,1,1,0,0,1,1,0 };
+static const int zbit3d[8] = { 0,0,1,1,1,1,0,0 };
+
+/* These matrixes encapsulate the necessary reflection and translation
+ of each 4 sub-squares or 8 sub-cubes. The r2d and r3d arrays are
+ the normal Hilbert descent, and the s2d and s3d arrays are the
+ modified curve used for only level 0 of a closed-form path.
+ */
+
+static int r2d[4][2][2] = {
+ /* _ _
+ | |..| |
+ :_ _:
+ _| |_
+
+ */
+ {{ 0, 1},
+ { 1, 0}},
+ {{ 1, 0},
+ { 0, 1}},
+ {{ 1, 0},
+ { 0, 1}},
+ {{ 0,-1},
+ {-1, 0}},
+};
+
+static int s2d[4][2][2] = {
+ /* __ __
+ | |..| | Used for outermost iteration only, in "closed" mode
+ : .. :
+ |__| |__|
+
+ */
+ {{-1, 0},
+ { 0,-1}},
+ {{ 1, 0},
+ { 0, 1}},
+ {{ 1, 0},
+ { 0, 1}},
+ {{-1, 0},
+ { 0,-1}},
+};
+
+
+static int r3d[8][3][3] = {
+ /*
+ /| /|
+ / | / |
+ /__|____/ |
+ | |
+ / /
+ / /
+ */
+ {{ 0, 1, 0},
+ { 1, 0, 0},
+ { 0, 0, 1}},
+ {{ 0, 0, 1},
+ { 0, 1, 0},
+ { 1, 0, 0}},
+ {{ 1, 0, 0},
+ { 0, 1, 0},
+ { 0, 0, 1}},
+ {{ 0, 0,-1},
+ {-1, 0, 0},
+ { 0, 1, 0}},
+ {{ 0, 0, 1},
+ { 1, 0, 0},
+ { 0, 1, 0}},
+ {{ 1, 0, 0},
+ { 0, 1, 0},
+ { 0, 0, 1}},
+ {{ 0, 0,-1},
+ { 0, 1, 0},
+ {-1, 0, 0}},
+ {{ 0,-1, 0},
+ {-1, 0, 0},
+ { 0, 0, 1}},
+};
+
+
+static int s3d[8][3][3] = {
+ /*
+ /| /| Used for outermost iteration only, in "closed" mode
+ / | / |
+ /__|____/ |
+ | |
+ / /
+ /_______/
+ */
+ {{-1, 0, 0},
+ { 0, 0,-1},
+ { 0, 1, 0}},
+ {{ 0, 0, 1},
+ { 0, 1, 0},
+ { 1, 0, 0}},
+ {{ 1, 0, 0},
+ { 0, 1, 0},
+ { 0, 0, 1}},
+ {{ 0, 0,-1},
+ {-1, 0, 0},
+ { 0, 1, 0}},
+ {{ 0, 0, 1},
+ { 1, 0, 0},
+ { 0, 1, 0}},
+ {{ 1, 0, 0},
+ { 0, 1, 0},
+ { 0, 0, 1}},
+ {{ 0, 0,-1},
+ { 0, 1, 0},
+ {-1, 0, 0}},
+
+ {{-1, 0, 0},
+ { 0, 0,-1},
+ { 0, 1, 0}},
+};
+
+
+
+/* Matrix utilities
+ */
+
+static void
+matrix_times_vector2d (int m[2][2], int v[2], int dest[2])
+{
+ dest[0] = m[0][0]*v[0] + m[0][1]*v[1];
+ dest[1] = m[1][0]*v[0] + m[1][1]*v[1];
+}
+
+static void
+matrix_times_vector3d (int m[3][3], int v[3], int dest[3])
+{
+ dest[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2];
+ dest[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2];
+ dest[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2];
+}
+
+
+static void
+matrix_multiply2d (int m1[2][2], int m2[2][2], int dest[2][2])
+{
+ dest[0][0] = m1[0][0] * m2[0][0] + m1[0][1] * m2[1][0];
+ dest[0][1] = m1[0][0] * m2[0][1] + m1[0][1] * m2[1][1];
+ dest[1][0] = m1[1][0] * m2[0][0] + m1[1][1] * m2[1][0];
+ dest[1][1] = m1[1][0] * m2[0][1] + m1[1][1] * m2[1][1];
+}
+
+static void
+matrix_multiply3d (int m1[3][3], int m2[3][3], int dest[3][3])
+{
+ int i, j, k;
+ for (i = 0; i < 3; i++)
+ for (j = 0; j < 3; j++)
+ {
+ dest[i][j] = 0;
+ for (k = 0; k < 3; k++)
+ dest[i][j] += m1[i][k] * m2[k][j];
+ }
+}
+
+static void
+identity_matrix2d (int m[2][2])
+{
+ m[0][0] = m[1][1] = 1;
+ m[0][1] = m[1][0] = 0;
+}
+
+static void
+identity_matrix3d (int m[3][3])
+{
+ m[0][0] = m[1][1] = m[2][2] = 1;
+ m[0][1] = m[0][2] = m[1][0] = m[1][2] = m[2][0] = m[2][1] = 0;
+}
+
+
+static void
+matrix_copy2d (int src[2][2], int dest[2][2])
+{
+ int i, j;
+ for (i = 0; i < 2; i++)
+ for (j = 0; j < 2; j++)
+ dest[i][j] = src[i][j];
+}
+
+
+static void
+matrix_copy3d (int src[3][3], int dest[3][3])
+{
+ int i, j;
+ for (i = 0; i < 3; i++)
+ for (j = 0; j < 3; j++)
+ dest[i][j] = src[i][j];
+}
+
+
+/* 2D and 3D Hilbert:
+ Given an index T along the curve, return the XY or XYZ coordinates.
+ N is depth of the curve.
+ */
+
+static void
+t_to_xy (int n, int t, int *x, int *y, Bool closed_p)
+{
+ int k, rt[2][2], rq[2][2], va[2], vb[2];
+ identity_matrix2d(rt);
+ *x = *y = 0;
+
+ for (k = n-1; k >= 0; k--)
+ {
+ int j = 3 & (t >> (2*k));
+ va[0] = 2 * xbit2d[j] - 1;
+ va[1] = 2 * ybit2d[j] - 1;
+ matrix_times_vector2d (rt, va, vb);
+ *x += ((vb[0] + 1) / 2) << k;
+ *y += ((vb[1] + 1) / 2) << k;
+ if (k > 0)
+ {
+ matrix_copy2d (rt, rq);
+ if (k == n-1 && closed_p)
+ matrix_multiply2d (rq, s2d[j], rt);
+ else
+ matrix_multiply2d (rq, r2d[j], rt);
+ }
+ }
+}
+
+
+static void
+t_to_xyz (int n, int t, int *x, int *y, int *z, Bool closed_p)
+{
+ int k, rt[3][3], rq[3][3], va[3], vb[3];
+ identity_matrix3d(rt);
+ *x = *y = *z = 0;
+
+ for (k = n-1; k >= 0; k--)
+ {
+ int j = 7 & (t >> (3*k));
+ va[0] = 2 * xbit3d[j] - 1;
+ va[1] = 2 * ybit3d[j] - 1;
+ va[2] = 2 * zbit3d[j] - 1;
+ matrix_times_vector3d (rt, va, vb);
+ *x += ((vb[0] + 1) / 2) << k;
+ *y += ((vb[1] + 1) / 2) << k;
+ *z += ((vb[2] + 1) / 2) << k;
+ if (k > 0)
+ {
+ matrix_copy3d (rt, rq);
+ if (k == n-1 && closed_p)
+ matrix_multiply3d (rq, s3d[j], rt);
+ else
+ matrix_multiply3d (rq, r3d[j], rt);
+ }
+ }
+}
+
+
+/* Rendering the curve
+ */
+
+
+/* Draw a sphere at the intersection of two tubes, to round off
+ the connection between them. Use one of our cache display lists
+ of unit spheres in various sizes.
+ */
+static int
+draw_joint (ModeInfo *mi, XYZ p, GLfloat diam, int faces, int wire)
+{
+ hilbert_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i;
+ diam *= 0.99; /* try to clean up the edges a bit */
+
+ if (faces <= 4) return 0; /* too small to see */
+
+ glPushMatrix();
+ glTranslatef (p.x, p.y, p.z);
+ glScalef (diam, diam, diam);
+
+ /* i = unit_sphere (faces, faces, wire);*/
+
+ /* if (!bp->dlists[faces][0]) abort(); */
+ /* if (!bp->dlist_polys[faces][0]) abort(); */
+
+ glCallList (bp->dlists[faces][0]);
+ i = bp->dlist_polys[faces][0];
+ glPopMatrix();
+ return i;
+}
+
+
+/* Draw a tube, and associated end caps. Use one of our cache display lists
+ of unit tubes in various sizes. Pick the resolution of the tube based
+ on how large it's being drawn. It's ok to get chunkier if the thing is
+ only a few pixels wide on the screen.
+ */
+static Bool
+draw_segment (ModeInfo *mi,
+ XYZ p0, XYZ p1, /* from, to */
+ int t, int end_t, /* value and range */
+ GLfloat path_start, GLfloat path_end, /* clipping */
+ Bool head_cap_p,
+ int *last_colorP)
+{
+ hilbert_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ double t0 = (double) (t-1) / end_t; /* ratio of p[01] along curve */
+ double t1 = (double) t / end_t;
+
+ int wire = MI_IS_WIREFRAME(mi);
+ int owire = wire;
+ GLfloat dd = bp->diam;
+ int faces;
+
+ if (path_start >= t1) /* whole segment is before clipping region */
+ return False;
+ if (path_end < t0) /* whole segment is after clipping region */
+ return False;
+
+
+ if (bp->twodee_p) dd *= 2; /* more polys in 2D mode */
+
+ faces = (dd > 0.040 ? dlist_faces[0] :
+ dd > 0.020 ? dlist_faces[1] :
+ dd > 0.010 ? dlist_faces[2] :
+ dd > 0.005 ? dlist_faces[3] :
+ dd > 0.002 ? dlist_faces[4] :
+ 1);
+
+ /* In 2d mode, we can drop into wireframe mode and it still looks ok... */
+ if (faces == 1)
+ {
+ if (bp->twodee_p)
+ wire = True;
+ else
+ faces = 3;
+ }
+
+ if (wire && !owire)
+ {
+ glDisable (GL_DEPTH_TEST);
+ glDisable (GL_CULL_FACE);
+ glDisable (GL_LIGHTING);
+ }
+
+ if (t0 < path_start)
+ {
+ XYZ p;
+ GLfloat seg_range = t1 - t0;
+ GLfloat clip_range = path_start - t0;
+ GLfloat ratio = clip_range / seg_range;
+ p.x = p0.x + ((p1.x - p0.x) * ratio);
+ p.y = p0.y + ((p1.y - p0.y) * ratio);
+ p.z = p0.z + ((p1.z - p0.z) * ratio);
+ p0 = p;
+ }
+
+ if (t1 > path_end)
+ {
+ XYZ p;
+ GLfloat seg_range = t1 - t0;
+ GLfloat clip_range = path_end - t0;
+ GLfloat ratio = clip_range / seg_range;
+ p.x = p0.x + ((p1.x - p0.x) * ratio);
+ p.y = p0.y + ((p1.y - p0.y) * ratio);
+ p.z = p0.z + ((p1.z - p0.z) * ratio);
+ p1 = p;
+ }
+
+ if (p0.x == p1.x &&
+ p0.y == p1.y &&
+ p0.z == p1.z)
+ return False;
+
+ {
+ int segs = bp->ncolors * (t1 - t0);
+ int i;
+ XYZ p0b, p1b;
+
+ if (segs < 1) segs = 1;
+
+ for (i = 0; i < segs; i++)
+ {
+ int j = i + 1;
+ GLfloat color[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat t0b;
+ int c;
+
+ p0b.x = p0.x + i * ((p1.x - p0.x) / segs);
+ p0b.y = p0.y + i * ((p1.y - p0.y) / segs);
+ p0b.z = p0.z + i * ((p1.z - p0.z) / segs);
+
+ p1b.x = p0.x + j * ((p1.x - p0.x) / segs);
+ p1b.y = p0.y + j * ((p1.y - p0.y) / segs);
+ p1b.z = p0.z + j * ((p1.z - p0.z) / segs);
+
+
+
+ /* #### this isn't quite right */
+ t0b = t0 + i * (t1 - t0) / segs;
+
+ c = bp->ncolors * t0b;
+ if (c >= bp->ncolors) c = bp->ncolors-1;
+
+ /* Above depth 6, was spending 5% of the time in glMateralfv,
+ so only set the color if it's different. */
+
+ if (c != *last_colorP)
+ {
+ color[0] = bp->colors[c].red / 65536.0;
+ color[1] = bp->colors[c].green / 65536.0;
+ color[2] = bp->colors[c].blue / 65536.0;
+ if (wire)
+ glColor3fv (color);
+ else
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ *last_colorP = c;
+ }
+
+
+ if (wire)
+ {
+ glBegin (GL_LINES);
+ glVertex3f (p0b.x, p0b.y, p0b.z);
+ glVertex3f (p1b.x, p1b.y, p1b.z);
+ glEnd ();
+ mi->polygon_count++;
+ }
+ else
+ {
+ /* mi->polygon_count += tube (p0b.x, p0b.y, p0b.z,
+ p1b.x, p1b.y, p1b.z,
+ bp->diam, 0, faces, True,
+ 0, wire);
+ */
+
+ /* Render a rotated and scaled prefab unit tube.
+
+ There's probably a slightly more concise way to do this,
+ but since they're all at right angles at least we don't
+ have to use atan().
+ */
+ GLfloat s;
+ glPushMatrix();
+ glTranslatef (p0b.x, p0b.y, p0b.z);
+
+ if (p1b.x > p0b.x)
+ {
+ s = p1b.x - p0b.x;
+ }
+ else if (p1b.x < p0b.x)
+ {
+ glRotatef (180, 0, 0, 1);
+ s = p0b.x - p1b.x;
+ }
+ else if (p1b.y > p0b.y) {
+ glRotatef (90, 0, 0, 1);
+ s = p1b.y - p0b.y;
+ }
+ else if (p1b.y < p0b.y)
+ {
+ glRotatef (-90, 0, 0, 1);
+ s = p0b.y - p1b.y;
+ }
+ else if (p1b.z > p0b.z)
+ {
+ glRotatef (-90, 0, 1, 0);
+ s = p1b.z - p0b.z;
+ }
+ else /* (p1b.z < p0b.z) */
+ {
+ glRotatef (90, 0, 1, 0);
+ s = p0b.z - p1b.z;
+ }
+
+ glScalef (s, bp->diam, bp->diam);
+ glCallList (bp->dlists[faces][1]);
+ mi->polygon_count += bp->dlist_polys[faces][1];
+ glPopMatrix();
+
+
+ /* If this is the bleeding edge, cap it too. */
+ if (head_cap_p) {
+ mi->polygon_count += draw_joint (mi, p0b, bp->diam, faces, wire);
+ head_cap_p = False;
+ }
+ }
+ }
+
+ /* If the path is closed, close it. This segment doesn't animate
+ like the others, but, oh well.
+ */
+ if (! wire)
+ mi->polygon_count += draw_joint (mi, p1b, bp->diam, faces, wire);
+ }
+
+ return True;
+}
+
+
+static void
+mem(void)
+{
+ fprintf (stderr, "%s: out of memory\n", progname);
+ exit (1);
+}
+
+
+/* Render the whole thing, but omit segments that lie outside of
+ the path_start and path_end ratios.
+ */
+static void
+hilbert (ModeInfo *mi, int size, GLfloat path_start, GLfloat path_end)
+{
+ hilbert_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+
+ GLfloat w = pow(2, size);
+ int end_t = (bp->twodee_p ? w * w : w * w * w);
+
+ XYZ prev = { 0, };
+ XYZ first = { 0, };
+ Bool first_p = False;
+ Bool any_p = False;
+ int t;
+ Bool fill_cache_p = False;
+ hilbert_cache *cc;
+ int last_color = -1;
+
+ /* Do this here since at higher resolutions, we turn wireframe on
+ and off. */
+
+ if (! wire)
+ {
+ glEnable (GL_NORMALIZE);
+ glEnable (GL_DEPTH_TEST);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_LIGHTING);
+ glEnable (GL_POLYGON_OFFSET_FILL);
+ }
+
+
+ if (!bp->caches)
+ {
+ bp->caches = (hilbert_cache **)
+ calloc (max_depth + 2, sizeof (*bp->caches));
+ if (!bp->caches) mem();
+ fill_cache_p = True;
+ }
+
+ cc = bp->caches[size];
+ if (! cc)
+ {
+ cc = (hilbert_cache *) calloc (1, sizeof (*cc));
+ cc->values = (XYZb *) calloc (end_t + 1, sizeof (*cc->values));
+ if (!cc->values) mem();
+ cc->size = end_t;
+ bp->caches[size] = cc;
+ fill_cache_p = True;
+ }
+
+ for (t = 0; t < end_t; t++)
+ {
+ int x, y, z;
+ XYZ c;
+ XYZb *cb;
+
+ if (!fill_cache_p)
+ {
+ cb = &cc->values[t];
+ x = cb->x;
+ y = cb->y;
+ z = cb->z;
+ }
+ else
+ {
+ if (!bp->twodee_p)
+ t_to_xyz (size, t, &x, &y, &z, bp->closed_p);
+ else
+ {
+ t_to_xy (size, t, &x, &y, bp->closed_p);
+ z = w/2;
+ }
+ cb = &cc->values[t];
+ cb->x = x;
+ cb->y = y;
+ cb->z = z;
+ }
+
+ c.x = (GLfloat) x / w - 0.5;
+ c.y = (GLfloat) y / w - 0.5;
+ c.z = (GLfloat) z / w - 0.5;
+
+ /* #### We could save some polygons by not drawing the spheres
+ between colinear segments. */
+
+ if (t > 0) {
+ if (draw_segment (mi, prev, c, t, end_t, path_start, path_end, !any_p,
+ &last_color))
+ any_p = True;
+ }
+ prev = c;
+ if (! first_p) {
+ first = c;
+ first_p = True;
+ }
+ }
+
+ if (bp->closed_p && path_end >= 1.0) {
+ draw_segment (mi, prev, first, t, end_t, path_start, path_end, !any_p,
+ &last_color);
+ }
+}
+
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_hilbert (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
+hilbert_handle_event (ModeInfo *mi, XEvent *event)
+{
+ hilbert_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 == '=' ||
+ keysym == XK_Up || keysym == XK_Right || keysym == XK_Next)
+ {
+ bp->depth++;
+ if (bp->depth > max_depth) bp->depth = max_depth;
+ return True;
+ }
+ else if (c == '-' || c == '_' ||
+ keysym == XK_Down || keysym == XK_Left || keysym == XK_Prior)
+ {
+ bp->depth--;
+ if (bp->depth < 1) bp->depth = 1;
+ return True;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ bp->depth += bp->depth_tick;
+ if (bp->depth > max_depth-1)
+ {
+ bp->depth = max_depth;
+ bp->depth_tick = -1;
+ }
+ else if (bp->depth <= 1)
+ {
+ bp->depth = 1;
+ bp->depth_tick = 1;
+ }
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_hilbert (ModeInfo *mi)
+{
+ hilbert_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+ int i;
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->depth = 2;
+ bp->depth_tick = 1;
+ bp->path_start = 0.0;
+ bp->path_end = 0.0;
+ bp->path_tick = 1;
+
+ if (thickness < 0.01) thickness = 0.01;
+ if (thickness > 1.0) thickness = 1.0;
+
+ if (speed <= 0) speed = 0.0001;
+ if (max_depth < 2) max_depth = 2;
+ if (max_depth > 20) max_depth = 20; /* hard limit due to hilbert_cache */
+
+ if (bp->depth > max_depth-1) bp->depth = max_depth-1;
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_hilbert (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {1.0, 1.0, 1.0, 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] = {0.0, 1.0, 1.0, 1.0};
+
+ glEnable (GL_LIGHTING);
+ glEnable (GL_LIGHT0);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ {
+ double spin_speed = 0.04;
+ double tilt_speed = spin_speed / 10;
+ double wander_speed = 0.008;
+ double spin_accel = 0.01;
+
+ 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,
+ do_spin);
+ bp->rot2 = make_rotator (0, 0, 0, 0, tilt_speed, True);
+ bp->trackball = gltrackball_init (True);
+ }
+
+ if (mode_str && !strcasecmp(mode_str, "2d"))
+ bp->twodee_p = True;
+ else if (mode_str && (!strcasecmp(mode_str, "3d")))
+ bp->twodee_p = False;
+ else
+ {
+ if (! (mode_str && !strcasecmp(mode_str, "random")))
+ fprintf (stderr, "%s: 'mode' must be '2d', '3d', or 'random'\n",
+ progname);
+ bp->twodee_p = ((random() % 3) == 0);
+ }
+
+
+ if (ends_str && (!strcasecmp(ends_str, "closed")))
+ bp->closed_p = True;
+ else if (ends_str && (!strcasecmp(ends_str, "open")))
+ bp->closed_p = False;
+ else
+ {
+ if (! (ends_str && !strcasecmp(ends_str, "random")))
+ fprintf (stderr, "%s: 'ends' must be 'open', 'closed', or 'random'\n",
+ progname);
+ bp->closed_p = ((random() % 3) != 0);
+ }
+
+
+ /* More colors results in more polygons (more tube segments) so keeping
+ this small is worthwhile. */
+ bp->ncolors = (bp->twodee_p ? 1024 : 128);
+
+ if (bp->closed_p)
+ {
+ /* Since the path is closed, colors must also be a closed loop */
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+ }
+ else
+ {
+ /* Since the path is open, first and last colors should differ. */
+ bp->ncolors *= 2;
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_uniform_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+ bp->ncolors /= 2;
+ }
+
+ /* Generate display lists for several different resolutions of
+ a unit tube and a unit sphere.
+ */
+ for (i = 0; i < countof(dlist_faces); i++)
+ {
+ int faces = dlist_faces[i];
+ bp->dlists[faces][0] = glGenLists (1);
+
+ glNewList (bp->dlists[faces][0], GL_COMPILE);
+ bp->dlist_polys[faces][0] = unit_sphere (faces, faces, wire);
+ glEndList ();
+
+ bp->dlists[faces][1] = glGenLists (1);
+
+ glNewList (bp->dlists[faces][1], GL_COMPILE);
+ bp->dlist_polys[faces][1] =
+ tube (0, 0, 0, 1, 0, 0,
+ 1, 0, faces, True, 0, wire);
+ glEndList ();
+ }
+}
+
+
+ENTRYPOINT void
+draw_hilbert (ModeInfo *mi)
+{
+ hilbert_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int wire = MI_IS_WIREFRAME(mi);
+
+ static const GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat bshiny = 128.0;
+ GLfloat bcolor[4] = {1.0, 1.0, 1.0, 1.0};
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glShadeModel(GL_SMOOTH);
+
+ if (! wire)
+ {
+ glEnable (GL_NORMALIZE);
+ glEnable (GL_DEPTH_TEST);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_LIGHTING);
+ glEnable (GL_LIGHT0);
+ glEnable (GL_POLYGON_OFFSET_FILL);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glScalef(1.1, 1.1, 1.1);
+
+ {
+ double x, y, z, z2;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 8,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+
+ if (bp->twodee_p && do_spin) /* face front */
+ {
+ double max = 70;
+ get_position (bp->rot2, &x, &y, &z2, !bp->button_down_p);
+ glRotatef (max/2 - x*max, 1, 0, 0);
+ glRotatef (max/2 - y*max, 0, 1, 0);
+ glRotatef (z * 360, 0, 0, 1); /* but upside down is ok */
+ }
+ else
+ {
+ glRotatef (x * 360, 1, 0, 0);
+ glRotatef (y * 360, 0, 1, 0);
+ glRotatef (z * 360, 0, 0, 1);
+ }
+ }
+
+ mi->polygon_count = 0;
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, bspec);
+ glMateriali (GL_FRONT, GL_SHININESS, bshiny);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bcolor);
+
+ glScalef (8,8,8);
+ glTranslatef (0.1, 0.1, 0);
+
+ if (!do_spin && !bp->twodee_p)
+ {
+ /* tilt the cube a little, and make the start and end visible */
+ glTranslatef (-0.1, 0, 0);
+ glRotatef (140, 0, 1, 0);
+ glRotatef (30, 1, 0, 0);
+ }
+
+ if (wire)
+ glLineWidth (bp->depth > 4 ? 1.0 :
+ bp->depth > 3 ? 2.0 :
+ 3.0);
+
+ if (bp->path_tick > 0) /* advancing the end point, [0 - N) */
+ { /* drawing 1 partial path, 1st time only. */
+
+ if (!bp->button_down_p)
+ bp->path_end += 0.01 * speed;
+
+ if (bp->path_end >= 1.0)
+ {
+ bp->path_start = 0.0;
+ bp->path_end = 1.0;
+ bp->path_tick = -1;
+ bp->pause = PAUSE_TICKS;
+ }
+
+ bp->diam = thickness / pow (2, bp->depth);
+ hilbert (mi, bp->depth, bp->path_start, bp->path_end);
+ mi->recursion_depth = bp->depth + bp->path_start;
+ }
+
+ else /* advancing the start point, (N - 1] */
+ { /* drawing 2 paths at different rez. */
+ if (bp->pause)
+ {
+ bp->pause--;
+ }
+ else
+ {
+ if (!bp->button_down_p)
+ bp->path_start += 0.01 * speed;
+
+ if (bp->path_start > 1.0)
+ {
+ bp->path_start = 0.0;
+ bp->depth += bp->depth_tick;
+ bp->pause = PAUSE_TICKS;
+ if (bp->depth > max_depth-1)
+ {
+ bp->depth = max_depth;
+ bp->depth_tick = -1;
+ }
+ else if (bp->depth <= 1)
+ {
+ bp->depth = 1;
+ bp->depth_tick = 1;
+ }
+ }
+ }
+
+ {
+ GLfloat d1 = thickness / pow (2, bp->depth);
+ GLfloat d2 = thickness / pow (2, bp->depth + bp->depth_tick);
+ bp->diam = (d1 * (1 - bp->path_start) +
+ d2 * bp->path_start);
+ }
+
+ /* First time around, start is 0, and end animates forward.
+ Then, to display the next higher resolution, we render
+ depth=N while increasing start and leaving end=1.0;
+ and simultaneously animationg depth=N+1 with start=0 and
+ end increasing by the same amount.
+
+ The two paths aren't actually connected together at the
+ resolution-change interface, and sometimes they overlap,
+ but things go fast enough that it's hard to spot those
+ glitches, so it looks ok.
+ */
+ glPolygonOffset (0, 0);
+ hilbert (mi, bp->depth, bp->path_start, bp->path_end);
+
+ glPolygonOffset (1.0, 1.0);
+ hilbert (mi, bp->depth + bp->depth_tick, 0.0, bp->path_start);
+
+ mi->recursion_depth = bp->depth + (bp->depth_tick * bp->path_start);
+ }
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE ("Hilbert", hilbert)
+
+#endif /* USE_GL */