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-rw-r--r--hacks/glx/splodesic.c640
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diff --git a/hacks/glx/splodesic.c b/hacks/glx/splodesic.c
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+/* 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 = bp->triangles;
+ 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)];
+ while (bp->triangles)
+ {
+ triangle *t = bp->triangles->next;
+ free (bp->triangles);
+ bp->triangles = t;
+ }
+}
+
+XSCREENSAVER_MODULE ("Splodesic", splodesic)
+
+#endif /* USE_GL */