/* kaleidocycle, Copyright (c) 2013-2014 Jamie Zawinski * * 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. * * A loop of rotating tetrahedra. Created by jwz, July 2013. * Inspired by, and some math borrowed from: * http://www.kaleidocycles.de/pdf/kaleidocycles_theory.pdf * http://intothecontinuum.tumblr.com/post/50873970770/an-even-number-of-at-least-8-regular-tetrahedra */ #define DEFAULTS "*delay: 30000 \n" \ "*count: 16 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ "*suppressRotationAnimation: True\n" \ # define release_kaleidocycle 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 #include #ifdef USE_GL /* whole file */ #define DEF_SPIN "Z" #define DEF_WANDER "False" #define DEF_SPEED "1.0" typedef struct { GLXContext *glx_context; rotator *rot, *rot2; trackball_state *trackball; Bool button_down_p; int min_count, max_count; Bool startup_p; int ncolors; XColor *colors; int ccolor; GLfloat count; GLfloat th, dth; enum { STATIC, IN, OUT } mode, prev_mode; } kaleidocycle_configuration; static kaleidocycle_configuration *bps = NULL; static char *do_spin; static GLfloat speed; static Bool do_wander; static XrmOptionDescRec opts[] = { { "-spin", ".spin", XrmoptionSepArg, 0 }, { "+spin", ".spin", XrmoptionNoArg, "" }, { "-wander", ".wander", XrmoptionNoArg, "True" }, { "+wander", ".wander", XrmoptionNoArg, "False" }, { "-speed", ".speed", XrmoptionSepArg, 0 }, }; static argtype vars[] = { {&do_spin, "spin", "Spin", DEF_SPIN, t_String}, {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, {&speed, "speed", "Speed", DEF_SPEED, t_Float}, }; ENTRYPOINT ModeSpecOpt kaleidocycle_opts = {countof(opts), opts, countof(vars), vars, NULL}; /* Window management, etc */ ENTRYPOINT void reshape_kaleidocycle (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 kaleidocycle_handle_event (ModeInfo *mi, XEvent *event) { kaleidocycle_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 == '.' || c == '>' || c == '=' || c == '+' || keysym == XK_Right || keysym == XK_Up || keysym == XK_Next) { bp->mode = IN; return True; } else if ((c == '-' || c == ',' || c == '<' || c == '-' || c == '_' || keysym == XK_Left || keysym == XK_Down || keysym == XK_Prior) && bp->count > bp->min_count) { bp->mode = OUT; 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: if (bp->count <= bp->min_count) bp->mode = IN; else bp->mode = (random() & 1) ? IN : OUT; return True; } return False; } ENTRYPOINT void init_kaleidocycle (ModeInfo *mi) { kaleidocycle_configuration *bp; int wire = MI_IS_WIREFRAME(mi); int i; MI_INIT (mi, bps); bp = &bps[MI_SCREEN(mi)]; bp->glx_context = init_GL(mi); reshape_kaleidocycle (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); glLineWidth (4); 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); 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); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } { Bool spinx = False, spiny = False, spinz = False; double spin_speed = 0.25; double wander_speed = 0.005; double spin_accel = 0.2; double twist_speed = 0.25; double twist_accel = 1.0; char *s = do_spin; while (*s) { if (*s == 'x' || *s == 'X') spinx = True; else if (*s == 'y' || *s == 'Y') spiny = True; else if (*s == 'z' || *s == 'Z') spinz = True; else if (*s == '0') ; else { fprintf (stderr, "%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n", progname, do_spin); exit (1); } s++; } bp->rot = make_rotator (spinx ? spin_speed : 0, spiny ? spin_speed : 0, spinz ? spin_speed : 0, spin_accel, do_wander ? wander_speed : 0, False); bp->rot2 = make_rotator (twist_speed, 0, 0, twist_accel, 0, True); bp->trackball = gltrackball_init (True); } if (MI_COUNT(mi) < 8) MI_COUNT(mi) = 8; if (MI_COUNT(mi) & 1) MI_COUNT(mi)++; bp->min_count = 8; bp->max_count = 12 + MI_COUNT(mi) * 1.3; if (bp->max_count & 1) bp->max_count++; bp->startup_p = True; bp->count = 0; bp->mode = IN; bp->prev_mode = IN; /* bp->count = MI_COUNT(mi); bp->mode = STATIC; */ bp->ncolors = 512; if (! bp->colors) bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor)); make_uniform_colormap (0, 0, 0, bp->colors, &bp->ncolors, False, 0, False); for (i = 0; i < bp->ncolors; i++) { /* make colors twice as bright */ bp->colors[i].red = (bp->colors[i].red >> 2) + 0x7FFF; bp->colors[i].green = (bp->colors[i].green >> 2) + 0x7FFF; bp->colors[i].blue = (bp->colors[i].blue >> 2) + 0x7FFF; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } /* t = toroidal rotation, a = radial position colors = 4 colors, 4 channels each. */ static void draw_tetra (ModeInfo *mi, double t, double a, Bool reflect_p, GLfloat *colors) { int wire = MI_IS_WIREFRAME(mi); XYZ v1, v2, v3, P, Q; XYZ verts[4]; int i; double scale; double sint = sin(t); double cost = cos(t); double tana = tan(a); double sint2 = sint * sint; double tana2 = tana * tana; v1.x = cost; v1.y = 0; v1.z = sint; scale = 1 / sqrt (1 + sint2 * tana2); v2.x = scale * -sint; v2.y = scale * -sint * tana; v2.z = scale * cost; v3.x = scale * -sint2 * tana; v3.y = scale; v3.z = scale * cost * sint * tana; P.x = v3.y / tana - v3.x; P.y = 0; P.z = -v3.z / 2; Q.x = v3.y / tana; Q.y = v3.y; Q.z = v3.z / 2; verts[0] = P; verts[1] = P; verts[2] = Q; verts[3] = Q; scale = sqrt(2) / 2; verts[0].x = P.x - scale * v1.x; verts[0].y = P.y - scale * v1.y; verts[0].z = P.z - scale * v1.z; verts[1].x = P.x + scale * v1.x; verts[1].y = P.y + scale * v1.y; verts[1].z = P.z + scale * v1.z; verts[2].x = Q.x - scale * v2.x; verts[2].y = Q.y - scale * v2.y; verts[2].z = Q.z - scale * v2.z; verts[3].x = Q.x + scale * v2.x; verts[3].y = Q.y + scale * v2.y; verts[3].z = Q.z + scale * v2.z; for (i = 0; i < 4; i++) { Bool reflect2_p = ((i + (reflect_p != 0)) & 1); XYZ a = verts[(i+1) % 4]; XYZ b = verts[(i+2) % 4]; XYZ c = verts[(i+3) % 4]; XYZ n = ((i & 1) ? calc_normal (b, a, c) : calc_normal (a, b, c)); if (wire) glColor4fv (colors + (i * 4)); else glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colors + (i * 4)); glFrontFace (reflect2_p ? GL_CW : GL_CCW); glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES); glNormal3f (n.x, n.y, n.z); glVertex3f (a.x, a.y, a.z); glVertex3f (b.x, b.y, b.z); glVertex3f (c.x, c.y, c.z); glEnd(); } } /* Reflect through the plane normal to the given vector. */ static void reflect (double x, double y, double z) { GLfloat m[4][4]; m[0][0] = 1 - (2 * x * x); m[1][0] = -2 * x * y; m[2][0] = -2 * x * z; m[3][0] = 0; m[0][1] = -2 * x * y; m[1][1] = 1 - (2 * y * y); m[2][1] = -2 * y * z; m[3][1] = 0; m[0][2] = -2 * x * z; m[1][2] = -2 * y * z; m[2][2] = 1 - (2 * z * z); m[3][2] = 0; m[0][3] = 0; m[1][3] = 0; m[2][3] = 0; m[3][3] = 1; glMultMatrixf (&m[0][0]); } ENTRYPOINT void draw_kaleidocycle (ModeInfo *mi) { kaleidocycle_configuration *bp = &bps[MI_SCREEN(mi)]; Display *dpy = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); GLfloat colors[4*4]; GLfloat count; double t, a; int i; GLfloat bspec[4] = {1.0, 1.0, 1.0, 1.0}; GLfloat bshiny = 128.0; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); mi->polygon_count = 0; glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glPushMatrix (); { double x, y, z; get_position (bp->rot, &x, &y, &z, !bp->button_down_p); glTranslatef((x - 0.5) * 5, (y - 0.5) * 5, (z - 0.5) * 10); gltrackball_rotate (bp->trackball); get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p); glRotatef (x * 360, 1, 0, 0); glRotatef (y * 360, 0, 1, 0); glRotatef (z * 360, 0, 0, 1); get_rotation (bp->rot2, &x, &y, &z, !bp->button_down_p); bp->th = x * 360 * 10 * speed; /* Make sure the twist is always in motion. Without this, the rotator sometimes stops, and for too long, and it's boring looking. */ bp->th += speed * bp->dth++; while (bp->dth > 360) bp->dth -= 360; while (bp->th > 360) bp->th -= 360; } glMaterialfv (GL_FRONT, GL_SPECULAR, bspec); glMateriali (GL_FRONT, GL_SHININESS, bshiny); /* Evenly spread the colors of the faces, and cycle them together. */ for (i = 0; i < 4; i++) { int o = bp->ncolors / 4; int c = (bp->ccolor + (o*i)) % bp->ncolors; colors[i*4+0] = bp->colors[c].red / 65536.0; colors[i*4+1] = bp->colors[c].green / 65536.0; colors[i*4+2] = bp->colors[c].blue / 65536.0; colors[i*4+3] = 1; } bp->ccolor++; if (bp->ccolor >= bp->ncolors) bp->ccolor = 0; count = (int) floor (bp->count); while (count < 8) count++; if (((int) floor (count)) & 1) count++; a = 2 * M_PI / (bp->count < 8 ? 8 : bp->count); t = bp->th / (180 / M_PI); glScalef (3, 3, 3); glScalef (a, a, a); glRotatef (90, 0, 0, 1); /* glRotatef (45, 0, 1, 0); */ for (i = 0; i <= (int) floor (bp->count); i++) { Bool flip_p = (i & 1); glPushMatrix(); glRotatef ((i/2) * 4 * 180 / bp->count, 0, 0, 1); if (flip_p) reflect (-sin(a), cos(a), 0); if (bp->mode != STATIC && i >= (int) floor (bp->count)) { /* Fractional bp->count means the last piece is in transition */ GLfloat scale = bp->count - (int) floor (bp->count); GLfloat tick = 0.07 * speed; GLfloat ocount = bp->count; GLfloat alpha; /* Fill in faster if we're starting up */ if (bp->count < MI_COUNT(mi)) tick *= 2; glScalef (scale, scale, scale); switch (bp->mode) { case IN: break; case OUT: tick = -tick; break; case STATIC: tick = 0; break; } bp->count += tick; if (bp->mode == IN ? floor (ocount) != floor (bp->count) : ceil (ocount) != ceil (bp->count)) { if (bp->mode == IN) bp->count = floor (ocount) + 1; else bp->count = ceil (ocount) - 1; if (((int) floor (bp->count)) & 1 || (bp->mode == IN && (bp->count < MI_COUNT(mi) && bp->startup_p))) { /* keep going if it's odd, or less than 8. */ bp->count = round(bp->count); } else { bp->mode = STATIC; bp->startup_p = False; } } alpha = (scale * scale * scale * scale); if (alpha < 0.4) alpha = 0.4; colors[3] = colors[7] = colors[11] = colors[15] = alpha; } draw_tetra (mi, t, a, flip_p, colors); mi->polygon_count += 4; glPopMatrix(); } if (bp->mode == STATIC && !(random() % 200)) { if (bp->count <= bp->min_count) bp->mode = IN; else if (bp->count >= bp->max_count) bp->mode = OUT; else bp->mode = bp->prev_mode; bp->prev_mode = bp->mode; } mi->recursion_depth = ceil (bp->count); glPopMatrix (); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(dpy, window); } ENTRYPOINT void free_kaleidocycle (ModeInfo *mi) { kaleidocycle_configuration *bp = &bps[MI_SCREEN(mi)]; if (!bp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); if (bp->trackball) gltrackball_free (bp->trackball); if (bp->rot) free_rotator (bp->rot); if (bp->rot2) free_rotator (bp->rot2); if (bp->colors) free (bp->colors); } XSCREENSAVER_MODULE ("Kaleidocycle", kaleidocycle) #endif /* USE_GL */