/* splodesic, Copyright (c) 2016 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. */ #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 #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)]; 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 */