1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* Sierpinski3D --- 3D sierpinski gasket */
5 static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore";
9 * Permission to use, copy, modify, and distribute this software and its
10 * documentation for any purpose and without fee is hereby granted,
11 * provided that the above copyright notice appear in all copies and that
12 * both that copyright notice and this permission notice appear in
13 * supporting documentation.
15 * This file is provided AS IS with no warranties of any kind. The author
16 * shall have no liability with respect to the infringement of copyrights,
17 * trade secrets or any patents by this file or any part thereof. In no
18 * event will the author be liable for any lost revenue or profits or
19 * other special, indirect and consequential damages.
22 * 1999: written by Tim Robinson <the_luggage@bigfoot.com>
23 * a 3-D representation of the Sierpinski gasket fractal.
25 * 10-Dec-99 jwz rewrote to draw a set of tetrahedrons instead of a
26 * random scattering of points.
30 # define DEFAULTS "*delay: 20000 \n" \
31 "*showFPS: False \n" \
32 "*wireframe: False \n" \
34 # define refresh_gasket 0
35 # include "xlockmore.h" /* from the xscreensaver distribution */
36 #else /* !STANDALONE */
37 # include "xlock.h" /* from the xlockmore distribution */
38 #endif /* !STANDALONE */
42 #define DEF_SPIN "True"
43 #define DEF_WANDER "True"
44 #define DEF_SPEED "150"
45 #define DEF_MAX_DEPTH "5"
48 #include "gltrackball.h"
51 #define countof(x) (sizeof((x))/sizeof((*x)))
56 static Bool do_wander;
58 static XrmOptionDescRec opts[] = {
59 {"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, 0 },
60 {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, 0 },
61 { "-spin", ".spin", XrmoptionNoArg, "True" },
62 { "+spin", ".spin", XrmoptionNoArg, "False" },
63 { "-wander", ".wander", XrmoptionNoArg, "True" },
64 { "+wander", ".wander", XrmoptionNoArg, "False" },
67 static argtype vars[] = {
68 {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
69 {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
70 {&speed, "speed", "Speed", DEF_SPEED, t_Int},
71 {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
75 ENTRYPOINT ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
78 ModStruct gasket_description =
79 {"gasket", "init_gasket", "draw_gasket", "release_gasket",
80 "draw_gasket", "init_gasket", NULL, &gasket_opts,
81 1000, 1, 2, 1, 4, 1.0, "",
82 "Shows GL's Sierpinski gasket", 0, NULL};
91 GLuint gasket0, gasket1, gasket2, gasket3;
92 GLXContext *glx_context;
95 trackball_state *trackball;
111 static gasketstruct *gasket = NULL;
115 triangle (GLfloat x1, GLfloat y1, GLfloat z1,
116 GLfloat x2, GLfloat y2, GLfloat z2,
117 GLfloat x3, GLfloat y3, GLfloat z3,
121 glBegin (GL_LINE_LOOP);
123 glBegin (GL_TRIANGLES);
124 glVertex3f (x1, y1, z1);
125 glVertex3f (x2, y2, z2);
126 glVertex3f (x3, y3, z3);
131 four_tetras (gasketstruct *gp,
132 XYZ *outer, XYZ *normals,
133 Bool wireframe_p, int countdown, int which,
141 glNormal3f (normals[0].x, normals[0].y, normals[0].z);
142 triangle (outer[0].x, outer[0].y, outer[0].z,
143 outer[1].x, outer[1].y, outer[1].z,
144 outer[2].x, outer[2].y, outer[2].z,
149 glNormal3f (normals[1].x, normals[1].y, normals[1].z);
150 triangle (outer[0].x, outer[0].y, outer[0].z,
151 outer[3].x, outer[3].y, outer[3].z,
152 outer[1].x, outer[1].y, outer[1].z,
157 glNormal3f (normals[2].x, normals[2].y, normals[2].z);
158 triangle (outer[0].x, outer[0].y, outer[0].z,
159 outer[2].x, outer[2].y, outer[2].z,
160 outer[3].x, outer[3].y, outer[3].z,
165 glNormal3f (normals[3].x, normals[3].y, normals[3].z);
166 triangle (outer[1].x, outer[1].y, outer[1].z,
167 outer[3].x, outer[3].y, outer[3].z,
168 outer[2].x, outer[2].y, outer[2].z,
183 inner[M01].x = (outer[0].x + outer[1].x) / 2.0;
184 inner[M01].y = (outer[0].y + outer[1].y) / 2.0;
185 inner[M01].z = (outer[0].z + outer[1].z) / 2.0;
187 inner[M02].x = (outer[0].x + outer[2].x) / 2.0;
188 inner[M02].y = (outer[0].y + outer[2].y) / 2.0;
189 inner[M02].z = (outer[0].z + outer[2].z) / 2.0;
191 inner[M03].x = (outer[0].x + outer[3].x) / 2.0;
192 inner[M03].y = (outer[0].y + outer[3].y) / 2.0;
193 inner[M03].z = (outer[0].z + outer[3].z) / 2.0;
195 inner[M12].x = (outer[1].x + outer[2].x) / 2.0;
196 inner[M12].y = (outer[1].y + outer[2].y) / 2.0;
197 inner[M12].z = (outer[1].z + outer[2].z) / 2.0;
199 inner[M13].x = (outer[1].x + outer[3].x) / 2.0;
200 inner[M13].y = (outer[1].y + outer[3].y) / 2.0;
201 inner[M13].z = (outer[1].z + outer[3].z) / 2.0;
203 inner[M23].x = (outer[2].x + outer[3].x) / 2.0;
204 inner[M23].y = (outer[2].y + outer[3].y) / 2.0;
205 inner[M23].z = (outer[2].z + outer[3].z) / 2.0;
209 corner[0] = outer[0];
210 corner[1] = inner[M01];
211 corner[2] = inner[M02];
212 corner[3] = inner[M03];
213 four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
215 corner[0] = inner[M01];
216 corner[1] = outer[1];
217 corner[2] = inner[M12];
218 corner[3] = inner[M13];
219 four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
221 corner[0] = inner[M02];
222 corner[1] = inner[M12];
223 corner[2] = outer[2];
224 corner[3] = inner[M23];
225 four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
227 corner[0] = inner[M03];
228 corner[1] = inner[M13];
229 corner[2] = inner[M23];
230 corner[3] = outer[3];
231 four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
237 compile_gasket(ModeInfo *mi, int which)
239 Bool wireframe_p = MI_IS_WIREFRAME(mi);
240 gasketstruct *gp = &gasket[MI_SCREEN(mi)];
245 vertex[0].x = -1; vertex[0].y = -1; vertex[0].z = -1;
246 vertex[1].x = 1; vertex[1].y = 1; vertex[1].z = -1;
247 vertex[2].x = 1; vertex[2].y = -1; vertex[2].z = 1;
248 vertex[3].x = -1; vertex[3].y = 1; vertex[3].z = 1;
249 vertex[4].x = 0; vertex[4].y = 0; vertex[4].z = 0; /* center */
251 normal[0].x = 1; normal[0].y = -1; normal[0].z = -1;
252 normal[1].x = -1; normal[1].y = 1; normal[1].z = -1;
253 normal[2].x = -1; normal[2].y = -1; normal[2].z = 1;
254 normal[3].x = 1; normal[3].y = 1; normal[3].z = 1;
256 four_tetras (gp, vertex, normal, wireframe_p,
257 (gp->current_depth < 0
258 ? -gp->current_depth : gp->current_depth),
261 mi->polygon_count += count;
267 Bool wireframe_p = MI_IS_WIREFRAME(mi);
268 gasketstruct *gp = &gasket[MI_SCREEN(mi)];
270 static const GLfloat pos[] = {-4.0, 3.0, 10.0, 1.0};
271 static const GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
273 GLfloat color0[] = {0.0, 0.0, 0.0, 1.0};
274 GLfloat color1[] = {0.0, 0.0, 0.0, 1.0};
275 GLfloat color2[] = {0.0, 0.0, 0.0, 1.0};
276 GLfloat color3[] = {0.0, 0.0, 0.0, 1.0};
278 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
284 glLightfv(GL_LIGHT0, GL_POSITION, pos);
286 color0[0] = gp->colors[gp->ccolor0].red / 65536.0;
287 color0[1] = gp->colors[gp->ccolor0].green / 65536.0;
288 color0[2] = gp->colors[gp->ccolor0].blue / 65536.0;
290 color1[0] = gp->colors[gp->ccolor1].red / 65536.0;
291 color1[1] = gp->colors[gp->ccolor1].green / 65536.0;
292 color1[2] = gp->colors[gp->ccolor1].blue / 65536.0;
294 color2[0] = gp->colors[gp->ccolor2].red / 65536.0;
295 color2[1] = gp->colors[gp->ccolor2].green / 65536.0;
296 color2[2] = gp->colors[gp->ccolor2].blue / 65536.0;
298 color3[0] = gp->colors[gp->ccolor3].red / 65536.0;
299 color3[1] = gp->colors[gp->ccolor3].green / 65536.0;
300 color3[2] = gp->colors[gp->ccolor3].blue / 65536.0;
306 if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0;
307 if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0;
308 if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0;
309 if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0;
311 glShadeModel(GL_SMOOTH);
313 glEnable(GL_LIGHTING);
317 glEnable(GL_DEPTH_TEST);
318 glEnable(GL_NORMALIZE);
319 glEnable(GL_CULL_FACE);
325 get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
326 glTranslatef((x - 0.5) * 10,
330 /* Do it twice because we don't track the device's orientation. */
331 glRotatef( current_device_rotation(), 0, 0, 1);
332 gltrackball_rotate (gp->trackball);
333 glRotatef(-current_device_rotation(), 0, 0, 1);
335 get_rotation (gp->rot, &x, &y, &z, !gp->button_down_p);
336 glRotatef (x * 360, 1.0, 0.0, 0.0);
337 glRotatef (y * 360, 0.0, 1.0, 0.0);
338 glRotatef (z * 360, 0.0, 0.0, 1.0);
343 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
344 glCallList(gp->gasket0);
345 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
346 glCallList(gp->gasket1);
347 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
348 glCallList(gp->gasket2);
349 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
350 glCallList(gp->gasket3);
355 if (gp->tick++ >= speed)
358 if (gp->current_depth >= max_depth)
359 gp->current_depth = -max_depth;
362 /* We make four different lists so that each face of the tetrahedrons
363 can have a different color (all triangles facing in the same
364 direction have the same color, which is different from all
365 triangles facing in other directions.)
367 glDeleteLists (gp->gasket0, 1);
368 glDeleteLists (gp->gasket1, 1);
369 glDeleteLists (gp->gasket2, 1);
370 glDeleteLists (gp->gasket3, 1);
372 mi->polygon_count = 0;
373 glNewList (gp->gasket0, GL_COMPILE); compile_gasket (mi, 0); glEndList();
374 glNewList (gp->gasket1, GL_COMPILE); compile_gasket (mi, 1); glEndList();
375 glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList();
376 glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList();
378 mi->recursion_depth = (gp->current_depth > 0
380 : -gp->current_depth);
385 /* new window size or exposure */
387 reshape_gasket(ModeInfo *mi, int width, int height)
389 GLfloat h = (GLfloat) height / (GLfloat) width;
391 glViewport(0, 0, (GLint) width, (GLint) height);
392 glMatrixMode(GL_PROJECTION);
394 gluPerspective (30.0, 1/h, 1.0, 100.0);
396 glMatrixMode(GL_MODELVIEW);
398 gluLookAt( 0.0, 0.0, 30.0,
402 glClear(GL_COLOR_BUFFER_BIT);
408 gasketstruct *gp = &gasket[MI_SCREEN(mi)];
410 /* draw the gasket */
411 gp->gasket0 = glGenLists(1);
412 gp->gasket1 = glGenLists(1);
413 gp->gasket2 = glGenLists(1);
414 gp->gasket3 = glGenLists(1);
415 gp->current_depth = 1; /* start out at level 1, not 0 */
420 gasket_handle_event (ModeInfo *mi, XEvent *event)
422 gasketstruct *gp = &gasket[MI_SCREEN(mi)];
424 if (event->xany.type == ButtonPress &&
425 event->xbutton.button == Button1)
427 gp->button_down_p = True;
428 gltrackball_start (gp->trackball,
429 event->xbutton.x, event->xbutton.y,
430 MI_WIDTH (mi), MI_HEIGHT (mi));
433 else if (event->xany.type == ButtonRelease &&
434 event->xbutton.button == Button1)
436 gp->button_down_p = False;
439 else if (event->xany.type == ButtonPress &&
440 (event->xbutton.button == Button4 ||
441 event->xbutton.button == Button5 ||
442 event->xbutton.button == Button6 ||
443 event->xbutton.button == Button7))
445 gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10,
446 !!event->xbutton.state);
449 else if (event->xany.type == MotionNotify &&
452 gltrackball_track (gp->trackball,
453 event->xmotion.x, event->xmotion.y,
454 MI_WIDTH (mi), MI_HEIGHT (mi));
463 init_gasket(ModeInfo *mi)
465 int screen = MI_SCREEN(mi);
470 if ((gasket = (gasketstruct *) calloc(MI_NUM_SCREENS(mi),
471 sizeof (gasketstruct))) == NULL)
474 gp = &gasket[screen];
476 gp->window = MI_WINDOW(mi);
479 double spin_speed = 1.0;
480 double wander_speed = 0.03;
481 gp->rot = make_rotator (do_spin ? spin_speed : 0,
482 do_spin ? spin_speed : 0,
483 do_spin ? spin_speed : 0,
485 do_wander ? wander_speed : 0,
487 gp->trackball = gltrackball_init ();
491 gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor));
492 make_smooth_colormap (0, 0, 0,
493 gp->colors, &gp->ncolors,
496 gp->ccolor1 = gp->ncolors * 0.25;
497 gp->ccolor2 = gp->ncolors * 0.5;
498 gp->ccolor3 = gp->ncolors * 0.75;
501 if ((gp->glx_context = init_GL(mi)) != NULL)
503 reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
513 draw_gasket(ModeInfo * mi)
515 gasketstruct *gp = &gasket[MI_SCREEN(mi)];
516 Display *display = MI_DISPLAY(mi);
517 Window window = MI_WINDOW(mi);
519 if (!gp->glx_context) return;
521 glDrawBuffer(GL_BACK);
530 7 = 65,536 polygons, 30 fps (3GHz Core 2 Duo, GeForce 8800 GS)
531 8 = 262,144 polygons, 12 fps
532 9 = 1,048,576 polygons, 4 fps
533 10 = 4,194,304 polygons, 1 fps
534 11 = 16,777,216 polygons, 0.3 fps
535 12 = 67,108,864 polygons, OOM!
536 13 = 268,435,456 polygons
537 14 = 1,073,741,824 polygons, 31 bits
538 15 = 4,294,967,296 polygons, 33 bits
539 16 = 17,179,869,184 polygons, 35 bits
544 glXMakeCurrent(display, window, *(gp->glx_context));
546 if (mi->fps_p) do_fps (mi);
548 glXSwapBuffers(display, window);
552 release_gasket(ModeInfo * mi)
558 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
560 gasketstruct *gp = &gasket[screen];
564 /* Display lists MUST be freed while their glXContext is current. */
565 glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
567 if (glIsList(gp->gasket0)) glDeleteLists(gp->gasket0, 1);
568 if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
569 if (glIsList(gp->gasket2)) glDeleteLists(gp->gasket2, 1);
570 if (glIsList(gp->gasket3)) glDeleteLists(gp->gasket3, 1);
573 (void) free((void *) gasket);
579 XSCREENSAVER_MODULE_2 ("Sierpinski3D", sierpinski3d, gasket)
581 /*********************************************************/