1 /* menger, Copyright (c) 2001-2006 Jamie Zawinski <jwz@jwz.org>
2 * Copyright (c) 2002 Aurelien Jacobs <aurel@gnuage.org>
4 * Permission to use, copy, modify, distribute, and sell this software and its
5 * documentation for any purpose is hereby granted without fee, provided that
6 * the above copyright notice appear in all copies and that both that
7 * copyright notice and this permission notice appear in supporting
8 * documentation. No representations are made about the suitability of this
9 * software for any purpose. It is provided "as is" without express or
12 * Generates a 3D Menger Sponge gasket:
15 * __-"" -- __"""----._____
16 * __.--"" -- ___--+---_____. __ .+'|
17 * _.-'"" __ +:"__ | ._..+"" __ .+' F
18 * J"--.____ __ """""+" .+' .J F
19 * J """""---.___ -- .+'" F' F
22 * L -_J L_J F"9 | ;'J .+J .J J
23 * | L_J | F.' .'| J F' J
24 * | |"""--.__ | ' |"" J J
25 * J ._ J ;;; | "L | . |-___J |
26 * J L J J ;-' | L | .'J |_ .' . |
27 * J "" J .---_L F"9 | F.' | .' FJ |
28 * L J .-' __ | L_J | ' :' ' .+
30 * | F"9 """' | . F' .'
32 * +__ -_J F"9 | F.' .'
37 * The straightforward way to generate this object creates way more polygons
38 * than are needed, since there end up being many buried, interior faces.
39 * So during the recursive building of the object we store which face of
40 * each unitary cube we need to draw. Doing this reduces the polygon count
43 * Another optimization we could do to reduce the polygon count would be to
44 * merge adjascent coplanar squares together into rectangles. This would
45 * result in the outer faces being composed of 1xN strips. It's tricky to
46 * to find these adjascent faces in non-exponential time, though.
48 * We could actually simulate large depths with a texture map -- if the
49 * depth is such that the smallest holes are only a few pixels across,
50 * just draw them as spots on the surface! It would look the same.
53 #define DEFAULTS "*delay: 30000 \n" \
54 "*showFPS: False \n" \
55 "*wireframe: False \n" \
58 # define refresh_sponge 0
59 # define release_sponge 0
61 #define countof(x) (sizeof((x))/sizeof((*x)))
63 #include "xlockmore.h"
66 #include "gltrackball.h"
69 #ifdef USE_GL /* whole file */
71 #define DEF_SPIN "True"
72 #define DEF_WANDER "True"
73 #define DEF_SPEED "150"
74 #define DEF_MAX_DEPTH "3"
77 GLXContext *glx_context;
79 trackball_state *trackball;
81 GLuint sponge_list0; /* we store X, Y, and Z-facing surfaces */
82 GLuint sponge_list1; /* in their own lists, to make it easy */
83 GLuint sponge_list2; /* to color them differently. */
85 unsigned long squares_fp;
97 } sponge_configuration;
99 static sponge_configuration *sps = NULL;
102 static Bool do_wander;
104 static int max_depth;
106 static XrmOptionDescRec opts[] = {
107 { "-wander", ".wander", XrmoptionNoArg, "True" },
108 { "+wander", ".wander", XrmoptionNoArg, "False" },
109 { "-spin", ".spin", XrmoptionSepArg, 0 },
110 { "-speed", ".speed", XrmoptionSepArg, 0 },
111 { "-depth", ".maxDepth", XrmoptionSepArg, 0 },
114 static argtype vars[] = {
115 {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
116 {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
117 {&speed, "speed", "Speed", DEF_SPEED, t_Int},
118 {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
121 ENTRYPOINT ModeSpecOpt sponge_opts = {countof(opts), opts, countof(vars), vars, NULL};
124 /* Window management, etc
127 reshape_sponge (ModeInfo *mi, int width, int height)
129 GLfloat h = (GLfloat) height / (GLfloat) width;
131 glViewport (0, 0, (GLint) width, (GLint) height);
133 glMatrixMode(GL_PROJECTION);
135 gluPerspective (30.0, 1/h, 1.0, 100.0);
137 glMatrixMode(GL_MODELVIEW);
139 gluLookAt( 0.0, 0.0, 30.0,
143 glClear(GL_COLOR_BUFFER_BIT);
155 cube (float x0, float x1, float y0, float y1, float z0, float z1,
156 int faces, int wireframe)
162 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
163 glNormal3f (-1.0, 0.0, 0.0);
164 glVertex3f (x0, y1, z0);
165 glVertex3f (x0, y0, z0);
166 glVertex3f (x0, y0, z1);
167 glVertex3f (x0, y1, z1);
173 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
174 glNormal3f (1.0, 0.0, 0.0);
175 glVertex3f (x1, y1, z1);
176 glVertex3f (x1, y0, z1);
177 glVertex3f (x1, y0, z0);
178 glVertex3f (x1, y1, z0);
184 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
185 glNormal3f (0.0, -1.0, 0.0);
186 glVertex3f (x0, y0, z0);
187 glVertex3f (x0, y0, z1);
188 glVertex3f (x1, y0, z1);
189 glVertex3f (x1, y0, z0);
195 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
196 glNormal3f (0.0, 1.0, 0.0);
197 glVertex3f (x0, y1, z0);
198 glVertex3f (x0, y1, z1);
199 glVertex3f (x1, y1, z1);
200 glVertex3f (x1, y1, z0);
206 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
207 glNormal3f (0.0, 0.0, -1.0);
208 glVertex3f (x1, y1, z0);
209 glVertex3f (x1, y0, z0);
210 glVertex3f (x0, y0, z0);
211 glVertex3f (x0, y1, z0);
217 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
218 glNormal3f (0.0, 0.0, 1.0);
219 glVertex3f (x0, y1, z1);
220 glVertex3f (x0, y0, z1);
221 glVertex3f (x1, y0, z1);
222 glVertex3f (x1, y1, z1);
231 menger_recurs_1 (int level, float x0, float x1, float y0, float y1,
232 float z0, float z1, int faces, Bool wireframe,
242 n += cube (x0, x1, y0, y1, z0, z1,
243 faces & (X0 | X1 | Y0 | Y1), wireframe);
249 n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe);
257 for (x = 0; x < 3; x++)
258 for (y = 0; y < 3; y++)
259 for (z = 0; z < 3; z++)
261 if ((x != 1 && y != 1)
262 || (y != 1 && z != 1)
263 || (x != 1 && z != 1))
267 if (x == 1 || (x == 2 && (y != 1 && z != 1)))
269 if (x == 1 || (x == 0 && (y != 1 && z != 1)))
271 if (forig & X0 && x == 2 && (y == 1 || z == 1))
273 if (forig & X1 && x == 0 && (y == 1 || z == 1))
276 if (y == 1 || (y == 2 && (x != 1 && z != 1)))
278 if (y == 1 || (y == 0 && (x != 1 && z != 1)))
280 if (forig & Y0 && y == 2 && (x == 1 || z == 1))
282 if (forig & Y1 && y == 0 && (x == 1 || z == 1))
285 if (z == 1 || (z == 2 && (x != 1 && y != 1)))
287 if (z == 1 || (z == 0 && (x != 1 && y != 1)))
289 if (forig & Z0 && z == 2 && (x == 1 || y == 1))
291 if (forig & Z1 && z == 0 && (x == 1 || y == 1))
294 n += menger_recurs_1 (level-1,
295 x0+x*xi, x0+(x+1)*xi,
296 y0+y*yi, y0+(y+1)*yi,
297 z0+z*zi, z0+(z+1)*zi, f, wireframe, 0,
300 else if (wireframe && (x != 1 || y != 1 || z != 1))
301 n += cube (x0+x*xi, x0+(x+1)*xi,
302 y0+y*yi, y0+(y+1)*yi,
303 z0+z*zi, z0+(z+1)*zi,
304 forig & (X0 | X1 | Y0 | Y1), wireframe);
312 menger_recurs (int level, float x0, float x1, float y0, float y1,
313 float z0, float z1, int faces, Bool wireframe,
316 return menger_recurs_1 (level, x0, x1, y0, y1, z0, z1, faces,
317 wireframe, orig, faces);
322 build_sponge (sponge_configuration *sp, Bool wireframe, int level)
324 glDeleteLists (sp->sponge_list0, 1);
325 glNewList(sp->sponge_list0, GL_COMPILE);
326 sp->squares_fp = menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
327 X0 | X1, wireframe,1);
330 glDeleteLists (sp->sponge_list1, 1);
331 glNewList(sp->sponge_list1, GL_COMPILE);
332 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
333 Y0 | Y1, wireframe,1);
336 glDeleteLists (sp->sponge_list2, 1);
337 glNewList(sp->sponge_list2, GL_COMPILE);
338 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
339 Z0 | Z1, wireframe,1);
345 sponge_handle_event (ModeInfo *mi, XEvent *event)
347 sponge_configuration *sp = &sps[MI_SCREEN(mi)];
349 if (event->xany.type == ButtonPress &&
350 event->xbutton.button == Button1)
352 sp->button_down_p = True;
353 gltrackball_start (sp->trackball,
354 event->xbutton.x, event->xbutton.y,
355 MI_WIDTH (mi), MI_HEIGHT (mi));
358 else if (event->xany.type == ButtonRelease &&
359 event->xbutton.button == Button1)
361 sp->button_down_p = False;
364 else if (event->xany.type == ButtonPress &&
365 (event->xbutton.button == Button4 ||
366 event->xbutton.button == Button5 ||
367 event->xbutton.button == Button6 ||
368 event->xbutton.button == Button7))
370 gltrackball_mousewheel (sp->trackball, event->xbutton.button, 5,
371 !!event->xbutton.state);
374 else if (event->xany.type == MotionNotify &&
377 gltrackball_track (sp->trackball,
378 event->xmotion.x, event->xmotion.y,
379 MI_WIDTH (mi), MI_HEIGHT (mi));
389 init_sponge (ModeInfo *mi)
391 sponge_configuration *sp;
392 int wire = MI_IS_WIREFRAME(mi);
395 sps = (sponge_configuration *)
396 calloc (MI_NUM_SCREENS(mi), sizeof (sponge_configuration));
398 fprintf(stderr, "%s: out of memory\n", progname);
403 sp = &sps[MI_SCREEN(mi)];
405 if ((sp->glx_context = init_GL(mi)) != NULL) {
406 reshape_sponge (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
411 static const GLfloat pos0[4] = {-1.0, -1.0, 1.0, 0.1};
412 static const GLfloat pos1[4] = { 1.0, -0.2, 0.2, 0.1};
413 static const GLfloat dif0[4] = {1.0, 1.0, 1.0, 1.0};
414 static const GLfloat dif1[4] = {1.0, 1.0, 1.0, 1.0};
416 glLightfv(GL_LIGHT0, GL_POSITION, pos0);
417 glLightfv(GL_LIGHT1, GL_POSITION, pos1);
418 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
419 glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
421 glEnable(GL_LIGHTING);
425 glEnable(GL_DEPTH_TEST);
426 glEnable(GL_NORMALIZE);
428 glShadeModel(GL_SMOOTH);
432 double spin_speed = 1.0;
433 double wander_speed = 0.03;
434 sp->rot = make_rotator (do_spin ? spin_speed : 0,
435 do_spin ? spin_speed : 0,
436 do_spin ? spin_speed : 0,
438 do_wander ? wander_speed : 0,
440 sp->trackball = gltrackball_init ();
444 sp->colors = (XColor *) calloc(sp->ncolors, sizeof(XColor));
445 make_smooth_colormap (0, 0, 0,
446 sp->colors, &sp->ncolors,
449 sp->ccolor1 = sp->ncolors / 3;
450 sp->ccolor2 = sp->ccolor1 * 2;
452 sp->sponge_list0 = glGenLists (1);
453 sp->sponge_list1 = glGenLists (1);
454 sp->sponge_list2 = glGenLists (1);
456 sp->draw_tick = 9999999;
461 draw_sponge (ModeInfo *mi)
463 sponge_configuration *sp = &sps[MI_SCREEN(mi)];
464 Display *dpy = MI_DISPLAY(mi);
465 Window window = MI_WINDOW(mi);
467 GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
468 GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
469 GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
471 if (!sp->glx_context)
474 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
476 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
480 glScalef(1.1, 1.1, 1.1);
484 get_position (sp->rot, &x, &y, &z, !sp->button_down_p);
485 glTranslatef((x - 0.5) * 8,
489 /* Do it twice because we don't track the device's orientation. */
490 glRotatef( current_device_rotation(), 0, 0, 1);
491 gltrackball_rotate (sp->trackball);
492 glRotatef(-current_device_rotation(), 0, 0, 1);
494 get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);
495 glRotatef (x * 360, 1.0, 0.0, 0.0);
496 glRotatef (y * 360, 0.0, 1.0, 0.0);
497 glRotatef (z * 360, 0.0, 0.0, 1.0);
500 color0[0] = sp->colors[sp->ccolor0].red / 65536.0;
501 color0[1] = sp->colors[sp->ccolor0].green / 65536.0;
502 color0[2] = sp->colors[sp->ccolor0].blue / 65536.0;
504 color1[0] = sp->colors[sp->ccolor1].red / 65536.0;
505 color1[1] = sp->colors[sp->ccolor1].green / 65536.0;
506 color1[2] = sp->colors[sp->ccolor1].blue / 65536.0;
508 color2[0] = sp->colors[sp->ccolor2].red / 65536.0;
509 color2[1] = sp->colors[sp->ccolor2].green / 65536.0;
510 color2[2] = sp->colors[sp->ccolor2].blue / 65536.0;
516 if (sp->ccolor0 >= sp->ncolors) sp->ccolor0 = 0;
517 if (sp->ccolor1 >= sp->ncolors) sp->ccolor1 = 0;
518 if (sp->ccolor2 >= sp->ncolors) sp->ccolor2 = 0;
520 if (sp->draw_tick++ >= speed)
523 if (sp->current_depth >= max_depth)
524 sp->current_depth = -max_depth;
528 (sp->current_depth < 0
529 ? -sp->current_depth : sp->current_depth));
531 mi->polygon_count = sp->squares_fp; /* for FPS display */
532 mi->recursion_depth = (sp->current_depth < 0
533 ? -sp->current_depth : sp->current_depth);
536 glScalef (2.0, 2.0, 2.0);
538 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
539 glCallList (sp->sponge_list0);
540 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
541 glCallList (sp->sponge_list1);
542 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
543 glCallList (sp->sponge_list2);
547 if (mi->fps_p) do_fps (mi);
550 glXSwapBuffers(dpy, window);
553 XSCREENSAVER_MODULE_2 ("Menger", menger, sponge)