1 /* menger, Copyright (c) 2001, 2002, 2004 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 #include <X11/Intrinsic.h>
55 extern XtAppContext app;
57 #define PROGCLASS "Menger"
58 #define HACK_INIT init_sponge
59 #define HACK_DRAW draw_sponge
60 #define HACK_RESHAPE reshape_sponge
61 #define HACK_HANDLE_EVENT sponge_handle_event
62 #define EVENT_MASK PointerMotionMask
63 #define sws_opts xlockmore_opts
65 #define DEF_SPIN "True"
66 #define DEF_WANDER "True"
67 #define DEF_SPEED "150"
68 #define DEF_MAX_DEPTH "3"
70 #define DEFAULTS "*delay: 30000 \n" \
71 "*showFPS: False \n" \
72 "*wireframe: False \n" \
76 #define countof(x) (sizeof((x))/sizeof((*x)))
78 #include "xlockmore.h"
81 #include "gltrackball.h"
84 #ifdef USE_GL /* whole file */
90 GLXContext *glx_context;
92 trackball_state *trackball;
94 GLuint sponge_list0; /* we store X, Y, and Z-facing surfaces */
95 GLuint sponge_list1; /* in their own lists, to make it easy */
96 GLuint sponge_list2; /* to color them differently. */
98 unsigned long squares_fp;
108 } sponge_configuration;
110 static sponge_configuration *sps = NULL;
113 static Bool do_wander;
115 static int max_depth;
117 static XrmOptionDescRec opts[] = {
118 { "-spin", ".spin", XrmoptionNoArg, "True" },
119 { "+spin", ".spin", XrmoptionNoArg, "False" },
120 { "-wander", ".wander", XrmoptionNoArg, "True" },
121 { "+wander", ".wander", XrmoptionNoArg, "False" },
122 { "-speed", ".speed", XrmoptionSepArg, 0 },
123 {"-depth", ".maxDepth", XrmoptionSepArg, 0 },
126 static argtype vars[] = {
127 {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
128 {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
129 {&speed, "speed", "Speed", DEF_SPEED, t_Int},
130 {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
133 ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
136 /* Window management, etc
139 reshape_sponge (ModeInfo *mi, int width, int height)
141 GLfloat h = (GLfloat) height / (GLfloat) width;
143 glViewport (0, 0, (GLint) width, (GLint) height);
145 glMatrixMode(GL_PROJECTION);
147 gluPerspective (30.0, 1/h, 1.0, 100.0);
149 glMatrixMode(GL_MODELVIEW);
151 gluLookAt( 0.0, 0.0, 30.0,
155 glClear(GL_COLOR_BUFFER_BIT);
167 cube (float x0, float x1, float y0, float y1, float z0, float z1,
168 int faces, int wireframe)
174 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
175 glNormal3f (-1.0, 0.0, 0.0);
176 glVertex3f (x0, y1, z0);
177 glVertex3f (x0, y0, z0);
178 glVertex3f (x0, y0, z1);
179 glVertex3f (x0, y1, z1);
185 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
186 glNormal3f (1.0, 0.0, 0.0);
187 glVertex3f (x1, y1, z1);
188 glVertex3f (x1, y0, z1);
189 glVertex3f (x1, y0, z0);
190 glVertex3f (x1, y1, z0);
196 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
197 glNormal3f (0.0, -1.0, 0.0);
198 glVertex3f (x0, y0, z0);
199 glVertex3f (x0, y0, z1);
200 glVertex3f (x1, y0, z1);
201 glVertex3f (x1, y0, z0);
207 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
208 glNormal3f (0.0, 1.0, 0.0);
209 glVertex3f (x0, y1, z0);
210 glVertex3f (x0, y1, z1);
211 glVertex3f (x1, y1, z1);
212 glVertex3f (x1, y1, z0);
218 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
219 glNormal3f (0.0, 0.0, -1.0);
220 glVertex3f (x1, y1, z0);
221 glVertex3f (x1, y0, z0);
222 glVertex3f (x0, y0, z0);
223 glVertex3f (x0, y1, z0);
229 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
230 glNormal3f (0.0, 0.0, 1.0);
231 glVertex3f (x0, y1, z1);
232 glVertex3f (x0, y0, z1);
233 glVertex3f (x1, y0, z1);
234 glVertex3f (x1, y1, z1);
243 menger_recurs (int level, float x0, float x1, float y0, float y1,
244 float z0, float z1, int faces, Bool wireframe, int orig)
255 n += cube (x0, x1, y0, y1, z0, z1,
256 faces & (X0 | X1 | Y0 | Y1), wireframe);
262 n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe);
270 for (x = 0; x < 3; x++)
271 for (y = 0; y < 3; y++)
272 for (z = 0; z < 3; z++)
274 if ((x != 1 && y != 1)
275 || (y != 1 && z != 1)
276 || (x != 1 && z != 1))
280 if (x == 1 || (x == 2 && (y != 1 && z != 1)))
282 if (x == 1 || (x == 0 && (y != 1 && z != 1)))
284 if (forig & X0 && x == 2 && (y == 1 || z == 1))
286 if (forig & X1 && x == 0 && (y == 1 || z == 1))
289 if (y == 1 || (y == 2 && (x != 1 && z != 1)))
291 if (y == 1 || (y == 0 && (x != 1 && z != 1)))
293 if (forig & Y0 && y == 2 && (x == 1 || z == 1))
295 if (forig & Y1 && y == 0 && (x == 1 || z == 1))
298 if (z == 1 || (z == 2 && (x != 1 && y != 1)))
300 if (z == 1 || (z == 0 && (x != 1 && y != 1)))
302 if (forig & Z0 && z == 2 && (x == 1 || y == 1))
304 if (forig & Z1 && z == 0 && (x == 1 || y == 1))
307 n += menger_recurs (level-1,
308 x0+x*xi, x0+(x+1)*xi,
309 y0+y*yi, y0+(y+1)*yi,
310 z0+z*zi, z0+(z+1)*zi, f, wireframe, 0);
312 else if (wireframe && (x != 1 || y != 1 || z != 1))
313 n += cube (x0+x*xi, x0+(x+1)*xi,
314 y0+y*yi, y0+(y+1)*yi,
315 z0+z*zi, z0+(z+1)*zi,
316 forig & (X0 | X1 | Y0 | Y1), wireframe);
324 build_sponge (sponge_configuration *sp, Bool wireframe, int level)
326 glDeleteLists (sp->sponge_list0, 1);
327 glNewList(sp->sponge_list0, GL_COMPILE);
328 sp->squares_fp = menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
329 X0 | X1, wireframe,1);
332 glDeleteLists (sp->sponge_list1, 1);
333 glNewList(sp->sponge_list1, GL_COMPILE);
334 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
335 Y0 | Y1, wireframe,1);
338 glDeleteLists (sp->sponge_list2, 1);
339 glNewList(sp->sponge_list2, GL_COMPILE);
340 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
341 Z0 | Z1, wireframe,1);
347 sponge_handle_event (ModeInfo *mi, XEvent *event)
349 sponge_configuration *sp = &sps[MI_SCREEN(mi)];
351 if (event->xany.type == ButtonPress &&
352 event->xbutton.button == Button1)
354 sp->button_down_p = True;
355 gltrackball_start (sp->trackball,
356 event->xbutton.x, event->xbutton.y,
357 MI_WIDTH (mi), MI_HEIGHT (mi));
360 else if (event->xany.type == ButtonRelease &&
361 event->xbutton.button == Button1)
363 sp->button_down_p = False;
366 else if (event->xany.type == ButtonPress &&
367 (event->xbutton.button == Button4 ||
368 event->xbutton.button == Button5))
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);
402 sp = &sps[MI_SCREEN(mi)];
405 sp = &sps[MI_SCREEN(mi)];
407 if ((sp->glx_context = init_GL(mi)) != NULL) {
408 reshape_sponge (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
413 static GLfloat pos0[4] = {-1.0, -1.0, 1.0, 0.1};
414 static GLfloat pos1[4] = { 1.0, -0.2, 0.2, 0.1};
415 static GLfloat dif0[4] = {1.0, 1.0, 1.0, 1.0};
416 static GLfloat dif1[4] = {1.0, 1.0, 1.0, 1.0};
418 glLightfv(GL_LIGHT0, GL_POSITION, pos0);
419 glLightfv(GL_LIGHT1, GL_POSITION, pos1);
420 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
421 glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
423 glEnable(GL_LIGHTING);
427 glEnable(GL_DEPTH_TEST);
428 glEnable(GL_NORMALIZE);
430 glShadeModel(GL_SMOOTH);
434 double spin_speed = 1.0;
435 double wander_speed = 0.03;
436 sp->rot = make_rotator (do_spin ? spin_speed : 0,
437 do_spin ? spin_speed : 0,
438 do_spin ? spin_speed : 0,
440 do_wander ? wander_speed : 0,
442 sp->trackball = gltrackball_init ();
446 sp->colors = (XColor *) calloc(sp->ncolors, sizeof(XColor));
447 make_smooth_colormap (0, 0, 0,
448 sp->colors, &sp->ncolors,
451 sp->ccolor1 = sp->ncolors / 3;
452 sp->ccolor2 = sp->ccolor1 * 2;
454 sp->sponge_list0 = glGenLists (1);
455 sp->sponge_list1 = glGenLists (1);
456 sp->sponge_list2 = glGenLists (1);
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 static GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
468 static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
469 static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
471 static int tick = 99999;
473 if (!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 gltrackball_rotate (sp->trackball);
491 get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);
492 glRotatef (x * 360, 1.0, 0.0, 0.0);
493 glRotatef (y * 360, 0.0, 1.0, 0.0);
494 glRotatef (z * 360, 0.0, 0.0, 1.0);
497 color0[0] = sp->colors[sp->ccolor0].red / 65536.0;
498 color0[1] = sp->colors[sp->ccolor0].green / 65536.0;
499 color0[2] = sp->colors[sp->ccolor0].blue / 65536.0;
501 color1[0] = sp->colors[sp->ccolor1].red / 65536.0;
502 color1[1] = sp->colors[sp->ccolor1].green / 65536.0;
503 color1[2] = sp->colors[sp->ccolor1].blue / 65536.0;
505 color2[0] = sp->colors[sp->ccolor2].red / 65536.0;
506 color2[1] = sp->colors[sp->ccolor2].green / 65536.0;
507 color2[2] = sp->colors[sp->ccolor2].blue / 65536.0;
513 if (sp->ccolor0 >= sp->ncolors) sp->ccolor0 = 0;
514 if (sp->ccolor1 >= sp->ncolors) sp->ccolor1 = 0;
515 if (sp->ccolor2 >= sp->ncolors) sp->ccolor2 = 0;
520 if (sp->current_depth >= max_depth)
521 sp->current_depth = -max_depth;
525 (sp->current_depth < 0
526 ? -sp->current_depth : sp->current_depth));
528 mi->polygon_count = sp->squares_fp; /* for FPS display */
531 glScalef (2.0, 2.0, 2.0);
533 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
534 glCallList (sp->sponge_list0);
535 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
536 glCallList (sp->sponge_list1);
537 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
538 glCallList (sp->sponge_list2);
542 if (mi->fps_p) do_fps (mi);
545 glXSwapBuffers(dpy, window);