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"
69 #define DEF_OPTIMIZE "True"
71 #define DEFAULTS "*delay: 30000 \n" \
72 "*showFPS: False \n" \
73 "*wireframe: False \n" \
74 "*maxDepth: " DEF_MAX_DEPTH "\n" \
75 "*speed:" DEF_SPEED "\n" \
76 "*optimize:" DEF_OPTIMIZE "\n" \
77 "*spin: " DEF_SPIN "\n" \
78 "*wander: " DEF_WANDER "\n" \
82 #define countof(x) (sizeof((x))/sizeof((*x)))
84 #include "xlockmore.h"
87 #include "gltrackball.h"
90 #ifdef USE_GL /* whole file */
96 GLXContext *glx_context;
98 trackball_state *trackball;
100 GLuint sponge_list0; /* we store X, Y, and Z-facing surfaces */
101 GLuint sponge_list1; /* in their own lists, to make it easy */
102 GLuint sponge_list2; /* to color them differently. */
104 unsigned long squares_fp;
114 } sponge_configuration;
116 static sponge_configuration *sps = NULL;
119 static Bool do_wander;
121 static Bool do_optimize;
122 static int max_depth;
124 static XrmOptionDescRec opts[] = {
125 { "-spin", ".spin", XrmoptionNoArg, "True" },
126 { "+spin", ".spin", XrmoptionNoArg, "False" },
127 { "-wander", ".wander", XrmoptionNoArg, "True" },
128 { "+wander", ".wander", XrmoptionNoArg, "False" },
129 { "-speed", ".speed", XrmoptionSepArg, 0 },
130 { "-optimize", ".optimize", XrmoptionNoArg, "True" },
131 { "+optimize", ".optimize", XrmoptionNoArg, "False" },
132 {"-depth", ".maxDepth", XrmoptionSepArg, 0 },
135 static argtype vars[] = {
136 {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
137 {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
138 {&speed, "speed", "Speed", DEF_SPEED, t_Int},
139 {&do_optimize, "optimize", "Optimize", DEF_OPTIMIZE, t_Bool},
140 {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
143 ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
146 /* Window management, etc
149 reshape_sponge (ModeInfo *mi, int width, int height)
151 GLfloat h = (GLfloat) height / (GLfloat) width;
153 glViewport (0, 0, (GLint) width, (GLint) height);
155 glMatrixMode(GL_PROJECTION);
157 gluPerspective (30.0, 1/h, 1.0, 100.0);
159 glMatrixMode(GL_MODELVIEW);
161 gluLookAt( 0.0, 0.0, 30.0,
165 glClear(GL_COLOR_BUFFER_BIT);
177 cube (float x0, float x1, float y0, float y1, float z0, float z1,
178 int faces, int wireframe)
184 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
185 glNormal3f (-1.0, 0.0, 0.0);
186 glVertex3f (x0, y1, z0);
187 glVertex3f (x0, y0, z0);
188 glVertex3f (x0, y0, z1);
189 glVertex3f (x0, y1, z1);
195 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
196 glNormal3f (1.0, 0.0, 0.0);
197 glVertex3f (x1, y1, z1);
198 glVertex3f (x1, y0, z1);
199 glVertex3f (x1, y0, z0);
200 glVertex3f (x1, y1, z0);
206 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
207 glNormal3f (0.0, -1.0, 0.0);
208 glVertex3f (x0, y0, z0);
209 glVertex3f (x0, y0, z1);
210 glVertex3f (x1, y0, z1);
211 glVertex3f (x1, y0, z0);
217 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
218 glNormal3f (0.0, 1.0, 0.0);
219 glVertex3f (x0, y1, z0);
220 glVertex3f (x0, y1, z1);
221 glVertex3f (x1, y1, z1);
222 glVertex3f (x1, y1, z0);
228 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
229 glNormal3f (0.0, 0.0, -1.0);
230 glVertex3f (x1, y1, z0);
231 glVertex3f (x1, y0, z0);
232 glVertex3f (x0, y0, z0);
233 glVertex3f (x0, y1, z0);
239 glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
240 glNormal3f (0.0, 0.0, 1.0);
241 glVertex3f (x0, y1, z1);
242 glVertex3f (x0, y0, z1);
243 glVertex3f (x1, y0, z1);
244 glVertex3f (x1, y1, z1);
253 menger_recurs (int level, float x0, float x1, float y0, float y1,
254 float z0, float z1, int faces, Bool wireframe, int orig)
265 n += cube (x0, x1, y0, y1, z0, z1,
266 faces & (X0 | X1 | Y0 | Y1), wireframe);
272 n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe);
280 for (x = 0; x < 3; x++)
281 for (y = 0; y < 3; y++)
282 for (z = 0; z < 3; z++)
284 if ((x != 1 && y != 1)
285 || (y != 1 && z != 1)
286 || (x != 1 && z != 1))
290 if (x == 1 || (x == 2 && (y != 1 && z != 1)))
292 if (x == 1 || (x == 0 && (y != 1 && z != 1)))
294 if (forig & X0 && x == 2 && (y == 1 || z == 1))
296 if (forig & X1 && x == 0 && (y == 1 || z == 1))
299 if (y == 1 || (y == 2 && (x != 1 && z != 1)))
301 if (y == 1 || (y == 0 && (x != 1 && z != 1)))
303 if (forig & Y0 && y == 2 && (x == 1 || z == 1))
305 if (forig & Y1 && y == 0 && (x == 1 || z == 1))
308 if (z == 1 || (z == 2 && (x != 1 && y != 1)))
310 if (z == 1 || (z == 0 && (x != 1 && y != 1)))
312 if (forig & Z0 && z == 2 && (x == 1 || y == 1))
314 if (forig & Z1 && z == 0 && (x == 1 || y == 1))
317 n += menger_recurs (level-1,
318 x0+x*xi, x0+(x+1)*xi,
319 y0+y*yi, y0+(y+1)*yi,
320 z0+z*zi, z0+(z+1)*zi, f, wireframe, 0);
322 else if (wireframe && (x != 1 || y != 1 || z != 1))
323 n += cube (x0+x*xi, x0+(x+1)*xi,
324 y0+y*yi, y0+(y+1)*yi,
325 z0+z*zi, z0+(z+1)*zi,
326 forig & (X0 | X1 | Y0 | Y1), wireframe);
334 build_sponge (sponge_configuration *sp, Bool wireframe, int level)
336 glDeleteLists (sp->sponge_list0, 1);
337 glNewList(sp->sponge_list0, GL_COMPILE);
338 sp->squares_fp = menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
339 X0 | X1, wireframe,1);
342 glDeleteLists (sp->sponge_list1, 1);
343 glNewList(sp->sponge_list1, GL_COMPILE);
344 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
345 Y0 | Y1, wireframe,1);
348 glDeleteLists (sp->sponge_list2, 1);
349 glNewList(sp->sponge_list2, GL_COMPILE);
350 sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
351 Z0 | Z1, wireframe,1);
357 sponge_handle_event (ModeInfo *mi, XEvent *event)
359 sponge_configuration *sp = &sps[MI_SCREEN(mi)];
361 if (event->xany.type == ButtonPress &&
362 event->xbutton.button & Button1)
364 sp->button_down_p = True;
365 gltrackball_start (sp->trackball,
366 event->xbutton.x, event->xbutton.y,
367 MI_WIDTH (mi), MI_HEIGHT (mi));
370 else if (event->xany.type == ButtonRelease &&
371 event->xbutton.button & Button1)
373 sp->button_down_p = False;
376 else if (event->xany.type == MotionNotify &&
379 gltrackball_track (sp->trackball,
380 event->xmotion.x, event->xmotion.y,
381 MI_WIDTH (mi), MI_HEIGHT (mi));
391 init_sponge (ModeInfo *mi)
393 sponge_configuration *sp;
394 int wire = MI_IS_WIREFRAME(mi);
397 sps = (sponge_configuration *)
398 calloc (MI_NUM_SCREENS(mi), sizeof (sponge_configuration));
400 fprintf(stderr, "%s: out of memory\n", progname);
404 sp = &sps[MI_SCREEN(mi)];
407 sp = &sps[MI_SCREEN(mi)];
409 if ((sp->glx_context = init_GL(mi)) != NULL) {
410 reshape_sponge (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
415 static GLfloat pos0[4] = {-1.0, -1.0, 1.0, 0.1};
416 static GLfloat pos1[4] = { 1.0, -0.2, 0.2, 0.1};
417 static GLfloat dif0[4] = {1.0, 1.0, 1.0, 1.0};
418 static GLfloat dif1[4] = {1.0, 1.0, 1.0, 1.0};
420 glLightfv(GL_LIGHT0, GL_POSITION, pos0);
421 glLightfv(GL_LIGHT1, GL_POSITION, pos1);
422 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
423 glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
425 glEnable(GL_LIGHTING);
429 glEnable(GL_DEPTH_TEST);
430 glEnable(GL_NORMALIZE);
432 glShadeModel(GL_SMOOTH);
436 double spin_speed = 1.0;
437 double wander_speed = 0.03;
438 sp->rot = make_rotator (do_spin ? spin_speed : 0,
439 do_spin ? spin_speed : 0,
440 do_spin ? spin_speed : 0,
442 do_wander ? wander_speed : 0,
444 sp->trackball = gltrackball_init ();
448 sp->colors = (XColor *) calloc(sp->ncolors, sizeof(XColor));
449 make_smooth_colormap (0, 0, 0,
450 sp->colors, &sp->ncolors,
453 sp->ccolor1 = sp->ncolors / 3;
454 sp->ccolor2 = sp->ccolor1 * 2;
456 sp->sponge_list0 = glGenLists (1);
457 sp->sponge_list1 = glGenLists (1);
458 sp->sponge_list2 = glGenLists (1);
463 draw_sponge (ModeInfo *mi)
465 sponge_configuration *sp = &sps[MI_SCREEN(mi)];
466 Display *dpy = MI_DISPLAY(mi);
467 Window window = MI_WINDOW(mi);
469 static GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
470 static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
471 static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
473 static int tick = 99999;
475 if (!sp->glx_context)
478 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
482 glScalef(1.1, 1.1, 1.1);
486 get_position (sp->rot, &x, &y, &z, !sp->button_down_p);
487 glTranslatef((x - 0.5) * 8,
491 gltrackball_rotate (sp->trackball);
493 get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);
494 glRotatef (x * 360, 1.0, 0.0, 0.0);
495 glRotatef (y * 360, 0.0, 1.0, 0.0);
496 glRotatef (z * 360, 0.0, 0.0, 1.0);
499 color0[0] = sp->colors[sp->ccolor0].red / 65536.0;
500 color0[1] = sp->colors[sp->ccolor0].green / 65536.0;
501 color0[2] = sp->colors[sp->ccolor0].blue / 65536.0;
503 color1[0] = sp->colors[sp->ccolor1].red / 65536.0;
504 color1[1] = sp->colors[sp->ccolor1].green / 65536.0;
505 color1[2] = sp->colors[sp->ccolor1].blue / 65536.0;
507 color2[0] = sp->colors[sp->ccolor2].red / 65536.0;
508 color2[1] = sp->colors[sp->ccolor2].green / 65536.0;
509 color2[2] = sp->colors[sp->ccolor2].blue / 65536.0;
515 if (sp->ccolor0 >= sp->ncolors) sp->ccolor0 = 0;
516 if (sp->ccolor1 >= sp->ncolors) sp->ccolor1 = 0;
517 if (sp->ccolor2 >= sp->ncolors) sp->ccolor2 = 0;
522 if (sp->current_depth >= max_depth)
523 sp->current_depth = -max_depth;
527 (sp->current_depth < 0
528 ? -sp->current_depth : sp->current_depth));
530 mi->polygon_count = sp->squares_fp; /* for FPS display */
533 glScalef (2.0, 2.0, 2.0);
535 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
536 glCallList (sp->sponge_list0);
537 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
538 glCallList (sp->sponge_list1);
539 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
540 glCallList (sp->sponge_list2);
544 if (mi->fps_p) do_fps (mi);
547 glXSwapBuffers(dpy, window);