/* -*- Mode: C; tab-width: 4 -*- */
/* Sierpinski3D --- 3D sierpinski gasket */
-#if !defined( lint ) && !defined( SABER )
+#if 0
static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore";
-
#endif
/*-
* Revision History:
* 1999: written by Tim Robinson <the_luggage@bigfoot.com>
* a 3-D representation of the Sierpinski gasket fractal.
+ *
+ * 10-Dec-99 jwz rewrote to draw a set of tetrahedrons instead of a
+ * random scattering of points.
*/
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
- */
-
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Sierpinski3D"
-# define HACK_INIT init_gasket
-# define HACK_DRAW draw_gasket
-# define gasket_opts xlockmore_opts
-# define DEFAULTS "*count: 1 \n" \
- "*cycles: 9999 \n" \
- "*delay: 100 \n" \
- "*wireframe: False \n"
+# define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_gasket 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-ModeSpecOpt gasket_opts =
-{0, NULL, 0, NULL, NULL};
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "150"
+#define DEF_MAX_DEPTH "5"
+
+#include "rotator.h"
+#include "gltrackball.h"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+static int max_depth;
+static int speed;
+static Bool do_spin;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ {"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, 0 },
+ {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, 0 },
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-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_Int},
+ {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
+};
+
+
+ENTRYPOINT ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gasket_description =
-{"gasket", "init_gasket", "draw_gasket", "release_gasket",
- "draw_gasket", "init_gasket", NULL, &gasket_opts,
+{"gasket", "init_gasket", "draw_gasket", NULL,
+ "draw_gasket", "init_gasket", "free_gasket", &gasket_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Shows GL's Sierpinski gasket", 0, NULL};
#endif
-typedef struct{
- GLfloat x;
- GLfloat y;
- GLfloat z;
-} GL_VECTOR;
+typedef struct {
+ double x,y,z;
+} XYZ;
typedef struct {
- GLfloat view_rotx, view_roty, view_rotz;
- GLfloat light_colour[4];/* = {6.0, 6.0, 6.0, 1.0}; */
- GLfloat pos[3];/* = {0.0, 0.0, 0.0}; */
- GLfloat xinc,yinc,zinc;
- GLfloat angle;
- GLuint gasket1;
+ GLuint gasket0, gasket1, gasket2, gasket3;
GLXContext *glx_context;
Window window;
-#if 0
- Window win;
-#endif
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int current_depth;
+
+ int ncolors;
+ XColor *colors;
+ int ccolor0;
+ int ccolor1;
+ int ccolor2;
+ int ccolor3;
+
+ int tick;
+
} gasketstruct;
static gasketstruct *gasket = NULL;
-#include <GL/glu.h>
-
-/* static GLuint limit; */
static void
-compile_gasket(ModeInfo *mi)
+triangle (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat x3, GLfloat y3, GLfloat z3,
+ Bool wireframe_p)
{
- int i,p;
- int points = MI_CYCLES(mi) ? MI_CYCLES(mi) : 9999;
- GL_VECTOR vertex[5];
-
- /* define verticies */
- vertex[0].x = 0.5;
- vertex[0].y = -(1.0/3.0)*sqrt((2.0/3.0));
- vertex[0].z = -sqrt(3.0)/6.0;
-
- vertex[1].x = -0.5;
- vertex[1].y = -(1.0/3.0)*sqrt((2.0/3.0));
- vertex[1].z = -sqrt(3.0)/6.0;
-
- vertex[2].x = 0.0;
- vertex[2].y = (2.0/3.0)*sqrt((2.0/3.0));
- vertex[2].z = -sqrt(3.0)/6.0;
-
- vertex[3].x = 0.0;
- vertex[3].y = 0.0;
- vertex[3].z = sqrt(3.0)/3.0;
-
- vertex[4].x = 0.0;
- vertex[4].y = 0.0;
- vertex[4].z = 0.0;
-
- glBegin(GL_POINTS);
- for( i = 0; i < points ; i++ )
- {
- p = NRAND(4);
- vertex[4].x = ( vertex[4].x + vertex[p].x )/2.0;
- vertex[4].y = ( vertex[4].y + vertex[p].y )/2.0;
- vertex[4].z = ( vertex[4].z + vertex[p].z )/2.0;
-
- glVertex4f( vertex[4].x, vertex[4].y, vertex[4].z, 1.0 );
- }
+ if (wireframe_p)
+ glBegin (GL_LINE_LOOP);
+ else
+ glBegin (GL_TRIANGLES);
+ glVertex3f (x1, y1, z1);
+ glVertex3f (x2, y2, z2);
+ glVertex3f (x3, y3, z3);
glEnd();
}
+static void
+four_tetras (gasketstruct *gp,
+ XYZ *outer, XYZ *normals,
+ Bool wireframe_p, int countdown, int which,
+ int *countP)
+{
+ if (countdown <= 0)
+ {
+ (*countP)++;
+ if (which == 0)
+ {
+ glNormal3f (normals[0].x, normals[0].y, normals[0].z);
+ triangle (outer[0].x, outer[0].y, outer[0].z,
+ outer[1].x, outer[1].y, outer[1].z,
+ outer[2].x, outer[2].y, outer[2].z,
+ wireframe_p);
+ }
+ else if (which == 1)
+ {
+ glNormal3f (normals[1].x, normals[1].y, normals[1].z);
+ triangle (outer[0].x, outer[0].y, outer[0].z,
+ outer[3].x, outer[3].y, outer[3].z,
+ outer[1].x, outer[1].y, outer[1].z,
+ wireframe_p);
+ }
+ else if (which == 2)
+ {
+ glNormal3f (normals[2].x, normals[2].y, normals[2].z);
+ triangle (outer[0].x, outer[0].y, outer[0].z,
+ outer[2].x, outer[2].y, outer[2].z,
+ outer[3].x, outer[3].y, outer[3].z,
+ wireframe_p);
+ }
+ else
+ {
+ glNormal3f (normals[3].x, normals[3].y, normals[3].z);
+ triangle (outer[1].x, outer[1].y, outer[1].z,
+ outer[3].x, outer[3].y, outer[3].z,
+ outer[2].x, outer[2].y, outer[2].z,
+ wireframe_p);
+ }
+ }
+ else
+ {
+# define M01 0
+# define M02 1
+# define M03 2
+# define M12 3
+# define M13 4
+# define M23 5
+ XYZ inner[M23+1];
+ XYZ corner[4];
+
+ inner[M01].x = (outer[0].x + outer[1].x) / 2.0;
+ inner[M01].y = (outer[0].y + outer[1].y) / 2.0;
+ inner[M01].z = (outer[0].z + outer[1].z) / 2.0;
+
+ inner[M02].x = (outer[0].x + outer[2].x) / 2.0;
+ inner[M02].y = (outer[0].y + outer[2].y) / 2.0;
+ inner[M02].z = (outer[0].z + outer[2].z) / 2.0;
+
+ inner[M03].x = (outer[0].x + outer[3].x) / 2.0;
+ inner[M03].y = (outer[0].y + outer[3].y) / 2.0;
+ inner[M03].z = (outer[0].z + outer[3].z) / 2.0;
+
+ inner[M12].x = (outer[1].x + outer[2].x) / 2.0;
+ inner[M12].y = (outer[1].y + outer[2].y) / 2.0;
+ inner[M12].z = (outer[1].z + outer[2].z) / 2.0;
+
+ inner[M13].x = (outer[1].x + outer[3].x) / 2.0;
+ inner[M13].y = (outer[1].y + outer[3].y) / 2.0;
+ inner[M13].z = (outer[1].z + outer[3].z) / 2.0;
+
+ inner[M23].x = (outer[2].x + outer[3].x) / 2.0;
+ inner[M23].y = (outer[2].y + outer[3].y) / 2.0;
+ inner[M23].z = (outer[2].z + outer[3].z) / 2.0;
+
+ countdown--;
+
+ corner[0] = outer[0];
+ corner[1] = inner[M01];
+ corner[2] = inner[M02];
+ corner[3] = inner[M03];
+ four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M01];
+ corner[1] = outer[1];
+ corner[2] = inner[M12];
+ corner[3] = inner[M13];
+ four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M02];
+ corner[1] = inner[M12];
+ corner[2] = outer[2];
+ corner[3] = inner[M23];
+ four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M03];
+ corner[1] = inner[M13];
+ corner[2] = inner[M23];
+ corner[3] = outer[3];
+ four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
+ }
+}
+
+
+static void
+compile_gasket(ModeInfo *mi, int which)
+{
+ Bool wireframe_p = MI_IS_WIREFRAME(mi);
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+ int count = 0;
+ XYZ vertex[5];
+ XYZ normal[4];
+
+ vertex[0].x = -1; vertex[0].y = -1; vertex[0].z = -1;
+ vertex[1].x = 1; vertex[1].y = 1; vertex[1].z = -1;
+ vertex[2].x = 1; vertex[2].y = -1; vertex[2].z = 1;
+ vertex[3].x = -1; vertex[3].y = 1; vertex[3].z = 1;
+ vertex[4].x = 0; vertex[4].y = 0; vertex[4].z = 0; /* center */
+
+ normal[0].x = 1; normal[0].y = -1; normal[0].z = -1;
+ normal[1].x = -1; normal[1].y = 1; normal[1].z = -1;
+ normal[2].x = -1; normal[2].y = -1; normal[2].z = 1;
+ normal[3].x = 1; normal[3].y = 1; normal[3].z = 1;
+
+ four_tetras (gp, vertex, normal, wireframe_p,
+ (gp->current_depth < 0
+ ? -gp->current_depth : gp->current_depth),
+ which,
+ &count);
+ mi->polygon_count += count;
+}
+
static void
draw(ModeInfo *mi)
{
+ Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+ static const GLfloat pos[] = {-4.0, 3.0, 10.0, 1.0};
+ static const GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
+
+ GLfloat color0[] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color1[] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color2[] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color3[] = {0.0, 0.0, 0.0, 1.0};
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLightfv(GL_LIGHT0, GL_AMBIENT, gp->light_colour);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
+ if (!wireframe_p)
+ {
+ glColor4fv (white);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+
+ color0[0] = gp->colors[gp->ccolor0].red / 65536.0;
+ color0[1] = gp->colors[gp->ccolor0].green / 65536.0;
+ color0[2] = gp->colors[gp->ccolor0].blue / 65536.0;
+
+ color1[0] = gp->colors[gp->ccolor1].red / 65536.0;
+ color1[1] = gp->colors[gp->ccolor1].green / 65536.0;
+ color1[2] = gp->colors[gp->ccolor1].blue / 65536.0;
+
+ color2[0] = gp->colors[gp->ccolor2].red / 65536.0;
+ color2[1] = gp->colors[gp->ccolor2].green / 65536.0;
+ color2[2] = gp->colors[gp->ccolor2].blue / 65536.0;
+
+ color3[0] = gp->colors[gp->ccolor3].red / 65536.0;
+ color3[1] = gp->colors[gp->ccolor3].green / 65536.0;
+ color3[2] = gp->colors[gp->ccolor3].blue / 65536.0;
+
+ gp->ccolor0++;
+ gp->ccolor1++;
+ gp->ccolor2++;
+ gp->ccolor3++;
+ if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0;
+ if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0;
+ if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0;
+ if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0;
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ }
+
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
glPushMatrix();
- glTranslatef( gp->pos[0], gp->pos[1], gp->pos[2] );
- glPushMatrix();
- glRotatef(2*gp->angle, 1.0, 0.0, 0.0);
- glRotatef(3*gp->angle, 0.0, 1.0, 0.0);
- glRotatef( gp->angle, 0.0, 0.0, 1.0);
- glScalef( 8.0, 8.0, 8.0 );
+ {
+ double x, y, z;
+ get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
+ glTranslatef((x - 0.5) * 10,
+ (y - 0.5) * 10,
+ (z - 0.5) * 20);
+
+ gltrackball_rotate (gp->trackball);
+
+ get_rotation (gp->rot, &x, &y, &z, !gp->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);
+ }
+
+ glScalef (4, 4, 4);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
+ glCallList(gp->gasket0);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glCallList(gp->gasket1);
-
- glPopMatrix();
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
+ glCallList(gp->gasket2);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
+ glCallList(gp->gasket3);
glPopMatrix();
+
+ if (gp->tick++ >= speed)
+ {
+ gp->tick = 0;
+ if (gp->current_depth >= max_depth)
+ gp->current_depth = -max_depth;
+ gp->current_depth++;
+
+ /* We make four different lists so that each face of the tetrahedrons
+ can have a different color (all triangles facing in the same
+ direction have the same color, which is different from all
+ triangles facing in other directions.)
+ */
+ glDeleteLists (gp->gasket0, 1);
+ glDeleteLists (gp->gasket1, 1);
+ glDeleteLists (gp->gasket2, 1);
+ glDeleteLists (gp->gasket3, 1);
+
+ mi->polygon_count = 0;
+ glNewList (gp->gasket0, GL_COMPILE); compile_gasket (mi, 0); glEndList();
+ glNewList (gp->gasket1, GL_COMPILE); compile_gasket (mi, 1); glEndList();
+ glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList();
+ glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList();
+
+ mi->recursion_depth = (gp->current_depth > 0
+ ? gp->current_depth
+ : -gp->current_depth);
+ }
}
/* new window size or exposure */
-static void
-reshape(int width, int height)
+ENTRYPOINT void
+reshape_gasket(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, 0, (GLint) width, (GLint) height);
+ glViewport(0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
- gluPerspective( 30.0, 1/h, 1.0, 100.0 );
- gluLookAt( 0.0, 0.0, 15.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -40.0);
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
- /* The depth buffer will be cleared, if needed, before the
- * next frame. Right now we just want to black the screen.
- */
+# 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);
}
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- gp->xinc = 0.1*(1.0*rand()/RAND_MAX);
- gp->yinc = 0.1*(1.0*rand()/RAND_MAX);
- gp->zinc = 0.1*(1.0*rand()/RAND_MAX);
- gp->light_colour[0] = 6.0;
- gp->light_colour[1] = 6.0;
- gp->light_colour[2] = 6.0;
- gp->light_colour[3] = 1.0;
- gp->pos[0] = 0.0;
- gp->pos[1] = 0.0;
- gp->pos[2] = 0.0;
/* draw the gasket */
+ gp->gasket0 = glGenLists(1);
gp->gasket1 = glGenLists(1);
- glNewList(gp->gasket1, GL_COMPILE);
- compile_gasket(mi);
- glEndList();
+ gp->gasket2 = glGenLists(1);
+ gp->gasket3 = glGenLists(1);
+ gp->current_depth = 1; /* start out at level 1, not 0 */
+}
+
+
+ENTRYPOINT Bool
+gasket_handle_event (ModeInfo *mi, XEvent *event)
+{
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, gp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &gp->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 == '=' ||
+ keysym == XK_Up || keysym == XK_Right || keysym == XK_Next)
+ {
+ gp->tick = speed;
+ gp->current_depth += (gp->current_depth > 0 ? 1 : -1);
+ gp->current_depth--;
+ return True;
+ }
+ else if (c == '-' || c == '_' ||
+ keysym == XK_Down || keysym == XK_Left || keysym == XK_Prior)
+ {
+ gp->tick = speed;
+ gp->current_depth -= (gp->current_depth > 0 ? 1 : -1);
+ gp->current_depth--;
+ return True;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ goto DEF;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ DEF:
+ gp->tick = speed;
+ return True;
+ }
+
+ return False;
}
-void
+
+ENTRYPOINT void
init_gasket(ModeInfo *mi)
{
int screen = MI_SCREEN(mi);
gasketstruct *gp;
- if (gasket == NULL)
- {
- if ((gasket = (gasketstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (gasketstruct))) == NULL)
- return;
- }
+ MI_INIT (mi, gasket);
gp = &gasket[screen];
gp->window = MI_WINDOW(mi);
- gp->view_rotx = NRAND(360);
- gp->view_roty = NRAND(360);
- gp->view_rotz = NRAND(360);
- gp->angle = NRAND(360)/90.0;
+
+ {
+ double spin_speed = 1.0;
+ double wander_speed = 0.03;
+ gp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ 1.0,
+ do_wander ? wander_speed : 0,
+ True);
+ gp->trackball = gltrackball_init (True);
+ }
+
+ gp->ncolors = 255;
+ gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ gp->colors, &gp->ncolors,
+ False, 0, False);
+ gp->ccolor0 = 0;
+ gp->ccolor1 = gp->ncolors * 0.25;
+ gp->ccolor2 = gp->ncolors * 0.5;
+ gp->ccolor3 = gp->ncolors * 0.75;
+ gp->tick = 999999;
if ((gp->glx_context = init_GL(mi)) != NULL)
{
- reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
pinit(mi);
}
else
}
}
-void
+ENTRYPOINT void
draw_gasket(ModeInfo * mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
- int angle_incr = 1;
- int rot_incr = 1;/*MI_COUNT(mi) ? MI_COUNT(mi) : 1;*/
if (!gp->glx_context) return;
glDrawBuffer(GL_BACK);
+ /* 0 = 4 polygons
+ 1 = 16 polygons
+ 2 = 64 polygons
+ 3 = 256 polygons
+ 4 = 1,024 polygons
+ 5 = 4,096 polygons
+ 6 = 16,384 polygons
+ 7 = 65,536 polygons, 30 fps (3GHz Core 2 Duo, GeForce 8800 GS)
+ 8 = 262,144 polygons, 12 fps
+ 9 = 1,048,576 polygons, 4 fps
+ 10 = 4,194,304 polygons, 1 fps
+ 11 = 16,777,216 polygons, 0.3 fps
+ 12 = 67,108,864 polygons, OOM!
+ 13 = 268,435,456 polygons
+ 14 = 1,073,741,824 polygons, 31 bits
+ 15 = 4,294,967,296 polygons, 33 bits
+ 16 = 17,179,869,184 polygons, 35 bits
+ */
+ if (max_depth > 10)
+ max_depth = 10;
+
glXMakeCurrent(display, window, *(gp->glx_context));
draw(mi);
-
- /* do the colour change & movement thing */
- gp->angle = (int) (gp->angle + angle_incr) % 360;
- gp->light_colour[0] = 3.0*SINF(gp->angle/20.0) + 4.0;
- gp->light_colour[1] = 3.0*SINF(gp->angle/30.0) + 4.0;
- gp->light_colour[2] = 3.0*SINF(gp->angle/60.0) + 4.0;
- if ( FABSF( gp->pos[0] ) > 9.0 ) gp->xinc = -1.0 * gp->xinc;
- if ( FABSF( gp->pos[1] ) > 7.0 ) gp->yinc = -1.0 * gp->yinc;
- if ( FABSF( gp->pos[2] ) >15.0 ) gp->zinc = -1.0 * gp->zinc;
- gp->pos[0] += gp->xinc;
- gp->pos[1] += gp->yinc;
- gp->pos[2] += gp->zinc;
- gp->view_rotx = (int) (gp->view_rotx + rot_incr) % 360;
- gp->view_roty = (int) (gp->view_roty +(rot_incr/2.0)) % 360;
- gp->view_rotz = (int) (gp->view_rotz +(rot_incr/3.0)) % 360;
-
+ if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
-void
-release_gasket(ModeInfo * mi)
+ENTRYPOINT void
+free_gasket(ModeInfo * mi)
{
- if (gasket != NULL)
- {
- int screen;
-
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
- {
- gasketstruct *gp = &gasket[screen];
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- if (gp->glx_context)
- {
+ if (gp->glx_context)
+ {
/* Display lists MUST be freed while their glXContext is current. */
- glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
+ glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
- if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
- }
- }
- (void) free((void *) gasket);
- gasket = NULL;
+ if (glIsList(gp->gasket0)) glDeleteLists(gp->gasket0, 1);
+ if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
+ if (glIsList(gp->gasket2)) glDeleteLists(gp->gasket2, 1);
+ if (glIsList(gp->gasket3)) glDeleteLists(gp->gasket3, 1);
}
- FreeAllGL(mi);
}
+XSCREENSAVER_MODULE_2 ("Sierpinski3D", sierpinski3d, gasket)
/*********************************************************/