/* -*- 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 HACK_RESHAPE reshape_gasket
+# define HACK_HANDLE_EVENT gasket_handle_event
+# define EVENT_MASK PointerMotionMask
# define gasket_opts xlockmore_opts
-# define DEFAULTS "*count: 1 \n" \
- "*cycles: 9999 \n" \
- "*delay: 100 \n" \
- "*wireframe: False \n"
+
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "150"
+#define DEF_MAXDEPTH "5"
+
+# define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
# 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};
+#include <GL/glu.h>
+#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_MAXDEPTH, t_Int},
+};
+
+
+ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gasket_description =
} GL_VECTOR;
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;
+
} gasketstruct;
static gasketstruct *gasket = NULL;
-#include <GL/glu.h>
+static GLfloat normals[4][3];
-/* static GLuint limit; */
+\f
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;
+ 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 (GL_VECTOR *outer, Bool wireframe_p, int countdown, int which,
+ int *countP)
+{
+ if (countdown <= 0)
+ {
+ (*countP)++;
+ if (which == 0)
+ {
+ glNormal3f (normals[0][0], normals[0][1], normals[0][2]);
+ 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][0], normals[1][1], normals[1][2]);
+ 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][0], normals[2][1], normals[2][2]);
+ 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][0], normals[3][1], normals[3][2]);
+ 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
+ GL_VECTOR inner[M23+1];
+ GL_VECTOR 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 (corner, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M01];
+ corner[1] = outer[1];
+ corner[2] = inner[M12];
+ corner[3] = inner[M13];
+ four_tetras (corner, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M02];
+ corner[1] = inner[M12];
+ corner[2] = outer[2];
+ corner[3] = inner[M23];
+ four_tetras (corner, wireframe_p, countdown, which, countP);
+
+ corner[0] = inner[M03];
+ corner[1] = inner[M13];
+ corner[2] = inner[M23];
+ corner[3] = outer[3];
+ four_tetras (corner, 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;
+
GL_VECTOR vertex[5];
+ normals[0][0] = 0;
+ normals[0][1] = 0;
+ normals[0][2] = -sqrt(2.0 / 3.0);
+
+ normals[1][0] = 0;
+ normals[1][1] = -sqrt(0.75);
+ normals[1][2] = sqrt(2.0 / 3.0) / 3.0;
+
+ normals[2][0] = sqrt (0.5);
+ normals[2][1] = sqrt(0.75) / 2.0;
+ normals[2][2] = normals[1][2];
+
+ normals[3][0] = -normals[2][0];
+ normals[3][1] = normals[2][1];
+ normals[3][2] = normals[1][2];
+
+
/* define verticies */
vertex[0].x = 0.5;
vertex[0].y = -(1.0/3.0)*sqrt((2.0/3.0));
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 );
- }
- glEnd();
+ count = 0;
+ four_tetras (vertex, 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 int tick = 999999;
+ static GLfloat pos[4] = {-4.0, 3.0, 10.0, 1.0};
+ static float white[] = {1.0, 1.0, 1.0, 1.0};
+ static float color0[] = {0.0, 0.0, 0.0, 1.0};
+ static float color1[] = {0.0, 0.0, 0.0, 1.0};
+ static float color2[] = {0.0, 0.0, 0.0, 1.0};
+ static float 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);
+ {
+ 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( 8.0, 8.0, 8.0 );
+
+ 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 (tick++ >= speed)
+ {
+ 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();
+
+ }
}
/* new window size or exposure */
-static void
-reshape(int width, int height)
+void
+reshape_gasket(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (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.
- */
glClear(GL_COLOR_BUFFER_BIT);
}
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- gp->xinc = 0.1*(1.0*random()/RAND_MAX);
- gp->yinc = 0.1*(1.0*random()/RAND_MAX);
- gp->zinc = 0.1*(1.0*random()/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 */
}
+
+Bool
+gasket_handle_event (ModeInfo *mi, XEvent *event)
+{
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ gp->button_down_p = True;
+ gltrackball_start (gp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
+ {
+ gp->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5))
+ {
+ gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ gp->button_down_p)
+ {
+ gltrackball_track (gp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
void
init_gasket(ModeInfo *mi)
{
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 ();
+ }
+
+ 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;
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
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);
+ 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);
}
/* Display lists MUST be freed while their glXContext is current. */
glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
+ 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);
}
}
(void) free((void *) gasket);