/* -*- 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
/*-
* 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 gasket_opts xlockmore_opts
# define DEFAULTS "*delay: 20000 \n" \
- "*maxDepth: 5 \n" \
- "*speed: 150 \n" \
"*showFPS: False \n" \
- "*wireframe: False \n"
+ "*wireframe: False \n" \
+
+# define refresh_gasket 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
+#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, (caddr_t) 0 },
- {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, (caddr_t) 0 }
+ {"-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[] = {
- {(caddr_t *) &max_depth, "maxDepth", "MaxDepth", "5", t_Int},
- {(caddr_t *) &speed, "speed", "Speed", "150", t_Int},
+ {&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},
};
-ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gasket_description =
#endif
-typedef struct{
- GLfloat x;
- GLfloat y;
- GLfloat z;
-} GL_VECTOR;
-
typedef struct {
- GLfloat rotx, roty, rotz; /* current object rotation */
- GLfloat dx, dy, dz; /* current rotational velocity */
- GLfloat ddx, ddy, ddz; /* current rotational acceleration */
- GLfloat d_max; /* max velocity */
+ double x,y,z;
+} XYZ;
- GLfloat angle;
+typedef struct {
GLuint gasket0, gasket1, gasket2, gasket3;
GLXContext *glx_context;
Window window;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
int current_depth;
int ccolor2;
int ccolor3;
+ int tick;
+
} gasketstruct;
static gasketstruct *gasket = NULL;
-#include <GL/glu.h>
-
-static GLfloat normals[4][3];
-
-\f
static void
triangle (GLfloat x1, GLfloat y1, GLfloat z1,
}
static void
-four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown, int which)
+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][0], normals[0][1], normals[0][2]);
+ 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,
}
else if (which == 1)
{
- glNormal3f (normals[1][0], normals[1][1], normals[1][2]);
+ 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,
}
else if (which == 2)
{
- glNormal3f (normals[2][0], normals[2][1], normals[2][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,
}
else
{
- glNormal3f (normals[3][0], normals[3][1], normals[3][2]);
+ 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,
# define M12 3
# define M13 4
# define M23 5
- GL_VECTOR inner[M23+1];
- GL_VECTOR corner[4];
+ 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;
corner[1] = inner[M01];
corner[2] = inner[M02];
corner[3] = inner[M03];
- four_tetras (corner, wireframe_p, countdown, which);
+ 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 (corner, wireframe_p, countdown, which);
+ 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 (corner, wireframe_p, countdown, which);
+ 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 (corner, wireframe_p, countdown, which);
+ four_tetras (gp, corner, normals, wireframe_p, countdown, which, countP);
}
}
{
Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
-
- 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[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;
-
- four_tetras (vertex, wireframe_p,
+ 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);
+ which,
+ &count);
+ mi->polygon_count += count;
}
static void
{
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};
+ 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);
glPushMatrix();
{
- static int frame = 0;
- GLfloat x, y, z;
-
-# define SINOID(SCALE,SIZE) \
- ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
- x = SINOID(0.0071, 8.0);
- y = SINOID(0.0053, 6.0);
- z = SINOID(0.0037, 15.0);
- frame++;
- glTranslatef(x, y, z);
-
- x = gp->rotx;
- y = gp->roty;
- z = gp->rotz;
- if (x < 0) x = 1 - (x + 1);
- if (y < 0) y = 1 - (y + 1);
- if (z < 0) z = 1 - (z + 1);
- 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);
+ 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);
+
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
+ gltrackball_rotate (gp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
+ 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 );
+ glScalef (4, 4, 4);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
glCallList(gp->gasket0);
glPopMatrix();
- if (tick++ >= speed)
+ if (gp->tick++ >= speed)
{
- tick = 0;
+ gp->tick = 0;
if (gp->current_depth >= max_depth)
gp->current_depth = -max_depth;
gp->current_depth++;
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 */
-void
+ENTRYPOINT 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, -15.0);
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
}
-
-/* lifted from lament.c */
-#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
-static void
-rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v)
+ENTRYPOINT Bool
+gasket_handle_event (ModeInfo *mi, XEvent *event)
{
- double ppos = *pos;
-
- /* tick position */
- if (ppos < 0)
- ppos = -(ppos + *v);
- else
- ppos += *v;
-
- if (ppos > 1.0)
- ppos -= 1.0;
- else if (ppos < 0)
- ppos += 1.0;
-
- if (ppos < 0) abort();
- if (ppos > 1.0) abort();
- *pos = (*pos > 0 ? ppos : -ppos);
-
- /* accelerate */
- *v += *dv;
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- /* clamp velocity */
- if (*v > max_v || *v < -max_v)
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
{
- *dv = -*dv;
+ gp->button_down_p = True;
+ gltrackball_start (gp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
}
- /* If it stops, start it going in the other direction. */
- else if (*v < 0)
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
{
- if (random() % 4)
- {
- *v = 0;
-
- /* keep going in the same direction */
- if (random() % 2)
- *dv = 0;
- else if (*dv < 0)
- *dv = -*dv;
- }
- else
- {
- /* reverse gears */
- *v = -*v;
- *dv = -*dv;
- *pos = -*pos;
- }
+ gp->button_down_p = False;
+ return True;
}
-
- /* Alter direction of rotational acceleration randomly. */
- if (! (random() % 120))
- *dv = -*dv;
-
- /* Change acceleration very occasionally. */
- if (! (random() % 200))
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
{
- if (*dv == 0)
- *dv = 0.00001;
- else if (random() & 1)
- *dv *= 1.2;
- else
- *dv *= 0.8;
+ 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
+ENTRYPOINT void
init_gasket(ModeInfo *mi)
{
int screen = MI_SCREEN(mi);
gp->window = MI_WINDOW(mi);
- gp->rotx = frand(1.0) * RANDSIGN();
- gp->roty = frand(1.0) * RANDSIGN();
- gp->rotz = frand(1.0) * RANDSIGN();
-
- /* bell curve from 0-1.5 degrees, avg 0.75 */
- gp->dx = (frand(1) + frand(1) + frand(1)) / (360*2);
- gp->dy = (frand(1) + frand(1) + frand(1)) / (360*2);
- gp->dz = (frand(1) + frand(1) + frand(1)) / (360*2);
-
- gp->d_max = gp->dx * 2;
-
- gp->ddx = 0.00006 + frand(0.00003);
- gp->ddy = 0.00006 + frand(0.00003);
- gp->ddz = 0.00006 + frand(0.00003);
+ {
+ 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));
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)
{
}
}
-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;
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);
-
- /* rotate */
- gp->angle = (int) (gp->angle + angle_incr) % 360;
-
- rotate(&gp->rotx, &gp->dx, &gp->ddx, gp->d_max);
- rotate(&gp->roty, &gp->dy, &gp->ddy, gp->d_max);
- rotate(&gp->rotz, &gp->dz, &gp->ddz, gp->d_max);
-
if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
-void
+ENTRYPOINT void
release_gasket(ModeInfo * mi)
{
if (gasket != NULL)
FreeAllGL(mi);
}
+XSCREENSAVER_MODULE_2 ("Sierpinski3D", sierpinski3d, gasket)
/*********************************************************/