-/* menger, Copyright (c) 2001, 2002 Jamie Zawinski <jwz@jwz.org>
+/* menger, Copyright (c) 2001-2014 Jamie Zawinski <jwz@jwz.org>
+ * Copyright (c) 2002 Aurelien Jacobs <aurel@gnuage.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
*
* The straightforward way to generate this object creates way more polygons
* than are needed, since there end up being many buried, interior faces.
- * So first we go through and generate the list of all the squares; then we
- * sort the list and delete any squares that have a duplicate: if there are
- * two of them, then they will be interior and facing each other, so we
- * don't need either. Doing this reduces the polygon count by 20% - 33%.
+ * So during the recursive building of the object we store which face of
+ * each unitary cube we need to draw. Doing this reduces the polygon count
+ * by 40% - 60%.
*
* Another optimization we could do to reduce the polygon count would be to
* merge adjascent coplanar squares together into rectangles. This would
* result in the outer faces being composed of 1xN strips. It's tricky to
* to find these adjascent faces in non-exponential time, though.
*
- * We could take advantage of the object's triple symmetry to reduce the
- * size of the `squares' array, though that wouldn't actually reduce the
- * number of polygons in the scene.
- *
* We could actually simulate large depths with a texture map -- if the
* depth is such that the smallest holes are only a few pixels across,
* just draw them as spots on the surface! It would look the same.
*/
-#include <X11/Intrinsic.h>
-
-extern XtAppContext app;
-
-#define PROGCLASS "Menger"
-#define HACK_INIT init_sponge
-#define HACK_DRAW draw_sponge
-#define HACK_RESHAPE reshape_sponge
-#define HACK_HANDLE_EVENT sponge_handle_event
-#define EVENT_MASK PointerMotionMask
-#define sws_opts xlockmore_opts
-
-#define DEF_SPIN "True"
-#define DEF_WANDER "True"
-#define DEF_SPEED "150"
-#define DEF_MAX_DEPTH "3"
-#define DEF_OPTIMIZE "True"
-
#define DEFAULTS "*delay: 30000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
- "*maxDepth: " DEF_MAX_DEPTH "\n" \
- "*speed:" DEF_SPEED "\n" \
- "*optimize:" DEF_OPTIMIZE "\n" \
- "*spin: " DEF_SPIN "\n" \
- "*wander: " DEF_WANDER "\n" \
+ "*suppressRotationAnimation: True\n" \
+# define free_sponge 0
+# define release_sponge 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
-
-typedef struct {
- unsigned int x0 : 8; /* 8 bottom left */
- unsigned int y0 : 8; /* 16 */
- unsigned int z0 : 8; /* 24 */
-
- unsigned int x1 : 8; /* 32 top right */
- unsigned int y1 : 8; /* 40 */
- unsigned int z1 : 8; /* 48 */
-
- int nx : 2; /* 50 normal */
- int ny : 2; /* 52 */
- int nz : 2; /* 54 */
-
- /* 2 bits left over; 56 bits / 7 bytes total, */
- /* which is surely rounded up to 8 bytes. */
-} square;
-
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "150"
+#define DEF_MAX_DEPTH "3"
typedef struct {
GLXContext *glx_context;
GLuint sponge_list1; /* in their own lists, to make it easy */
GLuint sponge_list2; /* to color them differently. */
- square *squares;
- unsigned long squares_size;
unsigned long squares_fp;
int current_depth;
int ccolor1;
int ccolor2;
+ int draw_tick;
+
} sponge_configuration;
static sponge_configuration *sps = NULL;
static Bool do_spin;
static Bool do_wander;
static int speed;
-static Bool do_optimize;
static int max_depth;
static XrmOptionDescRec opts[] = {
- { "-spin", ".spin", XrmoptionNoArg, "True" },
- { "+spin", ".spin", XrmoptionNoArg, "False" },
- { "-wander", ".wander", XrmoptionNoArg, "True" },
- { "+wander", ".wander", XrmoptionNoArg, "False" },
- { "-speed", ".speed", XrmoptionSepArg, 0 },
- { "-optimize", ".optimize", XrmoptionNoArg, "True" },
- { "+optimize", ".optimize", XrmoptionNoArg, "False" },
- {"-depth", ".maxDepth", XrmoptionSepArg, (caddr_t) 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-spin", ".spin", XrmoptionSepArg, 0 },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-depth", ".maxDepth", XrmoptionSepArg, 0 },
};
static argtype vars[] = {
- {(caddr_t *) &do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
- {(caddr_t *) &do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
- {(caddr_t *) &speed, "speed", "Speed", DEF_SPEED, t_Int},
- {(caddr_t *) &do_optimize, "optimize", "Optimize", DEF_OPTIMIZE, t_Bool},
- {(caddr_t *) &max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, 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 sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt sponge_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc
*/
-void
+ENTRYPOINT void
reshape_sponge (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();
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
+# 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);
}
-/* Pushes a 1x1x1 cube at XYZ into the sp->squares list.
- */
-static void
-cube (sponge_configuration *sp, Bool wireframe_p,
- int x, int y, int z, int s)
-{
- square *sq;
-
-# define PP(NX, NY, NZ, X0, Y0, Z0, X1, Y1, Z1) \
- (sq = &sp->squares[sp->squares_fp++], \
- sq->nx = (NX), \
- sq->ny = (NY), \
- sq->nz = (NZ), \
- sq->x0 = x+((X0)*s), \
- sq->y0 = y+((Y0)*s), \
- sq->z0 = z+((Z0)*s), \
- sq->x1 = x+((X1)*s), \
- sq->y1 = y+((Y1)*s), \
- sq->z1 = z+((Z1)*s))
-
- PP (0, 0, -1, 0, 1, 0, 1, 0, 0);
- PP (0, 0, 1, 0, 0, 1, 1, 1, 1);
- PP (0, -1, 0, 0, 0, 0, 1, 0, 1);
- PP (0, 1, 0, 0, 1, 1, 1, 1, 0);
-
- if (wireframe_p) return; /* don't need the rest */
-
- PP (-1, 0, 0, 0, 0, 1, 0, 1, 0);
- PP ( 1, 0, 0, 1, 0, 0, 1, 1, 1);
-# undef PP
-
- if (sp->squares_fp >= sp->squares_size) abort();
-}
-
+#define X0 0x01
+#define X1 0x02
+#define Y0 0x04
+#define Y1 0x08
+#define Z0 0x10
+#define Z1 0x20
static int
-iexp (int i, int n)
+cube (float x0, float x1, float y0, float y1, float z0, float z1,
+ int faces, int wireframe)
{
- int ii = 1;
- while (n-- > 0) ii *= i;
- return ii;
-}
-
-
-static void
-descend_cubes (sponge_configuration *sp, Bool wireframe_p, int countdown,
- int x, int y, int z)
-{
- int descend_p = (countdown > 0);
- int facet_size = iexp (3, countdown);
- int s = facet_size;
+ int n = 0;
- if (wireframe_p)
+ if (faces & X0)
{
- cube (sp, wireframe_p, x+1*s, y+1*s, z, 1);
- cube (sp, wireframe_p, x+1*s, y+1*s, z+2*s, 1);
- cube (sp, wireframe_p, x, y+1*s, z+1*s, 1);
- cube (sp, wireframe_p, x+2*s, y+1*s, z+1*s, 1);
- cube (sp, wireframe_p, x+1*s, y, z+1*s, 1);
- cube (sp, wireframe_p, x+1*s, y+2*s, z+1*s, 1);
-
- if (!descend_p) return;
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (-1.0, 0.0, 0.0);
+ glVertex3f (x0, y1, z0);
+ glVertex3f (x0, y0, z0);
+ glVertex3f (x0, y0, z1);
+ glVertex3f (x0, y1, z1);
+ glEnd ();
+ n++;
+ }
+ if (faces & X1)
+ {
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (1.0, 0.0, 0.0);
+ glVertex3f (x1, y1, z1);
+ glVertex3f (x1, y0, z1);
+ glVertex3f (x1, y0, z0);
+ glVertex3f (x1, y1, z0);
+ glEnd ();
+ n++;
+ }
+ if (faces & Y0)
+ {
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (0.0, -1.0, 0.0);
+ glVertex3f (x0, y0, z0);
+ glVertex3f (x0, y0, z1);
+ glVertex3f (x1, y0, z1);
+ glVertex3f (x1, y0, z0);
+ glEnd ();
+ n++;
+ }
+ if (faces & Y1)
+ {
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (0.0, 1.0, 0.0);
+ glVertex3f (x0, y1, z0);
+ glVertex3f (x0, y1, z1);
+ glVertex3f (x1, y1, z1);
+ glVertex3f (x1, y1, z0);
+ glEnd ();
+ n++;
+ }
+ if (faces & Z0)
+ {
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (0.0, 0.0, -1.0);
+ glVertex3f (x1, y1, z0);
+ glVertex3f (x1, y0, z0);
+ glVertex3f (x0, y0, z0);
+ glVertex3f (x0, y1, z0);
+ glEnd ();
+ n++;
+ }
+ if (faces & Z1)
+ {
+ glBegin (wireframe ? GL_LINE_LOOP : GL_POLYGON);
+ glNormal3f (0.0, 0.0, 1.0);
+ glVertex3f (x0, y1, z1);
+ glVertex3f (x0, y0, z1);
+ glVertex3f (x1, y0, z1);
+ glVertex3f (x1, y1, z1);
+ glEnd ();
+ n++;
}
-# define CUBE(xx,yy,zz) \
- (descend_p \
- ? descend_cubes (sp, wireframe_p, countdown-1, \
- x+(xx)*s, y+(yy)*s, z+(zz)*s) \
- : cube (sp, wireframe_p, x+(xx)*s, y+(yy)*s, z+(zz)*s, 1))
-
- CUBE(0, 2, 0); CUBE(1, 2, 0); CUBE(2, 2, 0); /* top front row */
- CUBE(0, 1, 0); CUBE(2, 1, 0); /* middle front row */
- CUBE(0, 0, 0); CUBE(1, 0, 0); CUBE(2, 0, 0); /* bottom front row */
- CUBE(0, 2, 1); CUBE(2, 2, 1); /* top middle row */
- CUBE(0, 0, 1); CUBE(2, 0, 1); /* bottom middle row */
- CUBE(0, 2, 2); CUBE(1, 2, 2); CUBE(2, 2, 2); /* top back row */
- CUBE(0, 1, 2); CUBE(2, 1, 2); /* middle back row */
- CUBE(0, 0, 2); CUBE(1, 0, 2); CUBE(2, 0, 2); /* bottom back row */
-# undef CUBE
+ return n;
}
-
-static int cmp_squares (const void *a, const void *b);
-static void delete_redundant_faces (sponge_configuration *);
-
-static void
-build_sponge (sponge_configuration *sp, Bool wireframe_p, int countdown)
+static int
+menger_recurs_1 (int level, float x0, float x1, float y0, float y1,
+ float z0, float z1, int faces, Bool wireframe,
+ int orig, int forig)
{
- sp->squares_fp = 0;
+ float xi, yi, zi;
+ int f, x, y, z;
+ int n = 0;
- if (countdown <= 0)
+ if (orig)
{
- cube (sp, wireframe_p, 0, 0, 0, 1);
+ if (wireframe)
+ n += cube (x0, x1, y0, y1, z0, z1,
+ faces & (X0 | X1 | Y0 | Y1), wireframe);
}
- else
+
+ if (level == 0)
{
- if (wireframe_p)
- {
- int facet_size = iexp(3, countdown);
- cube (sp, wireframe_p, 0, 0, 0, facet_size);
- }
- descend_cubes (sp, wireframe_p, countdown - 1,
- 0, 0, 0);
+ if (!wireframe)
+ n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe);
}
-
- if (!wireframe_p && do_optimize)
+ else
{
- qsort (sp->squares, sp->squares_fp, sizeof(*sp->squares),
- cmp_squares);
- delete_redundant_faces (sp);
+ xi = (x1 - x0) / 3;
+ yi = (y1 - y0) / 3;
+ zi = (z1 - z0) / 3;
+
+ for (x = 0; x < 3; x++)
+ for (y = 0; y < 3; y++)
+ for (z = 0; z < 3; z++)
+ {
+ if ((x != 1 && y != 1)
+ || (y != 1 && z != 1)
+ || (x != 1 && z != 1))
+ {
+ f = faces;
+
+ if (x == 1 || (x == 2 && (y != 1 && z != 1)))
+ f &= ~X0;
+ if (x == 1 || (x == 0 && (y != 1 && z != 1)))
+ f &= ~X1;
+ if (forig & X0 && x == 2 && (y == 1 || z == 1))
+ f |= X0;
+ if (forig & X1 && x == 0 && (y == 1 || z == 1))
+ f |= X1;
+
+ if (y == 1 || (y == 2 && (x != 1 && z != 1)))
+ f &= ~Y0;
+ if (y == 1 || (y == 0 && (x != 1 && z != 1)))
+ f &= ~Y1;
+ if (forig & Y0 && y == 2 && (x == 1 || z == 1))
+ f |= Y0;
+ if (forig & Y1 && y == 0 && (x == 1 || z == 1))
+ f |= Y1;
+
+ if (z == 1 || (z == 2 && (x != 1 && y != 1)))
+ f &= ~Z0;
+ if (z == 1 || (z == 0 && (x != 1 && y != 1)))
+ f &= ~Z1;
+ if (forig & Z0 && z == 2 && (x == 1 || y == 1))
+ f |= Z0;
+ if (forig & Z1 && z == 0 && (x == 1 || y == 1))
+ f |= Z1;
+
+ n += menger_recurs_1 (level-1,
+ x0+x*xi, x0+(x+1)*xi,
+ y0+y*yi, y0+(y+1)*yi,
+ z0+z*zi, z0+(z+1)*zi, f, wireframe, 0,
+ forig);
+ }
+ else if (wireframe && (x != 1 || y != 1 || z != 1))
+ n += cube (x0+x*xi, x0+(x+1)*xi,
+ y0+y*yi, y0+(y+1)*yi,
+ z0+z*zi, z0+(z+1)*zi,
+ forig & (X0 | X1 | Y0 | Y1), wireframe);
+ }
}
- {
- int i, j;
- square *sq;
- GLfloat s = 1.0 / iexp (3, countdown);
- s *= 3;
-
- glDeleteLists (sp->sponge_list0, 1);
- glDeleteLists (sp->sponge_list1, 1);
- glDeleteLists (sp->sponge_list2, 1);
-
- for (j = 0; j < 3; j++)
- {
- sq = sp->squares;
- glNewList ((j == 0 ? sp->sponge_list0 :
- j == 1 ? sp->sponge_list1 :
- sp->sponge_list2),
- GL_COMPILE);
- glPushMatrix();
- glTranslatef (-1.5, -1.5, -1.5);
- glScalef(s, s, s);
-
- for (i = 0; i < sp->squares_fp; i++)
- {
- if ((j == 0 && sq->nx != 0) ||
- (j == 1 && sq->ny != 0) ||
- (j == 2 && sq->nz != 0))
- {
- glBegin (wireframe_p ? GL_LINE_LOOP : GL_QUADS);
- glNormal3i (sq->nx, sq->ny, sq->nz);
- if (sq->nz)
- {
- glVertex3i (sq->x1, sq->y0, sq->z0);
- glVertex3i (sq->x1, sq->y1, sq->z0);
- glVertex3i (sq->x0, sq->y1, sq->z0);
- glVertex3i (sq->x0, sq->y0, sq->z0);
- }
- else if (sq->ny)
- {
- glVertex3i (sq->x1, sq->y0, sq->z0);
- glVertex3i (sq->x1, sq->y0, sq->z1);
- glVertex3i (sq->x0, sq->y0, sq->z1);
- glVertex3i (sq->x0, sq->y0, sq->z0);
- }
- else
- {
- glVertex3i (sq->x0, sq->y1, sq->z0);
- glVertex3i (sq->x0, sq->y1, sq->z1);
- glVertex3i (sq->x0, sq->y0, sq->z1);
- glVertex3i (sq->x0, sq->y0, sq->z0);
- }
- glEnd();
- }
- sq++;
- }
- glPopMatrix();
- glEndList();
- }
- }
+ return n;
}
-
static int
-cmp_squares (const void *aa, const void *bb)
+menger_recurs (int level, float x0, float x1, float y0, float y1,
+ float z0, float z1, int faces, Bool wireframe,
+ int orig)
{
- square *a = (square *) aa;
- square *b = (square *) bb;
- int i, p0, p1;
-
- p0 = (a->x0 < a->x1 ? a->x0 : a->x1);
- p1 = (b->x0 < b->x1 ? b->x0 : b->x1);
- if ((i = (p0 - p1))) return i;
-
- p0 = (a->y0 < a->y1 ? a->y0 : a->y1);
- p1 = (b->y0 < b->y1 ? b->y0 : b->y1);
- if ((i = (p0 - p1))) return i;
-
- p0 = (a->z0 < a->z1 ? a->z0 : a->z1);
- p1 = (b->z0 < b->z1 ? b->z0 : b->z1);
- if ((i = (p0 - p1))) return i;
-
-
- p0 = (a->x0 > a->x1 ? a->x0 : a->x1);
- p1 = (b->x0 > b->x1 ? b->x0 : b->x1);
- if ((i = (p0 - p1))) return i;
-
- p0 = (a->y0 > a->y1 ? a->y0 : a->y1);
- p1 = (b->y0 > b->y1 ? b->y0 : b->y1);
- if ((i = (p0 - p1))) return i;
-
- p0 = (a->z0 > a->z1 ? a->z0 : a->z1);
- p1 = (b->z0 > b->z1 ? b->z0 : b->z1);
- if ((i = (p0 - p1))) return i;
-
- return 0;
-
+ return menger_recurs_1 (level, x0, x1, y0, y1, z0, z1, faces,
+ wireframe, orig, faces);
}
static void
-delete_redundant_faces (sponge_configuration *sp)
+build_sponge (sponge_configuration *sp, Bool wireframe, int level)
{
- square *sq = sp->squares;
- square *end = sq + sp->squares_fp;
- square *out = sq;
- int i = 0;
-
- while (sq < end)
- {
- if (cmp_squares (sq, sq+1)) /* they differ - keep this one */
- {
- if (sq != out)
- *out = *sq;
- out++;
- i++;
- }
- sq++;
- }
-
-# if 0
- fprintf (stderr, "%s: optimized away %d polygons (%d%%)\n",
- progname,
- sp->squares_fp - i,
- 100 - ((i * 100) / sp->squares_fp));
-# endif
-
- sp->squares_fp = i;
+ glDeleteLists (sp->sponge_list0, 1);
+ glNewList(sp->sponge_list0, GL_COMPILE);
+ sp->squares_fp = menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
+ X0 | X1, wireframe,1);
+ glEndList();
+
+ glDeleteLists (sp->sponge_list1, 1);
+ glNewList(sp->sponge_list1, GL_COMPILE);
+ sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
+ Y0 | Y1, wireframe,1);
+ glEndList();
+
+ glDeleteLists (sp->sponge_list2, 1);
+ glNewList(sp->sponge_list2, GL_COMPILE);
+ sp->squares_fp += menger_recurs (level, -1.5, 1.5, -1.5, 1.5, -1.5, 1.5,
+ Z0 | Z1, wireframe,1);
+ glEndList();
}
-Bool
+ENTRYPOINT Bool
sponge_handle_event (ModeInfo *mi, XEvent *event)
{
sponge_configuration *sp = &sps[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button & Button1)
- {
- sp->button_down_p = True;
- gltrackball_start (sp->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)
+ if (gltrackball_event_handler (event, sp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &sp->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
{
- sp->button_down_p = False;
- return True;
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == '+' || c == '=' ||
+ keysym == XK_Up || keysym == XK_Right || keysym == XK_Next)
+ {
+ sp->draw_tick = speed;
+ sp->current_depth += (sp->current_depth > 0 ? 1 : -1);
+ sp->current_depth--;
+ return True;
+ }
+ else if (c == '-' || c == '_' ||
+ keysym == XK_Down || keysym == XK_Left || keysym == XK_Prior)
+ {
+ sp->draw_tick = speed;
+ sp->current_depth -= (sp->current_depth > 0 ? 1 : -1);
+ sp->current_depth--;
+ return True;
+ }
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ goto DEF;
}
- else if (event->xany.type == MotionNotify &&
- sp->button_down_p)
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
- gltrackball_track (sp->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
+ DEF:
+ sp->draw_tick = speed;
return True;
}
-void
+ENTRYPOINT void
init_sponge (ModeInfo *mi)
{
sponge_configuration *sp;
int wire = MI_IS_WIREFRAME(mi);
- if (!sps) {
- sps = (sponge_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (sponge_configuration));
- if (!sps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
-
- sp = &sps[MI_SCREEN(mi)];
- }
+ MI_INIT (mi, sps);
sp = &sps[MI_SCREEN(mi)];
if (!wire)
{
- static GLfloat pos0[4] = {-1.0, -1.0, 1.0, 0.1};
- static GLfloat pos1[4] = { 1.0, -0.2, 0.2, 0.1};
- static GLfloat dif0[4] = {1.0, 1.0, 1.0, 1.0};
- static GLfloat dif1[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat pos0[4] = {-1.0, -1.0, 1.0, 0.1};
+ static const GLfloat pos1[4] = { 1.0, -0.2, 0.2, 0.1};
+ static const GLfloat dif0[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat dif1[4] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT1, GL_POSITION, pos1);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
+ glEnable(GL_NORMALIZE);
+
+ glShadeModel(GL_SMOOTH);
}
{
1.0,
do_wander ? wander_speed : 0,
True);
- sp->trackball = gltrackball_init ();
+ sp->trackball = gltrackball_init (True);
}
sp->ncolors = 128;
sp->ccolor1 = sp->ncolors / 3;
sp->ccolor2 = sp->ccolor1 * 2;
- {
- int d = max_depth < 1 ? 1 : max_depth;
- unsigned long facet_size = iexp(3, d);
- unsigned long bytes;
- float be_miserly = 0.741;
- sp->squares_size = iexp(facet_size, 3) * 6 * be_miserly;
- bytes = sp->squares_size * sizeof (*sp->squares);
-
- sp->squares_fp = 0;
- sp->squares = calloc (1, bytes);
-
- if (!sp->squares)
- {
- fprintf (stderr, "%s: out of memory", progname);
- if ((sp->squares_size >> 20) > 1)
- fprintf (stderr, " (%luMB for %luM polygons)\n",
- bytes >> 20, sp->squares_size >> 20);
- else
- fprintf (stderr, " (%luKB for %luK polygons)\n",
- bytes >> 10, sp->squares_size >> 10);
- exit (1);
- }
- }
-
sp->sponge_list0 = glGenLists (1);
sp->sponge_list1 = glGenLists (1);
sp->sponge_list2 = glGenLists (1);
+
+ sp->draw_tick = 9999999;
}
-void
+ENTRYPOINT void
draw_sponge (ModeInfo *mi)
{
sponge_configuration *sp = &sps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
- static GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
-
- static int tick = 99999;
+ GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
if (!sp->glx_context)
return;
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_CULL_FACE);
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (sp->ccolor1 >= sp->ncolors) sp->ccolor1 = 0;
if (sp->ccolor2 >= sp->ncolors) sp->ccolor2 = 0;
- if (tick++ >= speed)
+ if (sp->draw_tick++ >= speed)
{
- tick = 0;
+ sp->draw_tick = 0;
if (sp->current_depth >= max_depth)
sp->current_depth = -max_depth;
sp->current_depth++;
? -sp->current_depth : sp->current_depth));
mi->polygon_count = sp->squares_fp; /* for FPS display */
+ mi->recursion_depth = (sp->current_depth < 0
+ ? -sp->current_depth : sp->current_depth);
}
glScalef (2.0, 2.0, 2.0);
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE_2 ("Menger", menger, sponge)
+
#endif /* USE_GL */