* 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.
*/
/*-
# define gasket_opts xlockmore_opts
# define DEFAULTS "*count: 1 \n" \
"*cycles: 9999 \n" \
- "*delay: 100 \n" \
+ "*delay: 20000 \n" \
+ "*maxDepth: 5 \n" \
+ "*speed: 150 \n" \
"*wireframe: False \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
#ifdef USE_GL
-ModeSpecOpt gasket_opts =
-{0, NULL, 0, NULL, NULL};
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+static int max_depth;
+static int speed;
+static XrmOptionDescRec opts[] = {
+ {"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, (caddr_t) 0 },
+ {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, (caddr_t) 0 }
+};
+
+static argtype vars[] = {
+ {(caddr_t *) &max_depth, "maxDepth", "MaxDepth", "5", t_Int},
+ {(caddr_t *) &speed, "speed", "Speed", "150", t_Int},
+};
+
+
+ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gasket_description =
GLuint gasket1;
GLXContext *glx_context;
Window window;
-#if 0
- Window win;
-#endif
+
+ int current_depth;
+
} gasketstruct;
static gasketstruct *gasket = NULL;
/* static GLuint limit; */
+\f
+/* Computing normal vectors (thanks to Nat Friedman <ndf@mit.edu>)
+ */
+
+typedef struct vector {
+ GLfloat x, y, z;
+} vector;
+
+typedef struct plane {
+ vector p1, p2, p3;
+} plane;
+
+static void
+vector_set(vector *v, GLfloat x, GLfloat y, GLfloat z)
+{
+ v->x = x;
+ v->y = y;
+ v->z = z;
+}
+
+static void
+vector_cross(vector v1, vector v2, vector *v3)
+{
+ v3->x = (v1.y * v2.z) - (v1.z * v2.y);
+ v3->y = (v1.z * v2.x) - (v1.x * v2.z);
+ v3->z = (v1.x * v2.y) - (v1.y * v2.x);
+}
+
+static void
+vector_subtract(vector v1, vector v2, vector *res)
+{
+ res->x = v1.x - v2.x;
+ res->y = v1.y - v2.y;
+ res->z = v1.z - v2.z;
+}
+
+static void
+plane_normal(plane p, vector *n)
+{
+ vector v1, v2;
+ vector_subtract(p.p1, p.p2, &v1);
+ vector_subtract(p.p1, p.p3, &v2);
+ vector_cross(v2, v1, n);
+}
+
+static void
+do_normal(GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat x3, GLfloat y3, GLfloat z3)
+{
+ plane plane;
+ vector n;
+ vector_set(&plane.p1, x1, y1, z1);
+ vector_set(&plane.p2, x2, y2, z2);
+ vector_set(&plane.p3, x3, y3, z3);
+ plane_normal(plane, &n);
+ n.x = -n.x; n.y = -n.y; n.z = -n.z;
+
+ glNormal3f(n.x, n.y, n.z);
+
+#ifdef DEBUG
+ /* Draw a line in the direction of this face's normal. */
+ {
+ GLfloat ax = n.x > 0 ? n.x : -n.x;
+ GLfloat ay = n.y > 0 ? n.y : -n.y;
+ GLfloat az = n.z > 0 ? n.z : -n.z;
+ GLfloat mx = (x1 + x2 + x3) / 3;
+ GLfloat my = (y1 + y2 + y3) / 3;
+ GLfloat mz = (z1 + z2 + z3) / 3;
+ GLfloat xx, yy, zz;
+
+ GLfloat max = ax > ay ? ax : ay;
+ if (az > max) max = az;
+ max *= 2;
+ xx = n.x / max;
+ yy = n.y / max;
+ zz = n.z / max;
+
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(mx, my, mz);
+ glVertex3f(mx+xx, my+yy, mz+zz);
+ glEnd();
+ }
+#endif /* DEBUG */
+}
+
+\f
+
+static void
+triangle (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat x3, GLfloat y3, GLfloat z3,
+ Bool wireframe_p)
+{
+ if (wireframe_p)
+ glBegin (GL_LINE_LOOP);
+ else
+ {
+ do_normal (x1, y1, z1, x2, y2, z2, x3, y3, z3);
+ 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)
+{
+ if (countdown <= 0)
+ {
+ 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);
+ 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);
+ 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);
+ 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);
+
+ corner[0] = inner[M01];
+ corner[1] = outer[1];
+ corner[2] = inner[M12];
+ corner[3] = inner[M13];
+ four_tetras (corner, wireframe_p, countdown);
+
+ corner[0] = inner[M02];
+ corner[1] = inner[M12];
+ corner[2] = outer[2];
+ corner[3] = inner[M23];
+ four_tetras (corner, wireframe_p, countdown);
+
+ corner[0] = inner[M03];
+ corner[1] = inner[M13];
+ corner[2] = inner[M23];
+ corner[3] = outer[3];
+ four_tetras (corner, wireframe_p, countdown);
+ }
+}
+
+
static void
compile_gasket(ModeInfo *mi)
{
- int i,p;
- int points = MI_CYCLES(mi) ? MI_CYCLES(mi) : 9999;
+ Bool wireframe_p = MI_IS_WIREFRAME(mi);
+ gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+
GL_VECTOR vertex[5];
/* define verticies */
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();
+ four_tetras (vertex, wireframe_p,
+ (gp->current_depth < 0
+ ? -gp->current_depth : gp->current_depth));
}
static void
draw(ModeInfo *mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
+ static int tick = 0;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ static float position0[] = {-0.5, 1.2, 0.5, 0.0};
+ static float ambient0[] = {0.4, 0.6, 0.4, 1.0};
+ static float spec[] = {0.7, 0.7, 0.7, 1.0};
+
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spec);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, gp->light_colour);
+
+ glShadeModel(GL_SMOOTH);
- glLightfv(GL_LIGHT0, GL_AMBIENT, gp->light_colour);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
+
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef( gp->pos[0], gp->pos[1], gp->pos[2] );
glPopMatrix();
+
+ if (tick++ >= speed)
+ {
+ tick = 0;
+ if (gp->current_depth >= max_depth)
+ gp->current_depth = -max_depth;
+ gp->current_depth++;
+
+ glDeleteLists (gp->gasket1, 1);
+ glNewList (gp->gasket1, GL_COMPILE);
+ compile_gasket (mi);
+ glEndList();
+
+ /* do the colour change */
+ 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;
+ }
}
0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -40.0);
+ glTranslatef(0.0, 0.0, -15.0);
/* The depth buffer will be cleared, if needed, before the
* next frame. Right now we just want to black the screen.
{
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->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->pos[2] = 0.0;
/* draw the gasket */
gp->gasket1 = glGenLists(1);
+ gp->current_depth = 1; /* start out at level 1, not 0 */
glNewList(gp->gasket1, GL_COMPILE);
compile_gasket(mi);
glEndList();
glDrawBuffer(GL_BACK);
+ if (max_depth > 10)
+ max_depth = 10;
+
glXMakeCurrent(display, window, *(gp->glx_context));
draw(mi);
- /* do the colour change & movement thing */
+ /* rotate */
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[0] ) > 8.0 ) gp->xinc = -1.0 * gp->xinc;
+ if ( FABSF( gp->pos[1] ) > 6.0 ) 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;