1 /* geodesic, Copyright (c) 2013-2014 Jamie Zawinski <jwz@jwz.org>
3 * Permission to use, copy, modify, distribute, and sell this software and its
4 * documentation for any purpose is hereby granted without fee, provided that
5 * the above copyright notice appear in all copies and that both that
6 * copyright notice and this permission notice appear in supporting
7 * documentation. No representations are made about the suitability of this
8 * software for any purpose. It is provided "as is" without express or
12 #define DEFAULTS "*delay: 30000 \n" \
14 "*showFPS: False \n" \
15 "*suppressRotationAnimation: True\n" \
17 # define free_geodesic 0
18 # define release_geodesic 0
20 #define countof(x) (sizeof((x))/sizeof((*x)))
22 #include "xlockmore.h"
26 #include "gltrackball.h"
29 #ifdef USE_GL /* whole file */
33 #define DEF_SPIN "True"
34 #define DEF_WANDER "True"
35 #define DEF_SPEED "1.0"
36 #define DEF_MODE "mesh"
38 typedef struct { double a, o; } LL; /* latitude + longitude */
41 GLXContext *glx_context;
43 trackball_state *trackball;
48 GLfloat color1[4], color2[4];
59 enum { WIRE, MESH, SOLID, STELLATED, STELLATED2 } mode;
61 } geodesic_configuration;
63 static geodesic_configuration *bps = NULL;
67 static Bool do_wander;
68 static char *mode_str;
70 static XrmOptionDescRec opts[] = {
71 { "-spin", ".spin", XrmoptionNoArg, "True" },
72 { "+spin", ".spin", XrmoptionNoArg, "False" },
73 { "-speed", ".speed", XrmoptionSepArg, 0 },
74 { "-wander", ".wander", XrmoptionNoArg, "True" },
75 { "+wander", ".wander", XrmoptionNoArg, "False" },
76 { "-mode", ".mode", XrmoptionSepArg, 0 },
77 { "-wireframe", ".mode", XrmoptionNoArg, "wire" },
80 static argtype vars[] = {
81 {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
82 {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
83 {&speed, "speed", "Speed", DEF_SPEED, t_Float},
84 {&mode_str, "mode", "Mode", DEF_MODE, t_String},
87 ENTRYPOINT ModeSpecOpt geodesic_opts = {
88 countof(opts), opts, countof(vars), vars, NULL};
91 /* Renders a triangle specified by 3 cartesian endpoints.
94 triangle0 (ModeInfo *mi, XYZ p1, XYZ p2, XYZ p3)
96 geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
97 int wire = MI_IS_WIREFRAME(mi);
98 GLfloat r = bp->thickness;
100 if (bp->mode == SOLID || bp->mode == STELLATED || bp->mode == STELLATED2)
103 if (r <= 0.001) r = 0.001;
105 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1);
111 else if (r >= 1) /* solid triangular face */
113 glFrontFace (GL_CCW);
114 glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
115 do_normal (p1.x, p1.y, p1.z,
118 glVertex3f (p1.x, p1.y, p1.z);
119 glVertex3f (p2.x, p2.y, p2.z);
120 glVertex3f (p3.x, p3.y, p3.z);
124 else /* mesh: triangular face with a triangular hole */
126 XYZ p1b, p2b, p3b, c;
129 c.x = (p1.x + p2.x + p3.x) / 3;
130 c.y = (p1.y + p2.y + p3.y) / 3;
131 c.z = (p1.z + p2.z + p3.z) / 3;
133 p1b.x = p1.x + (r * (c.x - p1.x));
134 p1b.y = p1.y + (r * (c.y - p1.y));
135 p1b.z = p1.z + (r * (c.z - p1.z));
137 p2b.x = p2.x + (r * (c.x - p2.x));
138 p2b.y = p2.y + (r * (c.y - p2.y));
139 p2b.z = p2.z + (r * (c.z - p2.z));
141 p3b.x = p3.x + (r * (c.x - p3.x));
142 p3b.y = p3.y + (r * (c.y - p3.y));
143 p3b.z = p3.z + (r * (c.z - p3.z));
147 do_normal (p1.x, p1.y, p1.z,
151 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
152 glVertex3f (p1.x, p1.y, p1.z);
153 glVertex3f (p1b.x, p1b.y, p1b.z);
154 glVertex3f (p3b.x, p3b.y, p3b.z);
155 glVertex3f (p3.x, p3.y, p3.z);
158 glVertex3f (p1.x, p1.y, p1.z);
159 glVertex3f (p2.x, p2.y, p2.z);
160 glVertex3f (p2b.x, p2b.y, p2b.z);
161 glVertex3f (p1b.x, p1b.y, p1b.z);
164 glVertex3f (p2.x, p2.y, p2.z);
165 glVertex3f (p3.x, p3.y, p3.z);
166 glVertex3f (p3b.x, p3b.y, p3b.z);
167 glVertex3f (p2b.x, p2b.y, p2b.z);
173 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color2);
175 do_normal (p3.x, p3.y, p3.z,
177 p1b.x, p1b.y, p1b.z);
179 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
180 glVertex3f (d * p3.x, d * p3.y, d * p3.z);
181 glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z);
182 glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z);
183 glVertex3f (d * p1.x, d * p1.y, d * p1.z);
186 glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z);
187 glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z);
188 glVertex3f (d * p2.x, d * p2.y, d * p2.z);
189 glVertex3f (d * p1.x, d * p1.y, d * p1.z);
192 glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z);
193 glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z);
194 glVertex3f (d * p3.x, d * p3.y, d * p3.z);
195 glVertex3f (d * p2.x, d * p2.y, d * p2.z);
200 /* Connecting edges */
202 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1);
204 glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
206 do_normal (p1b.x, p1b.y, p1b.z,
208 p2b.x * d, p2b.y * d, p2b.z * d);
209 glVertex3f (p1b.x, p1b.y, p1b.z);
210 glVertex3f (p2b.x, p2b.y, p2b.z);
211 glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d);
212 glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d);
215 do_normal (p2b.x, p2b.y, p2b.z,
217 p3b.x * d, p3b.y * d, p3b.z * d);
218 glVertex3f (p2b.x, p2b.y, p2b.z);
219 glVertex3f (p3b.x, p3b.y, p3b.z);
220 glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d);
221 glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d);
224 do_normal (p3b.x, p3b.y, p3b.z,
226 p1b.x * d, p1b.y * d, p1b.z * d);
227 glVertex3f (p3b.x, p3b.y, p3b.z);
228 glVertex3f (p1b.x, p1b.y, p1b.z);
229 glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d);
230 glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d);
237 /* Renders a triangle specified by 3 polar endpoints.
240 triangle1 (ModeInfo *mi, LL v1, LL v2, LL v3)
244 p1.x = cos (v1.a) * cos (v1.o);
245 p1.y = cos (v1.a) * sin (v1.o);
248 p2.x = cos (v2.a) * cos (v2.o);
249 p2.y = cos (v2.a) * sin (v2.o);
252 p3.x = cos (v3.a) * cos (v3.o);
253 p3.y = cos (v3.a) * sin (v3.o);
256 triangle0 (mi, p1, p2, p3);
260 /* Computes the midpoint of a line between two polar coords.
263 midpoint2 (LL v1, LL v2, LL *vm_ret,
264 XYZ *p1_ret, XYZ *p2_ret, XYZ *pm_ret)
270 p1.x = cos (v1.a) * cos (v1.o);
271 p1.y = cos (v1.a) * sin (v1.o);
274 p2.x = cos (v2.a) * cos (v2.o);
275 p2.y = cos (v2.a) * sin (v2.o);
278 pm.x = (p1.x + p2.x) / 2;
279 pm.y = (p1.y + p2.y) / 2;
280 pm.z = (p1.z + p2.z) / 2;
282 vm.o = atan2 (pm.y, pm.x);
283 hyp = sqrt (pm.x * pm.x + pm.y * pm.y);
284 vm.a = atan2 (pm.z, hyp);
293 /* Computes the midpoint of a triangle specified in polar coords.
296 midpoint3 (LL v1, LL v2, LL v3, LL *vm_ret,
297 XYZ *p1_ret, XYZ *p2_ret, XYZ *p3_ret, XYZ *pm_ret)
303 p1.x = cos (v1.a) * cos (v1.o);
304 p1.y = cos (v1.a) * sin (v1.o);
307 p2.x = cos (v2.a) * cos (v2.o);
308 p2.y = cos (v2.a) * sin (v2.o);
311 p3.x = cos (v3.a) * cos (v3.o);
312 p3.y = cos (v3.a) * sin (v3.o);
315 pm.x = (p1.x + p2.x + p3.x) / 3;
316 pm.y = (p1.y + p2.y + p3.y) / 3;
317 pm.z = (p1.z + p2.z + p3.z) / 3;
319 vm.o = atan2 (pm.y, pm.x);
320 hyp = sqrt (pm.x * pm.x + pm.y * pm.y);
321 vm.a = atan2 (pm.z, hyp);
331 /* Renders a triangular geodesic facet to the given depth.
334 triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth)
336 geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
339 triangle1 (mi, v1, v2, v3);
343 XYZ p1, p2, p3, p12, p23, p13;
344 GLfloat r = bp->morph_ratio;
346 midpoint2 (v1, v2, &v12, &p1, &p2, &p12);
347 midpoint2 (v2, v3, &v23, &p2, &p3, &p23);
348 midpoint2 (v1, v3, &v13, &p1, &p3, &p13);
353 (bp->mode == STELLATED || bp->mode == STELLATED2))
354 { /* morph between flat and stellated faces */
357 midpoint3 (v1, v2, v3, &vc, &p1, &p2, &p3, &pc);
359 pc2.x = cos (vc.a) * cos (vc.o);
360 pc2.y = cos (vc.a) * sin (vc.o);
363 pc.x = pc.x + r * (pc2.x - pc.x);
364 pc.y = pc.y + r * (pc2.y - pc.y);
365 pc.z = pc.z + r * (pc2.z - pc.z);
367 triangle0 (mi, p1, p2, pc);
368 triangle0 (mi, p2, p3, pc);
369 triangle0 (mi, p3, p1, pc);
371 else if (depth == 0 && r < 1)
372 { /* morph between flat and sphere-oid faces */
373 XYZ p12b, p23b, p13b;
375 p12b.x = cos (v12.a) * cos (v12.o);
376 p12b.y = cos (v12.a) * sin (v12.o);
377 p12b.z = sin (v12.a);
379 p23b.x = cos (v23.a) * cos (v23.o);
380 p23b.y = cos (v23.a) * sin (v23.o);
381 p23b.z = sin (v23.a);
383 p13b.x = cos (v13.a) * cos (v13.o);
384 p13b.y = cos (v13.a) * sin (v13.o);
385 p13b.z = sin (v13.a);
387 p12.x = p12.x + r * (p12b.x - p12.x);
388 p12.y = p12.y + r * (p12b.y - p12.y);
389 p12.z = p12.z + r * (p12b.z - p12.z);
391 p23.x = p23.x + r * (p23b.x - p23.x);
392 p23.y = p23.y + r * (p23b.y - p23.y);
393 p23.z = p23.z + r * (p23b.z - p23.z);
395 p13.x = p13.x + r * (p13b.x - p13.x);
396 p13.y = p13.y + r * (p13b.y - p13.y);
397 p13.z = p13.z + r * (p13b.z - p13.z);
399 triangle0 (mi, p1, p12, p13);
400 triangle0 (mi, p12, p2, p23);
401 triangle0 (mi, p13, p23, p3);
402 triangle0 (mi, p12, p23, p13);
406 triangle (mi, v1, v12, v13, depth);
407 triangle (mi, v12, v2, v23, depth);
408 triangle (mi, v13, v23, v3, depth);
409 triangle (mi, v12, v23, v13, depth);
415 /* Renders a geodesic sphere to the given depth (frequency).
418 make_geodesic (ModeInfo *mi, int depth)
420 GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
421 GLfloat s = M_PI / 5; /* lon division: 72 deg */
424 for (i = 0; i < 10; i++)
427 GLfloat th2 = s * (i+1);
428 GLfloat th3 = s * (i+2);
430 v1.a = th0; v1.o = th1;
431 v2.a = th0; v2.o = th3;
432 v3.a = -th0; v3.o = th2;
433 vc.a = M_PI/2; vc.o = th2;
435 if (i & 1) /* north */
437 triangle (mi, v1, v2, vc, depth);
438 triangle (mi, v2, v1, v3, depth);
446 triangle (mi, v2, v1, vc, depth);
447 triangle (mi, v1, v2, v3, depth);
453 /* Window management, etc
456 reshape_geodesic (ModeInfo *mi, int width, int height)
458 GLfloat h = (GLfloat) height / (GLfloat) width;
461 if (width > height * 5) { /* tiny window: show middle */
462 height = width * 9/16;
464 h = height / (GLfloat) width;
467 glViewport (0, y, (GLint) width, (GLint) height);
469 glMatrixMode(GL_PROJECTION);
471 gluPerspective (30.0, 1/h, 1.0, 100.0);
473 glMatrixMode(GL_MODELVIEW);
475 gluLookAt( 0.0, 0.0, 30.0,
479 # ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
481 int o = (int) current_device_rotation();
482 if (o != 0 && o != 180 && o != -180)
483 glScalef (1/h, 1/h, 1/h);
487 glClear(GL_COLOR_BUFFER_BIT);
493 init_geodesic (ModeInfo *mi)
495 geodesic_configuration *bp;
496 int wire = MI_IS_WIREFRAME(mi);
500 bp = &bps[MI_SCREEN(mi)];
502 bp->glx_context = init_GL(mi);
504 reshape_geodesic (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
506 /* This comes first because it sets wire. */
507 if (!mode_str || !*mode_str)
509 if (!strcasecmp(mode_str, "random")) {
511 bp->mode = MESH + (random() % (STELLATED2 - MESH + 1));
512 } else if (!strcasecmp(mode_str, "mesh")) {
514 } else if (!strcasecmp(mode_str, "solid")) {
516 } else if (!strcasecmp(mode_str, "stellated")) {
517 bp->mode = STELLATED;
518 } else if (!strcasecmp(mode_str, "stellated2")) {
519 bp->mode = STELLATED2;
520 } else if (!strcasecmp(mode_str, "wire")) {
522 MI_IS_WIREFRAME(mi) = wire = 1;
524 fprintf (stderr, "%s: unknown mode: %s\n", progname, mode_str);
530 static GLfloat cspec[4] = {1.0, 1.0, 1.0, 1.0};
531 static const GLfloat shiny = 128.0;
533 static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
534 static GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
535 static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
536 static GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
538 glLightfv(GL_LIGHT0, GL_POSITION, pos);
539 glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
540 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
541 glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
543 glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
544 glMateriali (GL_FRONT, GL_SHININESS, shiny);
551 glEnable (GL_DEPTH_TEST);
553 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
556 /* Actually this looks pretty good in -wire with lighting! */
557 glEnable (GL_LIGHTING);
558 glEnable (GL_LIGHT0);
562 double spin_speed = 0.25 * speed;
563 double wander_speed = 0.01 * speed;
564 double spin_accel = 0.2;
566 bp->rot = make_rotator (do_spin ? spin_speed : 0,
567 do_spin ? spin_speed : 0,
568 do_spin ? spin_speed : 0,
570 do_wander ? wander_speed : 0,
572 bp->trackball = gltrackball_init (True);
575 if (MI_COUNT(mi) < 1) MI_COUNT(mi) = 1;
579 bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
580 make_smooth_colormap (0, 0, 0,
581 bp->colors, &bp->ncolors,
584 bp->depth = 1; /* start 1 up from the icosahedron */
589 bp->thickdelta = 0.0007;
598 geodesic_handle_event (ModeInfo *mi, XEvent *event)
600 geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
602 if (gltrackball_event_handler (event, bp->trackball,
603 MI_WIDTH (mi), MI_HEIGHT (mi),
606 else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
618 draw_geodesic (ModeInfo *mi)
620 int wire = MI_IS_WIREFRAME(mi);
621 geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
622 Display *dpy = MI_DISPLAY(mi);
623 Window window = MI_WINDOW(mi);
625 if (!bp->glx_context)
628 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
631 glShadeModel(GL_SMOOTH);
633 glEnable(GL_DEPTH_TEST);
634 glEnable(GL_NORMALIZE);
635 glEnable(GL_CULL_FACE);
637 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
643 get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
644 glTranslatef((x - 0.5) * 8,
648 gltrackball_rotate (bp->trackball);
650 get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
651 glRotatef (x * 360, 1.0, 0.0, 0.0);
652 glRotatef (y * 360, 0.0, 1.0, 0.0);
653 glRotatef (z * 360, 0.0, 0.0, 1.0);
656 bp->color1[0] = bp->colors[bp->ccolor].red / 65536.0;
657 bp->color1[1] = bp->colors[bp->ccolor].green / 65536.0;
658 bp->color1[2] = bp->colors[bp->ccolor].blue / 65536.0;
661 bp->color2[0] = bp->colors[bp->ccolor2].red / 65536.0;
662 bp->color2[1] = bp->colors[bp->ccolor2].green / 65536.0;
663 bp->color2[2] = bp->colors[bp->ccolor2].blue / 65536.0;
666 bp->ccolor = (bp->ccolor + 1) % bp->ncolors;
667 bp->ccolor2 = (bp->ccolor + bp->ncolors / 2) % bp->ncolors;
669 mi->polygon_count = 0;
671 glScalef (10, 10, 10);
674 GLfloat r = bp->depth - floor(bp->depth);
675 GLfloat alpha, morph1, morph2;
678 /* Two ranges: first for fading in the new segments.
679 Second for morphing the segments into position.
681 GLfloat range = 0.15;
682 GLfloat min1 = (0.5 - range) / 2;
683 GLfloat max1 = 0.5 - min1;
684 GLfloat min2 = 0.5 + min1;
685 GLfloat max2 = 0.5 + max1;
687 if (r < min1) /* old alone */
689 d1 = d2 = floor (bp->depth);
693 else if (r < max1 && /* fade to new flat */
695 bp->mode == STELLATED ||
696 bp->mode == STELLATED2))
698 d1 = floor (bp->depth);
699 d2 = ceil (bp->depth);
702 alpha = (r - min1) / (max1 - min1);
704 if (bp->mode == STELLATED || bp->mode == STELLATED2)
706 morph1 = 1 - alpha; /* de-stellate while fading out */
707 morph1 = 2 * (morph1 - 0.5); /* do it faster */
708 if (morph1 < 0) morph1 = 0;
711 else if (r < min2) /* new flat */
713 d1 = d2 = ceil (bp->depth);
717 else if (r < max2) /* morph */
719 d1 = d2 = ceil (bp->depth);
720 morph1 = morph2 = (r - min2) / (max2 - min2);
725 d1 = d2 = ceil (bp->depth);
730 mi->recursion_depth = d2 + r;
732 if (bp->mode == STELLATED2)
740 if (alpha > 0.5) /* always draw the more transparent one first */
743 s1 = d1; d1 = d2; d2 = s1;
744 s2 = morph1; morph1 = morph2; morph2 = s2;
747 bp->color1[3] = 1 - alpha;
748 bp->color2[3] = 1 - alpha;
751 glDisable (GL_POLYGON_OFFSET_FILL);
753 bp->morph_ratio = morph1;
754 make_geodesic (mi, d1);
756 /* Make the less-transparent object take precedence */
759 glEnable (GL_POLYGON_OFFSET_FILL);
760 glPolygonOffset (1.0, 1.0);
764 bp->color1[3] = alpha;
765 bp->color2[3] = alpha;
767 bp->morph_ratio = morph2;
768 make_geodesic (mi, d2);
773 if (mi->fps_p) do_fps (mi);
776 glXSwapBuffers(dpy, window);
779 if (! bp->button_down_p)
781 bp->depth += speed * bp->delta;
782 bp->thickness += speed * bp->thickdelta;
784 if (bp->depth > MI_COUNT(mi)-1)
786 bp->depth = MI_COUNT(mi)-1;
787 bp->delta = -fabs (bp->delta);
789 else if (bp->depth < 0)
792 bp->delta = fabs (bp->delta);
794 /* Randomize the mode again when we hit the bottom state.
795 #### I wish this did a fade instead of a jump-cut.
798 bp->mode = MESH + (random() % (STELLATED2 - MESH + 1));
801 if (bp->thickness > 1)
804 bp->thickdelta = -fabs (bp->thickdelta);
806 else if (bp->thickness < 0)
809 bp->thickdelta = fabs (bp->thickdelta);
814 XSCREENSAVER_MODULE ("Geodesic", geodesic)