-/* menger, Copyright (c) 2001, 2002 Jamie Zawinski <jwz@jwz.org>
+/* menger, Copyright (c) 2001, 2002, 2004 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 <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;
-
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;
{ "-speed", ".speed", XrmoptionSepArg, 0 },
{ "-optimize", ".optimize", XrmoptionNoArg, "True" },
{ "+optimize", ".optimize", XrmoptionNoArg, "False" },
- {"-depth", ".maxDepth", XrmoptionSepArg, (caddr_t) 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},
+ {&do_optimize, "optimize", "Optimize", DEF_OPTIMIZE, t_Bool},
+ {&max_depth, "maxDepth", "MaxDepth", DEF_MAX_DEPTH, t_Int},
};
ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
}
-/* 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)
-{
- 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)
+cube (float x0, float x1, float y0, float y1, float z0, float z1,
+ int faces, int wireframe)
{
- 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++;
}
-
-# 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
-}
-
-
-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)
-{
- sp->squares_fp = 0;
-
- if (countdown <= 0)
+ if (faces & X1)
{
- cube (sp, wireframe_p, 0, 0, 0, 1);
+ 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++;
}
- else
+ if (faces & Y0)
{
- 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);
+ 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 (!wireframe_p && do_optimize)
+ 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)
{
- qsort (sp->squares, sp->squares_fp, sizeof(*sp->squares),
- cmp_squares);
- delete_redundant_faces (sp);
+ 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++;
}
- {
- 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;
-
+ float xi, yi, zi;
+ int f, x, y, z;
+ static int forig;
+ int n = 0;
- 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;
+ if (orig)
+ {
+ forig = faces;
+ if (wireframe)
+ n += cube (x0, x1, y0, y1, z0, z1,
+ faces & (X0 | X1 | Y0 | Y1), wireframe);
+ }
- return 0;
+ if (level == 0)
+ {
+ if (!wireframe)
+ n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe);
+ }
+ else
+ {
+ 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 (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);
+ }
+ 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);
+ }
+ }
+ return n;
}
-
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();
}
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
+ glEnable(GL_NORMALIZE);
+
+ glShadeModel(GL_SMOOTH);
}
{
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);
if (!sp->glx_context)
return;
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_CULL_FACE);
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();