# 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 "*count: 1 \n" \
- "*cycles: 9999 \n" \
- "*delay: 20000 \n" \
- "*maxDepth: 5 \n" \
- "*speed: 150 \n" \
- "*wireframe: False \n"
+# define DEFAULTS "*delay: 20000 \n" \
+ "*maxDepth: 5 \n" \
+ "*speed: 150 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
} GL_VECTOR;
typedef struct {
- GLfloat view_rotx, view_roty, view_rotz;
- GLfloat light_colour[4];/* = {6.0, 6.0, 6.0, 1.0}; */
- GLfloat pos[3];/* = {0.0, 0.0, 0.0}; */
- GLfloat xinc,yinc,zinc;
+ 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 */
+
GLfloat angle;
- GLuint gasket1;
+ GLuint gasket0, gasket1, gasket2, gasket3;
GLXContext *glx_context;
Window window;
int current_depth;
+ int ncolors;
+ XColor *colors;
+ int ccolor0;
+ int ccolor1;
+ int ccolor2;
+ int ccolor3;
+
} gasketstruct;
static gasketstruct *gasket = NULL;
#include <GL/glu.h>
-/* 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 */
-}
+static GLfloat normals[4][3];
\f
if (wireframe_p)
glBegin (GL_LINE_LOOP);
else
- {
- do_normal (x1, y1, z1, x2, y2, z2, x3, y3, z3);
- glBegin (GL_TRIANGLES);
- }
+ glBegin (GL_TRIANGLES);
glVertex3f (x1, y1, z1);
glVertex3f (x2, y2, z2);
glVertex3f (x3, y3, z3);
}
static void
-four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown)
+four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown, int which)
{
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);
+ if (which == 0)
+ {
+ glNormal3f (normals[0][0], normals[0][1], normals[0][2]);
+ 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);
+ }
+ else if (which == 1)
+ {
+ glNormal3f (normals[1][0], normals[1][1], normals[1][2]);
+ 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);
+ }
+ else if (which == 2)
+ {
+ glNormal3f (normals[2][0], normals[2][1], normals[2][2]);
+ 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);
+ }
+ else
+ {
+ glNormal3f (normals[3][0], normals[3][1], normals[3][2]);
+ 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
{
corner[1] = inner[M01];
corner[2] = inner[M02];
corner[3] = inner[M03];
- four_tetras (corner, wireframe_p, countdown);
+ four_tetras (corner, wireframe_p, countdown, which);
corner[0] = inner[M01];
corner[1] = outer[1];
corner[2] = inner[M12];
corner[3] = inner[M13];
- four_tetras (corner, wireframe_p, countdown);
+ four_tetras (corner, wireframe_p, countdown, which);
corner[0] = inner[M02];
corner[1] = inner[M12];
corner[2] = outer[2];
corner[3] = inner[M23];
- four_tetras (corner, wireframe_p, countdown);
+ four_tetras (corner, wireframe_p, countdown, which);
corner[0] = inner[M03];
corner[1] = inner[M13];
corner[2] = inner[M23];
corner[3] = outer[3];
- four_tetras (corner, wireframe_p, countdown);
+ four_tetras (corner, wireframe_p, countdown, which);
}
}
static void
-compile_gasket(ModeInfo *mi)
+compile_gasket(ModeInfo *mi, int which)
{
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));
four_tetras (vertex, wireframe_p,
(gp->current_depth < 0
- ? -gp->current_depth : gp->current_depth));
+ ? -gp->current_depth : gp->current_depth),
+ which);
}
static void
draw(ModeInfo *mi)
{
+ Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- static int tick = 0;
+ static int tick = 999999;
- 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};
+ 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};
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (!wireframe_p)
+ {
+ glColor4fv (white);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+
+ color0[0] = gp->colors[gp->ccolor0].red / 65536.0;
+ color0[1] = gp->colors[gp->ccolor0].green / 65536.0;
+ color0[2] = gp->colors[gp->ccolor0].blue / 65536.0;
+
+ color1[0] = gp->colors[gp->ccolor1].red / 65536.0;
+ color1[1] = gp->colors[gp->ccolor1].green / 65536.0;
+ color1[2] = gp->colors[gp->ccolor1].blue / 65536.0;
- 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);
+ color2[0] = gp->colors[gp->ccolor2].red / 65536.0;
+ color2[1] = gp->colors[gp->ccolor2].green / 65536.0;
+ color2[2] = gp->colors[gp->ccolor2].blue / 65536.0;
- glShadeModel(GL_SMOOTH);
+ color3[0] = gp->colors[gp->ccolor3].red / 65536.0;
+ color3[1] = gp->colors[gp->ccolor3].green / 65536.0;
+ color3[2] = gp->colors[gp->ccolor3].blue / 65536.0;
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
+ gp->ccolor0++;
+ gp->ccolor1++;
+ gp->ccolor2++;
+ gp->ccolor3++;
+ if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0;
+ if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0;
+ if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0;
+ if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0;
+
+ glShadeModel(GL_SMOOTH);
+
+ 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] );
- glPushMatrix();
- glRotatef(2*gp->angle, 1.0, 0.0, 0.0);
- glRotatef(3*gp->angle, 0.0, 1.0, 0.0);
- glRotatef( gp->angle, 0.0, 0.0, 1.0);
+ {
+ 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);
+ }
+
glScalef( 8.0, 8.0, 8.0 );
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
+ glCallList(gp->gasket0);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glCallList(gp->gasket1);
-
- glPopMatrix();
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
+ glCallList(gp->gasket2);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
+ glCallList(gp->gasket3);
glPopMatrix();
gp->current_depth = -max_depth;
gp->current_depth++;
+ /* We make four different lists so that each face of the tetrahedrons
+ can have a different color (all triangles facing in the same
+ direction have the same color, which is different from all
+ triangles facing in other directions.)
+ */
+ glDeleteLists (gp->gasket0, 1);
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;
+ glDeleteLists (gp->gasket2, 1);
+ glDeleteLists (gp->gasket3, 1);
+ 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();
+
}
}
/* new window size or exposure */
-static void
-reshape(int width, int height)
+void
+reshape_gasket(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glLoadIdentity();
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.
- */
glClear(GL_COLOR_BUFFER_BIT);
}
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
- 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->light_colour[3] = 1.0;
- gp->pos[0] = 0.0;
- gp->pos[1] = 0.0;
- gp->pos[2] = 0.0;
/* draw the gasket */
+ gp->gasket0 = glGenLists(1);
gp->gasket1 = glGenLists(1);
+ gp->gasket2 = glGenLists(1);
+ gp->gasket3 = glGenLists(1);
gp->current_depth = 1; /* start out at level 1, not 0 */
- glNewList(gp->gasket1, GL_COMPILE);
- compile_gasket(mi);
- glEndList();
}
+
+
+/* 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)
+{
+ 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;
+
+ /* clamp velocity */
+ if (*v > max_v || *v < -max_v)
+ {
+ *dv = -*dv;
+ }
+ /* If it stops, start it going in the other direction. */
+ else if (*v < 0)
+ {
+ 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;
+ }
+ }
+
+ /* Alter direction of rotational acceleration randomly. */
+ if (! (random() % 120))
+ *dv = -*dv;
+
+ /* Change acceleration very occasionally. */
+ if (! (random() % 200))
+ {
+ if (*dv == 0)
+ *dv = 0.00001;
+ else if (random() & 1)
+ *dv *= 1.2;
+ else
+ *dv *= 0.8;
+ }
+}
+
+
void
init_gasket(ModeInfo *mi)
{
gp = &gasket[screen];
gp->window = MI_WINDOW(mi);
- gp->view_rotx = NRAND(360);
- gp->view_roty = NRAND(360);
- gp->view_rotz = NRAND(360);
- gp->angle = NRAND(360)/90.0;
+
+ 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);
+
+ gp->ncolors = 255;
+ gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ gp->colors, &gp->ncolors,
+ False, 0, False);
+ gp->ccolor0 = 0;
+ gp->ccolor1 = gp->ncolors * 0.25;
+ gp->ccolor2 = gp->ncolors * 0.5;
+ gp->ccolor3 = gp->ncolors * 0.75;
if ((gp->glx_context = init_GL(mi)) != NULL)
{
- reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
pinit(mi);
}
else
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int angle_incr = 1;
- int rot_incr = 1;/*MI_COUNT(mi) ? MI_COUNT(mi) : 1;*/
if (!gp->glx_context) return;
/* rotate */
gp->angle = (int) (gp->angle + angle_incr) % 360;
- 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;
- gp->pos[2] += gp->zinc;
- gp->view_rotx = (int) (gp->view_rotx + rot_incr) % 360;
- gp->view_roty = (int) (gp->view_roty +(rot_incr/2.0)) % 360;
- gp->view_rotz = (int) (gp->view_rotz +(rot_incr/3.0)) % 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);
}
/* Display lists MUST be freed while their glXContext is current. */
glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
+ if (glIsList(gp->gasket0)) glDeleteLists(gp->gasket0, 1);
if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
+ if (glIsList(gp->gasket2)) glDeleteLists(gp->gasket2, 1);
+ if (glIsList(gp->gasket3)) glDeleteLists(gp->gasket3, 1);
}
}
(void) free((void *) gasket);