X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fmenger.c;h=50b8d022548ca46715977954d17a20510646fba0;hp=e1364c44c0db7d83942e0796986e42ceac040a8c;hb=6b1c86cf395f59389e4ece4ea8f4bea2c332745b;hpb=cccbddbc4140cf9a06d7d95cc5c0ca36eb5d6e28 diff --git a/hacks/glx/menger.c b/hacks/glx/menger.c index e1364c44..50b8d022 100644 --- a/hacks/glx/menger.c +++ b/hacks/glx/menger.c @@ -1,4 +1,5 @@ -/* menger, Copyright (c) 2001, 2002 Jamie Zawinski +/* menger, Copyright (c) 2001-2006 Jamie Zawinski + * Copyright (c) 2002 Aurelien Jacobs * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -35,94 +36,52 @@ * * 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 - -extern XtAppContext app; - -#define PROGCLASS "Menger" -#define HACK_INIT init_sponge -#define HACK_DRAW draw_sponge -#define HACK_RESHAPE reshape_sponge -#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" \ +# define refresh_sponge 0 +# define release_sponge 0 #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) #include "xlockmore.h" #include "colors.h" +#include "rotator.h" +#include "gltrackball.h" #include #ifdef USE_GL /* whole file */ -#include - -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; - - 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 */ - + rotator *rot; + trackball_state *trackball; + Bool button_down_p; GLuint sponge_list0; /* we store X, Y, and Z-facing surfaces */ 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; @@ -133,41 +92,38 @@ typedef struct { int ccolor1; int ccolor2; + int draw_tick; + } sponge_configuration; static sponge_configuration *sps = NULL; -static char *do_spin; +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; @@ -176,332 +132,260 @@ reshape_sponge (ModeInfo *mi, int width, int height) glMatrixMode(GL_PROJECTION); glLoadIdentity(); + gluPerspective (30.0, 1/h, 1.0, 100.0); - gluPerspective( 30.0, 1/h, 1.0, 100.0 ); - gluLookAt( 0.0, 0.0, 15.0, - 0.0, 0.0, 0.0, - 0.0, 1.0, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0, 0.0, -15.0); + gluLookAt( 0.0, 0.0, 30.0, + 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); } -/* lifted from lament.c */ -#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n)))) -#define RANDSIGN() ((random() & 1) ? 1 : -1) +#define X0 0x01 +#define X1 0x02 +#define Y0 0x04 +#define Y1 0x08 +#define Z0 0x10 +#define Z1 0x20 -static void -rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v) +static int +cube (float x0, float x1, float y0, float y1, float z0, float z1, + int faces, int wireframe) { - 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); + int n = 0; - /* accelerate */ - *v += *dv; - - /* clamp velocity */ - if (*v > max_v || *v < -max_v) + if (faces & X0) { - *dv = -*dv; + 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 it stops, start it going in the other direction. */ - else if (*v < 0) + if (faces & X1) { - 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; - } + 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++; } - - /* Alter direction of rotational acceleration randomly. */ - if (! (random() % 120)) - *dv = -*dv; - - /* Change acceleration very occasionally. */ - if (! (random() % 200)) + if (faces & Y0) { - if (*dv == 0) - *dv = 0.00001; - else if (random() & 1) - *dv *= 1.2; - else - *dv *= 0.8; + 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++; } -} - -/* 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(); + return n; } - 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) +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) { - int descend_p = (countdown > 0); - int facet_size = iexp (3, countdown); - int s = facet_size; + float xi, yi, zi; + int f, x, y, z; + int n = 0; - if (wireframe_p) + if (orig) { - 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; + if (wireframe) + n += cube (x0, x1, y0, y1, z0, z1, + faces & (X0 | X1 | Y0 | Y1), wireframe); } -# 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 (level == 0) { - cube (sp, wireframe_p, 0, 0, 0, 1); + if (!wireframe) + n += cube (x0, x1, y0, y1, z0, z1, faces, wireframe); } else { - 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_p && do_optimize) - { - 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 menger_recurs_1 (level, x0, x1, y0, y1, z0, z1, faces, + wireframe, orig, faces); +} - return 0; +static void +build_sponge (sponge_configuration *sp, Bool wireframe, int level) +{ + 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(); } -static void -delete_redundant_faces (sponge_configuration *sp) +ENTRYPOINT Bool +sponge_handle_event (ModeInfo *mi, XEvent *event) { - square *sq = sp->squares; - square *end = sq + sp->squares_fp; - square *out = sq; - int i = 0; + sponge_configuration *sp = &sps[MI_SCREEN(mi)]; - while (sq < end) + if (event->xany.type == ButtonPress && + event->xbutton.button == Button1) { - if (cmp_squares (sq, sq+1)) /* they differ - keep this one */ - { - if (sq != out) - *out = *sq; - out++; - i++; - } - sq++; + 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) + { + sp->button_down_p = False; + return True; + } + else if (event->xany.type == ButtonPress && + (event->xbutton.button == Button4 || + event->xbutton.button == Button5 || + event->xbutton.button == Button6 || + event->xbutton.button == Button7)) + { + gltrackball_mousewheel (sp->trackball, event->xbutton.button, 5, + !!event->xbutton.state); + return True; + } + else if (event->xany.type == MotionNotify && + sp->button_down_p) + { + gltrackball_track (sp->trackball, + event->xmotion.x, event->xmotion.y, + MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; } -# 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; + return False; } -void + +ENTRYPOINT void init_sponge (ModeInfo *mi) { sponge_configuration *sp; @@ -526,10 +410,10 @@ init_sponge (ModeInfo *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); @@ -541,23 +425,22 @@ init_sponge (ModeInfo *mi) glEnable(GL_LIGHT1); glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - } - - sp->rotx = frand(1.0) * RANDSIGN(); - sp->roty = frand(1.0) * RANDSIGN(); - sp->rotz = frand(1.0) * RANDSIGN(); + glEnable(GL_NORMALIZE); - /* bell curve from 0-3 degrees, avg 1.5 */ - sp->dx = (frand(1) + frand(1) + frand(1)) / (360/2); - sp->dy = (frand(1) + frand(1) + frand(1)) / (360/2); - sp->dz = (frand(1) + frand(1) + frand(1)) / (360/2); - - sp->d_max = sp->dx * 2; + glShadeModel(GL_SMOOTH); + } - sp->ddx = 0.00006 + frand(0.00003); - sp->ddy = 0.00006 + frand(0.00003); - sp->ddz = 0.00006 + frand(0.00003); + { + double spin_speed = 1.0; + double wander_speed = 0.03; + sp->rot = make_rotator (do_spin ? spin_speed : 0, + do_spin ? spin_speed : 0, + do_spin ? spin_speed : 0, + 1.0, + do_wander ? wander_speed : 0, + True); + sp->trackball = gltrackball_init (); + } sp->ncolors = 128; sp->colors = (XColor *) calloc(sp->ncolors, sizeof(XColor)); @@ -568,57 +451,29 @@ init_sponge (ModeInfo *mi) 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); @@ -627,39 +482,18 @@ draw_sponge (ModeInfo *mi) glScalef(1.1, 1.1, 1.1); { - GLfloat x, y, z; - - if (do_wander) - { - static int frame = 0; - -# 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); - } - - if (do_spin) - { - x = sp->rotx; - y = sp->roty; - z = sp->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); - - rotate(&sp->rotx, &sp->dx, &sp->ddx, sp->d_max); - rotate(&sp->roty, &sp->dy, &sp->ddy, sp->d_max); - rotate(&sp->rotz, &sp->dz, &sp->ddz, sp->d_max); - } + double x, y, z; + get_position (sp->rot, &x, &y, &z, !sp->button_down_p); + glTranslatef((x - 0.5) * 8, + (y - 0.5) * 6, + (z - 0.5) * 15); + + gltrackball_rotate (sp->trackball); + + get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p); + 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); } color0[0] = sp->colors[sp->ccolor0].red / 65536.0; @@ -682,9 +516,9 @@ draw_sponge (ModeInfo *mi) 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++; @@ -692,6 +526,8 @@ draw_sponge (ModeInfo *mi) MI_IS_WIREFRAME(mi), (sp->current_depth < 0 ? -sp->current_depth : sp->current_depth)); + + mi->polygon_count = sp->squares_fp; /* for FPS display */ } glScalef (2.0, 2.0, 2.0); @@ -711,4 +547,6 @@ draw_sponge (ModeInfo *mi) glXSwapBuffers(dpy, window); } +XSCREENSAVER_MODULE_2 ("Menger", menger, sponge) + #endif /* USE_GL */