X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fsierpinski3d.c;h=dace838601b7f783a061f62dbacc70a1f6641a70;hp=eb4e50a19d5d2bfe635028ad326c075e025d2cbd;hb=8eb2873d7054e705c4e83f22d18c40946a9e2529;hpb=a1d41b2aa6e18bf9a49b914a99dda8232c5d7762 diff --git a/hacks/glx/sierpinski3d.c b/hacks/glx/sierpinski3d.c index eb4e50a1..dace8386 100644 --- a/hacks/glx/sierpinski3d.c +++ b/hacks/glx/sierpinski3d.c @@ -40,9 +40,7 @@ static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore"; # 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" \ +# define DEFAULTS "*delay: 20000 \n" \ "*maxDepth: 5 \n" \ "*speed: 150 \n" \ "*showFPS: False \n" \ @@ -94,7 +92,7 @@ typedef struct { GLfloat d_max; /* max velocity */ GLfloat angle; - GLuint gasket1; + GLuint gasket0, gasket1, gasket2, gasket3; GLXContext *glx_context; Window window; @@ -102,7 +100,10 @@ typedef struct { int ncolors; XColor *colors; - int ccolor; + int ccolor0; + int ccolor1; + int ccolor2; + int ccolor3; } gasketstruct; @@ -110,93 +111,7 @@ static gasketstruct *gasket = NULL; #include -/* static GLuint limit; */ - - -/* Computing normal vectors (thanks to Nat Friedman ) - */ - -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]; @@ -209,10 +124,7 @@ triangle (GLfloat x1, GLfloat y1, GLfloat z1, 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); @@ -220,26 +132,42 @@ triangle (GLfloat x1, GLfloat y1, GLfloat z1, } 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 { @@ -282,37 +210,54 @@ four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown) 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)); @@ -336,7 +281,8 @@ compile_gasket(ModeInfo *mi) four_tetras (vertex, wireframe_p, (gp->current_depth < 0 - ? -gp->current_depth : gp->current_depth)); + ? -gp->current_depth : gp->current_depth), + which); } static void @@ -344,11 +290,14 @@ 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 GLfloat pos[4] = {-4.0, 3.0, 10.0, 1.0}; static float white[] = {1.0, 1.0, 1.0, 1.0}; - static float color[] = {0.0, 0.0, 0.0, 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); @@ -358,13 +307,30 @@ draw(ModeInfo *mi) glLightfv(GL_LIGHT0, GL_POSITION, pos); - color[0] = gp->colors[gp->ccolor].red / 65536.0; - color[1] = gp->colors[gp->ccolor].green / 65536.0; - color[2] = gp->colors[gp->ccolor].blue / 65536.0; - gp->ccolor++; - if (gp->ccolor >= gp->ncolors) gp->ccolor = 0; + 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; - glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); + 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; + + 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; + + 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; + + 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); @@ -402,7 +368,15 @@ draw(ModeInfo *mi) } 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); + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2); + glCallList(gp->gasket2); + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3); + glCallList(gp->gasket3); glPopMatrix(); @@ -414,10 +388,19 @@ draw(ModeInfo *mi) 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(); + 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(); } } @@ -450,11 +433,11 @@ pinit(ModeInfo *mi) gasketstruct *gp = &gasket[MI_SCREEN(mi)]; /* 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(); } @@ -566,6 +549,10 @@ init_gasket(ModeInfo *mi) 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) { @@ -624,7 +611,10 @@ release_gasket(ModeInfo * mi) /* 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);