xenocara/app/xlockmore/modes/glx/sierpinski3d.c
2006-11-26 11:07:42 +00:00

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/* -*- Mode: C; tab-width: 4 -*- */
/* Sierpinski3D --- 3D sierpinski gasket */
#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore";
#endif
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Revision History:
*
* 06-Apr-2001 ported from Xscreensaver by Rolf Groppe <rolf@groppe.de>
*
* 1999: written by Tim Robinson <the_luggage@bigfoot.com>
* a 3-D representation of the Sierpinski gasket fractal.
*
* 10-Dec-99 jwz rewrote to draw a set of tetrahedrons instead of a
* random scattering of points.
*/
/*-
* due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
* otherwise caddr_t is not defined correctly
*/
#ifdef VMS
#include "vms_x_fix.h"
#include <X11/Intrinsic.h>
#endif
#ifdef STANDALONE
# define MODE_sierpinski3d
# define PROGCLASS "Sierpinski3D"
# define HACK_INIT init_gasket
# define HACK_DRAW draw_gasket
# define HACK_RESHAPE refesh_gasket
# define gasket_opts xlockmore_opts
# define DEFAULTS "*count: 1 \n" \
"*cycles: 9999 \n" \
"*delay: 15000 \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 */
#include "visgl.h"
#include "color.h"
#endif /* !STANDALONE */
#ifdef MODE_sierpinski3d
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static int max_depth;
static int speed;
static int intensity;
static float intens_factor;
static XrmOptionDescRec opts[] = {
{(char *) "-maxdepth", (char *) ".sierpinski3d.maxdepth", XrmoptionSepArg, (caddr_t) 0 },
{(char *) "-speed", (char *) ".sierpinski3d.speed", XrmoptionSepArg, (caddr_t) 0 },
{(char *) "-intensity",(char *) ".sierpinski3d.intensity", XrmoptionSepArg, (caddr_t) 0}
};
static argtype vars[] = {
{(void *) &max_depth, (char *) "maxdepth", (char *) "MaxDepth",
(char *) "5", t_Int},
{(void *) &speed, (char *) "speed", (char *) "Speed",
(char *) "150", t_Int},
{(void *) &intensity, (char *) "intensity", (char *) "Intensity",
(char *) "2185", t_Int}
};
static OptionStruct desc[] = {
{(char *) "-maxdepth", (char *) "maximum depth"},
{(char *) "-speed", (char *) "speed"},
{(char *) "-intensity", (char *) "intensity"}
};
ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, desc};
#ifdef USE_MODULES
ModStruct sierpinski3d_description =
{"sierpinski3d", "init_gasket", "draw_gasket", "release_gasket",
"draw_gasket", "init_gasket", (char *) NULL, &gasket_opts,
15000, 1, 2, 1, 64, 1.0, "",
"Shows GL's Sierpinski gasket", 0, NULL};
#endif
#define FLOATRAND(a) (((double)LRAND() / (double)MAXRAND) * a)
typedef struct{
GLfloat x;
GLfloat y;
GLfloat z;
} GL_VECTOR;
typedef struct {
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;
GLXContext *glx_context;
Window window;
int current_depth;
int ncolors;
XColor *colors;
int ccolor;
} gasketstruct;
static gasketstruct *gasket = (gasketstruct *) NULL;
#include <GL/glu.h>
/* static GLuint limit; */
/* 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 void
triangle (GLfloat x1, GLfloat y1, GLfloat z1,
GLfloat x2, GLfloat y2, GLfloat z2,
GLfloat x3, GLfloat y3, GLfloat z3,
Bool wireframe_p)
{
if (wireframe_p)
glBegin (GL_LINE_LOOP);
else
{
do_normal (x1, y1, z1, x2, y2, z2, x3, y3, z3);
glBegin (GL_TRIANGLES);
}
glVertex3f (x1, y1, z1);
glVertex3f (x2, y2, z2);
glVertex3f (x3, y3, z3);
glEnd();
}
static void
four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown)
{
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);
}
else
{
# define M01 0
# define M02 1
# define M03 2
# define M12 3
# define M13 4
# define M23 5
GL_VECTOR inner[M23+1];
GL_VECTOR corner[4];
inner[M01].x = (outer[0].x + outer[1].x) / 2.0;
inner[M01].y = (outer[0].y + outer[1].y) / 2.0;
inner[M01].z = (outer[0].z + outer[1].z) / 2.0;
inner[M02].x = (outer[0].x + outer[2].x) / 2.0;
inner[M02].y = (outer[0].y + outer[2].y) / 2.0;
inner[M02].z = (outer[0].z + outer[2].z) / 2.0;
inner[M03].x = (outer[0].x + outer[3].x) / 2.0;
inner[M03].y = (outer[0].y + outer[3].y) / 2.0;
inner[M03].z = (outer[0].z + outer[3].z) / 2.0;
inner[M12].x = (outer[1].x + outer[2].x) / 2.0;
inner[M12].y = (outer[1].y + outer[2].y) / 2.0;
inner[M12].z = (outer[1].z + outer[2].z) / 2.0;
inner[M13].x = (outer[1].x + outer[3].x) / 2.0;
inner[M13].y = (outer[1].y + outer[3].y) / 2.0;
inner[M13].z = (outer[1].z + outer[3].z) / 2.0;
inner[M23].x = (outer[2].x + outer[3].x) / 2.0;
inner[M23].y = (outer[2].y + outer[3].y) / 2.0;
inner[M23].z = (outer[2].z + outer[3].z) / 2.0;
countdown--;
corner[0] = outer[0];
corner[1] = inner[M01];
corner[2] = inner[M02];
corner[3] = inner[M03];
four_tetras (corner, wireframe_p, countdown);
corner[0] = inner[M01];
corner[1] = outer[1];
corner[2] = inner[M12];
corner[3] = inner[M13];
four_tetras (corner, wireframe_p, countdown);
corner[0] = inner[M02];
corner[1] = inner[M12];
corner[2] = outer[2];
corner[3] = inner[M23];
four_tetras (corner, wireframe_p, countdown);
corner[0] = inner[M03];
corner[1] = inner[M13];
corner[2] = inner[M23];
corner[3] = outer[3];
four_tetras (corner, wireframe_p, countdown);
}
}
static void
compile_gasket(ModeInfo *mi)
{
Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
GL_VECTOR vertex[5];
/* define verticies */
vertex[0].x = 0.5;
vertex[0].y = -(1.0/3.0)*sqrt((2.0/3.0));
vertex[0].z = -sqrt(3.0)/6.0;
vertex[1].x = -0.5;
vertex[1].y = -(1.0/3.0)*sqrt((2.0/3.0));
vertex[1].z = -sqrt(3.0)/6.0;
vertex[2].x = 0.0;
vertex[2].y = (2.0/3.0)*sqrt((2.0/3.0));
vertex[2].z = -sqrt(3.0)/6.0;
vertex[3].x = 0.0;
vertex[3].y = 0.0;
vertex[3].z = sqrt(3.0)/3.0;
vertex[4].x = 0.0;
vertex[4].y = 0.0;
vertex[4].z = 0.0;
four_tetras (vertex, wireframe_p,
(gp->current_depth < 0
? -gp->current_depth : gp->current_depth));
}
static void
draw(ModeInfo *mi)
{
Bool wireframe_p = MI_IS_WIREFRAME(mi);
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
static int tick = 0;
static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
static float white[] = {1.0, 1.0, 1.0, 1.0};
static float color[] = {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);
color[0] = gp->colors[gp->ccolor].red * intens_factor;
color[1] = gp->colors[gp->ccolor].green * intens_factor;
color[2] = gp->colors[gp->ccolor].blue * intens_factor;
gp->ccolor++;
if (gp->ccolor >= gp->ncolors) gp->ccolor = 0;
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
glPushMatrix();
{
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 );
glCallList(gp->gasket1);
glPopMatrix();
if (tick++ >= speed)
{
tick = 0;
if (gp->current_depth >= max_depth)
gp->current_depth = -max_depth;
gp->current_depth++;
glDeleteLists (gp->gasket1, 1);
glNewList (gp->gasket1, GL_COMPILE);
compile_gasket (mi);
glEndList();
}
}
/* new window size or exposure */
void
reshape_gasket(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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);
glClear(GL_COLOR_BUFFER_BIT);
}
static void
pinit(ModeInfo *mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
/* draw the gasket */
gp->gasket1 = 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, Bool verbose)
{
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 < 0.0) || (ppos > 1.0)) {
if (verbose) {
(void) fprintf(stderr, "Weirdness in rotate()\n");
(void) fprintf(stderr, "ppos = %g\n", ppos);
}
return;
}
*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)
{
int screen = MI_SCREEN(mi);
gasketstruct *gp;
if (gasket == NULL)
{
if ((gasket = (gasketstruct *) calloc(MI_NUM_SCREENS(mi),
sizeof (gasketstruct))) == NULL)
return;
}
gp = &gasket[screen];
gp->window = MI_WINDOW(mi);
gp->rotx = FLOATRAND(1.0) * RANDSIGN();
gp->roty = FLOATRAND(1.0) * RANDSIGN();
gp->rotz = FLOATRAND(1.0) * RANDSIGN();
/* bell curve from 0-1.5 degrees, avg 0.75 */
gp->dx = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->dy = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->dz = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
gp->d_max = gp->dx * 2;
gp->ddx = 0.00006 + FLOATRAND(0.00003);
gp->ddy = 0.00006 + FLOATRAND(0.00003);
gp->ddz = 0.00006 + FLOATRAND(0.00003);
gp->ddx = 0.00001;
gp->ddy = 0.00001;
gp->ddz = 0.00001;
intens_factor = intensity / 65536000.0;
gp->ncolors = 255;
gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor));
make_smooth_colormap (mi, None,
gp->colors, &gp->ncolors,
False, (Bool *) NULL);
if ((gp->glx_context = init_GL(mi)) != NULL)
{
reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
pinit(mi);
}
else
{
MI_CLEARWINDOW(mi);
}
}
void
draw_gasket(ModeInfo * mi)
{
gasketstruct *gp = &gasket[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int angle_incr = 1;
if (!gp->glx_context) return;
glDrawBuffer(GL_BACK);
if (max_depth > 10)
max_depth = 10;
MI_IS_DRAWN(mi) = True;
glXMakeCurrent(display, window, *(gp->glx_context));
draw(mi);
/* rotate */
gp->angle = (int) (gp->angle + angle_incr) % 360;
rotate(&gp->rotx, &gp->dx, &gp->ddx, gp->d_max, MI_IS_VERBOSE(mi));
rotate(&gp->roty, &gp->dy, &gp->ddy, gp->d_max, MI_IS_VERBOSE(mi));
rotate(&gp->rotz, &gp->dz, &gp->ddz, gp->d_max, MI_IS_VERBOSE(mi));
/* if (mi->fps_p) do_fps (mi); */
if (MI_IS_FPS(mi)) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
void
release_gasket(ModeInfo * mi)
{
if (gasket != NULL)
{
int screen;
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
{
gasketstruct *gp = &gasket[screen];
if (gp->colors != NULL) {
XFree((caddr_t) gp->colors);
gp->colors = (XColor *) NULL;
}
if (gp->glx_context)
{
/* Display lists MUST be freed while their glXContext is current. */
glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));
if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1);
}
}
free(gasket);
gasket = (gasketstruct *) NULL;
}
FreeAllGL(mi);
}
/*********************************************************/
#endif