#ifdef STANDALONE
# define MODE_moebius
-# define PROGCLASS "Morph3d"
-# define HACK_INIT init_morph3d
-# define HACK_DRAW draw_morph3d
-# define HACK_RESHAPE reshape
-# define morph3d_opts xlockmore_opts
# define DEFAULTS "*delay: 40000 \n" \
"*showFPS: False \n" \
- "*count: 0 \n"
+ "*count: 0 \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define refresh_morph3d 0
+# define morph3d_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef MODE_moebius
-ModeSpecOpt morph3d_opts =
+ENTRYPOINT ModeSpecOpt morph3d_opts =
{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
#ifdef USE_MODULES
int VisibleSpikes;
void (*draw_object) (ModeInfo * mi);
float Magnitude;
- float *MaterialColor[20];
+ const float *MaterialColor[20];
GLXContext *glx_context;
+ int arrayninit;
+
} morph3dstruct;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient[] =
-{0.0, 0.0, 0.0, 1.0};
-static float diffuse[] =
-{1.0, 1.0, 1.0, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-static float MaterialGray[] =
-{0.5, 0.5, 0.5, 1.0};
+static const GLfloat front_shininess[] = {60.0};
+static const GLfloat front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
+static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const GLfloat lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const GLfloat lmodel_twoside[] = {GL_TRUE};
+
+static const GLfloat MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
+static const GLfloat MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
+static const GLfloat MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
+static const GLfloat MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
+static const GLfloat MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const GLfloat MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
+static const GLfloat MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat MaterialGray[] = {0.5, 0.5, 0.5, 1.0};
static morph3dstruct *morph3d = (morph3dstruct *) NULL;
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay; \
\
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay; \
} \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
} \
glEnd(); \
} \
GLfloat Zf=(Edge)*(Z); \
GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
\
- static GLfloat x[6],y[6]; \
- static int arrayninit=1; \
+ GLfloat x[6],y[6]; \
\
- if (arrayninit) { \
- for(Fi=0;Fi<6;Fi++) { \
- x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
- y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
- } \
- arrayninit=0; \
+ for(Fi=0;Fi<6;Fi++) { \
+ x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
+ y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
} \
\
for (Ri=1; Ri<=(Divisions); Ri++) { \
Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=x[Fi]; Yf-=y[Fi]; Xa-=x[Fi]; Yb-=y[Fi]; \
\
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
} \
Xf=(float)Ri*x[Fi+1]; \
glEnd(); \
} \
} \
- VS=(Factor<0); \
+ VS=(Factor<0); \
}
static void
TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
}
-void
-reshape(ModeInfo * mi, int width, int height)
+ENTRYPOINT void
+reshape_morph3d(ModeInfo * mi, int width, int height)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
}
}
-void
+ENTRYPOINT void
init_morph3d(ModeInfo * mi)
{
morph3dstruct *mp;
if ((mp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_morph3d(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
mp->object = MI_COUNT(mi);
if (mp->object <= 0 || mp->object > 5)
}
}
-void
+ENTRYPOINT void
draw_morph3d(ModeInfo * mi)
{
Display *display = MI_DISPLAY(mi);
if (!mp->glx_context)
return;
+ mi->polygon_count = 0;
glXMakeCurrent(display, window, *(mp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic);
}
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, h, 1);
+ }
+# endif
+
glRotatef(mp->step * 100, 1, 0, 0);
glRotatef(mp->step * 95, 0, 1, 0);
glRotatef(mp->step * 90, 0, 0, 1);
mp->step += 0.05;
}
-void
+#ifndef STANDALONE
+ENTRYPOINT void
change_morph3d(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
mp->object = (mp->object) % 5 + 1;
pinit(mi);
}
+#endif /* !STANDALONE */
-void
+ENTRYPOINT void
release_morph3d(ModeInfo * mi)
{
if (morph3d != NULL) {
}
#endif
+
+XSCREENSAVER_MODULE ("Morph3D", morph3d)