1 /* romanboy --- Shows a 3d immersion of the real projective plane
2 that rotates in 3d or on which you can walk and that can deform
3 smoothly between the Roman surface and the Boy surface. */
6 static const char sccsid[] = "@(#)romanboy.c 1.1 14/10/03 xlockmore";
9 /* Copyright (c) 2013-2014 Carsten Steger <carsten@mirsanmir.org>. */
12 * Permission to use, copy, modify, and distribute this software and its
13 * documentation for any purpose and without fee is hereby granted,
14 * provided that the above copyright notice appear in all copies and that
15 * both that copyright notice and this permission notice appear in
16 * supporting documentation.
18 * This file is provided AS IS with no warranties of any kind. The author
19 * shall have no liability with respect to the infringement of copyrights,
20 * trade secrets or any patents by this file or any part thereof. In no
21 * event will the author be liable for any lost revenue or profits or
22 * other special, indirect and consequential damages.
25 * C. Steger - 14/10/03: Initial version
29 * This program shows a 3d immersion of the real projective plane
30 * that smoothly deforms between the Roman surface and the Boy
31 * surface. You can walk on the projective plane or turn in 3d. The
32 * smooth deformation (homotopy) between these two famous immersions
33 * of the real projective plane was constructed by François Apéry.
35 * The real projective plane is a non-orientable surface. To make
36 * this apparent, the two-sided color mode can be used.
37 * Alternatively, orientation markers (curling arrows) can be drawn as
38 * a texture map on the surface of the projective plane. While
39 * walking on the projective plane, you will notice that the
40 * orientation of the curling arrows changes (which it must because
41 * the projective plane is non-orientable).
43 * The real projective plane is a model for the projective geometry in
44 * 2d space. One point can be singled out as the origin. A line can
45 * be singled out as the line at infinity, i.e., a line that lies at
46 * an infinite distance to the origin. The line at infinity is
47 * topologically a circle. Points on the line at infinity are also
48 * used to model directions in projective geometry. The origin can be
49 * visualized in different manners. When using distance colors, the
50 * origin is the point that is displayed as fully saturated red, which
51 * is easier to see as the center of the reddish area on the
52 * projective plane. Alternatively, when using distance bands, the
53 * origin is the center of the only band that projects to a disk.
54 * When using direction bands, the origin is the point where all
55 * direction bands collapse to a point. Finally, when orientation
56 * markers are being displayed, the origin the the point where all
57 * orientation markers are compressed to a point. The line at
58 * infinity can also be visualized in different ways. When using
59 * distance colors, the line at infinity is the line that is displayed
60 * as fully saturated magenta. When two-sided colors are used, the
61 * line at infinity lies at the points where the red and green "sides"
62 * of the projective plane meet (of course, the real projective plane
63 * only has one side, so this is a design choice of the
64 * visualization). Alternatively, when orientation markers are being
65 * displayed, the line at infinity is the place where the orientation
66 * markers change their orientation.
68 * Note that when the projective plane is displayed with bands, the
69 * orientation markers are placed in the middle of the bands. For
70 * distance bands, the bands are chosen in such a way that the band at
71 * the origin is only half as wide as the remaining bands, which
72 * results in a disk being displayed at the origin that has the same
73 * diameter as the remaining bands. This choice, however, also
74 * implies that the band at infinity is half as wide as the other
75 * bands. Since the projective plane is attached to itself (in a
76 * complicated fashion) at the line at infinity, effectively the band
77 * at infinity is again as wide as the remaining bands. However,
78 * since the orientation markers are displayed in the middle of the
79 * bands, this means that only one half of the orientation markers
80 * will be displayed twice at the line at infinity if distance bands
81 * are used. If direction bands are used or if the projective plane
82 * is displayed as a solid surface, the orientation markers are
83 * displayed fully at the respective sides of the line at infinity.
85 * The immersed projective plane can be projected to the screen either
86 * perspectively or orthographically. When using the walking modes,
87 * perspective projection to the screen will be used.
89 * There are three display modes for the projective plane: mesh
90 * (wireframe), solid, or transparent. Furthermore, the appearance of
91 * the projective plane can be as a solid object or as a set of
92 * see-through bands. The bands can be distance bands, i.e., bands
93 * that lie at increasing distances from the origin, or direction
94 * bands, i.e., bands that lie at increasing angles with respect to
97 * When the projective plane is displayed with direction bands, you
98 * will be able to see that each direction band (modulo the "pinching"
99 * at the origin) is a Moebius strip, which also shows that the
100 * projective plane is non-orientable.
102 * Finally, the colors with with the projective plane is drawn can be
103 * set to two-sided, distance, or direction. In two-sided mode, the
104 * projective plane is drawn with red on one "side" and green on the
105 * "other side". As described above, the projective plane only has
106 * one side, so the color jumps from red to green along the line at
107 * infinity. This mode enables you to see that the projective plane
108 * is non-orientable. In distance mode, the projective plane is
109 * displayed with fully saturated colors that depend on the distance
110 * of the points on the projective plane to the origin. The origin is
111 * displayed in red, the line at infinity is displayed in magenta. If
112 * the projective plane is displayed as distance bands, each band will
113 * be displayed with a different color. In direction mode, the
114 * projective plane is displayed with fully saturated colors that
115 * depend on the angle of the points on the projective plane with
116 * respect to the origin. Angles in opposite directions to the origin
117 * (e.g., 15 and 205 degrees) are displayed in the same color since
118 * they are projectively equivalent. If the projective plane is
119 * displayed as direction bands, each band will be displayed with a
122 * The rotation speed for each of the three coordinate axes around
123 * which the projective plane rotates can be chosen.
125 * Furthermore, in the walking mode the walking direction in the 2d
126 * base square of the projective plane and the walking speed can be
127 * chosen. The walking direction is measured as an angle in degrees
128 * in the 2d square that forms the coordinate system of the surface of
129 * the projective plane. A value of 0 or 180 means that the walk is
130 * along a circle at a randomly chosen distance from the origin
131 * (parallel to a distance band). A value of 90 or 270 means that the
132 * walk is directly from the origin to the line at infinity and back
133 * (analogous to a direction band). Any other value results in a
134 * curved path from the origin to the line at infinity and back.
136 * By default, the immersion of the real projective plane smoothly
137 * deforms between the Roman and Boy surfaces. It is possible to
138 * choose the speed of the deformation. Furthermore, it is possible
139 * to switch the deformation off. It is also possible to determine
140 * the initial deformation of the immersion. This is mostly useful if
141 * the deformation is switched off, in which case it will determine
142 * the appearance of the surface.
144 * As a final option, it is possible to display generalized versions
145 * of the immersion discussed above by specifying the order of the
146 * surface. The default surface order of 3 results in the immersion
147 * of the real projective described above. The surface order can be
148 * chosen between 2 and 9. Odd surface orders result in generalized
149 * immersions of the real projective plane, while even numbers result
150 * in a immersion of a topological sphere (which is orientable). The
151 * most interesting even case is a surface order of 2, which results
152 * in an immersion of the halfway model of Morin's sphere eversion (if
153 * the deformation is switched off).
155 * This program is inspired by François Apéry's book "Models of the
156 * Real Projective Plane", Vieweg, 1987.
159 #include "curlicue.h"
162 #define M_PI 3.14159265358979323846
165 #define DISP_WIREFRAME 0
166 #define DISP_SURFACE 1
167 #define DISP_TRANSPARENT 2
168 #define NUM_DISPLAY_MODES 3
170 #define APPEARANCE_SOLID 0
171 #define APPEARANCE_DISTANCE_BANDS 1
172 #define APPEARANCE_DIRECTION_BANDS 2
173 #define NUM_APPEARANCES 3
175 #define COLORS_TWOSIDED 0
176 #define COLORS_DISTANCE 1
177 #define COLORS_DIRECTION 2
182 #define NUM_VIEW_MODES 2
184 #define DISP_PERSPECTIVE 0
185 #define DISP_ORTHOGRAPHIC 1
186 #define NUM_DISP_MODES 2
188 #define DEF_DISPLAY_MODE "random"
189 #define DEF_APPEARANCE "random"
190 #define DEF_COLORS "random"
191 #define DEF_VIEW_MODE "random"
192 #define DEF_MARKS "False"
193 #define DEF_DEFORM "True"
194 #define DEF_PROJECTION "random"
195 #define DEF_SPEEDX "1.1"
196 #define DEF_SPEEDY "1.3"
197 #define DEF_SPEEDZ "1.5"
198 #define DEF_WALK_DIRECTION "83.0"
199 #define DEF_WALK_SPEED "20.0"
200 #define DEF_DEFORM_SPEED "10.0"
201 #define DEF_INIT_DEFORM "1000.0"
202 #define DEF_SURFACE_ORDER "3"
205 # define DEFAULTS "*delay: 10000 \n" \
206 "*showFPS: False \n" \
208 # define refresh_romanboy 0
209 # include "xlockmore.h" /* from the xscreensaver distribution */
210 #else /* !STANDALONE */
211 # include "xlock.h" /* from the xlockmore distribution */
212 #endif /* !STANDALONE */
217 # include <X11/keysym.h>
220 #include "gltrackball.h"
226 ModStruct romanboy_description =
227 {"romanboy", "init_romanboy", "draw_romanboy",
228 "release_romanboy", "draw_romanboy", "change_romanboy",
229 NULL, &romanboy_opts, 25000, 1, 1, 1, 1.0, 4, "",
230 "Rotate a 3d immersion of the real projective plane in 3d or walk on it",
237 static int display_mode;
239 static int appearance;
240 static char *color_mode;
242 static char *view_mode;
247 static int projection;
248 static float speed_x;
249 static float speed_y;
250 static float speed_z;
251 static float walk_direction;
252 static float walk_speed;
253 static float deform_speed;
254 static float init_deform;
255 static int surface_order;
258 static XrmOptionDescRec opts[] =
260 {"-mode", ".displayMode", XrmoptionSepArg, 0 },
261 {"-wireframe", ".displayMode", XrmoptionNoArg, "wireframe" },
262 {"-surface", ".displayMode", XrmoptionNoArg, "surface" },
263 {"-transparent", ".displayMode", XrmoptionNoArg, "transparent" },
264 {"-appearance", ".appearance", XrmoptionSepArg, 0 },
265 {"-solid", ".appearance", XrmoptionNoArg, "solid" },
266 {"-distance-bands", ".appearance", XrmoptionNoArg, "distance-bands" },
267 {"-direction-bands", ".appearance", XrmoptionNoArg, "direction-bands" },
268 {"-colors", ".colors", XrmoptionSepArg, 0 },
269 {"-twosided-colors", ".colors", XrmoptionNoArg, "two-sided" },
270 {"-distance-colors", ".colors", XrmoptionNoArg, "distance" },
271 {"-direction-colors", ".colors", XrmoptionNoArg, "direction" },
272 {"-view-mode", ".viewMode", XrmoptionSepArg, 0 },
273 {"-walk", ".viewMode", XrmoptionNoArg, "walk" },
274 {"-turn", ".viewMode", XrmoptionNoArg, "turn" },
275 {"-deform", ".deform", XrmoptionNoArg, "on"},
276 {"+deform", ".deform", XrmoptionNoArg, "off"},
277 {"-orientation-marks", ".marks", XrmoptionNoArg, "on"},
278 {"+orientation-marks", ".marks", XrmoptionNoArg, "off"},
279 {"-projection", ".projection", XrmoptionSepArg, 0 },
280 {"-perspective", ".projection", XrmoptionNoArg, "perspective" },
281 {"-orthographic", ".projection", XrmoptionNoArg, "orthographic" },
282 {"-speed-x", ".speedx", XrmoptionSepArg, 0 },
283 {"-speed-y", ".speedy", XrmoptionSepArg, 0 },
284 {"-speed-z", ".speedz", XrmoptionSepArg, 0 },
285 {"-walk-direction", ".walkDirection", XrmoptionSepArg, 0 },
286 {"-walk-speed", ".walkSpeed", XrmoptionSepArg, 0 },
287 {"-deformation-speed", ".deformSpeed", XrmoptionSepArg, 0 },
288 {"-initial-deformation", ".initDeform", XrmoptionSepArg, 0 },
289 {"-roman", ".initDeform", XrmoptionNoArg, "0.0" },
290 {"-boy", ".initDeform", XrmoptionNoArg, "1000.0" },
291 {"-surface-order", ".surfaceOrder", XrmoptionSepArg, 0 },
294 static argtype vars[] =
296 { &mode, "displayMode", "DisplayMode", DEF_DISPLAY_MODE, t_String },
297 { &appear, "appearance", "Appearance", DEF_APPEARANCE, t_String },
298 { &color_mode, "colors", "Colors", DEF_COLORS, t_String },
299 { &view_mode, "viewMode", "ViewMode", DEF_VIEW_MODE, t_String },
300 { &deform, "deform", "Deform", DEF_DEFORM, t_Bool },
301 { &marks, "marks", "Marks", DEF_MARKS, t_Bool },
302 { &proj, "projection", "Projection", DEF_PROJECTION, t_String },
303 { &speed_x, "speedx", "Speedx", DEF_SPEEDX, t_Float},
304 { &speed_y, "speedy", "Speedy", DEF_SPEEDY, t_Float},
305 { &speed_z, "speedz", "Speedz", DEF_SPEEDZ, t_Float},
306 { &walk_direction, "walkDirection", "WalkDirection", DEF_WALK_DIRECTION, t_Float},
307 { &walk_speed, "walkSpeed", "WalkSpeed", DEF_WALK_SPEED, t_Float},
308 { &deform_speed, "deformSpeed", "DeformSpeed", DEF_DEFORM_SPEED, t_Float},
309 { &init_deform, "initDeform", "InitDeform", DEF_INIT_DEFORM, t_Float },
310 { &surface_order, "surfaceOrder", "SurfaceOrder", DEF_SURFACE_ORDER, t_Int }
313 ENTRYPOINT ModeSpecOpt romanboy_opts =
314 {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, NULL};
317 /* Offset by which we walk above the projective plane */
320 /* Number of subdivisions of the projective plane */
324 /* Number of subdivisions per band */
330 GLXContext *glx_context;
331 /* 3D rotation angles */
332 float alpha, beta, delta;
333 /* Movement parameters */
334 float umove, vmove, dumove, dvmove;
336 /* Deformation parameters */
339 /* The type of the generalized Roman-Boy surface */
341 /* The viewing offset in 3d */
343 /* The 3d coordinates of the projective plane and their derivatives */
346 /* The precomputed colors of the projective plane */
348 /* The precomputed texture coordinates of the projective plane */
350 /* The "curlicue" texture */
352 /* Aspect ratio of the current window */
354 /* Trackball states */
355 trackball_state *trackball;
357 /* A random factor to modify the rotation speeds */
361 static romanboystruct *romanboy = (romanboystruct *) NULL;
364 /* Add a rotation around the x-axis to the matrix m. */
365 static void rotatex(float m[3][3], float phi)
383 /* Add a rotation around the y-axis to the matrix m. */
384 static void rotatey(float m[3][3], float phi)
402 /* Add a rotation around the z-axis to the matrix m. */
403 static void rotatez(float m[3][3], float phi)
421 /* Compute the rotation matrix m from the rotation angles. */
422 static void rotateall(float al, float be, float de, float m[3][3])
435 /* Multiply two rotation matrices: o=m*n. */
436 static void mult_rotmat(float m[3][3], float n[3][3], float o[3][3])
446 o[i][j] += m[i][k]*n[k][j];
452 /* Compute a 3D rotation matrix from a unit quaternion. */
453 static void quat_to_rotmat(float p[4], float m[3][3])
456 double r00, r01, r02, r12, r22;
458 r00 = 1.0-2.0*(p[1]*p[1]+p[2]*p[2]);
459 r01 = 2.0*(p[0]*p[1]+p[2]*p[3]);
460 r02 = 2.0*(p[2]*p[0]-p[1]*p[3]);
461 r12 = 2.0*(p[1]*p[2]+p[0]*p[3]);
462 r22 = 1.0-2.0*(p[1]*p[1]+p[0]*p[0]);
464 al = atan2(-r12,r22)*180.0/M_PI;
465 be = atan2(r02,sqrt(r00*r00+r01*r01))*180.0/M_PI;
466 de = atan2(-r01,r00)*180.0/M_PI;
468 rotateall(al,be,de,m);
472 /* Compute a fully saturated and bright color based on an angle. */
473 static void color(double angle, float col[4])
478 if (colors == COLORS_TWOSIDED)
482 angle = fmod(angle,2.0*M_PI);
484 angle = fmod(angle,-2.0*M_PI);
485 s = floor(angle/(M_PI/3));
486 t = angle/(M_PI/3)-s;
522 if (display_mode == DISP_TRANSPARENT)
529 /* Set up the projective plane colors and texture. */
530 static void setup_roman_boy_color_texture(ModeInfo *mi, double umin,
531 double umax, double vmin,
532 double vmax, int numu, int numv)
536 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
541 for (i=0; i<=numv; i++)
543 for (j=0; j<=numu; j++)
546 if (appearance != APPEARANCE_DIRECTION_BANDS)
551 if (colors == COLORS_DIRECTION)
552 color(2.0*M_PI-fmod(2.0*u,2.0*M_PI),&pp->col[4*k]);
553 else /* colors == COLORS_DISTANCE */
554 color(v*(5.0/6.0),&pp->col[4*k]);
555 pp->tex[2*k+0] = -16*g*u/(2.0*M_PI);
556 if (appearance == APPEARANCE_DISTANCE_BANDS)
557 pp->tex[2*k+1] = 32*v/(2.0*M_PI)-0.5;
559 pp->tex[2*k+1] = 32*v/(2.0*M_PI);
565 /* Draw a 3d immersion of the projective plane. */
566 static int roman_boy(ModeInfo *mi, double umin, double umax,
567 double vmin, double vmax, int numu, int numv)
570 static const GLfloat mat_diff_red[] = { 1.0, 0.0, 0.0, 1.0 };
571 static const GLfloat mat_diff_green[] = { 0.0, 1.0, 0.0, 1.0 };
572 static const GLfloat mat_diff_trans_red[] = { 1.0, 0.0, 0.0, 0.7 };
573 static const GLfloat mat_diff_trans_green[] = { 0.0, 1.0, 0.0, 0.7 };
574 float p[3], pu[3], pv[3], pm[3], n[3], b[3], mat[3][3];
575 int i, j, k, l, m, o, g;
576 double u, v, ur, vr, oz;
577 double xx[3], xxu[3], xxv[3];
579 double d, dd, radius;
580 double cu, su, cgu, sgu, cgm1u, sgm1u, cv, c2v, s2v, cv2;
581 double sqrt2og, h1m1og, gm1, nomx, nomy, nomux, nomuy, nomvx, nomvy;
582 double den, den2, denu, denv;
583 float qu[4], r1[3][3], r2[3][3];
584 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
588 d = ((6.0*dd-15.0)*dd+10.0)*dd*dd*dd;
589 r = 1.0+d*d*(1.0/2.0+d*d*(1.0/6.0+d*d*(1.0/3.0)));
592 if (view == VIEW_WALK)
601 h1m1og = 0.5*(1.0-1.0/g);
613 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
614 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
615 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
616 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
617 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
618 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
619 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
621 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
622 denv = M_SQRT2*d*sgu*c2v;
626 /* Avoid degenerate tangential plane basis vectors. */
627 if (0.5*M_PI-fabs(v) < FLT_EPSILON)
629 if (0.5*M_PI-v < FLT_EPSILON)
630 v = 0.5*M_PI-FLT_EPSILON;
632 v = -0.5*M_PI+FLT_EPSILON;
637 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
638 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
639 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
640 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
641 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
642 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
643 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
645 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
646 denv = M_SQRT2*d*sgu*c2v;
648 xxu[0] = nomux*den+nomx*denu*den2;
649 xxu[1] = nomuy*den+nomy*denu*den2;
650 xxu[2] = cv2*denu*den2;
651 xxv[0] = nomvx*den+nomx*denv*den2;
652 xxv[1] = nomvy*den+nomy*denv*den2;
653 xxv[2] = -s2v*den+cv2*denv*den2;
657 pu[l] = xxu[l]*radius;
658 pv[l] = xxv[l]*radius;
660 n[0] = pu[1]*pv[2]-pu[2]*pv[1];
661 n[1] = pu[2]*pv[0]-pu[0]*pv[2];
662 n[2] = pu[0]*pv[1]-pu[1]*pv[0];
663 t = 1.0/(pp->side*4.0*sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]));
667 pm[0] = pu[0]*pp->dumove-pv[0]*0.25*pp->dvmove;
668 pm[1] = pu[1]*pp->dumove-pv[1]*0.25*pp->dvmove;
669 pm[2] = pu[2]*pp->dumove-pv[2]*0.25*pp->dvmove;
670 t = 1.0/(4.0*sqrt(pm[0]*pm[0]+pm[1]*pm[1]+pm[2]*pm[2]));
674 b[0] = n[1]*pm[2]-n[2]*pm[1];
675 b[1] = n[2]*pm[0]-n[0]*pm[2];
676 b[2] = n[0]*pm[1]-n[1]*pm[0];
677 t = 1.0/(4.0*sqrt(b[0]*b[0]+b[1]*b[1]+b[2]*b[2]));
682 /* Compute alpha, beta, gamma from the three basis vectors.
683 | -b[0] -b[1] -b[2] |
684 m = | n[0] n[1] n[2] |
685 | -pm[0] -pm[1] -pm[2] |
687 pp->alpha = atan2(-n[2],-pm[2])*180/M_PI;
688 pp->beta = atan2(-b[2],sqrt(b[0]*b[0]+b[1]*b[1]))*180/M_PI;
689 pp->delta = atan2(b[1],-b[0])*180/M_PI;
691 /* Compute the rotation that rotates the projective plane in 3D. */
692 rotateall(pp->alpha,pp->beta,pp->delta,mat);
701 h1m1og = 0.5*(1.0-1.0/g);
711 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
712 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
713 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
721 r += mat[l][m]*xx[m];
725 pp->offset3d[0] = -p[0];
726 pp->offset3d[1] = -p[1]-DELTAY;
727 pp->offset3d[2] = -p[2];
731 /* Compute the rotation that rotates the projective plane in 3D,
732 including the trackball rotations. */
733 rotateall(pp->alpha,pp->beta,pp->delta,r1);
735 gltrackball_get_quaternion(pp->trackball,qu);
736 quat_to_rotmat(qu,r2);
738 mult_rotmat(r2,r1,mat);
741 if (colors == COLORS_TWOSIDED)
743 glColor3fv(mat_diff_red);
744 if (display_mode == DISP_TRANSPARENT)
746 glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_red);
747 glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_trans_green);
751 glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,mat_diff_red);
752 glMaterialfv(GL_BACK,GL_AMBIENT_AND_DIFFUSE,mat_diff_green);
755 glBindTexture(GL_TEXTURE_2D,pp->tex_name);
760 /* Set up the projective plane coordinates and normals. */
761 if (appearance != APPEARANCE_DIRECTION_BANDS)
763 for (i=0; i<=numv; i++)
765 if (appearance == APPEARANCE_DISTANCE_BANDS &&
766 ((i & (NUMB-1)) >= NUMB/4+1) && ((i & (NUMB-1)) < 3*NUMB/4))
768 for (j=0; j<=numu; j++)
778 h1m1og = 0.5*(1.0-1.0/g);
790 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
791 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
792 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
793 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
794 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
795 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
796 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
798 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
799 denv = M_SQRT2*d*sgu*c2v;
803 /* Avoid degenerate tangential plane basis vectors. */
804 if (0.5*M_PI-fabs(v) < FLT_EPSILON)
806 if (0.5*M_PI-v < FLT_EPSILON)
807 v = 0.5*M_PI-FLT_EPSILON;
809 v = -0.5*M_PI+FLT_EPSILON;
814 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
815 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
816 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
817 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
818 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
819 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
820 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
822 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
823 denv = M_SQRT2*d*sgu*c2v;
825 xxu[0] = nomux*den+nomx*denu*den2;
826 xxu[1] = nomuy*den+nomy*denu*den2;
827 xxu[2] = cv2*denu*den2;
828 xxv[0] = nomvx*den+nomx*denv*den2;
829 xxv[1] = nomvy*den+nomy*denv*den2;
830 xxv[2] = -s2v*den+cv2*denv*den2;
838 r += mat[l][m]*xx[m];
839 s += mat[l][m]*xxu[m];
840 t += mat[l][m]*xxv[m];
842 p[l] = r*radius+pp->offset3d[l];
846 n[0] = pu[1]*pv[2]-pu[2]*pv[1];
847 n[1] = pu[2]*pv[0]-pu[0]*pv[2];
848 n[2] = pu[0]*pv[1]-pu[1]*pv[0];
849 t = 1.0/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
853 pp->pp[3*o+0] = p[0];
854 pp->pp[3*o+1] = p[1];
855 pp->pp[3*o+2] = p[2];
856 pp->pn[3*o+0] = n[0];
857 pp->pn[3*o+1] = n[1];
858 pp->pn[3*o+2] = n[2];
862 else /* appearance == APPEARANCE_DIRECTION_BANDS */
864 for (j=0; j<=numu; j++)
866 if ((j & (NUMB-1)) >= NUMB/2+1)
868 for (i=0; i<=numv; i++)
878 h1m1og = 0.5*(1.0-1.0/g);
890 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
891 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
892 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
893 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
894 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
895 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
896 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
898 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
899 denv = M_SQRT2*d*sgu*c2v;
903 /* Avoid degenerate tangential plane basis vectors. */
904 if (0.5*M_PI-fabs(v) < FLT_EPSILON)
906 if (0.5*M_PI-v < FLT_EPSILON)
907 v = 0.5*M_PI-FLT_EPSILON;
909 v = -0.5*M_PI+FLT_EPSILON;
914 nomx = sqrt2og*cv2*cgm1u+h1m1og*s2v*cu;
915 nomy = sqrt2og*cv2*sgm1u-h1m1og*s2v*su;
916 nomux = -sqrt2og*cv2*gm1*sgm1u-h1m1og*s2v*su;
917 nomuy = sqrt2og*cv2*gm1*cgm1u-h1m1og*s2v*cu;
918 nomvx = -sqrt2og*s2v*cgm1u+2.0*h1m1og*c2v*cu;
919 nomvy = -sqrt2og*s2v*sgm1u-2.0*h1m1og*c2v*su;
920 den = 1.0/(1.0-0.5*M_SQRT2*d*s2v*sgu);
922 denu = 0.5*M_SQRT2*d*g*cgu*s2v;
923 denv = M_SQRT2*d*sgu*c2v;
925 xxu[0] = nomux*den+nomx*denu*den2;
926 xxu[1] = nomuy*den+nomy*denu*den2;
927 xxu[2] = cv2*denu*den2;
928 xxv[0] = nomvx*den+nomx*denv*den2;
929 xxv[1] = nomvy*den+nomy*denv*den2;
930 xxv[2] = -s2v*den+cv2*denv*den2;
938 r += mat[l][m]*xx[m];
939 s += mat[l][m]*xxu[m];
940 t += mat[l][m]*xxv[m];
942 p[l] = r*radius+pp->offset3d[l];
946 n[0] = pu[1]*pv[2]-pu[2]*pv[1];
947 n[1] = pu[2]*pv[0]-pu[0]*pv[2];
948 n[2] = pu[0]*pv[1]-pu[1]*pv[0];
949 t = 1.0/sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
953 pp->pp[3*o+0] = p[0];
954 pp->pp[3*o+1] = p[1];
955 pp->pp[3*o+2] = p[2];
956 pp->pn[3*o+0] = n[0];
957 pp->pn[3*o+1] = n[1];
958 pp->pn[3*o+2] = n[2];
963 if (appearance != APPEARANCE_DIRECTION_BANDS)
965 for (i=0; i<numv; i++)
967 if (appearance == APPEARANCE_DISTANCE_BANDS &&
968 ((i & (NUMB-1)) >= NUMB/4) && ((i & (NUMB-1)) < 3*NUMB/4))
970 if (display_mode == DISP_WIREFRAME)
971 glBegin(GL_QUAD_STRIP);
973 glBegin(GL_TRIANGLE_STRIP);
974 for (j=0; j<=numu; j++)
981 glTexCoord2fv(&pp->tex[2*o]);
982 if (colors != COLORS_TWOSIDED)
984 glColor3fv(&pp->col[4*o]);
985 glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
988 glNormal3fv(&pp->pn[3*o]);
989 glVertex3fv(&pp->pp[3*o]);
996 else /* appearance == APPEARANCE_DIRECTION_BANDS */
998 for (j=0; j<numu; j++)
1000 if ((j & (NUMB-1)) >= NUMB/2)
1002 if (display_mode == DISP_WIREFRAME)
1003 glBegin(GL_QUAD_STRIP);
1005 glBegin(GL_TRIANGLE_STRIP);
1006 for (i=0; i<=numv; i++)
1008 for (k=0; k<=1; k++)
1013 glTexCoord2fv(&pp->tex[2*o]);
1014 if (colors != COLORS_TWOSIDED)
1016 glColor3fv(&pp->col[4*o]);
1017 glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,
1020 glNormal3fv(&pp->pn[3*o]);
1021 glVertex3fv(&pp->pp[3*o]);
1034 /* Generate a texture image that shows the orientation reversal. */
1035 static void gen_texture(ModeInfo *mi)
1037 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1039 glGenTextures(1,&pp->tex_name);
1040 glBindTexture(GL_TEXTURE_2D,pp->tex_name);
1041 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
1042 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
1043 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
1044 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
1045 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
1046 glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
1047 glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,TEX_DIMENSION,TEX_DIMENSION,0,
1048 GL_LUMINANCE,GL_UNSIGNED_BYTE,texture);
1052 static void init(ModeInfo *mi)
1054 static const GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
1055 static const GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
1056 static const GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
1057 static const GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
1058 static const GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
1059 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1061 if (deform_speed == 0.0)
1062 deform_speed = 10.0;
1064 if (init_deform < 0.0)
1066 if (init_deform > 1000.0)
1067 init_deform = 1000.0;
1069 if (walk_speed == 0.0)
1072 if (view == VIEW_TURN)
1074 pp->alpha = frand(360.0);
1075 pp->beta = frand(360.0);
1076 pp->delta = frand(360.0);
1084 pp->umove = frand(2.0*M_PI);
1085 pp->vmove = frand(2.0*M_PI);
1089 if (sin(walk_direction*M_PI/180.0) >= 0.0)
1094 pp->dd = init_deform*0.001;
1097 pp->offset3d[0] = 0.0;
1098 pp->offset3d[1] = 0.0;
1099 pp->offset3d[2] = -1.8;
1102 setup_roman_boy_color_texture(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
1105 glEnable(GL_TEXTURE_2D);
1107 glDisable(GL_TEXTURE_2D);
1109 glMatrixMode(GL_PROJECTION);
1111 if (projection == DISP_PERSPECTIVE || view == VIEW_WALK)
1113 if (view == VIEW_WALK)
1114 gluPerspective(60.0,1.0,0.01,10.0);
1116 gluPerspective(60.0,1.0,0.1,10.0);
1120 glOrtho(-1.0,1.0,-1.0,1.0,0.1,10.0);
1122 glMatrixMode(GL_MODELVIEW);
1125 # ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
1126 if (display_mode == DISP_WIREFRAME)
1127 display_mode = DISP_SURFACE;
1130 if (display_mode == DISP_SURFACE)
1132 glEnable(GL_DEPTH_TEST);
1133 glDepthFunc(GL_LESS);
1134 glShadeModel(GL_SMOOTH);
1135 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
1136 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
1137 glEnable(GL_LIGHTING);
1138 glEnable(GL_LIGHT0);
1139 glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
1140 glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
1141 glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
1142 glLightfv(GL_LIGHT0,GL_POSITION,light_position);
1143 glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
1144 glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
1145 glDepthMask(GL_TRUE);
1146 glDisable(GL_BLEND);
1148 else if (display_mode == DISP_TRANSPARENT)
1150 glDisable(GL_DEPTH_TEST);
1151 glShadeModel(GL_SMOOTH);
1152 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
1153 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
1154 glEnable(GL_LIGHTING);
1155 glEnable(GL_LIGHT0);
1156 glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
1157 glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
1158 glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
1159 glLightfv(GL_LIGHT0,GL_POSITION,light_position);
1160 glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
1161 glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,50.0);
1162 glDepthMask(GL_FALSE);
1164 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
1166 else /* display_mode == DISP_WIREFRAME */
1168 glDisable(GL_DEPTH_TEST);
1169 glShadeModel(GL_FLAT);
1170 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
1171 glDisable(GL_LIGHTING);
1172 glDisable(GL_LIGHT0);
1173 glDisable(GL_BLEND);
1178 /* Redisplay the Klein bottle. */
1179 static void display_romanboy(ModeInfo *mi)
1181 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1183 if (!pp->button_pressed)
1187 pp->dd += pp->defdir*deform_speed*0.001;
1191 pp->defdir = -pp->defdir;
1195 pp->dd = 2.0-pp->dd;
1196 pp->defdir = -pp->defdir;
1199 if (view == VIEW_TURN)
1201 pp->alpha += speed_x * pp->speed_scale;
1202 if (pp->alpha >= 360.0)
1204 pp->beta += speed_y * pp->speed_scale;
1205 if (pp->beta >= 360.0)
1207 pp->delta += speed_z * pp->speed_scale;
1208 if (pp->delta >= 360.0)
1211 if (view == VIEW_WALK)
1213 pp->dvmove = (pp->dir*sin(walk_direction*M_PI/180.0)*
1214 walk_speed*M_PI/4096.0);
1215 pp->vmove += pp->dvmove;
1216 if (pp->vmove > 2.0*M_PI)
1218 pp->vmove = 4.0*M_PI-pp->vmove;
1219 pp->umove = pp->umove-M_PI;
1220 if (pp->umove < 0.0)
1221 pp->umove += 2.0*M_PI;
1222 pp->side = -pp->side;
1224 pp->dvmove = -pp->dvmove;
1226 if (pp->vmove < 0.0)
1228 pp->vmove = -pp->vmove;
1229 pp->umove = pp->umove-M_PI;
1230 if (pp->umove < 0.0)
1231 pp->umove += 2.0*M_PI;
1233 pp->dvmove = -pp->dvmove;
1235 pp->dumove = cos(walk_direction*M_PI/180.0)*walk_speed*M_PI/4096.0;
1236 pp->umove += pp->dumove;
1237 if (pp->umove >= 2.0*M_PI)
1238 pp->umove -= 2.0*M_PI;
1239 if (pp->umove < 0.0)
1240 pp->umove += 2.0*M_PI;
1244 glMatrixMode(GL_PROJECTION);
1246 if (projection == DISP_PERSPECTIVE || view == VIEW_WALK)
1248 if (view == VIEW_WALK)
1249 gluPerspective(60.0,pp->aspect,0.01,10.0);
1251 gluPerspective(60.0,pp->aspect,0.1,10.0);
1255 if (pp->aspect >= 1.0)
1256 glOrtho(-pp->aspect,pp->aspect,-1.0,1.0,0.1,10.0);
1258 glOrtho(-1.0,1.0,-1.0/pp->aspect,1.0/pp->aspect,0.1,10.0);
1260 glMatrixMode(GL_MODELVIEW);
1263 mi->polygon_count = roman_boy(mi,0.0,2.0*M_PI,0.0,2.0*M_PI,pp->g*NUMU,NUMV);
1267 ENTRYPOINT void reshape_romanboy(ModeInfo *mi, int width, int height)
1269 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1271 pp->WindW = (GLint)width;
1272 pp->WindH = (GLint)height;
1273 glViewport(0,0,width,height);
1274 pp->aspect = (GLfloat)width/(GLfloat)height;
1278 ENTRYPOINT Bool romanboy_handle_event(ModeInfo *mi, XEvent *event)
1280 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1282 if (event->xany.type == ButtonPress && event->xbutton.button == Button1)
1284 pp->button_pressed = True;
1285 gltrackball_start(pp->trackball, event->xbutton.x, event->xbutton.y,
1286 MI_WIDTH(mi), MI_HEIGHT(mi));
1289 else if (event->xany.type == ButtonRelease &&
1290 event->xbutton.button == Button1)
1292 pp->button_pressed = False;
1295 else if (event->xany.type == MotionNotify && pp->button_pressed)
1297 gltrackball_track(pp->trackball, event->xmotion.x, event->xmotion.y,
1298 MI_WIDTH(mi), MI_HEIGHT(mi));
1307 *-----------------------------------------------------------------------------
1308 *-----------------------------------------------------------------------------
1310 *-----------------------------------------------------------------------------
1311 *-----------------------------------------------------------------------------
1315 *-----------------------------------------------------------------------------
1316 * Initialize romanboy. Called each time the window changes.
1317 *-----------------------------------------------------------------------------
1320 ENTRYPOINT void init_romanboy(ModeInfo *mi)
1324 if (romanboy == NULL)
1327 (romanboystruct *)calloc(MI_NUM_SCREENS(mi),sizeof(romanboystruct));
1328 if (romanboy == NULL)
1331 pp = &romanboy[MI_SCREEN(mi)];
1333 if (surface_order < 2)
1335 else if (surface_order > 9)
1338 pp->g = surface_order;
1340 pp->pp = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
1341 pp->pn = calloc(3*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
1342 pp->col = calloc(4*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
1343 pp->tex = calloc(2*pp->g*(NUMU+1)*(NUMV+1),sizeof(float));
1345 pp->trackball = gltrackball_init(True);
1346 pp->button_pressed = False;
1348 /* Set the display mode. */
1349 if (!strcasecmp(mode,"random"))
1351 display_mode = random() % NUM_DISPLAY_MODES;
1353 else if (!strcasecmp(mode,"wireframe"))
1355 display_mode = DISP_WIREFRAME;
1357 else if (!strcasecmp(mode,"surface"))
1359 display_mode = DISP_SURFACE;
1361 else if (!strcasecmp(mode,"transparent"))
1363 display_mode = DISP_TRANSPARENT;
1367 display_mode = random() % NUM_DISPLAY_MODES;
1370 /* Orientation marks don't make sense in wireframe mode. */
1371 if (display_mode == DISP_WIREFRAME)
1374 /* Set the appearance. */
1375 if (!strcasecmp(appear,"random"))
1377 appearance = random() % NUM_APPEARANCES;
1379 else if (!strcasecmp(appear,"solid"))
1381 appearance = APPEARANCE_SOLID;
1383 else if (!strcasecmp(appear,"distance-bands"))
1385 appearance = APPEARANCE_DISTANCE_BANDS;
1387 else if (!strcasecmp(appear,"direction-bands"))
1389 appearance = APPEARANCE_DIRECTION_BANDS;
1393 appearance = random() % NUM_APPEARANCES;
1396 /* Set the color mode. */
1397 if (!strcasecmp(color_mode,"random"))
1399 colors = random() % NUM_COLORS;
1401 else if (!strcasecmp(color_mode,"two-sided"))
1403 colors = COLORS_TWOSIDED;
1405 else if (!strcasecmp(color_mode,"distance"))
1407 colors = COLORS_DISTANCE;
1409 else if (!strcasecmp(color_mode,"direction"))
1411 colors = COLORS_DIRECTION;
1415 colors = random() % NUM_COLORS;
1418 /* Set the view mode. */
1419 if (!strcasecmp(view_mode,"random"))
1421 view = random() % NUM_VIEW_MODES;
1423 else if (!strcasecmp(view_mode,"walk"))
1427 else if (!strcasecmp(view_mode,"turn"))
1433 view = random() % NUM_VIEW_MODES;
1436 /* Set the 3d projection mode. */
1437 if (!strcasecmp(proj,"random"))
1439 /* Orthographic projection only makes sense in turn mode. */
1440 if (view == VIEW_TURN)
1441 projection = random() % NUM_DISP_MODES;
1443 projection = DISP_PERSPECTIVE;
1445 else if (!strcasecmp(proj,"perspective"))
1447 projection = DISP_PERSPECTIVE;
1449 else if (!strcasecmp(proj,"orthographic"))
1451 projection = DISP_ORTHOGRAPHIC;
1455 /* Orthographic projection only makes sense in turn mode. */
1456 if (view == VIEW_TURN)
1457 projection = random() % NUM_DISP_MODES;
1459 projection = DISP_PERSPECTIVE;
1462 /* make multiple screens rotate at slightly different rates. */
1463 pp->speed_scale = 0.9 + frand(0.3);
1465 if ((pp->glx_context = init_GL(mi)) != NULL)
1467 reshape_romanboy(mi,MI_WIDTH(mi),MI_HEIGHT(mi));
1468 glDrawBuffer(GL_BACK);
1478 *-----------------------------------------------------------------------------
1479 * Called by the mainline code periodically to update the display.
1480 *-----------------------------------------------------------------------------
1482 ENTRYPOINT void draw_romanboy(ModeInfo *mi)
1484 Display *display = MI_DISPLAY(mi);
1485 Window window = MI_WINDOW(mi);
1488 if (romanboy == NULL)
1490 pp = &romanboy[MI_SCREEN(mi)];
1492 MI_IS_DRAWN(mi) = True;
1493 if (!pp->glx_context)
1496 glXMakeCurrent(display,window,*(pp->glx_context));
1498 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
1501 display_romanboy(mi);
1508 glXSwapBuffers(display,window);
1513 *-----------------------------------------------------------------------------
1514 * The display is being taken away from us. Free up malloc'ed
1515 * memory and X resources that we've alloc'ed. Only called
1516 * once, we must zap everything for every screen.
1517 *-----------------------------------------------------------------------------
1520 ENTRYPOINT void release_romanboy(ModeInfo *mi)
1522 if (romanboy != NULL)
1526 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
1528 romanboystruct *pp = &romanboy[screen];
1530 if (pp->glx_context)
1531 pp->glx_context = (GLXContext *)NULL;
1533 (void) free((void *)pp->pp);
1535 (void) free((void *)pp->pn);
1537 (void) free((void *)pp->col);
1539 (void) free((void *)pp->tex);
1541 (void) free((void *)romanboy);
1542 romanboy = (romanboystruct *)NULL;
1548 ENTRYPOINT void change_romanboy(ModeInfo *mi)
1550 romanboystruct *pp = &romanboy[MI_SCREEN(mi)];
1552 if (!pp->glx_context)
1555 glXMakeCurrent(MI_DISPLAY(mi),MI_WINDOW(mi),*(pp->glx_context));
1558 #endif /* !STANDALONE */
1560 XSCREENSAVER_MODULE ("RomanBoy", romanboy)