--- /dev/null
+/* dangerball, Copyright (c) 2001 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+#include <X11/Intrinsic.h>
+
+extern XtAppContext app;
+
+#define PROGCLASS "DangerBall"
+#define HACK_INIT init_ball
+#define HACK_DRAW draw_ball
+#define HACK_RESHAPE reshape_ball
+#define sws_opts xlockmore_opts
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "0.05"
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*speed: " DEF_SPEED " \n" \
+ "*spin: " DEF_SPIN "\n" \
+ "*wander: " DEF_WANDER "\n" \
+
+
+#define SPHERE_SLICES 32 /* how densely to render spheres */
+#define SPHERE_STACKS 16
+
+
+#define SPIKE_FACES 12 /* how densely to render spikes */
+
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#ifdef HAVE_UNAME
+# include <sys/utsname.h>
+#endif /* HAVE_UNAME */
+
+
+#include <GL/glu.h>
+#include "glutstroke.h"
+#include "glut_roman.h"
+#define GLUT_FONT (&glutStrokeRoman)
+
+
+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 */
+
+ GLuint ball_list;
+ GLuint spike_list;
+
+ GLfloat pos;
+ int *spikes;
+
+ int ncolors;
+ XColor *colors;
+ int ccolor;
+ int color_shift;
+
+} ball_configuration;
+
+static ball_configuration *bps = NULL;
+
+static char *do_spin;
+static GLfloat speed;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" }
+};
+
+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_Float},
+};
+
+ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+
+static void
+unit_spike (Bool wire)
+{
+ int i;
+ int faces = SPIKE_FACES;
+ GLfloat step = M_PI * 2 / faces;
+ GLfloat th;
+
+ glFrontFace(GL_CW);
+ glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLE_FAN);
+
+ glNormal3f(0, 1, 0);
+ glVertex3f(0, 1, 0);
+ for (i = 0, th = 0; i <= faces; i++)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glNormal3f(x, 0, y);
+ glVertex3f(x, 0, y);
+ if (wire) glVertex3f(0, 1, 0);
+ th += step;
+ }
+ glEnd();
+}
+
+
+/* lifted from glplanet */
+/* Function for determining points on the surface of the sphere */
+static void
+parametric_sphere (float theta, float rho, GLfloat *vector)
+{
+ vector[0] = -sin(theta) * sin(rho);
+ vector[1] = cos(theta) * sin(rho);
+ vector[2] = cos(rho);
+}
+
+/* lifted from glplanet */
+static void
+unit_sphere (Bool wire)
+{
+ int stacks = SPHERE_STACKS;
+ int slices = SPHERE_SLICES;
+
+ int i, j;
+ float drho, dtheta;
+ float rho, theta;
+ GLfloat vector[3];
+ GLfloat ds, dt, t, s;
+
+ if (!wire)
+ glShadeModel(GL_SMOOTH);
+
+ /* Generate a sphere with quadrilaterals.
+ * Quad vertices are determined using a parametric sphere function.
+ * For fun, you could generate practically any parameteric surface and
+ * map an image onto it.
+ */
+ drho = M_PI / stacks;
+ dtheta = 2.0 * M_PI / slices;
+ ds = 1.0 / slices;
+ dt = 1.0 / stacks;
+
+ glFrontFace(GL_CCW);
+ glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
+
+ t = 0.0;
+ for (i=0; i < stacks; i++) {
+ rho = i * drho;
+ s = 0.0;
+ for (j=0; j < slices; j++) {
+ theta = j * dtheta;
+
+ glTexCoord2f (s,t);
+ parametric_sphere (theta, rho, vector);
+ glNormal3fv (vector);
+ parametric_sphere (theta, rho, vector);
+ glVertex3f (vector[0], vector[1], vector[2]);
+
+ glTexCoord2f (s,t+dt);
+ parametric_sphere (theta, rho+drho, vector);
+ glNormal3fv (vector);
+ parametric_sphere (theta, rho+drho, vector);
+ glVertex3f (vector[0], vector[1], vector[2]);
+
+ glTexCoord2f (s+ds,t+dt);
+ parametric_sphere (theta + dtheta, rho+drho, vector);
+ glNormal3fv (vector);
+ parametric_sphere (theta + dtheta, rho+drho, vector);
+ glVertex3f (vector[0], vector[1], vector[2]);
+
+ glTexCoord2f (s+ds, t);
+ parametric_sphere (theta + dtheta, rho, vector);
+ glNormal3fv (vector);
+ parametric_sphere (theta + dtheta, rho, vector);
+ glVertex3f (vector[0], vector[1], vector[2]);
+
+ s = s + ds;
+ }
+ t = t + dt;
+ }
+ glEnd();
+}
+
+
+
+/* Window management, etc
+ */
+void
+reshape_ball (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
+gl_init (ModeInfo *mi)
+{
+/* ball_configuration *bp = &bps[MI_SCREEN(mi)]; */
+ int wire = MI_IS_WIREFRAME(mi);
+
+ static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0};
+
+ if (!wire)
+ {
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ }
+}
+
+
+/* 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)
+{
+ 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);
+
+ /* 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;
+ }
+}
+
+
+static void
+randomize_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i;
+ bp->pos = 0;
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ bp->spikes[i*2] = (random() % 360) - 180;
+ bp->spikes[i*2+1] = (random() % 180) - 90;
+ }
+
+# define ROT_SCALE 22
+ for (i = 0; i < MI_COUNT(mi) * 2; i++)
+ bp->spikes[i] = (bp->spikes[i] / ROT_SCALE) * ROT_SCALE;
+
+ if ((random() % 3) == 0)
+ bp->color_shift = random() % (bp->ncolors / 2);
+ else
+ bp->color_shift = 0;
+}
+
+static void
+draw_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat diam = 0.2;
+ GLfloat pos = bp->pos;
+ int i;
+
+ if (pos < 0) pos = -pos;
+
+ pos = (asin (0.5 + pos/2) - 0.5) * 2;
+
+ for (i = 0; i < MI_COUNT(mi); i++)
+ {
+ glPushMatrix();
+ glRotatef(bp->spikes[i*2], 0, 1, 0);
+ glRotatef(bp->spikes[i*2+1], 0, 0, 1);
+ glTranslatef(0.7, 0, 0);
+ glRotatef(-90, 0, 0, 1);
+ glScalef (diam, pos, diam);
+ glCallList (bp->spike_list);
+ glPopMatrix();
+ }
+}
+
+
+static void
+move_spikes (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (bp->pos >= 0) /* moving outward */
+ {
+ bp->pos += speed;
+ if (bp->pos >= 1) /* reverse gears at apex */
+ bp->pos = -1;
+ }
+ else /* moving inward */
+ {
+ bp->pos += speed;
+ if (bp->pos >= 0) /* stop at end */
+ randomize_spikes (mi);
+ }
+}
+
+
+void
+init_ball (ModeInfo *mi)
+{
+ ball_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ if (!bps) {
+ bps = (ball_configuration *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (ball_configuration));
+ if (!bps) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+
+ bp = &bps[MI_SCREEN(mi)];
+ }
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ if ((bp->glx_context = init_GL(mi)) != NULL) {
+ gl_init(mi);
+ reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ bp->rotx = frand(1.0) * RANDSIGN();
+ bp->roty = frand(1.0) * RANDSIGN();
+ bp->rotz = frand(1.0) * RANDSIGN();
+
+ /* bell curve from 0-6 degrees, avg 3 */
+ bp->dx = (frand(2) + frand(2) + frand(2)) / (360/2);
+ bp->dy = (frand(2) + frand(2) + frand(2)) / (360/2);
+ bp->dz = (frand(2) + frand(2) + frand(2)) / (360/2);
+
+ bp->d_max = bp->dx * 2;
+
+ bp->ddx = 0.00006 + frand(0.00003);
+ bp->ddy = 0.00006 + frand(0.00003);
+ bp->ddz = 0.00006 + frand(0.00003);
+
+ bp->ncolors = 128;
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+
+ bp->spikes = (int *) calloc(MI_COUNT(mi), sizeof(*bp->spikes) * 2);
+
+ bp->ball_list = glGenLists (1);
+ bp->spike_list = glGenLists (1);
+
+ glNewList (bp->ball_list, GL_COMPILE);
+ unit_sphere (wire);
+ glEndList ();
+
+ glNewList (bp->spike_list, GL_COMPILE);
+ unit_spike (wire);
+ glEndList ();
+
+ randomize_spikes (mi);
+}
+
+
+void
+draw_ball (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int c2;
+
+ static GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
+
+ if (!bp->glx_context)
+ return;
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ 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(0.051, 8.0);
+ y = SINOID(0.037, 8.0);
+ z = SINOID(0.131, 13.0);
+ frame++;
+ glTranslatef(x, y, z);
+ }
+
+ if (do_spin)
+ {
+ x = bp->rotx;
+ y = bp->roty;
+ z = bp->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(&bp->rotx, &bp->dx, &bp->ddx, bp->d_max);
+ rotate(&bp->roty, &bp->dy, &bp->ddy, bp->d_max);
+ rotate(&bp->rotz, &bp->dz, &bp->ddz, bp->d_max);
+ }
+ }
+
+ color1[0] = bp->colors[bp->ccolor].red / 65536.0;
+ color1[1] = bp->colors[bp->ccolor].green / 65536.0;
+ color1[2] = bp->colors[bp->ccolor].blue / 65536.0;
+
+ c2 = (bp->ccolor + bp->color_shift) % bp->ncolors;
+ color2[0] = bp->colors[c2].red / 65536.0;
+ color2[1] = bp->colors[c2].green / 65536.0;
+ color2[2] = bp->colors[c2].blue / 65536.0;
+
+ bp->ccolor++;
+ if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
+
+ glScalef (2.0, 2.0, 2.0);
+
+ move_spikes (mi);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
+ glCallList (bp->ball_list);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
+ draw_spikes (mi);
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+#endif /* USE_GL */