ftp://ftp.smr.ru/pub/0/FreeBSD/releases/distfiles/xscreensaver-3.16.tar.gz
[xscreensaver] / hacks / glx / morph3d.c
diff --git a/hacks/glx/morph3d.c b/hacks/glx/morph3d.c
new file mode 100644 (file)
index 0000000..d210016
--- /dev/null
@@ -0,0 +1,888 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* morph3d --- Shows 3D morphing objects */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)morph3d.c    4.07 97/11/24 xlockmore";
+
+#endif
+
+#undef DEBUG_CULL_FACE
+
+/*-
+ * 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.
+ *
+ * The original code for this mode was written by Marcelo Fernandes Vianna 
+ * (me...) and was inspired on a WindowsNT(R)'s screen saver (Flower Box).
+ * It was written from scratch and it was not based on any other source code. 
+ * 
+ * Porting it to xlock (the final objective of this code since the moment I 
+ * decided to create it) was possible by comparing the original Mesa's gear 
+ * demo with it's ported version to xlock, so thanks for Danny Sung (look at
+ * gear.c) for his indirect help.
+ *
+ * Thanks goes also to Brian Paul for making it possible and inexpensive
+ * to use OpenGL at home.
+ *
+ * If you are interested in the original version of this program (not a xlock
+ * mode, please refer to the Mesa package (ftp iris.ssec.wisc.edu on /pub/Mesa)
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistake.
+ *
+ * My e-mail address is
+ * m-vianna@usa.net
+ *
+ * Marcelo F. Vianna (Feb-13-1997)
+ *
+ * Revision History:
+ * 27-Jul-97: Speed ups by Marcelo F. Vianna.
+ * 08-May-97: Speed ups by Marcelo F. Vianna.
+ *
+ */
+
+/*-
+ * PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
+ * the glCallList() functions below when using MesaGL 2.1.  This has
+ * been fixed in MesaGL 2.2 and later releases.
+ */
+
+/*-
+ * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
+ * otherwise caddr_t is not defined correctly
+ */
+
+#include <X11/Intrinsic.h>
+
+#ifdef STANDALONE
+# define PROGCLASS             "Morph3d"
+# define HACK_INIT             init_morph3d
+# define HACK_DRAW             draw_morph3d
+# define morph3d_opts          xlockmore_opts
+# define DEFAULTS              "*delay: 1000 \n" \
+                               "*count: 0 \n"
+# include "xlockmore.h"                /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h"            /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+ModeSpecOpt morph3d_opts =
+{0, NULL, 0, NULL, NULL};
+
+#ifdef USE_MODULES
+ModStruct   morph3d_description =
+{"morph3d", "init_morph3d", "draw_morph3d", "release_morph3d",
+ "draw_morph3d", "change_morph3d", NULL, &morph3d_opts,
+ 1000, 0, 1, 1, 4, 1.0, "",
+ "Shows GL morphing polyhedra", 0, NULL};
+
+#endif
+
+#define Scale4Window               0.3
+#define Scale4Iconic               1.0
+
+#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
+#define sqr(A)                     ((A)*(A))
+
+/* Increasing this values produces better image quality, the price is speed. */
+#define tetradivisions             23
+#define cubedivisions              20
+#define octadivisions              21
+#define dodecadivisions            10
+#define icodivisions               15
+
+#define tetraangle                 109.47122063449069174
+#define cubeangle                  90.000000000000000000
+#define octaangle                  109.47122063449069174
+#define dodecaangle                63.434948822922009981
+#define icoangle                   41.810314895778596167
+
+#ifndef Pi
+#define Pi                         M_PI
+#endif
+#define SQRT2                      1.4142135623730951455
+#define SQRT3                      1.7320508075688771932
+#define SQRT5                      2.2360679774997898051
+#define SQRT6                      2.4494897427831778813
+#define SQRT15                     3.8729833462074170214
+#define cossec36_2                 0.8506508083520399322
+#define cos72                      0.3090169943749474241
+#define sin72                      0.9510565162951535721
+#define cos36                      0.8090169943749474241
+#define sin36                      0.5877852522924731292
+
+/*************************************************************************/
+
+typedef struct {
+       GLint       WindH, WindW;
+       GLfloat     step;
+       GLfloat     seno;
+       int         object;
+       int         edgedivisions;
+       int         VisibleSpikes;
+       void        (*draw_object) (ModeInfo * mi);
+       float       Magnitude;
+       float      *MaterialColor[20];
+       GLXContext *glx_context;
+} 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 morph3dstruct *morph3d = NULL;
+
+#define TRIANGLE(Edge, Amp, Divisions, Z, VS)                                                                    \
+{                                                                                                                \
+  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2,Yf_2,Yb2,Yb_2;                                                                   \
+  GLfloat   Factor=0.0,Factor1,Factor2;                                                                          \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Ax,Ay;                                                                                               \
+  int       Ri,Ti;                                                                                               \
+  GLfloat   Vr=(Edge)*SQRT3/3;                                                                                   \
+  GLfloat   AmpVr2=(Amp)/sqr(Vr);                                                                                \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+                                                                                                                 \
+  Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions));                                                \
+                                                                                                                 \
+  Yf=Vr+Ay; Yb=Yf+0.001;                                                                                         \
+  for (Ri=1; Ri<=(Divisions); Ri++) {                                                                            \
+    glBegin(GL_TRIANGLE_STRIP);                                                                                  \
+    Xf=(float)Ri*Ax; Xa=Xf+0.001;                                                                                \
+    Yf2=sqr(Yf); Yf_2=sqr(Yf-Ay);                                                                                \
+    Yb2=sqr(Yb); Yb_2=sqr(Yb-Ay);                                                                                \
+    for (Ti=0; Ti<Ri; Ti++) {                                                                                    \
+      Factor=1-(((Xf2=sqr(Xf))+Yf2)*AmpVr2);                                                                     \
+      Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                          \
+      Factor2=1-((Xf2+Yb2)*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);                                                                           \
+                                                                                                                 \
+      Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay;                                                                            \
+                                                                                                                 \
+      Factor=1-(((Xf2=sqr(Xf))+Yf_2)*AmpVr2);                                                                    \
+      Factor1=1-((sqr(Xa)+Yf_2)*AmpVr2);                                                                         \
+      Factor2=1-((Xf2+Yb_2)*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);                                                                           \
+                                                                                                                 \
+      Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay;                                                                            \
+    }                                                                                                            \
+    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);                                                                             \
+    Yf+=Ay; Yb+=Ay;                                                                                              \
+    glEnd();                                                                                                     \
+  }                                                                                                              \
+  VS=(Factor<0);                                                                                                 \
+}
+
+#define SQUARE(Edge, Amp, Divisions, Z, VS)                                                                      \
+{                                                                                                                \
+  int       Xi,Yi;                                                                                               \
+  GLfloat   Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Xa2,Yb;                                                                        \
+  GLfloat   Factor=0.0,Factor1,Factor2;                                                                          \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+  GLfloat   AmpVr2=(Amp)/sqr((Edge)*SQRT2/2);                                                                    \
+                                                                                                                 \
+  for (Yi=0; Yi<(Divisions); Yi++) {                                                                             \
+    Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge);                                                           \
+    Yf2=sqr(Yf);                                                                                                 \
+    Y=Yf+1.0/(Divisions)*(Edge);                                                                                 \
+    Y2=sqr(Y);                                                                                                   \
+    glBegin(GL_QUAD_STRIP);                                                                                      \
+    for (Xi=0; Xi<=(Divisions); Xi++) {                                                                          \
+      Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge);                                                         \
+      Xf2=sqr(Xf);                                                                                               \
+                                                                                                                 \
+      Xa=Xf+0.001; Yb=Y+0.001;                                                                                   \
+      Factor=1-((Xf2+Y2)*AmpVr2);                                                                                \
+      Factor1=1-(((Xa2=sqr(Xa))+Y2)*AmpVr2);                                                                     \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Y;         VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-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);                                                                           \
+                                                                                                                 \
+      Yb=Yf+0.001;                                                                                               \
+      Factor=1-((Xf2+Yf2)*AmpVr2);                                                                               \
+      Factor1=1-((Xa2+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);                                                                           \
+    }                                                                                                            \
+    glEnd();                                                                                                     \
+  }                                                                                                              \
+  VS=(Factor<0);                                                                                                 \
+}
+
+#define PENTAGON(Edge, Amp, Divisions, Z, VS)                                                                    \
+{                                                                                                                \
+  int       Ri,Ti,Fi;                                                                                            \
+  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2;                                                                                 \
+  GLfloat   Factor=0.0,Factor1,Factor2;                                                                          \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+  GLfloat   AmpVr2=(Amp)/sqr((Edge)*cossec36_2);                                                                 \
+                                                                                                                 \
+  static    GLfloat x[6],y[6];                                                                                   \
+  static    int arrayninit=1;                                                                                    \
+                                                                                                                 \
+  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 (Ri=1; Ri<=(Divisions); Ri++) {                                                                            \
+    for (Fi=0; Fi<5; Fi++) {                                                                                     \
+      glBegin(GL_TRIANGLE_STRIP);                                                                                \
+      for (Ti=0; Ti<Ri; Ti++) {                                                                                  \
+        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);                                                                        \
+        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);                                                                         \
+                                                                                                                 \
+        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);                                                                        \
+        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);                                                                         \
+                                                                                                                 \
+      }                                                                                                          \
+      Xf=(float)Ri*x[Fi+1];                                                                                      \
+      Yf=(float)Ri*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);                                                                          \
+      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);                                                                           \
+      glEnd();                                                                                                   \
+    }                                                                                                            \
+  }                                                                                                              \
+  VS=(Factor<0);                                                                                             \
+}
+
+static void
+draw_tetra(ModeInfo * mi)
+{
+       GLuint      list;
+
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+       list = glGenLists(1);
+       glNewList(list, GL_COMPILE_AND_EXECUTE);
+       TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
+       glEndList();
+
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-tetraangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + tetraangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + tetraangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+       glCallList(list);
+
+       glDeleteLists(list, 1);
+}
+
+static void
+draw_cube(ModeInfo * mi)
+{
+       GLuint      list;
+
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+       list = glGenLists(1);
+       glNewList(list, GL_COMPILE_AND_EXECUTE);
+       SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+               glEndList();
+
+       glRotatef(cubeangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+       glCallList(list);
+       glRotatef(cubeangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+       glCallList(list);
+       glRotatef(cubeangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+       glCallList(list);
+       glRotatef(cubeangle, 0, 1, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+       glCallList(list);
+       glRotatef(2 * cubeangle, 0, 1, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+       glCallList(list);
+
+       glDeleteLists(list, 1);
+}
+
+static void
+draw_octa(ModeInfo * mi)
+{
+       GLuint      list;
+
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+       list = glGenLists(1);
+       glNewList(list, GL_COMPILE_AND_EXECUTE);
+       TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+       glEndList();
+
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-180 + octaangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-180 + octaangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+       glCallList(list);
+
+       glDeleteLists(list, 1);
+}
+
+static void
+draw_dodeca(ModeInfo * mi)
+{
+       GLuint      list;
+
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+#define TAU ((SQRT5+1)/2)
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+       list = glGenLists(1);
+       glNewList(list, GL_COMPILE_AND_EXECUTE);
+       PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+       glEndList();
+
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glPushMatrix();
+       glRotatef(-dodecaangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(-dodecaangle, cos72, sin72, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(-dodecaangle, cos72, -sin72, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(dodecaangle, cos36, -sin36, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(dodecaangle, cos36, sin36, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+       glCallList(list);
+       glRotatef(180, 0, 0, 1);
+       glPushMatrix();
+       glRotatef(-dodecaangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(-dodecaangle, cos72, sin72, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(-dodecaangle, cos72, -sin72, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(dodecaangle, cos36, -sin36, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(dodecaangle, cos36, sin36, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
+       glCallList(list);
+
+       glDeleteLists(list, 1);
+}
+
+static void
+draw_icosa(ModeInfo * mi)
+{
+       GLuint      list;
+
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+       list = glGenLists(1);
+       glNewList(list, GL_COMPILE_AND_EXECUTE);
+       TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+       glEndList();
+
+       glPushMatrix();
+
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[12]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[13]);
+       glCallList(list);
+       glPopMatrix();
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[14]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[15]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[16]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[17]);
+       glCallList(list);
+       glPushMatrix();
+       glRotatef(180, 0, 1, 0);
+       glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[18]);
+       glCallList(list);
+       glPopMatrix();
+       glRotatef(180, 0, 0, 1);
+       glRotatef(-icoangle, 1, 0, 0);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[19]);
+       glCallList(list);
+
+       glDeleteLists(list, 1);
+}
+
+static void
+reshape(ModeInfo * mi, int width, int height)
+{
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       glViewport(0, 0, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+       glMatrixMode(GL_MODELVIEW);
+}
+
+static void
+pinit(ModeInfo * 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);
+       glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+       glLightfv(GL_LIGHT0, GL_POSITION, position0);
+       glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+       glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+       glLightfv(GL_LIGHT1, GL_POSITION, position1);
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+       glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+       glEnable(GL_LIGHTING);
+       glEnable(GL_LIGHT0);
+       glEnable(GL_LIGHT1);
+       glEnable(GL_DEPTH_TEST);
+       glEnable(GL_NORMALIZE);
+
+       glShadeModel(GL_SMOOTH);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+       switch (mp->object) {
+               case 2:
+                       mp->draw_object = draw_cube;
+                       mp->MaterialColor[0] = MaterialRed;
+                       mp->MaterialColor[1] = MaterialGreen;
+                       mp->MaterialColor[2] = MaterialCyan;
+                       mp->MaterialColor[3] = MaterialMagenta;
+                       mp->MaterialColor[4] = MaterialYellow;
+                       mp->MaterialColor[5] = MaterialBlue;
+                       mp->edgedivisions = cubedivisions;
+                       mp->Magnitude = 2.0;
+                       break;
+               case 3:
+                       mp->draw_object = draw_octa;
+                       mp->MaterialColor[0] = MaterialRed;
+                       mp->MaterialColor[1] = MaterialGreen;
+                       mp->MaterialColor[2] = MaterialBlue;
+                       mp->MaterialColor[3] = MaterialWhite;
+                       mp->MaterialColor[4] = MaterialCyan;
+                       mp->MaterialColor[5] = MaterialMagenta;
+                       mp->MaterialColor[6] = MaterialGray;
+                       mp->MaterialColor[7] = MaterialYellow;
+                       mp->edgedivisions = octadivisions;
+                       mp->Magnitude = 2.5;
+                       break;
+               case 4:
+                       mp->draw_object = draw_dodeca;
+                       mp->MaterialColor[0] = MaterialRed;
+                       mp->MaterialColor[1] = MaterialGreen;
+                       mp->MaterialColor[2] = MaterialCyan;
+                       mp->MaterialColor[3] = MaterialBlue;
+                       mp->MaterialColor[4] = MaterialMagenta;
+                       mp->MaterialColor[5] = MaterialYellow;
+                       mp->MaterialColor[6] = MaterialGreen;
+                       mp->MaterialColor[7] = MaterialCyan;
+                       mp->MaterialColor[8] = MaterialRed;
+                       mp->MaterialColor[9] = MaterialMagenta;
+                       mp->MaterialColor[10] = MaterialBlue;
+                       mp->MaterialColor[11] = MaterialYellow;
+                       mp->edgedivisions = dodecadivisions;
+                       mp->Magnitude = 2.0;
+                       break;
+               case 5:
+                       mp->draw_object = draw_icosa;
+                       mp->MaterialColor[0] = MaterialRed;
+                       mp->MaterialColor[1] = MaterialGreen;
+                       mp->MaterialColor[2] = MaterialBlue;
+                       mp->MaterialColor[3] = MaterialCyan;
+                       mp->MaterialColor[4] = MaterialYellow;
+                       mp->MaterialColor[5] = MaterialMagenta;
+                       mp->MaterialColor[6] = MaterialRed;
+                       mp->MaterialColor[7] = MaterialGreen;
+                       mp->MaterialColor[8] = MaterialBlue;
+                       mp->MaterialColor[9] = MaterialWhite;
+                       mp->MaterialColor[10] = MaterialCyan;
+                       mp->MaterialColor[11] = MaterialYellow;
+                       mp->MaterialColor[12] = MaterialMagenta;
+                       mp->MaterialColor[13] = MaterialRed;
+                       mp->MaterialColor[14] = MaterialGreen;
+                       mp->MaterialColor[15] = MaterialBlue;
+                       mp->MaterialColor[16] = MaterialCyan;
+                       mp->MaterialColor[17] = MaterialYellow;
+                       mp->MaterialColor[18] = MaterialMagenta;
+                       mp->MaterialColor[19] = MaterialGray;
+                       mp->edgedivisions = icodivisions;
+                       mp->Magnitude = 2.5;
+                       break;
+               default:
+                       mp->draw_object = draw_tetra;
+                       mp->MaterialColor[0] = MaterialRed;
+                       mp->MaterialColor[1] = MaterialGreen;
+                       mp->MaterialColor[2] = MaterialBlue;
+                       mp->MaterialColor[3] = MaterialWhite;
+                       mp->edgedivisions = tetradivisions;
+                       mp->Magnitude = 2.5;
+                       break;
+       }
+       if (MI_IS_MONO(mi)) {
+               int         loop;
+
+               for (loop = 0; loop < 20; loop++)
+                       mp->MaterialColor[loop] = MaterialGray;
+       }
+}
+
+void
+init_morph3d(ModeInfo * mi)
+{
+       int         screen = MI_SCREEN(mi);
+       morph3dstruct *mp;
+
+       if (morph3d == NULL) {
+               if ((morph3d = (morph3dstruct *) calloc(MI_NUM_SCREENS(mi),
+                                           sizeof (morph3dstruct))) == NULL)
+                       return;
+       }
+       mp = &morph3d[screen];
+       mp->step = NRAND(90);
+       mp->VisibleSpikes = 1;
+
+       if ((mp->glx_context = init_GL(mi)) != NULL) {
+
+               reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+               mp->object = MI_COUNT(mi);
+               if (mp->object <= 0 || mp->object > 5)
+                       mp->object = NRAND(5) + 1;
+               pinit(mi);
+       } else {
+               MI_CLEARWINDOW(mi);
+       }
+}
+
+void
+draw_morph3d(ModeInfo * mi)
+{
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       Display    *display = MI_DISPLAY(mi);
+       Window      window = MI_WINDOW(mi);
+
+       if (!mp->glx_context)
+               return;
+
+       glDrawBuffer(GL_BACK);
+       glXMakeCurrent(display, window, *(mp->glx_context));
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       glPushMatrix();
+
+       glTranslatef(0.0, 0.0, -10.0);
+
+       if (!MI_IS_ICONIC(mi)) {
+               glScalef(Scale4Window * mp->WindH / mp->WindW, Scale4Window, Scale4Window);
+               glTranslatef(2.5 * mp->WindW / mp->WindH * sin(mp->step * 1.11), 2.5 * cos(mp->step * 1.25 * 1.11), 0);
+       } else {
+               glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic);
+       }
+
+       glRotatef(mp->step * 100, 1, 0, 0);
+       glRotatef(mp->step * 95, 0, 1, 0);
+       glRotatef(mp->step * 90, 0, 0, 1);
+
+       mp->seno = (sin(mp->step) + 1.0 / 3.0) * (4.0 / 5.0) * mp->Magnitude;
+
+       if (mp->VisibleSpikes) {
+#ifdef DEBUG_CULL_FACE
+               int         loop;
+
+               for (loop = 0; loop < 20; loop++)
+                       mp->MaterialColor[loop] = MaterialGray;
+#endif
+               glDisable(GL_CULL_FACE);
+       } else {
+#ifdef DEBUG_CULL_FACE
+               int         loop;
+
+               for (loop = 0; loop < 20; loop++)
+                       mp->MaterialColor[loop] = MaterialWhite;
+#endif
+               glEnable(GL_CULL_FACE);
+       }
+
+       mp->draw_object(mi);
+
+       glPopMatrix();
+
+       glFlush();
+
+       glXSwapBuffers(display, window);
+
+       mp->step += 0.05;
+}
+
+void
+change_morph3d(ModeInfo * mi)
+{
+       morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+       if (!mp->glx_context)
+               return;
+
+       mp->object = (mp->object) % 5 + 1;
+       pinit(mi);
+}
+
+void
+release_morph3d(ModeInfo * mi)
+{
+       if (morph3d != NULL) {
+               (void) free((void *) morph3d);
+               morph3d = NULL;
+       }
+       FreeAllGL(mi);
+}
+
+#endif