--- /dev/null
+/* sballs --- balls spinning like crazy in GL */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)sballs.c 5.02 2001/03/10 xlockmore";
+#endif
+
+/* Copyright (c) E. Lassauge, 2001. */
+
+/*
+ * 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
+ * Mustata Bogdan (LoneRunner) <lonerunner@planetquake.com>
+ * and can be found at http://www.cfxweb.net/lonerunner/
+ *
+ * Eric Lassauge (November-07-2000) <lassauge@mail.dotcom.fr>
+ * http://lassauge.free.fr/linux.html
+ *
+ * REVISION HISTORY:
+ *
+ * E.Lassauge - 03-Oct-2001:
+ * - minor bugfixes - get ready for xscreensaver
+ * E.Lassauge - 09-Mar-2001:
+ * - get rid of my framerate options to use showfps
+ * E.Lassauge - 28-Nov-2000:
+ * - add handling of polyhedrons (like in ico)
+ * - modified release part to add freeing of GL objects
+ * E.Lassauge - 14-Nov-2000:
+ * - use new common xpm_to_ximage function
+ *
+ */
+
+#ifdef STANDALONE /* xscreensaver mode */
+#define PROGCLASS "Sballs"
+#define HACK_INIT init_sballs
+#define HACK_DRAW draw_sballs
+#define HACK_RESHAPE reshape_sballs
+#define sballs_opts xlockmore_opts
+#define DEFAULTS "*delay: 10000 \n" \
+ "*size: 0 \n" \
+ "*cycles: 10 \n" \
+ "*object: 0 \n" \
+ "*trackmouse: False \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*texture: True \n"
+
+#define MODE_sballs
+#include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+#include "xlock.h" /* from the xlockmore distribution */
+#include "visgl.h"
+#endif /* !STANDALONE */
+
+#ifdef MODE_sballs
+
+#define MINSIZE 32 /* minimal viewport size */
+#define FRAME 50 /* frame count interval */
+#define MAX_OBJ 8 /* number of 3D objects */
+
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <GL/glu.h>
+
+#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined( HAVE_XPM )
+/* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
+#include "xpm-ximage.h"
+#define I_HAVE_XPM
+
+#ifdef STANDALONE
+#include "../images/sball.xpm"
+#include "../images/sball-bg.xpm"
+#else /* !STANDALONE */
+#include "pixmaps/sball.xpm"
+#include "pixmaps/sball-bg.xpm"
+#endif /* !STANDALONE */
+#endif /* HAVE_XPM */
+
+/* Manage option vars */
+#define DEF_TEXTURE "True"
+#define DEF_TRACKMOUSE "False"
+#define DEF_OBJECT "2"
+#define DEF_OBJECT_INDX 2
+static Bool do_texture;
+static Bool do_trackmouse;
+static int object;
+static int spheres;
+
+static XrmOptionDescRec opts[] = {
+ {(char *) "-texture", (char *) ".sballs.texture", XrmoptionNoArg, (caddr_t) "on"},
+ {(char *) "+texture", (char *) ".sballs.texture", XrmoptionNoArg, (caddr_t) "off"},
+ {(char *) "-trackmouse", (char *) ".sballs.trackmouse", XrmoptionNoArg, (caddr_t) "on"},
+ {(char *) "+trackmouse", (char *) ".sballs.trackmouse", XrmoptionNoArg, (caddr_t) "off"},
+ {(char *) "-object", (char *) ".sballs.object", XrmoptionSepArg, (caddr_t) NULL},
+
+};
+
+static argtype vars[] = {
+ {(caddr_t *) & do_texture, (char *) "texture", (char *) "Texture", (char *) DEF_TEXTURE, t_Bool},
+ {(caddr_t *) & do_trackmouse, (char *) "trackmouse", (char *) "TrackMouse", (char *) DEF_TRACKMOUSE, t_Bool},
+ {(caddr_t *) & object, (char *) "object", (char *) "Object", (char *) DEF_OBJECT, t_Int},
+
+};
+
+static OptionStruct desc[] = {
+ /*{(char *) "-count spheres", (char *) "set number of spheres"},*/
+ /*{(char *) "-cycles speed", (char *) "set ball speed value"},*/
+ {(char *) "-/+texture", (char *) "turn on/off texturing"},
+ {(char *) "-/+trackmouse", (char *) "turn on/off the tracking of the mouse"},
+ {(char *) "-object num", (char *) "number of the 3D object (0 means random)"},
+};
+
+ModeSpecOpt sballs_opts =
+ { sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc };
+
+#ifdef USE_MODULES
+ModStruct sballs_description =
+ { "sballs", "init_sballs", "draw_sballs", "release_sballs",
+ "draw_sballs", "change_sballs", (char *) NULL, &sballs_opts,
+ /*
+ delay,count,cycles,size,ncolors,sat
+ */
+ 10000, 0, 10, 400, 64, 1.0, "",
+ "balls spinning like crazy in GL", 0, NULL
+};
+#endif /* USE_MODULES */
+
+/* misc types and defines */
+#define vinit(a,i,j,k) {\
+ (a)[0]=i;\
+ (a)[1]=j;\
+ (a)[2]=k;\
+}
+typedef float vec_t;
+typedef vec_t vec3_t[3];
+
+#define MAX_BALLS 20
+
+/* the mode struct, contains all per screen variables */
+typedef struct {
+ GLint WIDTH, HEIGHT; /* display dimensions */
+ GLXContext *glx_context;
+
+
+ XImage *btexture; /* back texture image bits */
+ XImage *ftexture; /* face texture image bits */
+ GLuint backid; /* back texture id: GL world */
+ GLuint faceid; /* face texture id: GL world */
+
+ vec3_t eye;
+ vec3_t rot;
+ vec3_t rotm;
+ int speed;
+ float radius[MAX_BALLS];
+
+} sballsstruct;
+
+/* array of sballsstruct indexed by screen number */
+static sballsstruct *sballs = (sballsstruct *) NULL;
+
+/* lights */
+static float LightAmbient[]= { 1.0f, 1.0f, 1.0f, 1.0f };
+static float LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
+static float LightPosition[]= { 0.0f, 0.0f, 4.0f, 1.0f };
+
+/* structure of the polyhedras */
+typedef struct {
+ const char *longname; /* long name of object */
+ const char *shortname; /* short name of object */
+ int numverts; /* number of vertices */
+ float radius; /* radius */
+ vec3_t v[MAX_BALLS];/* the vertices */
+} Polyinfo;
+
+static Polyinfo polygons[] =
+{
+
+/* 0: objtetra - structure values for tetrahedron */
+ {
+ "tetrahedron", "tetra", /* long and short names */
+ 4, /* number of vertices */
+ 0.8,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+#define T 1.0
+ {T, T, T},
+ {T, -T, -T},
+ {-T, T, -T},
+ {-T, -T, T},
+#undef T
+ }
+ },
+
+/* 1: objcube - structure values for cube */
+
+ {
+ "hexahedron", "cube", /* long and short names */
+ 8, /* number of vertices, edges, and faces */
+ 0.6,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+#define T 1.0
+ {T, T, T},
+ {T, T, -T},
+ {T, -T, -T},
+ {T, -T, T},
+ {-T, T, T},
+ {-T, T, -T},
+ {-T, -T, -T},
+ {-T, -T, T},
+#undef T
+ }
+ },
+
+/* 2: objocta - structure values for octahedron */
+
+ {
+ "octahedron", "octa", /* long and short names */
+ 6, /* number of vertices */
+ 0.6,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+#define T 1.5
+ {T, 0, 0},
+ {-T, 0, 0},
+ {0, T, 0},
+ {0, -T, 0},
+ {0, 0, T},
+ {0, 0, -T},
+#undef T
+ }
+ },
+/* 3: objdodec - structure values for dodecahedron */
+
+ {
+ "dodecahedron", "dodeca", /* long and short names */
+ 20, /* number of vertices */
+ 0.35,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+ {0.000000, 0.500000, 1.000000},
+ {0.000000, -0.500000, 1.000000},
+ {0.000000, -0.500000, -1.000000},
+ {0.000000, 0.500000, -1.000000},
+ {1.000000, 0.000000, 0.500000},
+ {-1.000000, 0.000000, 0.500000},
+ {-1.000000, 0.000000, -0.500000},
+ {1.000000, 0.000000, -0.500000},
+ {0.500000, 1.000000, 0.000000},
+ {-0.500000, 1.000000, 0.000000},
+ {-0.500000, -1.000000, 0.000000},
+ {0.500000, -1.000000, 0.000000},
+ {0.750000, 0.750000, 0.750000},
+ {-0.750000, 0.750000, 0.750000},
+ {-0.750000, -0.750000, 0.750000},
+ {0.750000, -0.750000, 0.750000},
+ {0.750000, -0.750000, -0.750000},
+ {0.750000, 0.750000, -0.750000},
+ {-0.750000, 0.750000, -0.750000},
+ {-0.750000, -0.750000, -0.750000},
+ }
+ },
+
+/* 4: objicosa - structure values for icosahedron */
+
+ {
+ "icosahedron", "icosa", /* long and short names */
+ 12, /* number of vertices */
+ 0.4,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+ {0.00000000, 0.00000000, -0.95105650},
+ {0.00000000, 0.85065080, -0.42532537},
+ {0.80901698, 0.26286556, -0.42532537},
+ {0.50000000, -0.68819095, -0.42532537},
+ {-0.50000000, -0.68819095, -0.42532537},
+ {-0.80901698, 0.26286556, -0.42532537},
+ {0.50000000, 0.68819095, 0.42532537},
+ {0.80901698, -0.26286556, 0.42532537},
+ {0.00000000, -0.85065080, 0.42532537},
+ {-0.80901698, -0.26286556, 0.42532537},
+ {-0.50000000, 0.68819095, 0.42532537},
+ {0.00000000, 0.00000000, 0.95105650}
+ }
+ },
+
+/* 5: objplane - structure values for plane */
+
+ {
+ "plane", "plane", /* long and short names */
+ 4, /* number of vertices */
+ 0.7,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 2 of the origin */
+#define T 1.1
+ {T, 0, 0},
+ {-T, 0, 0},
+ {0, T, 0},
+ {0, -T, 0},
+#undef T
+ }
+ },
+
+/* 6: objpyr - structure values for pyramid */
+
+ {
+ "pyramid", "pyramid", /* long and short names */
+ 5, /* number of vertices */
+ 0.5,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 1 of the origin */
+#define T 1.0
+ {T, 0, 0},
+ {-T, 0, 0},
+ {0, T, 0},
+ {0, -T, 0},
+ {0, 0, T},
+#undef T
+ }
+ },
+
+/* 7: objstar - structure values for octahedron star (stellated octahedron?) */
+ {
+ "star", "star", /* long and short names */
+ 8, /* number of vertices */
+ 0.7,
+ { /* vertices (x,y,z) */
+ /* all points must be within radius 1 of the origin */
+#define T 0.9
+ {T, T, T},
+ {T, -T, -T},
+ {-T, T, -T},
+ {-T, -T, T},
+ {-T, -T, -T},
+ {-T, T, T},
+ {T, -T, T},
+ {T, T, -T},
+#undef T
+ }
+ },
+
+};
+
+
+
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Misc funcs.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+static void clamp(vec3_t v)
+{
+ int i;
+
+ for (i = 0; i < 3; i ++)
+ if (v[i] > 360 || v[i] < -360)
+ v[i] = 0;
+}
+
+/* track the mouse in a joystick manner : not perfect but it works */
+static void trackmouse(ModeInfo * mi)
+{
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ /* we keep static values (not per screen) for the mouse stuff: in general you have only one mouse :-> */
+ static int max[2] = { 0, 0 };
+ static int min[2] = { 0x7fffffff, 0x7fffffff }, center[2];
+ Window r, c;
+ int rx, ry, cx, cy;
+ unsigned int m;
+
+ (void) XQueryPointer(MI_DISPLAY(mi), MI_WINDOW(mi),
+ &r, &c, &rx, &ry, &cx, &cy, &m);
+
+ if (max[0] < cx)
+ max[0] = cx;
+ if (min[0] > cx)
+ min[0] = cx;
+ center[0] = (max[0] + min[0]) / 2;
+
+ if (max[1] < cy)
+ max[1] = cy;
+ if (min[1] > cy)
+ min[1] = cy;
+ center[1] = (max[1] + min[1]) / 2;
+
+ if (fabs(center[0] - (float) cx) > 0.1 * (max[0] - min[0]))
+ sb->rot[0] -= ((center[0] - (float) cx) / (max[0] - min[0]) * 180.0f) / 200.0f;
+ if (fabs(center[1] - (float) cy) > 0.1 * (max[1] - min[1]))
+ sb->rot[1] -= ((center[1] - (float) cy) / (max[1] - min[1]) * 180.0f) / 200.0f;;
+ clamp(sb->rot);
+
+ /* oops: can't get those buttons */
+ if (m & Button4Mask)
+ sb->speed++;
+ if (m & Button5Mask)
+ sb->speed--;
+
+}
+
+/* initialise textures */
+static void inittextures(ModeInfo * mi)
+{
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+
+#if defined( I_HAVE_XPM )
+ if (do_texture) {
+
+ glGenTextures(1, &sb->backid);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, sb->backid);
+#endif /* HAVE_GLBINDTEXTURE */
+
+ sb->btexture = xpm_to_ximage(MI_DISPLAY(mi),
+ MI_VISUAL(mi),
+ MI_COLORMAP(mi),
+ sball_bg);
+ if (!(sb->btexture)) {
+ (void) fprintf(stderr, "Error reading the background texture.\n");
+ glDeleteTextures(1, &sb->backid);
+ do_texture = False;
+ sb->faceid = 0; /* default textures */
+ sb->backid = 0;
+ return;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ sb->btexture->width, sb->btexture->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, sb->btexture->data);
+ check_gl_error("texture");
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glGenTextures(1, &sb->faceid);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, sb->faceid);
+#endif /* HAVE_GLBINDTEXTURE */
+
+ sb->ftexture = xpm_to_ximage(MI_DISPLAY(mi),
+ MI_VISUAL(mi),
+ MI_COLORMAP(mi),
+ sball);
+ if (!(sb->ftexture)) {
+ (void) fprintf(stderr, "Error reading the face texture.\n");
+ glDeleteTextures(1, &sb->faceid);
+ sb->faceid = 0;
+ return;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ sb->ftexture->width, sb->ftexture->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, sb->ftexture->data);
+ check_gl_error("texture");
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ }
+ else
+ {
+ sb->faceid = 0; /* default textures */
+ sb->backid = 0;
+ }
+#else /* !I_HAVE_XPM */
+ do_texture = False;
+ sb->faceid = 0; /* default textures */
+ sb->backid = 0;
+#endif /* !I_HAVE_XPM */
+}
+
+static void drawSphere(ModeInfo * mi,int sphere_num)
+{
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ float x = polygons[object].v[sphere_num][0];
+ float y = polygons[object].v[sphere_num][1];
+ float z = polygons[object].v[sphere_num][2];
+ int numMajor = 10;
+ int numMinor = 10;
+ float radius = sb->radius[sphere_num];
+ double majorStep = (M_PI / numMajor);
+ double minorStep = (2.0 * M_PI / numMinor);
+ int i, j;
+
+ glPushMatrix();
+ glTranslatef(x, y, z);
+
+ glColor4f(1, 1, 1, 1);
+ for (i = 0; i < numMajor; ++i)
+ {
+ double a = i * majorStep;
+ double b = a + majorStep;
+ double r0 = radius * sin(a);
+ double r1 = radius * sin(b);
+ GLfloat z0 = radius * cos(a);
+ GLfloat z1 = radius * cos(b);
+
+ glBegin(MI_IS_WIREFRAME(mi) ? GL_LINE_STRIP: GL_TRIANGLE_STRIP);
+ for (j = 0; j <= numMinor; ++j)
+ {
+ double c = j * minorStep;
+ GLfloat x = cos(c);
+ GLfloat y = sin(c);
+
+ glNormal3f((x * r0) / radius, (y * r0) / radius, z0 / radius);
+ glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor);
+ glVertex3f(x * r0, y * r0, z0);
+
+ glNormal3f((x * r1) / radius, (y * r1) / radius, z1 / radius);
+ glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor);
+ glVertex3f(x * r1, y * r1, z1);
+ }
+ glEnd();
+ }
+
+ glPopMatrix();
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * GL funcs.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+#ifndef STANDALONE
+static void Reshape(ModeInfo * mi)
+#else
+void reshape_sballs(ModeInfo * mi, int width, int height)
+#endif
+{
+
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ int size = MI_SIZE(mi);
+
+ /* Viewport is specified size if size >= MINSIZE && size < screensize */
+ if (size <= 1) {
+ sb->WIDTH = MI_WIDTH(mi);
+ sb->HEIGHT = MI_HEIGHT(mi);
+ } else if (size < MINSIZE) {
+ sb->WIDTH = MINSIZE;
+ sb->HEIGHT = MINSIZE;
+ } else {
+ sb->WIDTH = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
+ sb->HEIGHT = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
+ }
+ glViewport((MI_WIDTH(mi) - sb->WIDTH) / 2, (MI_HEIGHT(mi) - sb->HEIGHT) / 2, sb->WIDTH, sb->HEIGHT);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(55.0, (float)sb->WIDTH / (float) sb->HEIGHT, 1.0, 300.0);
+
+ glMatrixMode(GL_MODELVIEW);
+
+}
+
+static void Draw(ModeInfo * mi)
+{
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ int sphere;
+
+ if (do_trackmouse && !MI_IS_ICONIC(mi))
+ trackmouse(mi);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glEnable(GL_DEPTH_TEST);
+
+ /* move eyes */
+ glTranslatef (-sb->eye[0], -sb->eye[1], -sb->eye[2]);
+
+ /* draw background */
+ if (do_texture)
+ {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(1, 1, 1);
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, sb->backid);
+#endif /* HAVE_GLBINDTEXTURE */
+ }
+ else
+ {
+ glColor3f(0, 0, 0);
+ }
+ glBegin(GL_QUAD_STRIP);
+ glNormal3f(0, 0, 1); glTexCoord2f(0,0); glVertex3f(8, 4.1, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(0,1); glVertex3f(8, -4.1, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,0); glVertex3f(-8, 4.1, -4);
+ glNormal3f(0, 0, 1); glTexCoord2f(1,1); glVertex3f(-8, -4.1, -4);
+ glEnd();
+
+ /* rotate the mouse */
+ glRotatef(sb->rot[0], 1.0f, 0.0f, 0.0f);
+ glRotatef(sb->rot[1], 0.0f, 1.0f, 0.0f);
+ glRotatef(sb->rot[2], 0.0f, 0.0f, 1.0f);
+
+ /* rotate the balls */
+ glRotatef(sb->rotm[0], 1.0f, 0.0f, 0.0f);
+ glRotatef(sb->rotm[1], 0.0f, 1.0f, 0.0f);
+ glRotatef(sb->rotm[2], 0.0f, 0.0f, 1.0f);
+
+ sb->rotm[0] += sb->speed;
+ sb->rotm[1] += -(sb->speed);
+ sb->rotm[2] += 0;
+
+ /* draw the balls */
+ if (do_texture)
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, sb->faceid);
+#endif /* HAVE_GLBINDTEXTURE */
+ else
+ glEnable(GL_LIGHTING);
+ for (sphere=0;sphere<spheres;sphere++)
+ {
+ drawSphere(mi,sphere);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+
+ /* manage framerate display */
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glPopMatrix();
+}
+
+
+static void Init(ModeInfo * mi)
+{
+ sballsstruct *sb = &sballs[MI_SCREEN(mi)];
+ int i;
+
+ /* Default settings */
+ if (MI_IS_WIREFRAME(mi))
+ do_texture = False;
+ if (do_texture)
+ inittextures(mi);
+ else
+ {
+ sb->btexture = (XImage*) NULL;
+ sb->ftexture = (XImage*) NULL;
+ }
+
+ vinit(sb->eye ,0.0f, 0.0f, 6.0f);
+ vinit(sb->rot ,0.0f, 0.0f, 0.0f);
+ vinit(sb->rotm ,0.0f, 0.0f, 0.0f);
+ sb->speed = MI_CYCLES(mi);
+
+ /* initialise object number */
+ if (object == 0)
+ object = NRAND(MAX_OBJ);
+ if ((object == 0) || (object > MAX_OBJ))
+ object = DEF_OBJECT_INDX;
+ object--;
+
+ /* initialise sphere number */
+ spheres = MI_COUNT(mi);
+ if (MI_COUNT(mi) > polygons[object].numverts)
+ spheres = polygons[object].numverts;
+ if (MI_COUNT(mi) < 1)
+ spheres = polygons[object].numverts;
+ /* initialise sphere radius */
+ for(i=0; i < spheres;i++)
+ {
+#if RANDOM_RADIUS
+ sb->radius[i] = ((float) LRAND() / (float) MAXRAND);
+ if (sb->radius[i] < 0.3)
+ sb->radius[i] = 0.3;
+ if (sb->radius[i] > 0.7)
+ sb->radius[i] = 0.7;
+#else
+ sb->radius[i] = polygons[object].radius;
+#endif
+ }
+
+ if (MI_IS_DEBUG(mi)) {
+ (void) fprintf(stderr,
+ "%s:\n\tobject=%s\n\tspheres=%d\n\tspeed=%d\n\ttexture=%s\n",
+ MI_NAME(mi),
+ polygons[object].shortname,
+ spheres,
+ MI_CYCLES(mi),
+ do_texture ? "on" : "off"
+ );
+ }
+
+ glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
+ glEnable(GL_LIGHT1);
+
+ glClearColor(0, 0, 0, 0);
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ * Xlock hooks.
+ *-----------------------------------------------------------------------------
+ *-----------------------------------------------------------------------------
+ */
+
+/*
+ *-----------------------------------------------------------------------------
+ * Initialize sballs. Called each time the window changes.
+ *-----------------------------------------------------------------------------
+ */
+
+void init_sballs(ModeInfo * mi)
+{
+ sballsstruct *sb;
+
+ if (sballs == NULL) {
+ if ((sballs = (sballsstruct *) calloc(MI_NUM_SCREENS(mi),
+ sizeof(sballsstruct))) == NULL)
+ return;
+ }
+ sb = &sballs[MI_SCREEN(mi)];
+
+ if ((sb->glx_context = init_GL(mi)) != NULL) {
+
+#ifndef STANDALONE
+ Reshape(mi); /* xlock mode */
+#else
+ reshape_sballs(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
+#endif
+ glDrawBuffer(GL_BACK);
+ Init(mi);
+
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+/*
+ *-----------------------------------------------------------------------------
+ * Called by the mainline code periodically to update the display.
+ *-----------------------------------------------------------------------------
+ */
+void draw_sballs(ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ sballsstruct *sb;
+
+ if (sballs == NULL)
+ return;
+ sb = &sballs[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+ if (!sb->glx_context)
+ return;
+
+ glXMakeCurrent(display, window, *(sb->glx_context));
+ Draw(mi);
+#ifndef STANDALONE
+ Reshape(mi); /* xlock mode */
+#else
+ reshape_sballs(mi,MI_WIDTH(mi),MI_HEIGHT(mi)); /* xscreensaver mode */
+#endif
+
+ glFinish();
+ glXSwapBuffers(display, window);
+}
+
+
+/*
+ *-----------------------------------------------------------------------------
+ * The display is being taken away from us. Free up malloc'ed
+ * memory and X resources that we've alloc'ed. Only called
+ * once, we must zap everything for every screen.
+ *-----------------------------------------------------------------------------
+ */
+
+void release_sballs(ModeInfo * mi)
+{
+ int screen;
+
+ if (sballs != NULL) {
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ sballsstruct *sb = &sballs[screen];
+ if (sb->btexture)
+ {
+ glDeleteTextures(1,&sb->backid);
+ XDestroyImage(sb->btexture);
+ }
+ if (sb->ftexture)
+ {
+ glDeleteTextures(1,&sb->faceid);
+ XDestroyImage(sb->ftexture);
+ }
+ }
+ (void) free((void *) sballs);
+ sballs = (sballsstruct *) NULL;
+ }
+ FreeAllGL(mi);
+}
+
+void change_sballs(ModeInfo * mi)
+{
+ sballsstruct *sb;
+
+ if (sballs == NULL)
+ return;
+ sb = &sballs[MI_SCREEN(mi)];
+
+ if (!sb->glx_context)
+ return;
+
+ /* initialise object number */
+ if (object == 0)
+ object = NRAND(MAX_OBJ);
+ if ((object == 0) || (object > MAX_OBJ))
+ object = DEF_OBJECT_INDX;
+ object--;
+
+ /* correct sphere number */
+ spheres = MI_COUNT(mi);
+ if (MI_COUNT(mi) > polygons[object].numverts)
+ spheres = polygons[object].numverts;
+ if (MI_COUNT(mi) < 1)
+ spheres = polygons[object].numverts;
+
+ if (MI_IS_DEBUG(mi)) {
+ (void) fprintf(stderr,
+ "%s:\n\tobject=%s\n\tspheres=%d\n\tspeed=%d\n\ttexture=%s\n",
+ MI_NAME(mi),
+ polygons[object].shortname,
+ spheres,
+ MI_CYCLES(mi),
+ do_texture ? "on" : "off"
+ );
+ }
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sb->glx_context));
+
+}
+#endif /* MODE_sballs */