+++ /dev/null
-/* -*- Mode: C; tab-width: 4 -*- */
-/* superquadrics --- 3D mathematical shapes */
-
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)superquadrics.c 4.07 97/11/24 xlockmore";
-
-#endif
-
-/*-
- * 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.
- *
- * Superquadrics were invented by Dr. Alan Barr of Caltech University.
- * They were first published in "Computer Graphics and Applications",
- * volume 1, number 1, 1981, in the article "Superquadrics and Angle-
- * Preserving Transformations." Dr. Barr based the Superquadrics on
- * Piet Hein's "super ellipses." Super ellipses are like 2D ellipses,
- * except that the formula includes an exponent, raising its X and Y
- * values to a (fractional) power, and allowing them to gradually
- * change from round to square edges. Superquadrics extend this
- * idea into 3 dimensions, using two exponents to modify a
- * quadric surface in a similar fashion.
- *
- * Revision History:
- * 30-Mar-97: Turned into a module for xlockmore 4.02 alpha. The code
- * is almost unrecognizable now from the first revision, except for
- * a few remaining two-letter variable names. I still don't have
- * the normal vectors working right (I wrote the buggy normal vector
- * code myself, can you tell?)
- * 07-Jan-97: A legend reborn; Superquadrics make an appearance as a
- * real OpenGL program written in C. I can even render them with
- * proper lighting and specular highlights. Gee, they look almost
- * as good now as the original color plates of them that my uncle
- * showed me as a child in 1981. I don't know what computer hardware
- * he was using at the time, but it's taken a couple decades for the
- * PC clone hardware to catch up to it.
- * 05-Jan-97: After almost a decade, Superquadrics had almost faded away
- * into the myths and folklore of all the things my brother and I played
- * with on computers when we were kids with too much time on our hands.
- * I had since gotten involved in Unix, OpenGL, and other things.
- * A sudden flash of inspiration caused me to dig out the old Pascal
- * source code, run it through p2c, and start ripping away the old
- * wireframe rendering code, to be replaced by OpenGL.
- * Late 1989 or early 1990: Around this time I did the Turbo Pascal
- * port of the Superquadrics. Unfortunately, many of the original variable
- * names remained the same from the C= 64 original. This was unfortunate
- * because BASIC on the c64 only allowed 2-letter, global variable names.
- * But the speed improvement over BASIC was very impressive at the time.
- * Thanksgiving, 1987: Written. My uncle Al, who invented Superquadrics some
- * years earlier, came to visit us. I was a high school kid at the time,
- * with nothing more than a Commodore 64. Somehow we wrote this program,
- * (he did the math obviously, I just coded it into BASIC for the c64).
- * Yeah, 320x200 resolution, colorless white wireframe, and half an hour
- * rendering time per superquadric. PLOT x,y. THOSE were the days.
- * In the following years I would port Superquadrics to AppleBASIC,
- * AmigaBASIC, and then Turbo Pascal for IBM clones. 5 minutes on a 286!
- * Talk about fast rendering! But these days, when my Pentium 166 runs
- * the same program, the superquadric will already be waiting on the
- * screen before my monitor can change frequency from text to graphics
- * mode. Can't time the number of minutes that way! Darn ;)
- *
- * Ed Mackey
- */
-
-/*-
- * 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 "Superquadrics"
-# define HACK_INIT init_superquadrics
-# define HACK_DRAW draw_superquadrics
-# define superquadrics_opts xlockmore_opts
-# define DEFAULTS "*delay: 100 \n" \
- "*count: 25 \n" \
- "*cycles: 40 \n" \
- "*wireframe: False \n"
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef USE_GL
-
-/*-
- * Note for low-CPU-speed machines: If your frame rate is so low that
- * attempts at animation appear futile, try using "-cycles 1", which puts
- * Superquadrics into kind of a slide-show mode. It will still use up
- * all of your CPU power, but it may look nicer.
- */
-
-#define DEF_SPINSPEED "5.0"
-
-static float spinspeed;
-
-static XrmOptionDescRec opts[] =
-{
- {"-spinspeed", ".superquadrics.spinspeed", XrmoptionSepArg, (caddr_t) NULL}
-};
-static argtype vars[] =
-{
- {(caddr_t *) & spinspeed, "spinspeed", "Spinspeed", DEF_SPINSPEED, t_Float}
-};
-static OptionStruct desc[] =
-{
- {"-spinspeed num", "speed of rotation, in degrees per frame"}
-};
-
-ModeSpecOpt superquadrics_opts =
-{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
-
-#ifdef USE_MODULES
-ModStruct superquadrics_description =
-{"superquadrics", "init_superquadrics", "draw_superquadrics", "release_superquadrics",
- "refresh_superquadrics", "init_superquadrics", NULL, &superquadrics_opts,
- 1000, 25, 40, 1, 4, 1.0, "",
- "Shows 3D mathematical shapes", 0, NULL};
-
-#endif
-
-#include <GL/glu.h>
-
-#define MaxRes 50
-#define MinRes 5
-
-typedef double dimi[MaxRes + 1];
-
-typedef struct {
- double xExponent, yExponent;
- GLfloat r[4], g[4], b[4];
- long Mode;
- int rotx, rotz;
-} state;
-
-typedef struct {
- GLXContext *glx_context;
- int dist, wireframe, flatshade, shownorms, maxcount, maxwait;
- int counter, viewcount, viewwait, mono;
- GLfloat curmat[4][4], rotx, roty, rotz, spinspeed;
- /* In dimi: the first letter stands for cosine/sine, the second
- * stands for North, South, East, or West. I think.
- */
- dimi cs, se, sw, sn, ss, ce, cw, cn, Prevxx, Prevyy, Prevzz,
- Prevxn, Prevyn, Prevzn;
- double xExponent, yExponent, Mode;
- int resolution;
- state now, later;
-} superquadricsstruct;
-
-static superquadricsstruct *superquadrics = NULL;
-
-#define CLIP_NORMALS 10000.0
-
-static void ReshapeSuperquadrics(int w, int h);
-
-static int
-myrand(int range)
-{
- return ((int) (((float) range) * LRAND() / (MAXRAND)));
-}
-
-static float
-myrandreal(void)
-{
- return (LRAND() / (MAXRAND));
-}
-
-/* Some old, old, OLD code follows. Ahh this takes me back..... */
-
-/* Output from p2c, the Pascal-to-C translator */
-/* From input file "squad.pas" */
-
-static double
-XtoY(double x, double y)
-{
- double z, a;
-
- /* This is NOT your typical raise-X-to-the-Y-power function. Do not attempt
- * to replace this with a standard exponent function. If you must, just
- * replace the "a = exp(y * log(z));" line with something faster.
- */
-
- z = fabs(x);
- if (z < 1e-20) {
- a = 0.0;
- return a;
- }
- a = exp(y * log(z));
- if (a > CLIP_NORMALS)
- a = CLIP_NORMALS;
- if (x < 0)
- a = -a;
- return a;
-}
-
-
-static double
-Sine(double x, double e)
-{
- /* This is just the sine wave raised to the exponent. BUT, you can't
- * raise negative numbers to fractional exponents. So we have a special
- * XtoY routune which handles it in a way useful to superquadrics.
- */
-
- return (XtoY(sin(x), e));
-}
-
-
-static double
-Cosine(double x, double e)
-{
- return (XtoY(cos(x), e));
-}
-
-
-static void
-MakeUpStuff(int allstuff, superquadricsstruct * sp)
-{
- static int pats[4][4] =
- {
- {0, 0, 0, 0},
- {0, 1, 0, 1},
- {0, 0, 1, 1},
- {0, 1, 1, 0}
- };
-
- int dostuff;
- int t, pat;
- GLfloat r, g, b, r2, g2, b2;
-
- /* randomize it. */
-
- if (sp->maxcount < 2)
- allstuff = 1;
- dostuff = allstuff * 15;
- if (!dostuff) {
- dostuff = myrand(3) + 1;
- if (myrand(2) || (dostuff & 1))
- dostuff |= 4;
- if (myrand(2))
- dostuff |= 8;
- }
- if (dostuff & 1) {
- sp->later.xExponent = (((long) floor(myrandreal() * 250 + 0.5)) / 100.0) + 0.1;
- sp->later.yExponent = (((long) floor(myrandreal() * 250 + 0.5)) / 100.0) + 0.1;
-
- /* Increase the 2.0 .. 2.5 range to 2.0 .. 3.0 */
- if (sp->later.xExponent > 2.0)
- sp->later.xExponent = (sp->later.xExponent * 2.0) - 2.0;
- if (sp->later.yExponent > 2.0)
- sp->later.yExponent = (sp->later.yExponent * 2.0) - 2.0;
- }
- if (dostuff & 2) {
- do {
- sp->later.Mode = myrand(3L) + 1;
- } while (!allstuff && (sp->later.Mode == sp->now.Mode));
- /* On init: make sure it can stay in mode 1 if it feels like it. */
- }
- if (dostuff & 4) {
- if (sp->mono) {
- if (sp->wireframe) {
- b = g = r = 1.0;
- b2 = g2 = r2 = 1.0;
- } else {
- b = g = r = (GLfloat) (140 + myrand(100)) / 255.0;
- b2 = g2 = r2 = ((r > 0.69) ? (1.0 - r) : r);
- }
- } else {
- r = (GLfloat) (40 + myrand(200)) / 255.0;
- g = (GLfloat) (40 + myrand(200)) / 255.0;
- b = (GLfloat) (40 + myrand(200)) / 255.0;
-
- r2 = ((myrand(4) && ((r < 0.31) || (r > 0.69))) ? (1.0 - r) : r);
- g2 = ((myrand(4) && ((g < 0.31) || (g > 0.69))) ? (1.0 - g) : g);
- b2 = ((myrand(4) && ((b < 0.31) || (b > 0.69))) ? (1.0 - b) : b);
- }
-
- pat = myrand(4);
- for (t = 0; t < 4; ++t) {
- sp->later.r[t] = pats[pat][t] ? r : r2;
- sp->later.g[t] = pats[pat][t] ? g : g2;
- sp->later.b[t] = pats[pat][t] ? b : b2;
- }
- }
- if (dostuff & 8) {
- sp->later.rotx = myrand(360) - 180;
- sp->later.rotz = myrand(160) - 80;
- }
-}
-
-static void
-inputs(superquadricsstruct * sp)
-{
- int iv;
- double u, v, mode3, cn3, inverter2, flatu, flatv;
-
- if (sp->Mode < 1.000001) {
- mode3 = 1.0;
- cn3 = 0.0;
- inverter2 = 1.0;
- } else if (sp->Mode < 2.000001) {
- mode3 = 1.0;
- cn3 = (sp->Mode - 1.0) * 1.5;
- inverter2 = (sp->Mode - 1.0) * -2.0 + 1.0;
- } else {
- mode3 = (sp->Mode - 1.0);
- cn3 = (sp->Mode - 2.0) / 2.0 + 1.5;
- inverter2 = -1.0;
- }
-
- if (sp->flatshade) {
- flatu = M_PI / (sp->resolution - 1);
- flatv = mode3 * M_PI / ((sp->resolution - 1) * 2);
- } else {
- flatu = flatv = 0.0;
- }
-
- /* (void) printf("Calculating....\n"); */
- for (iv = 1; iv <= sp->resolution; iv++) {
-
- /* u ranges from PI down to -PI */
- u = (1 - iv) * 2 * M_PI / (sp->resolution - 1) + M_PI;
-
- /* v ranges from PI/2 down to -PI/2 */
- v = (1 - iv) * mode3 * M_PI / (sp->resolution - 1) + M_PI * (mode3 / 2.0);
-
- /* Use of xExponent */
- sp->se[iv] = Sine(u, sp->xExponent);
- sp->ce[iv] = Cosine(u, sp->xExponent);
- sp->sn[iv] = Sine(v, sp->yExponent);
- sp->cn[iv] = Cosine(v, sp->yExponent) * inverter2 + cn3;
-
- /* Normal vector computations only */
- sp->sw[iv] = Sine(u + flatu, 2 - sp->xExponent);
- sp->cw[iv] = Cosine(u + flatu, 2 - sp->xExponent);
- sp->ss[iv] = Sine(v + flatv, 2 - sp->yExponent) * inverter2;
- sp->cs[iv] = Cosine(v + flatv, 2 - sp->yExponent);
- } /* next */
-
- /* Now fix up the endpoints */
- sp->se[sp->resolution] = sp->se[1];
- sp->ce[sp->resolution] = sp->ce[1];
-
- if (sp->Mode > 2.999999) {
- sp->sn[sp->resolution] = sp->sn[1];
- sp->cn[sp->resolution] = sp->cn[1];
- }
-}
-
-
-static void
-DoneScale(superquadricsstruct * sp)
-{
- double xx, yy, zz, xp = 0, yp = 0, zp = 0, xn, yn, zn, xnp = 0,
- ynp = 0, znp = 0;
- int ih, iv;
-
- /* Hey don't knock my 2-letter variable names. Simon's BASIC rules, man! ;-> */
- /* Just kidding..... */
- int toggle = 0;
-
- for (ih = 1; ih <= sp->resolution; ih++) {
- toggle ^= 2;
- for (iv = 1; iv <= sp->resolution; iv++) {
- toggle ^= 1;
- if (sp->wireframe)
- glColor3f(sp->curmat[toggle][0], sp->curmat[toggle][1], sp->curmat[toggle][2]);
- else
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, sp->curmat[toggle]);
-
- xx = sp->cn[iv] * sp->ce[ih];
- zz = sp->cn[iv] * sp->se[ih];
- yy = sp->sn[iv];
-
- if (sp->wireframe) {
- if ((ih > 1) || (iv > 1)) {
- glBegin(GL_LINES);
- if (ih > 1) {
- glVertex3f(xx, yy, zz);
- glVertex3f(sp->Prevxx[iv], sp->Prevyy[iv], sp->Prevzz[iv]);
- }
- if (iv > 1) {
- glVertex3f(xx, yy, zz);
- glVertex3f(sp->Prevxx[iv - 1], sp->Prevyy[iv - 1], sp->Prevzz[iv - 1]);
- }
-/* PURIFY 4.0.1 reports an unitialized memory read on the next line when using
- * MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */
- glEnd();
- }
- } else {
- if ((sp->cs[iv] > 1e+10) || (sp->cs[iv] < -1e+10)) {
- xn = sp->cs[iv];
- zn = sp->cs[iv];
- yn = sp->ss[iv];
- } else {
- xn = sp->cs[iv] * sp->cw[ih];
- zn = sp->cs[iv] * sp->sw[ih];
- yn = sp->ss[iv];
- }
- if ((ih > 1) && (iv > 1)) {
- glNormal3f(xn, yn, zn);
- glBegin(GL_POLYGON);
- glVertex3f(xx, yy, zz);
- if (!sp->flatshade)
- glNormal3f(sp->Prevxn[iv], sp->Prevyn[iv], sp->Prevzn[iv]);
- glVertex3f(sp->Prevxx[iv], sp->Prevyy[iv], sp->Prevzz[iv]);
- if (!sp->flatshade)
- glNormal3f(xnp, ynp, znp);
- glVertex3f(xp, yp, zp);
- if (!sp->flatshade)
- glNormal3f(sp->Prevxn[iv - 1], sp->Prevyn[iv - 1], sp->Prevzn[iv - 1]);
- glVertex3f(sp->Prevxx[iv - 1], sp->Prevyy[iv - 1], sp->Prevzz[iv - 1]);
- glEnd();
- }
- if (sp->shownorms) {
- if (!sp->flatshade)
- glShadeModel(GL_FLAT);
- glDisable(GL_LIGHTING);
- glBegin(GL_LINES);
- glVertex3f(xx, yy, zz);
- glVertex3f(xx + xn, yy + yn, zz + zn);
- glEnd();
- if (!sp->flatshade)
- glShadeModel(GL_SMOOTH);
- glEnable(GL_LIGHTING);
- }
- xnp = sp->Prevxn[iv];
- ynp = sp->Prevyn[iv];
- znp = sp->Prevzn[iv];
- sp->Prevxn[iv] = xn;
- sp->Prevyn[iv] = yn;
- sp->Prevzn[iv] = zn;
- }
-
- xp = sp->Prevxx[iv];
- yp = sp->Prevyy[iv];
- zp = sp->Prevzz[iv];
- sp->Prevxx[iv] = xx;
- sp->Prevyy[iv] = yy;
- sp->Prevzz[iv] = zz;
-
- } /* next */
- } /* next */
-}
-
-/**** End of really old code ****/
-
-static void
-SetCull(int init, superquadricsstruct * sp)
-{
- static int cullmode;
-
- if (init) {
- cullmode = 0;
- return;
- }
- if (sp->Mode < 1.0001) {
- if (cullmode != 1) {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- cullmode = 1;
- }
- } else if (sp->Mode > 2.9999) {
- if (cullmode != 2) {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- cullmode = 2;
- }
- } else {
- if (cullmode) {
- glDisable(GL_CULL_FACE);
- cullmode = 0;
- }
- }
-}
-
-static void
-SetCurrentShape(superquadricsstruct * sp)
-{
- int t;
-
- sp->xExponent = sp->now.xExponent = sp->later.xExponent;
- sp->yExponent = sp->now.yExponent = sp->later.yExponent;
-
- for (t = 0; t < 4; ++t) {
- sp->curmat[t][0] = sp->now.r[t] = sp->later.r[t];
- sp->curmat[t][1] = sp->now.g[t] = sp->later.g[t];
- sp->curmat[t][2] = sp->now.b[t] = sp->later.b[t];
- }
-
- sp->Mode = (double) (sp->now.Mode = sp->later.Mode);
- sp->rotx = sp->now.rotx = sp->later.rotx;
- sp->rotz = sp->now.rotz = sp->later.rotz;
-
- sp->counter = -sp->maxwait;
-
- inputs(sp);
-}
-
-static void
-NextSuperquadric(superquadricsstruct * sp)
-{
- double fnow, flater;
- int t;
-
- sp->roty -= sp->spinspeed;
- while (sp->roty >= 360.0)
- sp->roty -= 360.0;
- while (sp->roty < 0.0)
- sp->roty += 360.0;
-
- --sp->viewcount;
-
- if (sp->counter > 0) {
- if (--sp->counter == 0) {
- SetCurrentShape(sp);
- if (sp->counter == 0) { /* Happens if sp->maxwait == 0 */
- MakeUpStuff(0, sp);
- sp->counter = sp->maxcount;
- }
- } else {
- fnow = (double) sp->counter / (double) sp->maxcount;
- flater = (double) (sp->maxcount - sp->counter) / (double) sp->maxcount;
- sp->xExponent = sp->now.xExponent * fnow + sp->later.xExponent * flater;
- sp->yExponent = sp->now.yExponent * fnow + sp->later.yExponent * flater;
-
- for (t = 0; t < 4; ++t) {
- sp->curmat[t][0] = sp->now.r[t] * fnow + sp->later.r[t] * flater;
- sp->curmat[t][1] = sp->now.g[t] * fnow + sp->later.g[t] * flater;
- sp->curmat[t][2] = sp->now.b[t] * fnow + sp->later.b[t] * flater;
- }
-
- sp->Mode = (double) sp->now.Mode * fnow + (double) sp->later.Mode * flater;
- sp->rotx = (double) sp->now.rotx * fnow + (double) sp->later.rotx * flater;
- sp->rotz = (double) sp->now.rotz * fnow + (double) sp->later.rotz * flater;
-
- inputs(sp);
- }
- } else {
- if (++sp->counter >= 0) {
- MakeUpStuff(0, sp);
- sp->counter = sp->maxcount;
- }
- }
-}
-
-static void
-DisplaySuperquadrics(superquadricsstruct * sp)
-{
- glDrawBuffer(GL_BACK);
- if (sp->wireframe)
- glClear(GL_COLOR_BUFFER_BIT);
- else
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (sp->viewcount < 1) {
- sp->viewcount = sp->viewwait;
- ReshapeSuperquadrics(-1, -1);
- }
- glPushMatrix();
- glTranslatef(0.0, 0.0, -((GLfloat) (sp->dist) / 16.0) - (sp->Mode * 3.0 - 1.0)); /* viewing transform */
- glRotatef(sp->rotx, 1.0, 0.0, 0.0); /* pitch */
- glRotatef(sp->rotz, 0.0, 0.0, 1.0); /* bank */
- glRotatef(sp->roty, 0.0, 1.0, 0.0); /* "spin", like heading but comes after P & B */
-
- SetCull(0, sp);
-
- DoneScale(sp);
-
- glPopMatrix();
-
- /* Remember to flush & swap the buffers after calling this function! */
-}
-
-static void
-NextSuperquadricDisplay(superquadricsstruct * sp)
-{
- NextSuperquadric(sp);
- DisplaySuperquadrics(sp);
-}
-
-#define MINSIZE 200
-static void
-ReshapeSuperquadrics(int w, int h)
-{
- static int last_w = 0, last_h = 0;
- int maxsize, cursize;
-
- if (w < 0) {
- w = last_w;
- h = last_h;
- } else {
- last_w = w;
- last_h = h;
- }
- maxsize = (w < h) ? w : h;
- if (maxsize <= MINSIZE) {
- cursize = maxsize;
- } else {
- cursize = myrand(maxsize - MINSIZE) + MINSIZE;
- }
- if ((w > cursize) && (h > cursize)) {
- glViewport(myrand(w - cursize), myrand(h - cursize), cursize, cursize);
- w = h = cursize;
- } else {
- glViewport(0, 0, w, h);
- }
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(30.0, (GLfloat) w / (GLfloat) h, 0.1, 200.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-static void
-InitSuperquadrics(int wfmode, int snorm, int res, int count, float speed, superquadricsstruct * sp)
-{
- GLfloat ambient[] =
- {0.4, 0.4, 0.4, 1.0};
- GLfloat position[] =
- {10.0, 1.0, 1.0, 10.0};
- GLfloat mat_diffuse[] =
- {1.0, 0.5, 0.5, 1.0};
- GLfloat mat_specular[] =
- {0.8, 0.8, 0.8, 1.0};
- GLfloat mat_shininess[] =
- {50.0};
-
- int t;
-
- for (t = 0; t < 4; ++t)
- sp->curmat[t][3] = 1.0;
-
- sp->rotx = 35.0;
- sp->roty = 0.0;
- sp->rotz = 0.0;
- sp->dist = (16 << 3);
- sp->wireframe = sp->flatshade = sp->shownorms = 0;
- sp->maxcount = count;
- if (sp->maxcount < 1)
- sp->maxcount = 1;
- sp->maxwait = sp->maxcount >> 1;
- SetCull(1, sp);
-
- sp->spinspeed = speed;
- sp->viewcount = sp->viewwait = (sp->maxcount < 2) ? 1 : (sp->maxcount << 3);
-
- if (res < MinRes)
- res = MinRes;
- if (res > MaxRes)
- res = MaxRes;
- sp->resolution = res;
-
- if (wfmode == 2)
- sp->flatshade = 1;
- else if (wfmode)
- sp->wireframe = 1;
-
- if (snorm)
- sp->shownorms = 1;
-
- if (sp->wireframe) {
- glShadeModel(GL_FLAT);
- glDisable(GL_LIGHTING);
- glColor3f(mat_diffuse[0], mat_diffuse[1], mat_diffuse[2]);
- } else {
- if (sp->flatshade) {
- glShadeModel(GL_FLAT);
- position[0] = 1.0;
- position[3] = 0.0;
- }
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
-
- /*glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_diffuse); */
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-
- glFrontFace(GL_CW);
- glEnable(GL_NORMALIZE);
- }
-
- MakeUpStuff(1, sp);
- SetCurrentShape(sp);
- MakeUpStuff(1, sp); /* Initialize it */
- sp->counter = sp->maxcount;
-}
-
-/* End of superquadrics main functions */
-
-void
-init_superquadrics(ModeInfo * mi)
-{
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- int screen = MI_SCREEN(mi);
-
- superquadricsstruct *sp;
-
- if (superquadrics == NULL) {
- if ((superquadrics = (superquadricsstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (superquadricsstruct))) == NULL)
- return;
- }
- sp = &superquadrics[screen];
- sp->mono = (MI_IS_MONO(mi) ? 1 : 0);
-
- if ((sp->glx_context = init_GL(mi)) != NULL) {
-
- InitSuperquadrics(MI_IS_WIREFRAME(mi), 0,
- MI_COUNT(mi), MI_CYCLES(mi), spinspeed, sp);
- ReshapeSuperquadrics(MI_WIDTH(mi), MI_HEIGHT(mi));
-
- DisplaySuperquadrics(sp);
- glFinish();
- glXSwapBuffers(display, window);
- } else {
- MI_CLEARWINDOW(mi);
- }
-}
-
-void
-draw_superquadrics(ModeInfo * mi)
-{
- superquadricsstruct *sp = &superquadrics[MI_SCREEN(mi)];
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- if (!sp->glx_context)
- return;
-
- glXMakeCurrent(display, window, *(sp->glx_context));
-
- NextSuperquadricDisplay(sp);
-
- glFinish();
- glXSwapBuffers(display, window);
-}
-
-void
-refresh_superquadrics(ModeInfo * mi)
-{
- /* Nothing happens here */
-}
-
-void
-release_superquadrics(ModeInfo * mi)
-{
- if (superquadrics != NULL) {
- (void) free((void *) superquadrics);
- superquadrics = NULL;
- }
- FreeAllGL(mi);
-}
-
-
-#endif
-
-/* End of superquadrics.c */