ftp://ftp.smr.ru/pub/0/FreeBSD/releases/distfiles/xscreensaver-3.16.tar.gz
[xscreensaver] / hacks / glx / superquadrics.c
diff --git a/hacks/glx/superquadrics.c b/hacks/glx/superquadrics.c
new file mode 100644 (file)
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+/* -*- 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 */