X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fmorph3d.c;h=350acdee584e7588f3360a2659c97a2cdfdae186;hp=99316b0768d119d7e8a17377d803a29f53451b2c;hb=ffd8c0873576a9e3065696a624dce6b766b77062;hpb=f3e0240915ed9f9b3a61781f5c7002d587563fe0 diff --git a/hacks/glx/morph3d.c b/hacks/glx/morph3d.c index 99316b07..350acdee 100644 --- a/hacks/glx/morph3d.c +++ b/hacks/glx/morph3d.c @@ -1,21 +1,31 @@ -#if !defined( lint ) && !defined( SABER ) -static const char sccsid[] = "@(#)morph3d.c 4.02 97/04/01 xlockmore"; +/* -*- Mode: C; tab-width: 4 -*- */ +/* morph3d --- Shows 3D morphing objects */ +#if 0 +static const char sccsid[] = "@(#)morph3d.c 5.01 2001/03/01 xlockmore"; #endif #undef DEBUG_CULL_FACE /*- - * morph3d.c - Shows 3D morphing objects (XLock Version) + * 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. * - * See xlock.c for copying information. + * 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. 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 + * 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. * @@ -25,51 +35,50 @@ static const char sccsid[] = "@(#)morph3d.c 4.02 97/04/01 xlockmore"; * 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 gramatical - * mistake. + * Since I'm not a native English speaker, my apologies for any grammatical + * mistakes. * - * My e-mail addresses are - * vianna@cat.cbpf.br - * and - * marcelo@venus.rdc.puc-rio.br + * My e-mail address is + * mfvianna@centroin.com.br * * 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. + * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) + * 01-Mar-2001: Added FPS stuff E.Lassauge + * 27-Jul-1997: Speed ups by Marcelo F. Vianna. + * 08-May-1997: 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 - #ifdef STANDALONE +# define MODE_moebius # 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" +# define HACK_RESHAPE reshape +# define morph3d_opts xlockmore_opts +# define DEFAULTS "*delay: 40000 \n" \ + "*showFPS: False \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 +#ifdef MODE_moebius ModeSpecOpt morph3d_opts = -{0, NULL, 0, NULL, NULL}; +{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL}; + +#ifdef USE_MODULES +ModStruct morph3d_description = +{"morph3d", "init_morph3d", "draw_morph3d", "release_morph3d", + "draw_morph3d", "change_morph3d", (char *) 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 @@ -116,7 +125,7 @@ typedef struct { void (*draw_object) (ModeInfo * mi); float Magnitude; float *MaterialColor[20]; - GLXContext glx_context; + GLXContext *glx_context; } morph3dstruct; static float front_shininess[] = @@ -151,13 +160,13 @@ static float MaterialMagenta[] = static float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0}; static float MaterialGray[] = -{0.2, 0.2, 0.2, 1.0}; +{0.5, 0.5, 0.5, 1.0}; -static morph3dstruct *morph3d = NULL; +static morph3dstruct *morph3d = (morph3dstruct *) NULL; #define TRIANGLE(Edge, Amp, Divisions, Z, VS) \ { \ - GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2,Yf_2,Yb2,Yb_2; \ + GLfloat Xf,Yf,Xa,Yb=0.0,Xf2=0.0,Yf2=0.0,Yf_2=0.0,Yb2,Yb_2; \ GLfloat Factor=0.0,Factor1,Factor2; \ GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \ GLfloat Ax,Ay; \ @@ -265,7 +274,7 @@ static morph3dstruct *morph3d = NULL; GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \ \ static GLfloat x[6],y[6]; \ - static arrayninit=1; \ + static int arrayninit=1; \ \ if (arrayninit) { \ for(Fi=0;Fi<6;Fi++) { \ @@ -323,212 +332,177 @@ static morph3dstruct *morph3d = NULL; 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes); } 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); + SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes) glRotatef(cubeangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]); - glCallList(list); + SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes) glRotatef(cubeangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]); - glCallList(list); + SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes) glRotatef(cubeangle, 0, 1, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]); - glCallList(list); + SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes) glRotatef(2 * cubeangle, 0, 1, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]); - glCallList(list); - - glDeleteLists(list, 1); + SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes) } 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]); - glCallList(list); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); glPushMatrix(); glRotatef(180, 0, 0, 1); glRotatef(-180 + octaangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]); - glCallList(list); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); 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); + TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes); } 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); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(-dodecaangle, cos72, sin72, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(-dodecaangle, cos72, -sin72, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(dodecaangle, cos36, -sin36, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glRotatef(dodecaangle, cos36, sin36, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glRotatef(180, 0, 0, 1); glPushMatrix(); glRotatef(-dodecaangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(-dodecaangle, cos72, sin72, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(-dodecaangle, cos72, -sin72, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glPushMatrix(); glRotatef(dodecaangle, cos36, -sin36, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]); - glCallList(list); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); glPopMatrix(); glRotatef(dodecaangle, cos36, sin36, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]); - glCallList(list); - - glDeleteLists(list, 1); + PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes); } 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(); @@ -536,162 +510,101 @@ draw_icosa(ModeInfo * mi) glRotatef(180, 0, 0, 1); glRotatef(-icoangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 0, 0, 1); glRotatef(-icoangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 0, 0, 1); glRotatef(-icoangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); glPushMatrix(); glRotatef(180, 0, 0, 1); glRotatef(-icoangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); glPopMatrix(); glRotatef(180, 0, 0, 1); glRotatef(-icoangle, 1, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[16]); - glCallList(list); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); 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); + TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes); } void -draw_morph3d(ModeInfo * mi) -{ - morph3dstruct *mp = &morph3d[MI_SCREEN(mi)]; - - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); - - 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_WIN_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; -} - -static void reshape(ModeInfo * mi, int width, int height) { morph3dstruct *mp = &morph3d[MI_SCREEN(mi)]; @@ -807,7 +720,7 @@ pinit(ModeInfo * mi) mp->Magnitude = 2.5; break; } - if (MI_WIN_IS_MONO(mi)) { + if (MI_IS_MONO(mi)) { int loop; for (loop = 0; loop < 20; loop++) @@ -818,7 +731,6 @@ pinit(ModeInfo * mi) void init_morph3d(ModeInfo * mi) { - int screen = MI_SCREEN(mi); morph3dstruct *mp; if (morph3d == NULL) { @@ -826,17 +738,86 @@ init_morph3d(ModeInfo * mi) sizeof (morph3dstruct))) == NULL) return; } - mp = &morph3d[screen]; + mp = &morph3d[MI_SCREEN(mi)]; mp->step = NRAND(90); mp->VisibleSpikes = 1; - mp->glx_context = init_GL(mi); + if ((mp->glx_context = init_GL(mi)) != NULL) { - reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi)); - mp->object = MI_BATCHCOUNT(mi); - if (mp->object <= 0 || mp->object > 5) - mp->object = NRAND(5) + 1; - pinit(mi); + reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + glDrawBuffer(GL_BACK); + 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) +{ + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + morph3dstruct *mp; + + if (morph3d == NULL) + return; + mp = &morph3d[MI_SCREEN(mi)]; + + MI_IS_DRAWN(mi) = True; + + if (!mp->glx_context) + return; + + 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(); + + if (MI_IS_FPS(mi)) do_fps (mi); + glXSwapBuffers(display, window); + + mp->step += 0.05; } void @@ -844,6 +825,9 @@ change_morph3d(ModeInfo * mi) { morph3dstruct *mp = &morph3d[MI_SCREEN(mi)]; + if (!mp->glx_context) + return; + mp->object = (mp->object) % 5 + 1; pinit(mi); } @@ -853,8 +837,9 @@ release_morph3d(ModeInfo * mi) { if (morph3d != NULL) { (void) free((void *) morph3d); - morph3d = NULL; + morph3d = (morph3dstruct *) NULL; } + FreeAllGL(mi); } #endif