X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fsierpinski3d.c;h=41a8fd2ea92f02bbfe0a4cbad5de6dd27050f6be;hp=d11daf1aeed98a98498b861af1262f56744baff5;hb=6b1c86cf395f59389e4ece4ea8f4bea2c332745b;hpb=06e9a7886a77cad92f9ddbc169d6d199a4d8b76d diff --git a/hacks/glx/sierpinski3d.c b/hacks/glx/sierpinski3d.c index d11daf1a..41a8fd2e 100644 --- a/hacks/glx/sierpinski3d.c +++ b/hacks/glx/sierpinski3d.c @@ -1,9 +1,8 @@ /* -*- Mode: C; tab-width: 4 -*- */ /* Sierpinski3D --- 3D sierpinski gasket */ -#if !defined( lint ) && !defined( SABER ) +#if 0 static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore"; - #endif /*- @@ -27,24 +26,12 @@ static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore"; * random scattering of points. */ -/*- - * 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 PROGCLASS "Sierpinski3D" -# define HACK_INIT init_gasket -# define HACK_DRAW draw_gasket -# define gasket_opts xlockmore_opts -# define DEFAULTS "*count: 1 \n" \ - "*cycles: 9999 \n" \ - "*delay: 8000 \n" \ - "*maxDepth: 5 \n" \ - "*speed: 150 \n" \ - "*wireframe: False \n" +# define DEFAULTS "*delay: 20000 \n" \ + "*showFPS: False \n" \ + "*wireframe: False \n" \ + +# define refresh_gasket 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ @@ -52,23 +39,40 @@ static const char sccsid[] = "@(#)sierpinski3D.c 00.01 99/11/04 xlockmore"; #ifdef USE_GL +#define DEF_SPIN "True" +#define DEF_WANDER "True" +#define DEF_SPEED "150" +#define DEF_MAXDEPTH "5" + +#include "rotator.h" +#include "gltrackball.h" + #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) static int max_depth; static int speed; +static Bool do_spin; +static Bool do_wander; + static XrmOptionDescRec opts[] = { - {"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, (caddr_t) 0 }, - {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, (caddr_t) 0 } + {"-depth", ".sierpinski3d.maxDepth", XrmoptionSepArg, 0 }, + {"-speed", ".sierpinski3d.speed", XrmoptionSepArg, 0 }, + { "-spin", ".spin", XrmoptionNoArg, "True" }, + { "+spin", ".spin", XrmoptionNoArg, "False" }, + { "-wander", ".wander", XrmoptionNoArg, "True" }, + { "+wander", ".wander", XrmoptionNoArg, "False" }, }; static argtype vars[] = { - {(caddr_t *) &max_depth, "maxDepth", "MaxDepth", "5", t_Int}, - {(caddr_t *) &speed, "speed", "Speed", "150", t_Int}, + {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool}, + {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, + {&speed, "speed", "Speed", DEF_SPEED, t_Int}, + {&max_depth, "maxDepth", "MaxDepth", DEF_MAXDEPTH, t_Int}, }; -ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt gasket_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct gasket_description = @@ -86,112 +90,30 @@ typedef struct{ } GL_VECTOR; typedef struct { - GLfloat view_rotx, view_roty, view_rotz; - GLfloat light_colour[4];/* = {6.0, 6.0, 6.0, 1.0}; */ - GLfloat pos[3];/* = {0.0, 0.0, 0.0}; */ - GLfloat xinc,yinc,zinc; - GLfloat angle; - GLuint gasket1; + GLuint gasket0, gasket1, gasket2, gasket3; GLXContext *glx_context; Window window; + rotator *rot; + trackball_state *trackball; + Bool button_down_p; int current_depth; -} gasketstruct; - -static gasketstruct *gasket = NULL; - -#include - -/* static GLuint limit; */ - - -/* Computing normal vectors (thanks to Nat Friedman ) - */ - -typedef struct vector { - GLfloat x, y, z; -} vector; - -typedef struct plane { - vector p1, p2, p3; -} plane; + int ncolors; + XColor *colors; + int ccolor0; + int ccolor1; + int ccolor2; + int ccolor3; -static void -vector_set(vector *v, GLfloat x, GLfloat y, GLfloat z) -{ - v->x = x; - v->y = y; - v->z = z; -} - -static void -vector_cross(vector v1, vector v2, vector *v3) -{ - v3->x = (v1.y * v2.z) - (v1.z * v2.y); - v3->y = (v1.z * v2.x) - (v1.x * v2.z); - v3->z = (v1.x * v2.y) - (v1.y * v2.x); -} + int tick; -static void -vector_subtract(vector v1, vector v2, vector *res) -{ - res->x = v1.x - v2.x; - res->y = v1.y - v2.y; - res->z = v1.z - v2.z; -} + GLfloat normals[4][3]; -static void -plane_normal(plane p, vector *n) -{ - vector v1, v2; - vector_subtract(p.p1, p.p2, &v1); - vector_subtract(p.p1, p.p3, &v2); - vector_cross(v2, v1, n); -} +} gasketstruct; -static void -do_normal(GLfloat x1, GLfloat y1, GLfloat z1, - GLfloat x2, GLfloat y2, GLfloat z2, - GLfloat x3, GLfloat y3, GLfloat z3) -{ - plane plane; - vector n; - vector_set(&plane.p1, x1, y1, z1); - vector_set(&plane.p2, x2, y2, z2); - vector_set(&plane.p3, x3, y3, z3); - plane_normal(plane, &n); - n.x = -n.x; n.y = -n.y; n.z = -n.z; - - glNormal3f(n.x, n.y, n.z); - -#ifdef DEBUG - /* Draw a line in the direction of this face's normal. */ - { - GLfloat ax = n.x > 0 ? n.x : -n.x; - GLfloat ay = n.y > 0 ? n.y : -n.y; - GLfloat az = n.z > 0 ? n.z : -n.z; - GLfloat mx = (x1 + x2 + x3) / 3; - GLfloat my = (y1 + y2 + y3) / 3; - GLfloat mz = (z1 + z2 + z3) / 3; - GLfloat xx, yy, zz; - - GLfloat max = ax > ay ? ax : ay; - if (az > max) max = az; - max *= 2; - xx = n.x / max; - yy = n.y / max; - zz = n.z / max; - - glBegin(GL_LINE_LOOP); - glVertex3f(mx, my, mz); - glVertex3f(mx+xx, my+yy, mz+zz); - glEnd(); - } -#endif /* DEBUG */ -} +static gasketstruct *gasket = NULL; - static void triangle (GLfloat x1, GLfloat y1, GLfloat z1, @@ -202,10 +124,7 @@ triangle (GLfloat x1, GLfloat y1, GLfloat z1, if (wireframe_p) glBegin (GL_LINE_LOOP); else - { - do_normal (x1, y1, z1, x2, y2, z2, x3, y3, z3); - glBegin (GL_TRIANGLES); - } + glBegin (GL_TRIANGLES); glVertex3f (x1, y1, z1); glVertex3f (x2, y2, z2); glVertex3f (x3, y3, z3); @@ -213,26 +132,45 @@ triangle (GLfloat x1, GLfloat y1, GLfloat z1, } static void -four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown) +four_tetras (gasketstruct *gp, + GL_VECTOR *outer, Bool wireframe_p, int countdown, int which, + int *countP) { if (countdown <= 0) { - triangle (outer[0].x, outer[0].y, outer[0].z, - outer[1].x, outer[1].y, outer[1].z, - outer[2].x, outer[2].y, outer[2].z, - wireframe_p); - triangle (outer[0].x, outer[0].y, outer[0].z, - outer[3].x, outer[3].y, outer[3].z, - outer[1].x, outer[1].y, outer[1].z, - wireframe_p); - triangle (outer[0].x, outer[0].y, outer[0].z, - outer[2].x, outer[2].y, outer[2].z, - outer[3].x, outer[3].y, outer[3].z, - wireframe_p); - triangle (outer[1].x, outer[1].y, outer[1].z, - outer[3].x, outer[3].y, outer[3].z, - outer[2].x, outer[2].y, outer[2].z, - wireframe_p); + (*countP)++; + if (which == 0) + { + glNormal3f (gp->normals[0][0], gp->normals[0][1], gp->normals[0][2]); + triangle (outer[0].x, outer[0].y, outer[0].z, + outer[1].x, outer[1].y, outer[1].z, + outer[2].x, outer[2].y, outer[2].z, + wireframe_p); + } + else if (which == 1) + { + glNormal3f (gp->normals[1][0], gp->normals[1][1], gp->normals[1][2]); + triangle (outer[0].x, outer[0].y, outer[0].z, + outer[3].x, outer[3].y, outer[3].z, + outer[1].x, outer[1].y, outer[1].z, + wireframe_p); + } + else if (which == 2) + { + glNormal3f (gp->normals[2][0], gp->normals[2][1], gp->normals[2][2]); + triangle (outer[0].x, outer[0].y, outer[0].z, + outer[2].x, outer[2].y, outer[2].z, + outer[3].x, outer[3].y, outer[3].z, + wireframe_p); + } + else + { + glNormal3f (gp->normals[3][0], gp->normals[3][1], gp->normals[3][2]); + triangle (outer[1].x, outer[1].y, outer[1].z, + outer[3].x, outer[3].y, outer[3].z, + outer[2].x, outer[2].y, outer[2].z, + wireframe_p); + } } else { @@ -275,37 +213,55 @@ four_tetras (GL_VECTOR *outer, Bool wireframe_p, int countdown) corner[1] = inner[M01]; corner[2] = inner[M02]; corner[3] = inner[M03]; - four_tetras (corner, wireframe_p, countdown); + four_tetras (gp, corner, wireframe_p, countdown, which, countP); corner[0] = inner[M01]; corner[1] = outer[1]; corner[2] = inner[M12]; corner[3] = inner[M13]; - four_tetras (corner, wireframe_p, countdown); + four_tetras (gp, corner, wireframe_p, countdown, which, countP); corner[0] = inner[M02]; corner[1] = inner[M12]; corner[2] = outer[2]; corner[3] = inner[M23]; - four_tetras (corner, wireframe_p, countdown); + four_tetras (gp, corner, wireframe_p, countdown, which, countP); corner[0] = inner[M03]; corner[1] = inner[M13]; corner[2] = inner[M23]; corner[3] = outer[3]; - four_tetras (corner, wireframe_p, countdown); + four_tetras (gp, corner, wireframe_p, countdown, which, countP); } } static void -compile_gasket(ModeInfo *mi) +compile_gasket(ModeInfo *mi, int which) { Bool wireframe_p = MI_IS_WIREFRAME(mi); gasketstruct *gp = &gasket[MI_SCREEN(mi)]; + int count; GL_VECTOR vertex[5]; + gp->normals[0][0] = 0; + gp->normals[0][1] = 0; + gp->normals[0][2] = -sqrt(2.0 / 3.0); + + gp->normals[1][0] = 0; + gp->normals[1][1] = -sqrt(0.75); + gp->normals[1][2] = sqrt(2.0 / 3.0) / 3.0; + + gp->normals[2][0] = sqrt (0.5); + gp->normals[2][1] = sqrt(0.75) / 2.0; + gp->normals[2][2] = gp->normals[1][2]; + + gp->normals[3][0] = -gp->normals[2][0]; + gp->normals[3][1] = gp->normals[2][1]; + gp->normals[3][2] = gp->normals[1][2]; + + /* define verticies */ vertex[0].x = 0.5; vertex[0].y = -(1.0/3.0)*sqrt((2.0/3.0)); @@ -327,95 +283,147 @@ compile_gasket(ModeInfo *mi) vertex[4].y = 0.0; vertex[4].z = 0.0; - four_tetras (vertex, wireframe_p, + count = 0; + four_tetras (gp, vertex, wireframe_p, (gp->current_depth < 0 - ? -gp->current_depth : gp->current_depth)); + ? -gp->current_depth : gp->current_depth), + which, + &count); + mi->polygon_count = count; } static void draw(ModeInfo *mi) { + Bool wireframe_p = MI_IS_WIREFRAME(mi); gasketstruct *gp = &gasket[MI_SCREEN(mi)]; - static int tick = 0; - static float position0[] = {-0.5, 1.2, 0.5, 0.0}; - static float ambient0[] = {0.4, 0.6, 0.4, 1.0}; - static float spec[] = {0.7, 0.7, 0.7, 1.0}; - static float shine[] = {70.0}; + static const GLfloat pos[] = {-4.0, 3.0, 10.0, 1.0}; + static const GLfloat white[] = {1.0, 1.0, 1.0, 1.0}; - glLightfv(GL_LIGHT0, GL_POSITION, position0); - glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); - glLightfv(GL_LIGHT0, GL_SPECULAR, spec); - glLightfv(GL_LIGHT0, GL_SHININESS, shine); - glLightfv(GL_LIGHT0, GL_DIFFUSE, gp->light_colour); + GLfloat color0[] = {0.0, 0.0, 0.0, 1.0}; + GLfloat color1[] = {0.0, 0.0, 0.0, 1.0}; + GLfloat color2[] = {0.0, 0.0, 0.0, 1.0}; + GLfloat color3[] = {0.0, 0.0, 0.0, 1.0}; - glShadeModel(GL_SMOOTH); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + if (!wireframe_p) + { + glColor4fv (white); + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + + color0[0] = gp->colors[gp->ccolor0].red / 65536.0; + color0[1] = gp->colors[gp->ccolor0].green / 65536.0; + color0[2] = gp->colors[gp->ccolor0].blue / 65536.0; + + color1[0] = gp->colors[gp->ccolor1].red / 65536.0; + color1[1] = gp->colors[gp->ccolor1].green / 65536.0; + color1[2] = gp->colors[gp->ccolor1].blue / 65536.0; + + color2[0] = gp->colors[gp->ccolor2].red / 65536.0; + color2[1] = gp->colors[gp->ccolor2].green / 65536.0; + color2[2] = gp->colors[gp->ccolor2].blue / 65536.0; + + color3[0] = gp->colors[gp->ccolor3].red / 65536.0; + color3[1] = gp->colors[gp->ccolor3].green / 65536.0; + color3[2] = gp->colors[gp->ccolor3].blue / 65536.0; + + gp->ccolor0++; + gp->ccolor1++; + gp->ccolor2++; + gp->ccolor3++; + if (gp->ccolor0 >= gp->ncolors) gp->ccolor0 = 0; + if (gp->ccolor1 >= gp->ncolors) gp->ccolor1 = 0; + if (gp->ccolor2 >= gp->ncolors) gp->ccolor2 = 0; + if (gp->ccolor3 >= gp->ncolors) gp->ccolor3 = 0; + + glShadeModel(GL_SMOOTH); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + } glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glPushMatrix(); - glTranslatef( gp->pos[0], gp->pos[1], gp->pos[2] ); - glPushMatrix(); - glRotatef(2*gp->angle, 1.0, 0.0, 0.0); - glRotatef(3*gp->angle, 0.0, 1.0, 0.0); - glRotatef( gp->angle, 0.0, 0.0, 1.0); + { + double x, y, z; + get_position (gp->rot, &x, &y, &z, !gp->button_down_p); + glTranslatef((x - 0.5) * 10, + (y - 0.5) * 10, + (z - 0.5) * 20); + + gltrackball_rotate (gp->trackball); + + get_rotation (gp->rot, &x, &y, &z, !gp->button_down_p); + glRotatef (x * 360, 1.0, 0.0, 0.0); + glRotatef (y * 360, 0.0, 1.0, 0.0); + glRotatef (z * 360, 0.0, 0.0, 1.0); + } + glScalef( 8.0, 8.0, 8.0 ); + + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0); + glCallList(gp->gasket0); + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1); glCallList(gp->gasket1); - - glPopMatrix(); + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2); + glCallList(gp->gasket2); + glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3); + glCallList(gp->gasket3); glPopMatrix(); - if (tick++ >= speed) + if (gp->tick++ >= speed) { - tick = 0; + gp->tick = 0; if (gp->current_depth >= max_depth) gp->current_depth = -max_depth; gp->current_depth++; + /* We make four different lists so that each face of the tetrahedrons + can have a different color (all triangles facing in the same + direction have the same color, which is different from all + triangles facing in other directions.) + */ + glDeleteLists (gp->gasket0, 1); glDeleteLists (gp->gasket1, 1); - glNewList (gp->gasket1, GL_COMPILE); - compile_gasket (mi); - glEndList(); - - /* do the colour change */ - gp->light_colour[0] = 3.0*SINF(gp->angle/20.0) + 4.0; - gp->light_colour[1] = 3.0*SINF(gp->angle/30.0) + 4.0; - gp->light_colour[2] = 3.0*SINF(gp->angle/60.0) + 4.0; + glDeleteLists (gp->gasket2, 1); + glDeleteLists (gp->gasket3, 1); + + mi->polygon_count = 0; + glNewList (gp->gasket0, GL_COMPILE); compile_gasket (mi, 0); glEndList(); + glNewList (gp->gasket1, GL_COMPILE); compile_gasket (mi, 1); glEndList(); + glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList(); + glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList(); + } } /* new window size or exposure */ -static void -reshape(int width, int height) +ENTRYPOINT void +reshape_gasket(ModeInfo *mi, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; glViewport(0, 0, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); + gluPerspective (30.0, 1/h, 1.0, 100.0); - gluPerspective( 30.0, 1/h, 1.0, 100.0 ); - gluLookAt( 0.0, 0.0, 15.0, - 0.0, 0.0, 0.0, - 0.0, 1.0, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0, 0.0, -15.0); + gluLookAt( 0.0, 0.0, 30.0, + 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0); - /* The depth buffer will be cleared, if needed, before the - * next frame. Right now we just want to black the screen. - */ glClear(GL_COLOR_BUFFER_BIT); } @@ -424,25 +432,59 @@ pinit(ModeInfo *mi) { gasketstruct *gp = &gasket[MI_SCREEN(mi)]; - gp->xinc = 0.1*(1.0*random()/RAND_MAX); - gp->yinc = 0.1*(1.0*random()/RAND_MAX); - gp->zinc = 0.1*(1.0*random()/RAND_MAX); - gp->light_colour[0] = 6.0; - gp->light_colour[1] = 6.0; - gp->light_colour[2] = 6.0; - gp->light_colour[3] = 1.0; - gp->pos[0] = 0.0; - gp->pos[1] = 0.0; - gp->pos[2] = 0.0; /* draw the gasket */ + gp->gasket0 = glGenLists(1); gp->gasket1 = glGenLists(1); + gp->gasket2 = glGenLists(1); + gp->gasket3 = glGenLists(1); gp->current_depth = 1; /* start out at level 1, not 0 */ - glNewList(gp->gasket1, GL_COMPILE); - compile_gasket(mi); - glEndList(); } -void + +ENTRYPOINT Bool +gasket_handle_event (ModeInfo *mi, XEvent *event) +{ + gasketstruct *gp = &gasket[MI_SCREEN(mi)]; + + if (event->xany.type == ButtonPress && + event->xbutton.button == Button1) + { + gp->button_down_p = True; + gltrackball_start (gp->trackball, + event->xbutton.x, event->xbutton.y, + MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + else if (event->xany.type == ButtonRelease && + event->xbutton.button == Button1) + { + gp->button_down_p = False; + return True; + } + else if (event->xany.type == ButtonPress && + (event->xbutton.button == Button4 || + event->xbutton.button == Button5 || + event->xbutton.button == Button6 || + event->xbutton.button == Button7)) + { + gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10, + !!event->xbutton.state); + return True; + } + else if (event->xany.type == MotionNotify && + gp->button_down_p) + { + gltrackball_track (gp->trackball, + event->xmotion.x, event->xmotion.y, + MI_WIDTH (mi), MI_HEIGHT (mi)); + return True; + } + + return False; +} + + +ENTRYPOINT void init_gasket(ModeInfo *mi) { int screen = MI_SCREEN(mi); @@ -457,14 +499,33 @@ init_gasket(ModeInfo *mi) gp = &gasket[screen]; gp->window = MI_WINDOW(mi); - gp->view_rotx = NRAND(360); - gp->view_roty = NRAND(360); - gp->view_rotz = NRAND(360); - gp->angle = NRAND(360)/90.0; + + { + double spin_speed = 1.0; + double wander_speed = 0.03; + gp->rot = make_rotator (do_spin ? spin_speed : 0, + do_spin ? spin_speed : 0, + do_spin ? spin_speed : 0, + 1.0, + do_wander ? wander_speed : 0, + True); + gp->trackball = gltrackball_init (); + } + + gp->ncolors = 255; + gp->colors = (XColor *) calloc(gp->ncolors, sizeof(XColor)); + make_smooth_colormap (0, 0, 0, + gp->colors, &gp->ncolors, + False, 0, False); + gp->ccolor0 = 0; + gp->ccolor1 = gp->ncolors * 0.25; + gp->ccolor2 = gp->ncolors * 0.5; + gp->ccolor3 = gp->ncolors * 0.75; + gp->tick = 999999; if ((gp->glx_context = init_GL(mi)) != NULL) { - reshape(MI_WIDTH(mi), MI_HEIGHT(mi)); + reshape_gasket(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); pinit(mi); } else @@ -473,14 +534,12 @@ init_gasket(ModeInfo *mi) } } -void +ENTRYPOINT void draw_gasket(ModeInfo * mi) { gasketstruct *gp = &gasket[MI_SCREEN(mi)]; Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); - int angle_incr = 1; - int rot_incr = 1;/*MI_COUNT(mi) ? MI_COUNT(mi) : 1;*/ if (!gp->glx_context) return; @@ -491,24 +550,12 @@ draw_gasket(ModeInfo * mi) glXMakeCurrent(display, window, *(gp->glx_context)); draw(mi); - - /* rotate */ - gp->angle = (int) (gp->angle + angle_incr) % 360; - if ( FABSF( gp->pos[0] ) > 8.0 ) gp->xinc = -1.0 * gp->xinc; - if ( FABSF( gp->pos[1] ) > 6.0 ) gp->yinc = -1.0 * gp->yinc; - if ( FABSF( gp->pos[2] ) >15.0 ) gp->zinc = -1.0 * gp->zinc; - gp->pos[0] += gp->xinc; - gp->pos[1] += gp->yinc; - gp->pos[2] += gp->zinc; - gp->view_rotx = (int) (gp->view_rotx + rot_incr) % 360; - gp->view_roty = (int) (gp->view_roty +(rot_incr/2.0)) % 360; - gp->view_rotz = (int) (gp->view_rotz +(rot_incr/3.0)) % 360; - + if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(display, window); } -void +ENTRYPOINT void release_gasket(ModeInfo * mi) { if (gasket != NULL) @@ -524,7 +571,10 @@ release_gasket(ModeInfo * mi) /* Display lists MUST be freed while their glXContext is current. */ glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context)); + if (glIsList(gp->gasket0)) glDeleteLists(gp->gasket0, 1); if (glIsList(gp->gasket1)) glDeleteLists(gp->gasket1, 1); + if (glIsList(gp->gasket2)) glDeleteLists(gp->gasket2, 1); + if (glIsList(gp->gasket3)) glDeleteLists(gp->gasket3, 1); } } (void) free((void *) gasket); @@ -533,6 +583,7 @@ release_gasket(ModeInfo * mi) FreeAllGL(mi); } +XSCREENSAVER_MODULE_2 ("Sierpinski3D", sierpinski3d, gasket) /*********************************************************/