/* -*- 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
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* The original code for this mode was written by 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.
*
* Thanks goes also to Brian Paul for making it possible and inexpensive
* to use OpenGL at home.
*
* 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 grammatical
* mistakes.
*
* My e-mail address is
* mfvianna@centroin.com.br
*
* Marcelo F. Vianna (Feb-13-1997)
*
* Revision History:
* 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
* 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
* 27-Jul-1997: Speed ups by Marcelo F. Vianna.
* 08-May-1997: Speed ups by Marcelo F. Vianna.
*
*/
#ifdef STANDALONE
# define MODE_moebius
# define DEFAULTS "*delay: 40000 \n" \
"*showFPS: False \n" \
"*count: 0 \n" \
"*suppressRotationAnimation: True\n" \
# define release_morph3d 0
# define morph3d_handle_event xlockmore_no_events
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#ifdef MODE_moebius
ENTRYPOINT ModeSpecOpt morph3d_opts =
{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
#ifdef USE_MODULES
ModStruct morph3d_description =
{"morph3d", "init_morph3d", "draw_morph3d", (char *) NULL,
"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
#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
#define sqr(A) ((A)*(A))
/* Increasing this values produces better image quality, the price is speed. */
#define tetradivisions 23
#define cubedivisions 20
#define octadivisions 21
#define dodecadivisions 10
#define icodivisions 15
#define tetraangle 109.47122063449069174
#define cubeangle 90.000000000000000000
#define octaangle 109.47122063449069174
#define dodecaangle 63.434948822922009981
#define icoangle 41.810314895778596167
#ifndef Pi
#define Pi M_PI
#endif
#define SQRT2 1.4142135623730951455
#define SQRT3 1.7320508075688771932
#define SQRT5 2.2360679774997898051
#define SQRT6 2.4494897427831778813
#define SQRT15 3.8729833462074170214
#define cossec36_2 0.8506508083520399322
#define cos72 0.3090169943749474241
#define sin72 0.9510565162951535721
#define cos36 0.8090169943749474241
#define sin36 0.5877852522924731292
/*************************************************************************/
typedef struct {
GLint WindH, WindW;
GLfloat step;
GLfloat seno;
int object;
int edgedivisions;
int VisibleSpikes;
void (*draw_object) (ModeInfo * mi);
float Magnitude;
const float *MaterialColor[20];
GLXContext *glx_context;
int arrayninit;
} morph3dstruct;
static const GLfloat front_shininess[] = {60.0};
static const GLfloat front_specular[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
static const GLfloat lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
static const GLfloat lmodel_twoside[] = {GL_TRUE};
static const GLfloat MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
static const GLfloat MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
static const GLfloat MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
static const GLfloat MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
static const GLfloat MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
static const GLfloat MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
static const GLfloat MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat MaterialGray[] = {0.5, 0.5, 0.5, 1.0};
static morph3dstruct *morph3d = (morph3dstruct *) NULL;
#define TRIANGLE(Edge, Amp, Divisions, Z, VS) \
{ \
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; \
int Ri,Ti; \
GLfloat Vr=(Edge)*SQRT3/3; \
GLfloat AmpVr2=(Amp)/sqr(Vr); \
GLfloat Zf=(Edge)*(Z); \
\
Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \
\
Yf=Vr+Ay; Yb=Yf+0.001; \
for (Ri=1; Ri<=(Divisions); Ri++) { \
glBegin(GL_TRIANGLE_STRIP); \
Xf=(float)Ri*Ax; Xa=Xf+0.001; \
Yf2=sqr(Yf); Yf_2=sqr(Yf-Ay); \
Yb2=sqr(Yb); Yb_2=sqr(Yb-Ay); \
for (Ti=0; Ti<Ri; Ti++) { \
Factor=1-(((Xf2=sqr(Xf))+Yf2)*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
Factor2=1-((Xf2+Yb2)*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
mi->polygon_count++; \
\
Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay; \
\
Factor=1-(((Xf2=sqr(Xf))+Yf_2)*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf_2)*AmpVr2); \
Factor2=1-((Xf2+Yb_2)*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
mi->polygon_count++; \
\
Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay; \
} \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
Yf+=Ay; Yb+=Ay; \
glEnd(); \
} \
VS=(Factor<0); \
}
#define SQUARE(Edge, Amp, Divisions, Z, VS) \
{ \
int Xi,Yi; \
GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Xa2,Yb; \
GLfloat Factor=0.0,Factor1,Factor2; \
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
GLfloat Zf=(Edge)*(Z); \
GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \
\
for (Yi=0; Yi<(Divisions); Yi++) { \
Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \
Yf2=sqr(Yf); \
Y=Yf+1.0/(Divisions)*(Edge); \
Y2=sqr(Y); \
glBegin(GL_QUAD_STRIP); \
for (Xi=0; Xi<=(Divisions); Xi++) { \
Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \
Xf2=sqr(Xf); \
\
Xa=Xf+0.001; Yb=Y+0.001; \
Factor=1-((Xf2+Y2)*AmpVr2); \
Factor1=1-(((Xa2=sqr(Xa))+Y2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
Yb=Yf+0.001; \
Factor=1-((Xf2+Yf2)*AmpVr2); \
Factor1=1-((Xa2+Yf2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
mi->polygon_count++; \
} \
glEnd(); \
} \
VS=(Factor<0); \
}
#define PENTAGON(Edge, Amp, Divisions, Z, VS) \
{ \
int Ri,Ti,Fi; \
GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
GLfloat Factor=0.0,Factor1,Factor2; \
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
GLfloat Zf=(Edge)*(Z); \
GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
\
GLfloat x[6],y[6]; \
\
for(Fi=0;Fi<6;Fi++) { \
x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
} \
\
for (Ri=1; Ri<=(Divisions); Ri++) { \
for (Fi=0; Fi<5; Fi++) { \
glBegin(GL_TRIANGLE_STRIP); \
for (Ti=0; Ti<Ri; Ti++) { \
Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
mi->polygon_count++; \
\
Xf-=x[Fi]; Yf-=y[Fi]; Xa-=x[Fi]; Yb-=y[Fi]; \
\
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
mi->polygon_count++; \
\
} \
Xf=(float)Ri*x[Fi+1]; \
Yf=(float)Ri*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
glEnd(); \
} \
} \
VS=(Factor<0); \
}
static void
draw_tetra(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
glPushMatrix();
glRotatef(180, 0, 0, 1);
glRotatef(-tetraangle, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
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]);
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]);
TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
}
static void
draw_cube(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
glRotatef(cubeangle, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
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]);
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]);
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]);
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]);
SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
}
static void
draw_octa(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
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[1]);
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]);
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]);
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]);
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]);
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]);
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]);
TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
}
static void
draw_dodeca(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
#define TAU ((SQRT5+1)/2)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
glPushMatrix();
glRotatef(180, 0, 0, 1);
glPushMatrix();
glRotatef(-dodecaangle, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
}
static void
draw_icosa(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
glPushMatrix();
glPushMatrix();
glRotatef(180, 0, 0, 1);
glRotatef(-icoangle, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
}
ENTRYPOINT void
reshape_morph3d(ModeInfo * mi, int width, int height)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width;
y = -height/2;
}
glViewport(0, y, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
glMatrixMode(GL_MODELVIEW);
}
static void
pinit(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glClearDepth(1.0);
glColor3f(1.0, 1.0, 1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
switch (mp->object) {
case 2:
mp->draw_object = draw_cube;
mp->MaterialColor[0] = MaterialRed;
mp->MaterialColor[1] = MaterialGreen;
mp->MaterialColor[2] = MaterialCyan;
mp->MaterialColor[3] = MaterialMagenta;
mp->MaterialColor[4] = MaterialYellow;
mp->MaterialColor[5] = MaterialBlue;
mp->edgedivisions = cubedivisions;
mp->Magnitude = 2.0;
break;
case 3:
mp->draw_object = draw_octa;
mp->MaterialColor[0] = MaterialRed;
mp->MaterialColor[1] = MaterialGreen;
mp->MaterialColor[2] = MaterialBlue;
mp->MaterialColor[3] = MaterialWhite;
mp->MaterialColor[4] = MaterialCyan;
mp->MaterialColor[5] = MaterialMagenta;
mp->MaterialColor[6] = MaterialGray;
mp->MaterialColor[7] = MaterialYellow;
mp->edgedivisions = octadivisions;
mp->Magnitude = 2.5;
break;
case 4:
mp->draw_object = draw_dodeca;
mp->MaterialColor[0] = MaterialRed;
mp->MaterialColor[1] = MaterialGreen;
mp->MaterialColor[2] = MaterialCyan;
mp->MaterialColor[3] = MaterialBlue;
mp->MaterialColor[4] = MaterialMagenta;
mp->MaterialColor[5] = MaterialYellow;
mp->MaterialColor[6] = MaterialGreen;
mp->MaterialColor[7] = MaterialCyan;
mp->MaterialColor[8] = MaterialRed;
mp->MaterialColor[9] = MaterialMagenta;
mp->MaterialColor[10] = MaterialBlue;
mp->MaterialColor[11] = MaterialYellow;
mp->edgedivisions = dodecadivisions;
mp->Magnitude = 2.0;
break;
case 5:
mp->draw_object = draw_icosa;
mp->MaterialColor[0] = MaterialRed;
mp->MaterialColor[1] = MaterialGreen;
mp->MaterialColor[2] = MaterialBlue;
mp->MaterialColor[3] = MaterialCyan;
mp->MaterialColor[4] = MaterialYellow;
mp->MaterialColor[5] = MaterialMagenta;
mp->MaterialColor[6] = MaterialRed;
mp->MaterialColor[7] = MaterialGreen;
mp->MaterialColor[8] = MaterialBlue;
mp->MaterialColor[9] = MaterialWhite;
mp->MaterialColor[10] = MaterialCyan;
mp->MaterialColor[11] = MaterialYellow;
mp->MaterialColor[12] = MaterialMagenta;
mp->MaterialColor[13] = MaterialRed;
mp->MaterialColor[14] = MaterialGreen;
mp->MaterialColor[15] = MaterialBlue;
mp->MaterialColor[16] = MaterialCyan;
mp->MaterialColor[17] = MaterialYellow;
mp->MaterialColor[18] = MaterialMagenta;
mp->MaterialColor[19] = MaterialGray;
mp->edgedivisions = icodivisions;
mp->Magnitude = 2.5;
break;
default:
mp->draw_object = draw_tetra;
mp->MaterialColor[0] = MaterialRed;
mp->MaterialColor[1] = MaterialGreen;
mp->MaterialColor[2] = MaterialBlue;
mp->MaterialColor[3] = MaterialWhite;
mp->edgedivisions = tetradivisions;
mp->Magnitude = 2.5;
break;
}
if (MI_IS_MONO(mi)) {
int loop;
for (loop = 0; loop < 20; loop++)
mp->MaterialColor[loop] = MaterialGray;
}
}
ENTRYPOINT void
init_morph3d(ModeInfo * mi)
{
morph3dstruct *mp;
MI_INIT (mi, morph3d);
mp = &morph3d[MI_SCREEN(mi)];
mp->step = NRAND(90);
mp->VisibleSpikes = 1;
if ((mp->glx_context = init_GL(mi)) != NULL) {
reshape_morph3d(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);
}
}
ENTRYPOINT 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;
mi->polygon_count = 0;
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);
}
{
GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
: 1);
glScalef (s, s, s);
}
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;
}
#ifndef STANDALONE
ENTRYPOINT void
change_morph3d(ModeInfo * mi)
{
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
if (!mp->glx_context)
return;
mp->object = (mp->object) % 5 + 1;
pinit(mi);
}
#endif /* !STANDALONE */
ENTRYPOINT void
free_morph3d(ModeInfo * mi)
{
/* nothing to do */
}
#endif
XSCREENSAVER_MODULE ("Morph3D", morph3d)