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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/boing.c
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Original 5.40
Diffstat (limited to 'hacks/glx/boing.c')
-rw-r--r--hacks/glx/boing.c658
1 files changed, 658 insertions, 0 deletions
diff --git a/hacks/glx/boing.c b/hacks/glx/boing.c
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+++ b/hacks/glx/boing.c
@@ -0,0 +1,658 @@
+/* boing, Copyright (c) 2005-2014 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ *
+ * A clone of the Amiga 1000 "Boing" demo. This was the first graphics demo
+ * for the Amiga, written by Dale Luck and RJ Mical during a break at the 1984
+ * Consumer Electronics Show (or so the legend goes.) The boing ball was
+ * briefly the official logo of Amiga Inc., until they were bought by
+ * Commodore later that year.
+ *
+ * With no arguments, this program looks a lot like the original Amiga demo.
+ * With "-smooth -lighting", it looks... less old.
+ *
+ * The amiga version made noise when the ball hit the walls. This version
+ * does not, obviously.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define free_boing 0
+# define release_boing 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "True"
+#define DEF_LIGHTING "False"
+#define DEF_SMOOTH "False"
+#define DEF_SCANLINES "True"
+#define DEF_SPEED "1.0"
+#define DEF_BALL_SIZE "0.5"
+#define DEF_ANGLE "15"
+#define DEF_MERIDIANS "16"
+#define DEF_PARALLELS "8"
+#define DEF_TILES "12"
+#define DEF_THICKNESS "0.05"
+
+#define DEF_BALL_COLOR1 "#CC1919"
+#define DEF_BALL_COLOR2 "#F2F2F2"
+#define DEF_GRID_COLOR "#991999"
+#define DEF_SHADOW_COLOR "#303030"
+#define DEF_BACKGROUND "#8C8C8C"
+
+typedef struct { GLfloat x, y, z; } XYZ;
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLfloat speed;
+
+ GLuint ball_list;
+ double ball_x, ball_y, ball_z, ball_th;
+ double ball_dx, ball_dy, ball_dz, ball_dth;
+ double ball_ddx, ball_ddy, ball_ddz;
+
+ GLfloat ball_color1[4], ball_color2[4], grid_color[4];
+ GLfloat bg_color[4], shadow_color[4];
+ GLfloat lightpos[4];
+
+} boing_configuration;
+
+static boing_configuration *bps = NULL;
+
+static Bool spin;
+static Bool lighting_p;
+static Bool smooth_p;
+static Bool scanlines_p;
+static GLfloat speed;
+static int angle;
+static GLfloat ball_size;
+static unsigned int meridians;
+static unsigned int parallels;
+static unsigned int tiles;
+static GLfloat thickness;
+static char *ball_color1_str, *ball_color2_str, *grid_color_str,
+ *shadow_str, *bg_str;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-lighting", ".lighting", XrmoptionNoArg, "True" },
+ { "+lighting", ".lighting", XrmoptionNoArg, "False" },
+ { "-smooth", ".smooth", XrmoptionNoArg, "True" },
+ { "+smooth", ".smooth", XrmoptionNoArg, "False" },
+ { "-scanlines", ".scanlines", XrmoptionNoArg, "True" },
+ { "+scanlines", ".scanlines", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-angle", ".angle", XrmoptionSepArg, 0 },
+ { "-size", ".ballSize", XrmoptionSepArg, 0 },
+ { "-meridians", ".meridians", XrmoptionSepArg, 0 },
+ { "-parallels", ".parallels", XrmoptionSepArg, 0 },
+ { "-tiles", ".tiles", XrmoptionSepArg, 0 },
+ { "-thickness", ".thickness", XrmoptionSepArg, 0 },
+ { "-ball-color1",".ballColor1",XrmoptionSepArg, 0 },
+ { "-ball-color2",".ballColor2",XrmoptionSepArg, 0 },
+ { "-grid-color", ".gridColor", XrmoptionSepArg, 0 },
+ { "-shadow-color",".shadowColor",XrmoptionSepArg, 0 },
+ { "-background", ".boingBackground",XrmoptionSepArg, 0 },
+ { "-bg", ".boingBackground",XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&lighting_p,"lighting", "Lighting", DEF_LIGHTING, t_Bool},
+ {&smooth_p, "smooth", "Smooth", DEF_SMOOTH, t_Bool},
+ {&scanlines_p,"scanlines","Scanlines", DEF_SCANLINES, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&angle, "angle", "Angle", DEF_ANGLE, t_Int},
+ {&ball_size, "ballSize", "BallSize", DEF_BALL_SIZE, t_Float},
+ {&meridians, "meridians", "meridians", DEF_MERIDIANS, t_Int},
+ {&parallels, "parallels", "parallels", DEF_PARALLELS, t_Int},
+ {&tiles, "tiles", "Tiles", DEF_TILES, t_Int},
+ {&thickness, "thickness", "Thickness", DEF_THICKNESS, t_Float},
+ {&ball_color1_str, "ballColor1", "BallColor1", DEF_BALL_COLOR1, t_String},
+ {&ball_color2_str, "ballColor2", "BallColor2", DEF_BALL_COLOR2, t_String},
+ {&grid_color_str, "gridColor", "GridColor", DEF_GRID_COLOR, t_String},
+ {&shadow_str, "shadowColor","ShadowColor",DEF_SHADOW_COLOR,t_String},
+ /* dammit, -background is too magic... */
+ {&bg_str, "boingBackground", "Background", DEF_BACKGROUND, t_String},
+};
+
+ENTRYPOINT ModeSpecOpt boing_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+static void
+parse_color (ModeInfo *mi, const char *name, const char *s, GLfloat *a)
+{
+ XColor c;
+ a[3] = 1.0; /* alpha */
+
+ if (! XParseColor (MI_DISPLAY(mi), MI_COLORMAP(mi), s, &c))
+ {
+ fprintf (stderr, "%s: can't parse %s color %s", progname, name, s);
+ exit (1);
+ }
+ a[0] = c.red / 65536.0;
+ a[1] = c.green / 65536.0;
+ a[2] = c.blue / 65536.0;
+}
+
+
+static void
+draw_grid (ModeInfo *mi)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+ int x, y;
+ GLfloat t2 = (GLfloat) tiles / 2;
+ GLfloat s = 1.0 / (tiles + thickness);
+ GLfloat z = 0;
+
+ GLfloat lw = MI_HEIGHT(mi) * 0.06 * thickness;
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->grid_color);
+ glColor3fv (bp->grid_color);
+
+ glPushMatrix();
+ glScalef(s, s, s);
+ glTranslatef (-t2, -t2, 0);
+
+ glLineWidth (lw);
+ glBegin (GL_LINES);
+ for (y = 0; y <= tiles; y++)
+ {
+ glVertex3f (0, y, z);
+ glVertex3f (tiles, y, z);
+ /*mi->polygon_count++;*/
+ }
+ for (x = 0; x <= tiles; x++)
+ {
+ glVertex3f (x, tiles, z);
+ glVertex3f (x, 0, z);
+ /*mi->polygon_count++;*/
+ }
+
+ glEnd();
+ glPopMatrix();
+}
+
+
+static void
+draw_box (ModeInfo *mi)
+{
+ /* boing_configuration *bp = &bps[MI_SCREEN(mi)]; */
+ glPushMatrix();
+ glTranslatef (0, 0, -0.5);
+/* glFrontFace (GL_CCW);*/
+ draw_grid (mi);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef (90, 1, 0, 0);
+ glTranslatef (0, 0, 0.5);
+/* glFrontFace (GL_CW);*/
+ draw_grid (mi);
+ glPopMatrix();
+}
+
+
+static void
+draw_ball (ModeInfo *mi)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int x, y;
+ int xx = meridians;
+ int yy = parallels;
+ int scale = (smooth_p ? 5 : 1);
+
+ if (lighting_p && !wire)
+ glEnable (GL_LIGHTING);
+
+ if (parallels < 3)
+ scale *= 2;
+
+ xx *= scale;
+ yy *= scale;
+
+ glFrontFace (GL_CW);
+
+ glPushMatrix();
+ glTranslatef (bp->ball_x, bp->ball_y, bp->ball_z);
+ glScalef (ball_size, ball_size, ball_size);
+ glRotatef (-angle, 0, 0, 1);
+ glRotatef (bp->ball_th, 0, 1, 0);
+
+ for (y = 0; y < yy; y++)
+ {
+ GLfloat thy0 = y * (M_PI * 2) / (yy * 2) + M_PI_2;
+ GLfloat thy1 = (y+1) * (M_PI * 2) / (yy * 2) + M_PI_2;
+
+ for (x = 0; x < xx; x++)
+ {
+ GLfloat thx0 = x * (M_PI * 2) / xx;
+ GLfloat thx1 = (x+1) * (M_PI * 2) / xx;
+ XYZ p;
+ Bool bgp = ((x/scale) & 1) ^ ((y/scale) & 1);
+
+ if (wire && bgp) continue;
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
+ (bgp ? bp->ball_color2 : bp->ball_color1));
+ glColor3fv (bgp ? bp->ball_color2 : bp->ball_color1);
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+
+ if (!smooth_p)
+ {
+ p.x = cos((thy0+thy1)/2) * cos((thx0+thx1)/2);
+ p.y = sin((thy0+thy1)/2);
+ p.z = cos((thy0+thy1)/2) * sin((thx0+thx1)/2);
+ glNormal3f (-p.x, -p.y, -p.z);
+ }
+
+ p.x = cos(thy0) * cos(thx0) / 2;
+ p.y = sin(thy0) / 2;
+ p.z = cos(thy0) * sin(thx0) / 2;
+ if (smooth_p)
+ glNormal3f (-p.x, -p.y, -p.z);
+ glVertex3f (p.x, p.y, p.z);
+
+ p.x = cos(thy1) * cos(thx0) / 2;
+ p.y = sin(thy1) / 2;
+ p.z = cos(thy1) * sin(thx0) / 2;
+ if (smooth_p)
+ glNormal3f (-p.x, -p.y, -p.z);
+ glVertex3f (p.x, p.y, p.z);
+
+ p.x = cos(thy1) * cos(thx1) / 2;
+ p.y = sin(thy1) / 2;
+ p.z = cos(thy1) * sin(thx1) / 2;
+ if (smooth_p)
+ glNormal3f (-p.x, -p.y, -p.z);
+ glVertex3f (p.x, p.y, p.z);
+
+ p.x = cos(thy0) * cos(thx1) / 2;
+ p.y = sin(thy0) / 2;
+ p.z = cos(thy0) * sin(thx1) / 2;
+ if (smooth_p)
+ glNormal3f (-p.x, -p.y, -p.z);
+ glVertex3f (p.x, p.y, p.z);
+
+ glEnd ();
+ mi->polygon_count++;
+ }
+ }
+
+ glPopMatrix();
+
+ if (lighting_p && !wire)
+ glDisable(GL_LIGHTING);
+}
+
+
+static void
+draw_shadow (ModeInfo *mi)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ GLfloat xoff = 0.14;
+ GLfloat yoff = 0.07;
+ int y;
+ int yy = parallels;
+ int scale = (smooth_p ? 5 : 1);
+
+ if (lighting_p && !wire)
+ glEnable (GL_BLEND);
+
+ if (parallels < 3)
+ scale *= 2;
+
+ yy *= scale;
+
+ glPushMatrix();
+ glTranslatef (bp->ball_x + xoff, bp->ball_y + yoff, -0.49);
+ glScalef (ball_size, ball_size, ball_size);
+ glRotatef (-angle, 0, 0, 1);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->shadow_color);
+ glColor4fv (bp->shadow_color);
+
+ glFrontFace (GL_CCW);
+ glNormal3f (0, 0, 1);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ if (!wire) glVertex3f (0, 0, 0);
+
+ for (y = 0; y < yy*2+1; y++)
+ {
+ GLfloat thy0 = y * (M_PI * 2) / (yy * 2) + M_PI_2;
+ glVertex3f (cos(thy0) / 2, sin(thy0) / 2, 0);
+ mi->polygon_count++;
+ }
+
+ glEnd ();
+
+ glPopMatrix();
+
+ if (lighting_p && !wire)
+ glDisable (GL_BLEND);
+}
+
+
+static void
+draw_scanlines (ModeInfo *mi)
+{
+ /* boing_configuration *bp = &bps[MI_SCREEN(mi)]; */
+ int wire = MI_IS_WIREFRAME(mi);
+ int w = MI_WIDTH(mi);
+ int h = MI_HEIGHT(mi);
+
+ if (h <= 300) return;
+
+ if (!wire)
+ {
+ glEnable (GL_BLEND);
+ glDisable (GL_DEPTH_TEST);
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ {
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ int lh, ls;
+ int y;
+ glLoadIdentity();
+ glOrtho (0, w, 0, h, -1, 1);
+
+ if (h > 500) lh = 4, ls = 4;
+ else if (h > 300) lh = 2, ls = 1;
+ else lh = 1, ls = 1;
+
+ if (lh == 1)
+ glDisable (GL_BLEND);
+
+ glLineWidth (lh);
+ glColor4f (0, 0, 0, 0.3);
+
+ glBegin(GL_LINES);
+ for (y = 0; y < h; y += lh + ls)
+ {
+ glVertex3f (0, y, 0);
+ glVertex3f (w, y, 0);
+ }
+ glEnd();
+ }
+ glPopMatrix();
+ }
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ if (!wire)
+ {
+ glDisable (GL_BLEND);
+ glEnable (GL_DEPTH_TEST);
+ }
+}
+
+
+
+static void
+tick_physics (ModeInfo *mi)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat s2 = ball_size / 2;
+ GLfloat max = 0.5 - s2;
+ GLfloat min = -max;
+
+ bp->ball_th += bp->ball_dth;
+ while (bp->ball_th > 360) bp->ball_th -= 360;
+ while (bp->ball_th < 0) bp->ball_th += 360;
+
+ bp->ball_dx += bp->ball_ddx;
+ bp->ball_x += bp->ball_dx;
+ if (bp->ball_x < min) bp->ball_x = min, bp->ball_dx = -bp->ball_dx,
+ bp->ball_dth = -bp->ball_dth,
+ bp->ball_dx += (frand(bp->speed/2) - bp->speed);
+ else if (bp->ball_x > max) bp->ball_x = max, bp->ball_dx = -bp->ball_dx,
+ bp->ball_dth = -bp->ball_dth,
+ bp->ball_dx += (frand(bp->speed/2) - bp->speed);
+
+ bp->ball_dy += bp->ball_ddy;
+ bp->ball_y += bp->ball_dy;
+ if (bp->ball_y < min) bp->ball_y = min, bp->ball_dy = -bp->ball_dy;
+ else if (bp->ball_y > max) bp->ball_y = max, bp->ball_dy = -bp->ball_dy;
+
+ bp->ball_dz += bp->ball_ddz;
+ bp->ball_z += bp->ball_dz;
+ if (bp->ball_z < min) bp->ball_z = min, bp->ball_dz = -bp->ball_dz;
+ else if (bp->ball_z > max) bp->ball_z = max, bp->ball_dz = -bp->ball_dz;
+}
+
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_boing (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ h *= 4.0 / 3.0; /* Back in the caveman days we couldn't even afford
+ square pixels! */
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 3/4;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ if (height > width)
+ {
+ GLfloat s = width / (GLfloat) height;
+ glScalef (s, s, s);
+ }
+
+ gluPerspective (8.0, 1/h, 1.0, 10.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt (0.0, 0.0, 8.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT Bool
+boing_handle_event (ModeInfo *mi, XEvent *event)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_boing (ModeInfo *mi)
+{
+ boing_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ if (tiles < 1) tiles = 1;
+
+ if (smooth_p)
+ {
+ if (meridians < 1) meridians = 1;
+ if (parallels < 1) parallels = 1;
+ }
+ else
+ {
+ if (meridians < 3) meridians = 3;
+ if (parallels < 2) parallels = 2;
+ }
+
+ if (meridians > 1 && meridians & 1) meridians++; /* odd numbers look bad */
+
+
+ if (thickness <= 0) thickness = 0.001;
+ else if (thickness > 1) thickness = 1;
+
+ reshape_boing (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ parse_color (mi, "ballColor1", ball_color1_str, bp->ball_color1);
+ parse_color (mi, "ballColor2", ball_color2_str, bp->ball_color2);
+ parse_color (mi, "gridColor", grid_color_str, bp->grid_color);
+ parse_color (mi, "shadowColor", shadow_str, bp->shadow_color);
+ parse_color (mi, "background", bg_str, bp->bg_color);
+
+ bp->shadow_color[3] = 0.9;
+
+ glClearColor (bp->bg_color[0], bp->bg_color[1], bp->bg_color[2], 1);
+
+ if (!wire)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
+
+ bp->lightpos[0] = 0.5;
+ bp->lightpos[1] = 0.5;
+ bp->lightpos[2] = -1;
+ bp->lightpos[3] = 0;
+
+ if (lighting_p && !wire)
+ {
+ GLfloat amb[4] = {0, 0, 0, 1};
+ GLfloat dif[4] = {1, 1, 1, 1};
+ GLfloat spc[4] = {1, 1, 1, 1};
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ bp->speed = speed / 800.0;
+
+ bp->ball_dth = (spin ? -bp->speed * 7 * 360 : 0);
+
+ bp->ball_x = 0.5 - ((ball_size/2) + frand(1-ball_size));
+ bp->ball_y = 0.2;
+ bp->ball_dx = bp->speed * 6 + frand(bp->speed);
+ bp->ball_ddy = -bp->speed;
+
+ bp->ball_dz = bp->speed * 6 + frand(bp->speed);
+
+ bp->trackball = gltrackball_init (False);
+}
+
+
+ENTRYPOINT void
+draw_boing (ModeInfo *mi)
+{
+ boing_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ mi->polygon_count = 0;
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_NORMALIZE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (! bp->button_down_p)
+ tick_physics (mi);
+
+ glPushMatrix ();
+
+ {
+ double rot = current_device_rotation();
+ glRotatef(rot, 0, 0, 1);
+/*
+ if ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135))
+ {
+ GLfloat s = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+ glScalef (1/s, s, 1);
+ }
+*/
+ }
+
+ gltrackball_rotate (bp->trackball);
+
+ glLightfv (GL_LIGHT0, GL_POSITION, bp->lightpos);
+
+ glDisable (GL_CULL_FACE);
+ glDisable (GL_DEPTH_TEST);
+
+ glEnable (GL_LINE_SMOOTH);
+ glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable (GL_BLEND);
+
+ draw_box (mi);
+ draw_shadow (mi);
+
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_DEPTH_TEST);
+
+ draw_ball (mi);
+ if (scanlines_p)
+ draw_scanlines (mi);
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE ("Boing", boing)
+
+#endif /* USE_GL */