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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/discoball.c
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Original 5.40
Diffstat (limited to 'hacks/glx/discoball.c')
-rw-r--r--hacks/glx/discoball.c707
1 files changed, 707 insertions, 0 deletions
diff --git a/hacks/glx/discoball.c b/hacks/glx/discoball.c
new file mode 100644
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+++ b/hacks/glx/discoball.c
@@ -0,0 +1,707 @@
+/* discoball, Copyright (c) 2016 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.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 30 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define release_ball 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "normals.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "False"
+#define DEF_WANDER "True"
+#define DEF_SPEED "1.0"
+
+typedef struct tile tile;
+struct tile {
+ XYZ position, normal;
+ GLfloat size, tilt;
+ tile *next;
+};
+
+
+typedef struct {
+ XYZ normal;
+ GLfloat color[4];
+} ray;
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ GLfloat th;
+ trackball_state *trackball;
+ Bool button_down_p;
+ tile *tiles;
+ int nrays;
+ ray *rays;
+} ball_configuration;
+
+static ball_configuration *bps = NULL;
+
+static Bool do_spin;
+static GLfloat speed;
+static Bool do_wander;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" }
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt ball_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static XYZ
+normalize (XYZ p)
+{
+ GLfloat d = sqrt(p.x*p.x + p.y*p.y * p.z*p.z);
+ if (d < 0.0000001)
+ p.x = p.y = p.z = 0;
+ else
+ {
+ p.x /= d;
+ p.y /= d;
+ p.z /= d;
+ }
+
+ return p;
+}
+
+
+static void
+build_texture (ModeInfo *mi)
+{
+ int x, y;
+ int size = 128;
+ int bpl = size * 2;
+ unsigned char *data = malloc (bpl * size);
+
+ for (y = 0; y < size; y++)
+ {
+ for (x = 0; x < size; x++)
+ {
+ unsigned char *c = &data [y * bpl + x * 2];
+ GLfloat X = (x / (GLfloat) (size-1)) - 0.5;
+ GLfloat Y = (y / (GLfloat) (size-1)) - 0.5;
+ X = cos (X * X * 6.2);
+ Y = cos (Y * Y * 6.2);
+ X = X < Y ? X : Y;
+ X *= 0.4;
+ c[0] = 0xFF;
+ c[1] = 0xFF * X;
+ }
+ }
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ check_gl_error ("texture param");
+
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, size, size, 0,
+ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
+ check_gl_error ("light texture");
+ free (data);
+}
+
+
+static int
+draw_rays (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+ int i;
+
+ glEnable (GL_TEXTURE_2D);
+ glDisable (GL_LIGHTING);
+ glEnable (GL_BLEND);
+ glDisable (GL_DEPTH_TEST);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE);
+
+ for (i = 0; i < bp->nrays; i++)
+ {
+ GLfloat x = bp->rays[i].normal.x;
+ GLfloat y = bp->rays[i].normal.y;
+ GLfloat z = bp->rays[i].normal.z;
+ glPushMatrix();
+
+ /* Orient to direction of ray. */
+ glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1);
+ glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0);
+
+ glScalef (5, 5, 10);
+ glTranslatef(0, 0, 1.1);
+ glColor4fv (bp->rays[i].color);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glTexCoord2f (0, 0); glVertex3f (-0.5, 0, -1);
+ glTexCoord2f (1, 0); glVertex3f ( 0.5, 0, -1);
+ glTexCoord2f (1, 1); glVertex3f ( 0.5, 0, 1);
+ glTexCoord2f (0, 1); glVertex3f (-0.5, 0, 1);
+ glEnd();
+ polys++;
+ glPopMatrix();
+ }
+
+ glDisable (GL_TEXTURE_2D);
+ glEnable (GL_LIGHTING);
+ glDisable (GL_BLEND);
+ glEnable (GL_DEPTH_TEST);
+ glDisable (GL_FOG);
+
+ return polys;
+}
+
+
+static int
+draw_ball_1 (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+ tile *t;
+ GLfloat m[4][4];
+
+ glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]);
+
+ glFrontFace (GL_CW);
+
+#if 0
+ /* Draw the back rays.
+ */
+ if (! wire)
+ {
+ glPushMatrix();
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+ glTranslatef(0, 0, -4.1);
+ glRotatef (bp->th, 0, 0, 1);
+ polys += draw_rays (mi);
+ glPopMatrix();
+ }
+ glClear(GL_DEPTH_BUFFER_BIT);
+#endif
+
+
+ /* Instead of rendering polygons for the foam ball substrate, let's
+ just billboard a quad down the middle to mask out the back-facing
+ tiles. */
+ {
+ glPushMatrix();
+ m[0][0] = 1; m[1][0] = 0; m[2][0] = 0;
+ m[0][1] = 0; m[1][1] = 1; m[2][1] = 0;
+ m[0][2] = 0; m[1][2] = 0; m[2][2] = 1;
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+ glScalef (40, 40, 40);
+ glTranslatef (-0.5, -0.5, -0.01);
+ if (! wire)
+ glDisable (GL_LIGHTING);
+ /* Draw into the depth buffer but not the frame buffer */
+ glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColor3f (0, 0, 0);
+ glBegin (GL_QUADS);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, 1, 0);
+ glVertex3f (1, 1, 0);
+ glVertex3f (1, 0, 0);
+ glEnd();
+ polys++;
+ glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if (! wire)
+ glEnable (GL_LIGHTING);
+ glPopMatrix();
+ glColor3f (1, 1, 1);
+ }
+
+ /* Draw all the tiles.
+ */
+ for (t = bp->tiles; t; t = t->next)
+ {
+ GLfloat x = t->normal.x;
+ GLfloat y = t->normal.y;
+ GLfloat z = t->normal.z;
+ GLfloat s = t->size / 2;
+ glPushMatrix();
+
+ /* Move to location of tile. */
+ glTranslatef (t->position.x, t->position.y, t->position.z);
+
+ /* Orient to direction tile is facing. */
+ glRotatef (-atan2 (x, y) * (180 / M_PI), 0, 0, 1);
+ glRotatef ( atan2 (z, sqrt(x*x + y*y)) * (180 / M_PI), 1, 0, 0);
+
+ glRotatef (t->tilt, 0, 1, 0);
+
+ glScalef (s, s, s);
+ glNormal3f (0, 1, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (-1, 0, -1);
+ glVertex3f ( 1, 0, -1);
+ glVertex3f ( 1, 0, 1);
+ glVertex3f (-1, 0, 1);
+ glEnd();
+ polys++;
+
+ if (! wire)
+ {
+ GLfloat d = 0.2;
+ glNormal3f (0, 0, -1);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (-1, 0, -1);
+ glVertex3f (-1, -d, -1);
+ glVertex3f ( 1, -d, -1);
+ glVertex3f ( 1, 0, -1);
+ glEnd();
+ polys++;
+
+ glNormal3f (0, 0, 1);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f ( 1, 0, 1);
+ glVertex3f ( 1, -d, 1);
+ glVertex3f (-1, -d, 1);
+ glVertex3f (-1, 0, 1);
+ glEnd();
+ polys++;
+
+ glNormal3f (1, 0, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f ( 1, 0, -1);
+ glVertex3f ( 1, -d, -1);
+ glVertex3f ( 1, -d, 1);
+ glVertex3f ( 1, 0, 1);
+ glEnd();
+ polys++;
+
+ glNormal3f (-1, 0, 0);
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f (-1, 0, 1);
+ glVertex3f (-1, -d, 1);
+ glVertex3f (-1, -d, -1);
+ glVertex3f (-1, 0, -1);
+ glEnd();
+ polys++;
+ }
+
+ glPopMatrix();
+ }
+
+ /* Draw the front rays.
+ */
+ if (! wire)
+ {
+ glPushMatrix();
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+ glTranslatef(0, 0, 4.1);
+ glRotatef (-bp->th, 0, 0, 1);
+ polys += draw_rays (mi);
+ glPopMatrix();
+ }
+
+ return polys;
+}
+
+
+static GLfloat
+vector_angle (XYZ a, XYZ b)
+{
+ double La = sqrt (a.x*a.x + a.y*a.y + a.z*a.z);
+ double Lb = sqrt (b.x*b.x + b.y*b.y + b.z*b.z);
+ double cc, angle;
+
+ if (La == 0 || Lb == 0) return 0;
+ if (a.x == b.x && a.y == b.y && a.z == b.z) return 0;
+
+ /* dot product of two vectors is defined as:
+ La * Lb * cos(angle between vectors)
+ and is also defined as:
+ ax*bx + ay*by + az*bz
+ so:
+ La * Lb * cos(angle) = ax*bx + ay*by + az*bz
+ cos(angle) = (ax*bx + ay*by + az*bz) / (La * Lb)
+ angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb));
+ */
+ cc = (a.x*b.x + a.y*b.y + a.z*b.z) / (La * Lb);
+ if (cc > 1) cc = 1; /* avoid fp rounding error (1.000001 => sqrt error) */
+ angle = acos (cc);
+
+ return (angle);
+}
+
+
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
+static void
+build_ball (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ int rows = MI_COUNT (mi);
+
+ GLfloat tile_size = M_PI / rows;
+ GLfloat th0, th1;
+
+ struct { XYZ position; GLfloat strength; } dents[5];
+ int dent_count = random() % countof(dents);
+ int i;
+ for (i = 0; i < dent_count; i++)
+ {
+ GLfloat dist;
+ dents[i].position.x = RANDSIGN() * (2 - BELLRAND(0.2));
+ dents[i].position.y = RANDSIGN() * (2 - BELLRAND(0.2));
+ dents[i].position.z = RANDSIGN() * (2 - BELLRAND(0.2));
+ dist = sqrt (dents[i].position.x * dents[i].position.x +
+ dents[i].position.y * dents[i].position.y +
+ dents[i].position.z * dents[i].position.z);
+ dents[i].strength = dist - (1 - BELLRAND(0.3));
+ dents[i].strength = dist - (1 - BELLRAND(0.3));
+ }
+
+
+ for (th1 = M_PI/2; th1 > -(M_PI/2 + tile_size/2); th1 -= tile_size)
+ {
+ GLfloat x = cos (th1);
+ GLfloat y = sin (th1);
+ GLfloat x0 = cos (th1 - tile_size/2);
+ GLfloat x1 = cos (th1 + tile_size/2);
+ GLfloat circ0 = M_PI * x0 * 2;
+ GLfloat circ1 = M_PI * x1 * 2;
+ GLfloat circ = (circ0 < circ1 ? circ0 : circ1);
+ int row_tiles = floor ((circ < 0 ? 0 : circ) / tile_size);
+ GLfloat spacing;
+ GLfloat dropsy = 0.13 + frand(0.04);
+
+ if (row_tiles <= 0) row_tiles = 1;
+ spacing = M_PI*2 / row_tiles;
+
+ for (th0 = 0; th0 < M_PI*2; th0 += spacing)
+ {
+ tile *t = (tile *) calloc (1, sizeof(*t));
+ t->size = tile_size * 0.85;
+ t->position.x = cos (th0) * x;
+ t->position.y = sin (th0) * x;
+ t->position.z = y;
+
+ t->normal = t->position;
+
+ /* Apply pressure on position from the dents. */
+ for (i = 0; i < dent_count; i++)
+ {
+ GLfloat dist;
+ XYZ direction;
+
+ if (! (random() % 150)) /* Drop tiles randomly */
+ {
+ free (t);
+ goto SKIP;
+ }
+
+ direction.x = t->position.x - dents[i].position.x;
+ direction.y = t->position.y - dents[i].position.y;
+ direction.z = t->position.z - dents[i].position.z;
+ dist = sqrt (direction.x * direction.x +
+ direction.y * direction.y +
+ direction.z * direction.z);
+ if (dist < dents[i].strength)
+ {
+ GLfloat s = 1 - (dents[i].strength - dist) * 0.66;
+ XYZ n2 = t->normal;
+ GLfloat angle = vector_angle (t->position, dents[i].position);
+
+ /* Drop out the tiles near the apex of the dent. */
+ if (angle < dropsy)
+ {
+ free (t);
+ goto SKIP;
+ }
+
+ t->position.x *= s;
+ t->position.y *= s;
+ t->position.z *= s;
+
+ direction = normalize (direction);
+ n2.x -= direction.x;
+ n2.y -= direction.y;
+ n2.z -= direction.z;
+
+ t->normal.x = (t->normal.x + n2.x) / 2;
+ t->normal.y = (t->normal.y + n2.y) / 2;
+ t->normal.z = (t->normal.z + n2.z) / 2;
+ }
+ }
+
+ /* Skew the direction the tile is facing slightly. */
+ t->normal.x += 0.12 - frand(0.06);
+ t->normal.y += 0.12 - frand(0.06);
+ t->normal.z += 0.12 - frand(0.06);
+ t->tilt = 4 - BELLRAND(8);
+
+ t->next = bp->tiles;
+ bp->tiles = t;
+ SKIP: ;
+ }
+ }
+
+ bp->nrays = 5 + BELLRAND(10);
+ bp->rays = (ray *) calloc (bp->nrays, sizeof(*bp->rays));
+ for (i = 0; i < bp->nrays; i++)
+ {
+ GLfloat th = frand(M_PI * 2);
+ bp->rays[i].normal.x = cos (th);
+ bp->rays[i].normal.y = sin (th);
+ bp->rays[i].normal.z = 1;
+ bp->rays[i].normal = normalize (bp->rays[i].normal);
+ bp->rays[i].color[0] = 0.9 + frand(0.1);
+ bp->rays[i].color[1] = 0.6 + frand(0.4);
+ bp->rays[i].color[2] = 0.6 + frand(0.2);
+ bp->rays[i].color[3] = 1;
+ }
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_ball (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT Bool
+ball_handle_event (ModeInfo *mi, XEvent *event)
+{
+ ball_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_ball (ModeInfo *mi)
+{
+ ball_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ if (! wire)
+ build_texture (mi);
+
+ reshape_ball (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ bp->th = 180 - frand(360);
+
+ if (MI_COUNT(mi) < 10)
+ MI_COUNT(mi) = 10;
+ if (MI_COUNT(mi) > 200)
+ MI_COUNT(mi) = 200;
+
+ {
+ double spin_speed = 0.1;
+ double wander_speed = 0.003;
+ double spin_accel = 1;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ False);
+ bp->trackball = gltrackball_init (True);
+ }
+
+ build_ball (mi);
+
+ if (!wire)
+ {
+ GLfloat color[4] = {0.5, 0.5, 0.5, 1};
+ GLfloat cspec[4] = {1, 1, 1, 1};
+ static const GLfloat shiny = 10;
+
+ static GLfloat pos0[4] = { 0.5, -1, -0.5, 0};
+ static GLfloat pos1[4] = {-0.75, -1, 0, 0};
+ static GLfloat amb[4] = {0, 0, 0, 1};
+ static GLfloat dif[4] = {1, 1, 1, 1};
+ static GLfloat spc[4] = {1, 1, 1, 1};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ color[0] += frand(0.2);
+ color[1] += frand(0.2);
+ color[2] += frand(0.2);
+
+ cspec[0] -= frand(0.2);
+ cspec[1] -= frand(0.2);
+ cspec[2] -= frand(0.2);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+
+ glLightfv(GL_LIGHT1, GL_POSITION, pos1);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, spc);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
+ glMateriali (GL_FRONT, GL_SHININESS, shiny);
+ }
+}
+
+
+ENTRYPOINT void
+draw_ball (ModeInfo *mi)
+{
+ ball_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));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 6,
+ (y - 0.5) * 6,
+ (z - 0.5) * 2);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->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);
+ }
+
+ mi->polygon_count = 0;
+
+ glRotatef (50, 1, 0, 0);
+
+ glScalef (4, 4, 4);
+ glRotatef (bp->th, 0, 0, 1);
+ if (! bp->button_down_p)
+ {
+ bp->th += (bp->th > 0 ? speed : -speed);
+ while (bp->th > 360) bp->th -= 360;
+ while (bp->th < -360) bp->th += 360;
+ }
+
+ mi->polygon_count += draw_ball_1 (mi);
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+
+ENTRYPOINT void
+free_ball (ModeInfo *mi)
+{
+ ball_configuration *bp = &bps[MI_SCREEN(mi)];
+ while (bp->tiles)
+ {
+ tile *t = bp->tiles->next;
+ free (bp->tiles);
+ bp->tiles = t;
+ }
+ free (bp->rays);
+}
+
+XSCREENSAVER_MODULE_2 ("Discoball", discoball, ball)
+
+#endif /* USE_GL */