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authorSimon Rettberg2024-09-06 14:42:37 +0200
committerSimon Rettberg2024-09-06 14:42:37 +0200
commitbadef32037f52f79abc1f1440b786cd71afdf270 (patch)
tree412b792d4cab4a7a110db82fcf74fe8a1ac55ec1 /hacks/glx/geodesic.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
xscreensaver-master.tar.xz
xscreensaver-master.zip
Diffstat (limited to 'hacks/glx/geodesic.c')
-rw-r--r--hacks/glx/geodesic.c824
1 files changed, 0 insertions, 824 deletions
diff --git a/hacks/glx/geodesic.c b/hacks/glx/geodesic.c
deleted file mode 100644
index edf81c9..0000000
--- a/hacks/glx/geodesic.c
+++ /dev/null
@@ -1,824 +0,0 @@
-/* geodesic, Copyright (c) 2013-2014 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.
- */
-
-#define DEFAULTS "*delay: 30000 \n" \
- "*count: 4 \n" \
- "*showFPS: False \n" \
- "*suppressRotationAnimation: True\n" \
-
-# define release_geodesic 0
-
-#include "xlockmore.h"
-#include "colors.h"
-#include "normals.h"
-#include "rotator.h"
-#include "gltrackball.h"
-#include <ctype.h>
-
-#ifdef USE_GL /* whole file */
-
-#include "gllist.h"
-
-#define DEF_SPIN "True"
-#define DEF_WANDER "True"
-#define DEF_SPEED "1.0"
-#define DEF_MODE "mesh"
-
-typedef struct { double a, o; } LL; /* latitude + longitude */
-
-typedef struct {
- GLXContext *glx_context;
- rotator *rot;
- trackball_state *trackball;
- Bool button_down_p;
- int ncolors;
- XColor *colors;
- int ccolor, ccolor2;
- GLfloat color1[4], color2[4];
-
- GLfloat depth;
- GLfloat delta;
-
- GLfloat thickness;
- GLfloat thickdelta;
-
- GLfloat morph_ratio;
-
- Bool random_p;
- enum { WIRE, MESH, SOLID, STELLATED, STELLATED2 } mode;
-
-} geodesic_configuration;
-
-static geodesic_configuration *bps = NULL;
-
-static Bool do_spin;
-static GLfloat speed;
-static Bool do_wander;
-static char *mode_str;
-
-static XrmOptionDescRec opts[] = {
- { "-spin", ".spin", XrmoptionNoArg, "True" },
- { "+spin", ".spin", XrmoptionNoArg, "False" },
- { "-speed", ".speed", XrmoptionSepArg, 0 },
- { "-wander", ".wander", XrmoptionNoArg, "True" },
- { "+wander", ".wander", XrmoptionNoArg, "False" },
- { "-mode", ".mode", XrmoptionSepArg, 0 },
- { "-wireframe", ".mode", XrmoptionNoArg, "wire" },
-};
-
-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},
- {&mode_str, "mode", "Mode", DEF_MODE, t_String},
-};
-
-ENTRYPOINT ModeSpecOpt geodesic_opts = {
- countof(opts), opts, countof(vars), vars, NULL};
-
-
-/* Renders a triangle specified by 3 cartesian endpoints.
- */
-static void
-triangle0 (ModeInfo *mi, XYZ p1, XYZ p2, XYZ p3)
-{
- geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- GLfloat r = bp->thickness;
-
- if (bp->mode == SOLID || bp->mode == STELLATED || bp->mode == STELLATED2)
- r = 1;
-
- if (r <= 0.001) r = 0.001;
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1);
-
- if (wire) r = 1;
-
- if (r <= 0)
- ;
- else if (r >= 1) /* solid triangular face */
- {
- glFrontFace (GL_CCW);
- glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
- do_normal (p1.x, p1.y, p1.z,
- p2.x, p2.y, p2.z,
- p3.x, p3.y, p3.z);
- glVertex3f (p1.x, p1.y, p1.z);
- glVertex3f (p2.x, p2.y, p2.z);
- glVertex3f (p3.x, p3.y, p3.z);
- glEnd();
- mi->polygon_count++;
- }
- else /* mesh: triangular face with a triangular hole */
- {
- XYZ p1b, p2b, p3b, c;
- GLfloat d = 0.98;
-
- c.x = (p1.x + p2.x + p3.x) / 3;
- c.y = (p1.y + p2.y + p3.y) / 3;
- c.z = (p1.z + p2.z + p3.z) / 3;
-
- p1b.x = p1.x + (r * (c.x - p1.x));
- p1b.y = p1.y + (r * (c.y - p1.y));
- p1b.z = p1.z + (r * (c.z - p1.z));
-
- p2b.x = p2.x + (r * (c.x - p2.x));
- p2b.y = p2.y + (r * (c.y - p2.y));
- p2b.z = p2.z + (r * (c.z - p2.z));
-
- p3b.x = p3.x + (r * (c.x - p3.x));
- p3b.y = p3.y + (r * (c.y - p3.y));
- p3b.z = p3.z + (r * (c.z - p3.z));
-
- /* Outside faces */
-
- do_normal (p1.x, p1.y, p1.z,
- p2.x, p2.y, p2.z,
- p3.x, p3.y, p3.z);
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f (p1.x, p1.y, p1.z);
- glVertex3f (p1b.x, p1b.y, p1b.z);
- glVertex3f (p3b.x, p3b.y, p3b.z);
- glVertex3f (p3.x, p3.y, p3.z);
- mi->polygon_count++;
-
- glVertex3f (p1.x, p1.y, p1.z);
- glVertex3f (p2.x, p2.y, p2.z);
- glVertex3f (p2b.x, p2b.y, p2b.z);
- glVertex3f (p1b.x, p1b.y, p1b.z);
- mi->polygon_count++;
-
- glVertex3f (p2.x, p2.y, p2.z);
- glVertex3f (p3.x, p3.y, p3.z);
- glVertex3f (p3b.x, p3b.y, p3b.z);
- glVertex3f (p2b.x, p2b.y, p2b.z);
- mi->polygon_count++;
- glEnd();
-
- /* Inside faces */
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color2);
-
- do_normal (p3.x, p3.y, p3.z,
- p3b.x, p3b.y, p3b.z,
- p1b.x, p1b.y, p1b.z);
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
- glVertex3f (d * p3.x, d * p3.y, d * p3.z);
- glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z);
- glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z);
- glVertex3f (d * p1.x, d * p1.y, d * p1.z);
- mi->polygon_count++;
-
- glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z);
- glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z);
- glVertex3f (d * p2.x, d * p2.y, d * p2.z);
- glVertex3f (d * p1.x, d * p1.y, d * p1.z);
- mi->polygon_count++;
-
- glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z);
- glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z);
- glVertex3f (d * p3.x, d * p3.y, d * p3.z);
- glVertex3f (d * p2.x, d * p2.y, d * p2.z);
- mi->polygon_count++;
- glEnd();
-
-
- /* Connecting edges */
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1);
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS);
-
- do_normal (p1b.x, p1b.y, p1b.z,
- p2b.x, p2b.y, p2b.z,
- p2b.x * d, p2b.y * d, p2b.z * d);
- glVertex3f (p1b.x, p1b.y, p1b.z);
- glVertex3f (p2b.x, p2b.y, p2b.z);
- glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d);
- glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d);
- mi->polygon_count++;
-
- do_normal (p2b.x, p2b.y, p2b.z,
- p3b.x, p3b.y, p3b.z,
- p3b.x * d, p3b.y * d, p3b.z * d);
- glVertex3f (p2b.x, p2b.y, p2b.z);
- glVertex3f (p3b.x, p3b.y, p3b.z);
- glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d);
- glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d);
- mi->polygon_count++;
-
- do_normal (p3b.x, p3b.y, p3b.z,
- p1b.x, p1b.y, p1b.z,
- p1b.x * d, p1b.y * d, p1b.z * d);
- glVertex3f (p3b.x, p3b.y, p3b.z);
- glVertex3f (p1b.x, p1b.y, p1b.z);
- glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d);
- glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d);
- mi->polygon_count++;
- glEnd();
- }
-}
-
-
-/* Renders a triangle specified by 3 polar endpoints.
- */
-static void
-triangle1 (ModeInfo *mi, LL v1, LL v2, LL v3)
-{
- XYZ p1, p2, p3;
-
- p1.x = cos (v1.a) * cos (v1.o);
- p1.y = cos (v1.a) * sin (v1.o);
- p1.z = sin (v1.a);
-
- p2.x = cos (v2.a) * cos (v2.o);
- p2.y = cos (v2.a) * sin (v2.o);
- p2.z = sin (v2.a);
-
- p3.x = cos (v3.a) * cos (v3.o);
- p3.y = cos (v3.a) * sin (v3.o);
- p3.z = sin (v3.a);
-
- triangle0 (mi, p1, p2, p3);
-}
-
-
-/* Computes the midpoint of a line between two polar coords.
- */
-static void
-midpoint2 (LL v1, LL v2, LL *vm_ret,
- XYZ *p1_ret, XYZ *p2_ret, XYZ *pm_ret)
-{
- XYZ p1, p2, pm;
- LL vm;
- GLfloat hyp;
-
- p1.x = cos (v1.a) * cos (v1.o);
- p1.y = cos (v1.a) * sin (v1.o);
- p1.z = sin (v1.a);
-
- p2.x = cos (v2.a) * cos (v2.o);
- p2.y = cos (v2.a) * sin (v2.o);
- p2.z = sin (v2.a);
-
- pm.x = (p1.x + p2.x) / 2;
- pm.y = (p1.y + p2.y) / 2;
- pm.z = (p1.z + p2.z) / 2;
-
- vm.o = atan2 (pm.y, pm.x);
- hyp = sqrt (pm.x * pm.x + pm.y * pm.y);
- vm.a = atan2 (pm.z, hyp);
-
- *p1_ret = p1;
- *p2_ret = p2;
- *pm_ret = pm;
- *vm_ret = vm;
-}
-
-
-/* Computes the midpoint of a triangle specified in polar coords.
- */
-static void
-midpoint3 (LL v1, LL v2, LL v3, LL *vm_ret,
- XYZ *p1_ret, XYZ *p2_ret, XYZ *p3_ret, XYZ *pm_ret)
-{
- XYZ p1, p2, p3, pm;
- LL vm;
- GLfloat hyp;
-
- p1.x = cos (v1.a) * cos (v1.o);
- p1.y = cos (v1.a) * sin (v1.o);
- p1.z = sin (v1.a);
-
- p2.x = cos (v2.a) * cos (v2.o);
- p2.y = cos (v2.a) * sin (v2.o);
- p2.z = sin (v2.a);
-
- p3.x = cos (v3.a) * cos (v3.o);
- p3.y = cos (v3.a) * sin (v3.o);
- p3.z = sin (v3.a);
-
- pm.x = (p1.x + p2.x + p3.x) / 3;
- pm.y = (p1.y + p2.y + p3.y) / 3;
- pm.z = (p1.z + p2.z + p3.z) / 3;
-
- vm.o = atan2 (pm.y, pm.x);
- hyp = sqrt (pm.x * pm.x + pm.y * pm.y);
- vm.a = atan2 (pm.z, hyp);
-
- *p1_ret = p1;
- *p2_ret = p2;
- *p3_ret = p3;
- *pm_ret = pm;
- *vm_ret = vm;
-}
-
-
-/* Renders a triangular geodesic facet to the given depth.
- */
-static void
-triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth)
-{
- geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
-
- if (depth <= 0)
- triangle1 (mi, v1, v2, v3);
- else
- {
- LL v12, v23, v13;
- XYZ p1, p2, p3, p12, p23, p13;
- GLfloat r = bp->morph_ratio;
-
- midpoint2 (v1, v2, &v12, &p1, &p2, &p12);
- midpoint2 (v2, v3, &v23, &p2, &p3, &p23);
- midpoint2 (v1, v3, &v13, &p1, &p3, &p13);
- depth--;
-
- if (depth == 0 &&
- r != 0 &&
- (bp->mode == STELLATED || bp->mode == STELLATED2))
- { /* morph between flat and stellated faces */
- XYZ pc, pc2;
- LL vc;
- midpoint3 (v1, v2, v3, &vc, &p1, &p2, &p3, &pc);
-
- pc2.x = cos (vc.a) * cos (vc.o);
- pc2.y = cos (vc.a) * sin (vc.o);
- pc2.z = sin (vc.a);
-
- pc.x = pc.x + r * (pc2.x - pc.x);
- pc.y = pc.y + r * (pc2.y - pc.y);
- pc.z = pc.z + r * (pc2.z - pc.z);
-
- triangle0 (mi, p1, p2, pc);
- triangle0 (mi, p2, p3, pc);
- triangle0 (mi, p3, p1, pc);
- }
- else if (depth == 0 && r < 1)
- { /* morph between flat and sphere-oid faces */
- XYZ p12b, p23b, p13b;
-
- p12b.x = cos (v12.a) * cos (v12.o);
- p12b.y = cos (v12.a) * sin (v12.o);
- p12b.z = sin (v12.a);
-
- p23b.x = cos (v23.a) * cos (v23.o);
- p23b.y = cos (v23.a) * sin (v23.o);
- p23b.z = sin (v23.a);
-
- p13b.x = cos (v13.a) * cos (v13.o);
- p13b.y = cos (v13.a) * sin (v13.o);
- p13b.z = sin (v13.a);
-
- p12.x = p12.x + r * (p12b.x - p12.x);
- p12.y = p12.y + r * (p12b.y - p12.y);
- p12.z = p12.z + r * (p12b.z - p12.z);
-
- p23.x = p23.x + r * (p23b.x - p23.x);
- p23.y = p23.y + r * (p23b.y - p23.y);
- p23.z = p23.z + r * (p23b.z - p23.z);
-
- p13.x = p13.x + r * (p13b.x - p13.x);
- p13.y = p13.y + r * (p13b.y - p13.y);
- p13.z = p13.z + r * (p13b.z - p13.z);
-
- triangle0 (mi, p1, p12, p13);
- triangle0 (mi, p12, p2, p23);
- triangle0 (mi, p13, p23, p3);
- triangle0 (mi, p12, p23, p13);
- }
- else
- {
- triangle (mi, v1, v12, v13, depth);
- triangle (mi, v12, v2, v23, depth);
- triangle (mi, v13, v23, v3, depth);
- triangle (mi, v12, v23, v13, depth);
- }
- }
-}
-
-
-/* Renders a geodesic sphere to the given depth (frequency).
- */
-static void
-make_geodesic (ModeInfo *mi, int depth)
-{
- GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
- GLfloat s = M_PI / 5; /* lon division: 72 deg */
- int i;
-
- for (i = 0; i < 10; i++)
- {
- GLfloat th1 = s * i;
- GLfloat th2 = s * (i+1);
- GLfloat th3 = s * (i+2);
- LL v1, v2, v3, vc;
- v1.a = th0; v1.o = th1;
- v2.a = th0; v2.o = th3;
- v3.a = -th0; v3.o = th2;
- vc.a = M_PI/2; vc.o = th2;
-
- if (i & 1) /* north */
- {
- triangle (mi, v1, v2, vc, depth);
- triangle (mi, v2, v1, v3, depth);
- }
- else /* south */
- {
- v1.a = -v1.a;
- v2.a = -v2.a;
- v3.a = -v3.a;
- vc.a = -vc.a;
- triangle (mi, v2, v1, vc, depth);
- triangle (mi, v1, v2, v3, depth);
- }
- }
-}
-
-
-/* Window management, etc
- */
-ENTRYPOINT void
-reshape_geodesic (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);
-
- {
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glScalef (s, s, s);
- }
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-
-
-ENTRYPOINT void
-init_geodesic (ModeInfo *mi)
-{
- geodesic_configuration *bp;
- int wire = MI_IS_WIREFRAME(mi);
-
- MI_INIT (mi, bps);
-
- bp = &bps[MI_SCREEN(mi)];
-
- bp->glx_context = init_GL(mi);
-
- reshape_geodesic (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-
- /* This comes first because it sets wire. */
- if (!mode_str || !*mode_str)
- mode_str = DEF_MODE;
- if (!strcasecmp(mode_str, "random")) {
- bp->random_p = 1;
- bp->mode = MESH + (random() % (STELLATED2 - MESH + 1));
- } else if (!strcasecmp(mode_str, "mesh")) {
- bp->mode = MESH;
- } else if (!strcasecmp(mode_str, "solid")) {
- bp->mode = SOLID;
- } else if (!strcasecmp(mode_str, "stellated")) {
- bp->mode = STELLATED;
- } else if (!strcasecmp(mode_str, "stellated2")) {
- bp->mode = STELLATED2;
- } else if (!strcasecmp(mode_str, "wire")) {
- bp->mode = WIRE;
- MI_IS_WIREFRAME(mi) = wire = 1;
- } else {
- fprintf (stderr, "%s: unknown mode: %s\n", progname, mode_str);
- exit (1);
- }
-
-
- {
- static GLfloat cspec[4] = {1.0, 1.0, 1.0, 1.0};
- static const GLfloat shiny = 128.0;
-
- static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
- static GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
- static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
- static GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
-
- glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
- glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
-
- glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
- glMateriali (GL_FRONT, GL_SHININESS, shiny);
-
- glLineWidth (3);
- }
-
- if (! wire)
- {
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- /* Actually this looks pretty good in -wire with lighting! */
- glEnable (GL_LIGHTING);
- glEnable (GL_LIGHT0);
-
- if (! bp->rot)
- {
- double spin_speed = 0.25 * speed;
- double wander_speed = 0.01 * speed;
- double spin_accel = 0.2;
-
- 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,
- True);
- bp->trackball = gltrackball_init (True);
- }
-
- if (MI_COUNT(mi) < 1) MI_COUNT(mi) = 1;
-
- bp->ncolors = 1024;
- if (! bp->colors)
- bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
- make_smooth_colormap (0, 0, 0,
- bp->colors, &bp->ncolors,
- False, 0, False);
- bp->ccolor = 0;
- bp->depth = 1; /* start 1 up from the icosahedron */
- bp->delta = 0.003;
-
-#if 0
- bp->thickness = 1;
- bp->thickdelta = 0.0007;
-#else
- bp->thickness = 0.1;
- bp->thickdelta = 0;
-#endif
-}
-
-
-ENTRYPOINT Bool
-geodesic_handle_event (ModeInfo *mi, XEvent *event)
-{
- geodesic_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;
- else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
- {
- mode_str = "random";
- init_geodesic (mi);
- return True;
- }
-
- return False;
-}
-
-
-ENTRYPOINT void
-draw_geodesic (ModeInfo *mi)
-{
- int wire = MI_IS_WIREFRAME(mi);
- geodesic_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);
-
- if (! wire)
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_CULL_FACE);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix ();
-
- {
- double x, y, z;
- get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
- glTranslatef((x - 0.5) * 8,
- (y - 0.5) * 8,
- (z - 0.5) * 15);
-
- 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);
- }
-
- bp->color1[0] = bp->colors[bp->ccolor].red / 65536.0;
- bp->color1[1] = bp->colors[bp->ccolor].green / 65536.0;
- bp->color1[2] = bp->colors[bp->ccolor].blue / 65536.0;
- bp->color1[3] = 1;
-
- bp->color2[0] = bp->colors[bp->ccolor2].red / 65536.0;
- bp->color2[1] = bp->colors[bp->ccolor2].green / 65536.0;
- bp->color2[2] = bp->colors[bp->ccolor2].blue / 65536.0;
- bp->color2[3] = 1;
-
- bp->ccolor = (bp->ccolor + 1) % bp->ncolors;
- bp->ccolor2 = (bp->ccolor + bp->ncolors / 2) % bp->ncolors;
-
- mi->polygon_count = 0;
-
- glScalef (10, 10, 10);
-
- {
- GLfloat r = bp->depth - floor(bp->depth);
- GLfloat alpha, morph1, morph2;
- int d1, d2;
-
- /* Two ranges: first for fading in the new segments.
- Second for morphing the segments into position.
- */
- GLfloat range = 0.15;
- GLfloat min1 = (0.5 - range) / 2;
- GLfloat max1 = 0.5 - min1;
- GLfloat min2 = 0.5 + min1;
- GLfloat max2 = 0.5 + max1;
-
- if (r < min1) /* old alone */
- {
- d1 = d2 = floor (bp->depth);
- morph1 = morph2 = 1;
- alpha = 1;
- }
- else if (r < max1 && /* fade to new flat */
- (bp->mode == MESH ||
- bp->mode == STELLATED ||
- bp->mode == STELLATED2))
- {
- d1 = floor (bp->depth);
- d2 = ceil (bp->depth);
- morph1 = 1;
- morph2 = 0;
- alpha = (r - min1) / (max1 - min1);
-
- if (bp->mode == STELLATED || bp->mode == STELLATED2)
- {
- morph1 = 1 - alpha; /* de-stellate while fading out */
- morph1 = 2 * (morph1 - 0.5); /* do it faster */
- if (morph1 < 0) morph1 = 0;
- }
- }
- else if (r < min2) /* new flat */
- {
- d1 = d2 = ceil (bp->depth);
- morph1 = morph2 = 0;
- alpha = 1;
- }
- else if (r < max2) /* morph */
- {
- d1 = d2 = ceil (bp->depth);
- morph1 = morph2 = (r - min2) / (max2 - min2);
- alpha = 1;
- }
- else /* new alone */
- {
- d1 = d2 = ceil (bp->depth);
- morph1 = morph2 = 1;
- alpha = 1;
- }
-
- mi->recursion_depth = d2 + r;
-
- if (bp->mode == STELLATED2)
- {
- morph1 = -morph1;
- morph2 = -morph2;
- }
-
- if (d1 != d2)
- {
- if (alpha > 0.5) /* always draw the more transparent one first */
- {
- int s1; GLfloat s2;
- s1 = d1; d1 = d2; d2 = s1;
- s2 = morph1; morph1 = morph2; morph2 = s2;
- alpha = 1 - alpha;
- }
- bp->color1[3] = 1 - alpha;
- bp->color2[3] = 1 - alpha;
-
- if (! wire)
- glDisable (GL_POLYGON_OFFSET_FILL);
-
- bp->morph_ratio = morph1;
- make_geodesic (mi, d1);
-
- /* Make the less-transparent object take precedence */
- if (!wire)
- {
- glEnable (GL_POLYGON_OFFSET_FILL);
- glPolygonOffset (1.0, 1.0);
- }
- }
-
- bp->color1[3] = alpha;
- bp->color2[3] = alpha;
-
- bp->morph_ratio = morph2;
- make_geodesic (mi, d2);
- }
-
- glPopMatrix ();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-
-
- if (! bp->button_down_p)
- {
- bp->depth += speed * bp->delta;
- bp->thickness += speed * bp->thickdelta;
-
- if (bp->depth > MI_COUNT(mi)-1)
- {
- bp->depth = MI_COUNT(mi)-1;
- bp->delta = -fabs (bp->delta);
- }
- else if (bp->depth < 0)
- {
- bp->depth = 0;
- bp->delta = fabs (bp->delta);
-
- /* Randomize the mode again when we hit the bottom state.
- #### I wish this did a fade instead of a jump-cut.
- */
- if (bp->random_p)
- bp->mode = MESH + (random() % (STELLATED2 - MESH + 1));
- }
-
- if (bp->thickness > 1)
- {
- bp->thickness = 1;
- bp->thickdelta = -fabs (bp->thickdelta);
- }
- else if (bp->thickness < 0)
- {
- bp->thickness = 0;
- bp->thickdelta = fabs (bp->thickdelta);
- }
- }
-}
-
-
-ENTRYPOINT void
-free_geodesic (ModeInfo *mi)
-{
- geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
- if (!bp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
- if (bp->trackball) gltrackball_free (bp->trackball);
- if (bp->rot) free_rotator (bp->rot);
- if (bp->colors) free (bp->colors);
-}
-
-XSCREENSAVER_MODULE ("Geodesic", geodesic)
-
-#endif /* USE_GL */