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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/geodesic.c
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Original 5.40
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diff --git a/hacks/glx/geodesic.c b/hacks/glx/geodesic.c
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+/* 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 free_geodesic 0
+# define release_geodesic 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#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);
+
+# 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 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);
+ }
+ }
+}
+
+XSCREENSAVER_MODULE ("Geodesic", geodesic)
+
+#endif /* USE_GL */