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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/glcells.c
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Original 5.40
Diffstat (limited to 'hacks/glx/glcells.c')
-rw-r--r--hacks/glx/glcells.c1388
1 files changed, 1388 insertions, 0 deletions
diff --git a/hacks/glx/glcells.c b/hacks/glx/glcells.c
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@@ -0,0 +1,1388 @@
+/* -*- Mode: C; tab-width: 2 -*- */
+/* glcells --- Cells growing on your screen */
+
+/*-
+ * Cells growing on your screen
+ *
+ * Copyright (c) 2007 by Matthias Toussaint
+ *
+ * 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.
+ *
+ * 2007: Written by Matthias Toussaint
+ * 0.1 Initial version
+ * 0.2 Bugfixes (threading) and code cleanup by Jamie Zawinski
+ * Window scaling bug + performance bug in tick()
+ */
+
+#include <sys/time.h> /* gettimeofday */
+
+#include "xlockmore.h"
+#include <math.h>
+
+/**********************************
+ DEFINES
+ **********************************/
+
+#define INDEX_OFFSET 100000
+#define NUM_CELL_SHAPES 10
+
+#define release_glcells 0
+#define glcells_handle_event xlockmore_no_events
+
+#define DEF_DELAY "20000"
+#define DEF_MAXCELLS "800"
+#define DEF_RADIUS "40"
+#define DEF_SEEDS "1"
+#define DEF_QUALITY "3"
+#define DEF_KEEPOLD "False"
+#define DEF_MINFOOD "5"
+#define DEF_MAXFOOD "20"
+#define DEF_DIVIDEAGE "20"
+#define DEF_MINDIST "1.4"
+#define DEF_PAUSE "50"
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#ifndef HAVE_JWZGLES /* glDrawElements unimplemented... */
+# define USE_VERTEX_ARRAY
+#endif
+
+#define TEX_SIZE 64
+
+/**********************************
+ TYPEDEFS
+ **********************************/
+
+typedef struct /* a 3-D vector */
+{
+ double x, y, z; /* 3-D coordinates (we don't need w here) */
+} Vector;
+
+typedef struct /* a triangle (indexes of vertexes in some list) */
+{
+ int i[3]; /* the three indexes for the triangle corners */
+} Triangle;
+
+typedef struct
+{
+ float *vertex;
+ float *normal;
+ unsigned *index;
+ int num_index;
+} VertexArray;
+
+typedef struct /* an 3-D object without normal vectors */
+{
+ Vector *vertex; /* the vertexes */
+ Triangle *triangle; /* triangle list */
+ int num_vertex; /* number of vertexes */
+ int num_triangle; /* number of triangles */
+} Object;
+
+typedef struct /* an 3-D object with smooth normal vectors */
+{
+ Vector *vertex; /* the vertexes */
+ Vector *normal; /* the vertex normal vectors */
+ Triangle *triangle; /* triangle list */
+ int num_vertex; /* number of vertexes */
+ int num_triangle; /* number of triangles */
+} ObjectSmooth;
+
+typedef struct /* Cell */
+{
+ double x, y; /* position */
+ double vx, vy; /* movement vector */
+ int age; /* cells age */
+ double min_dist; /* minimum distance to other cells */
+ int energy; /* health */
+ double rotation; /* random rot, so they don't look all the same */
+ double radius; /* current size of cell */
+ double growth; /* current growth rate. might be <1.0 while dividing,
+ >1.0 when finished dividing and food is available
+ and 1.0 when grown up */
+} Cell;
+
+typedef struct /* hacks state */
+{
+ GLXContext *glx_context;
+ int width, height; /* current size of viewport */
+ double screen_scale; /* we scale content with window size */
+ int num_cells; /* current number of cell in list */
+ Cell *cell; /* array of cells */
+ int cell_polys;
+ GLfloat color[4]; /* current cell color */
+ double radius; /* cell radius */
+ int move_dist; /* min distance from neighbours for forking */
+ int max_cells; /* maximum number of cells */
+ int num_seeds; /* number of initial seeds */
+ int keep_old_cells; /* draw dead cells? */
+ int divide_age; /* min age for division */
+ /* display lists for the cell stages */
+ int cell_list[NUM_CELL_SHAPES];
+ int nucleus_list;
+ int minfood; /* minimum amount of food per area unit */
+ int maxfood; /* maximum amount of food per area unit */
+ int pause; /* pause at end (all cells dead) */
+ int pause_counter;
+ int wire; /* draw wireframe? */
+ Object *sphere; /* the raw undisturbed sphere */
+ double *disturbance; /* disturbance values for the vertexes */
+ int *food; /* our petri dish (e.g. screen) */
+ GLubyte *texture; /* texture data for nucleus */
+ GLuint texture_name; /* texture name for binding */
+} State;
+
+/**********************************
+ STATIC STUFF
+ **********************************/
+
+static State *sstate = NULL;
+
+static XrmOptionDescRec opts[] = {
+ { "-maxcells", ".maxcells", XrmoptionSepArg, 0 },
+ { "-radius", ".radius", XrmoptionSepArg, 0 },
+ { "-seeds", ".seeds", XrmoptionSepArg, 0 },
+ { "-quality", ".quality", XrmoptionSepArg, 0 },
+ { "-minfood", ".minfood", XrmoptionSepArg, 0 },
+ { "-maxfood", ".maxfood", XrmoptionSepArg, 0 },
+ { "-divideage", ".divideage", XrmoptionSepArg, 0 },
+ { "-mindist", ".mindist", XrmoptionSepArg, 0 },
+ { "-pause", ".pause", XrmoptionSepArg, 0 },
+ { "-keepold", ".keepold", XrmoptionNoArg, "True" }
+};
+
+static int s_maxcells;
+static int s_radius;
+static int s_seeds;
+static int s_quality;
+static int s_minfood;
+static int s_maxfood;
+static int s_divideage;
+static int s_pause;
+static float s_min_dist;
+static Bool s_keepold;
+
+static argtype vars[] = {
+ {&s_maxcells, "maxcells", "Max Cells", DEF_MAXCELLS, t_Int},
+ {&s_radius, "radius", "Radius", DEF_RADIUS, t_Int},
+ {&s_seeds, "seeds", "Seeds", DEF_SEEDS, t_Int},
+ {&s_quality, "quality", "Quality", DEF_QUALITY, t_Int},
+ {&s_minfood, "minfood", "Min Food", DEF_MINFOOD, t_Int},
+ {&s_maxfood, "maxfood", "Max Food", DEF_MAXFOOD, t_Int},
+ {&s_pause, "pause", "Pause at end", DEF_PAUSE, t_Int},
+ {&s_divideage, "divideage", "Age for duplication (Ticks)", DEF_DIVIDEAGE, t_Int},
+ {&s_min_dist, "mindist", "Minimum preferred distance to other cells", DEF_MINDIST, t_Float},
+ {&s_keepold, "keepold", "Keep old cells", DEF_KEEPOLD, t_Bool}
+};
+
+/**********************************
+ PROTOTYPES
+ **********************************/
+
+/* render scene */
+static int render( State *st );
+/* create initial cells and fill petri dish with food */
+static void create_cells( State * );
+/* do one animation step */
+static void tick( State *st );
+/* draw a single cell */
+static void draw_cell( State *st, int shape );
+/* draw cells nucleus */
+static void draw_nucleus( State *st );
+/* return randum number in the interval min-max */
+static int random_interval( int min, int max );
+/* retunr random number in the interval 0-max */
+static int random_max( int max );
+/* create display list for given disturbance weighting factor */
+static int create_list( State *st, double fac );
+/* return length of vector */
+static double vector_length( Vector * );
+/* normalize vector */
+static void vector_normalize( Vector * );
+/* a += b */
+static void vector_add( Vector *a, Vector *b );
+/* a -= b */
+static void vector_sub( Vector *a, Vector *b );
+/* a *= fac */
+static void vector_mul( Vector *a, double fac );
+/* a.x = a.y = a.z = 0 */
+static void vector_clear( Vector *a );
+/* return crossproduct a*b in out */
+static void vector_crossprod( Vector *a, Vector *b, Vector *out );
+/* return 1 if vectors are equal (epsilon compare) otherwise 0 */
+static int vector_compare( Vector *a, Vector *b );
+/* compute normal vector of given triangle and return in out */
+static void triangle_normal( Vector *a, Vector *b, Vector *c, Vector *out );
+/* take an Object and create an ObjectSmooth out of it */
+static ObjectSmooth *create_ObjectSmooth( Object * );
+/* Subdivide the Object once (assuming it's supposed to be a shpere */
+static Object *subdivide( Object *obj );
+/* free an Object */
+static void free_Object( Object * );
+/* free an ObjectSmooth */
+static void free_ObjectSmooth( ObjectSmooth * );
+/* scale an Object. return pointer to the object */
+/*static Object *scale_Object( Object *obj, double scale );*/
+/* create a perfect sphere refining with divisions */
+static Object *create_sphere( State *st, int divisions );
+/* make a copy of the given Object */
+static Object *clone_Object( Object * );
+/* return 1 if cell is capable to divide */
+static int can_divide( State *st, Cell *cell );
+#ifdef USE_VERTEX_ARRAY
+static VertexArray *array_from_ObjectSmooth( ObjectSmooth * );
+#endif
+static void create_nucleus_texture( State *st );
+
+ENTRYPOINT ModeSpecOpt glcells_opts = { countof(opts), opts, countof(vars), vars,
+ NULL };
+
+
+/**********************************
+ INLINE FUNCTIONS
+ **********************************/
+/* create random numbers
+*/
+static inline int random_interval( int min, int max )
+{
+ int n = max - min;
+ if (n == 0) n = 1;
+ return min+(random()%n);
+}
+
+static inline int random_max( int max )
+{
+ return random()%max;
+}
+
+/* Vector stuff
+*/
+
+/* a += b */
+static inline void vector_add( Vector *a, Vector *b )
+{
+ a->x += b->x;
+ a->y += b->y;
+ a->z += b->z;
+}
+
+/* a -= b */
+static inline void vector_sub( Vector *a, Vector *b )
+{
+ a->x -= b->x;
+ a->y -= b->y;
+ a->z -= b->z;
+}
+
+/* a *= v */
+static inline void vector_mul( Vector *a, double v )
+{
+ a->x *= v;
+ a->y *= v;
+ a->z *= v;
+}
+
+/* set to 0 */
+static inline void vector_clear( Vector *vec )
+{
+ vec->x = vec->y = vec->z = 0;
+}
+
+/* return vector length */
+static inline double vector_length( Vector *vec )
+{
+ return sqrt( vec->x*vec->x + vec->y*vec->y + vec->z*vec->z );
+}
+
+/* normalize vector */
+static inline void vector_normalize( Vector *vec )
+{
+ double len = vector_length( vec );
+
+ if (len != 0.0) {
+ vector_mul( vec, 1.0 / len );
+ }
+}
+
+/* crossproduct */
+static inline void vector_crossprod( Vector *a, Vector *b, Vector *out )
+{
+ out->x = a->y*b->z - a->z*b->y;
+ out->y = a->z*b->x - a->x*b->z;
+ out->z = a->x*b->y - a->y*b->x;
+}
+
+/* epsilon compare of two vectors */
+static inline int vector_compare( Vector *a, Vector *b )
+{
+ const double epsilon = 0.0000001;
+ Vector delta = *a;
+
+ vector_sub( &delta, b );
+ if (fabs(delta.x) < epsilon &&
+ fabs(delta.y) < epsilon &&
+ fabs(delta.z) < epsilon) {
+ return 1;
+ }
+
+ return 0;
+}
+
+/* check if given cell is capable of dividing
+ needs space, must be old enough, grown up and healthy
+*/
+static inline int can_divide( State *st, Cell *cell )
+{
+ if (cell->min_dist > st->move_dist &&
+ cell->age >= st->divide_age &&
+ cell->radius > 0.99 * st->radius &&
+ cell->energy > 0) {
+ return 1;
+ }
+
+ return 0;
+}
+
+/**********************************
+ FUNCTIONS
+ **********************************/
+
+/* compute normal vector of given
+ triangle spanned by the points a, b, c
+*/
+static void triangle_normal( Vector *a, Vector *b, Vector *c, Vector *out )
+{
+ Vector v1 = *a;
+ Vector v2 = *a;
+
+ vector_sub( &v1, b );
+ vector_sub( &v2, c );
+ vector_crossprod( &v1, &v2, out );
+}
+
+/* free */
+static void free_Object( Object *obj )
+{
+ free( obj->vertex );
+ free( obj->triangle );
+ free( obj );
+}
+
+static void free_ObjectSmooth( ObjectSmooth *obj )
+{
+ free( obj->vertex );
+ free( obj->triangle );
+ free( obj->normal );
+ free( obj );
+}
+
+/* scale the given Object */
+#if 0
+static Object *scale_Object( Object *obj, double scale )
+{
+ int v;
+
+ for (v=0; v<obj->num_vertex; ++v) {
+ vector_mul( &obj->vertex[v], scale );
+ }
+
+ return obj;
+}
+#endif
+
+/* create a copy of the given Object */
+static Object *clone_Object( Object *obj )
+{
+ /* alloc */
+ Object *ret = (Object *) malloc( sizeof( Object ) );
+
+ ret->vertex =
+ (Vector *) malloc( obj->num_vertex*sizeof(Vector) );
+ ret->triangle =
+ (Triangle *) malloc( obj->num_triangle*sizeof(Triangle) );
+ ret->num_vertex = obj->num_vertex;
+ ret->num_triangle = obj->num_triangle;
+ /* copy */
+ memcpy( ret->vertex, obj->vertex,
+ obj->num_vertex*sizeof(Vector) );
+ memcpy( ret->triangle, obj->triangle,
+ obj->num_triangle*sizeof(Triangle) );
+
+ return ret;
+}
+
+#ifdef USE_VERTEX_ARRAY
+static VertexArray *array_from_ObjectSmooth( ObjectSmooth *obj )
+{
+ int i, j;
+ VertexArray *array = (VertexArray *) malloc( sizeof( VertexArray ) );
+
+ array->vertex = (float *) malloc( 3*sizeof(float)*obj->num_vertex );
+ array->normal = (float *) malloc( 3*sizeof(float)*obj->num_vertex );
+ array->index = (unsigned *) malloc( 3*sizeof(unsigned)*obj->num_triangle );
+ array->num_index = obj->num_triangle*3;
+
+ for (i=0, j=0; i<obj->num_vertex; ++i) {
+ array->vertex[j] = obj->vertex[i].x;
+ array->normal[j++] = obj->normal[i].x;
+ array->vertex[j] = obj->vertex[i].y;
+ array->normal[j++] = obj->normal[i].y;
+ array->vertex[j] = obj->vertex[i].z;
+ array->normal[j++] = obj->normal[i].z;
+ }
+
+ for (i=0, j=0; i<obj->num_triangle; ++i) {
+ array->index[j++] = obj->triangle[i].i[0];
+ array->index[j++] = obj->triangle[i].i[1];
+ array->index[j++] = obj->triangle[i].i[2];
+ }
+
+ return array;
+}
+#endif /* USE_VERTEX_ARRAY */
+
+
+/* create a smoothed version of the given Object
+ by computing average normal vectors for the vertexes
+*/
+static ObjectSmooth *create_ObjectSmooth( Object *obj )
+{
+ int t, v, i;
+ Vector *t_normal =
+ (Vector *) malloc( obj->num_triangle*sizeof(Vector) );
+ ObjectSmooth *ret =
+ (ObjectSmooth *) malloc( sizeof( ObjectSmooth ) );
+
+ /* fill in vertexes and triangles */
+ ret->num_vertex = obj->num_vertex;
+ ret->num_triangle = obj->num_triangle;
+ ret->vertex =
+ (Vector *) malloc( obj->num_vertex * sizeof( Vector ) );
+ ret->normal =
+ (Vector *) malloc( obj->num_vertex * sizeof( Vector ) );
+ ret->triangle =
+ (Triangle *) malloc( obj->num_triangle * sizeof( Triangle ) );
+
+ for (v=0; v<obj->num_vertex; ++v) {
+ ret->vertex[v] = obj->vertex[v];
+ }
+
+ for (t=0; t<obj->num_triangle; ++t) {
+ ret->triangle[t] = obj->triangle[t];
+ }
+
+ /* create normals (triangles) */
+ for (t=0; t<ret->num_triangle; ++t) {
+ triangle_normal( &ret->vertex[ret->triangle[t].i[0]],
+ &ret->vertex[ret->triangle[t].i[1]],
+ &ret->vertex[ret->triangle[t].i[2]],
+ &t_normal[t] );
+ }
+
+ /* create normals (vertex) by averaging triangle
+ normals at vertex
+ */
+ for (v=0; v<ret->num_vertex; ++v) {
+ vector_clear( &ret->normal[v] );
+ for (t=0; t<ret->num_triangle; ++t) {
+ for (i=0; i<3; ++i) {
+ if (ret->triangle[t].i[i] == v) {
+ vector_add( &ret->normal[v], &t_normal[t] );
+ }
+ }
+ }
+ /* as we have only a half sphere we force the
+ normals at the bortder to be perpendicular to z.
+ the simple algorithm above makes an error here.
+ */
+ if (fabs(ret->vertex[v].z) < 0.0001) {
+ ret->normal[v].z = 0.0;
+ }
+
+ vector_normalize( &ret->normal[v] );
+ }
+
+ free( t_normal );
+
+ return ret;
+}
+
+/* subdivide the triangles of the object once
+ The order of this algorithm is probably something like O(n^42) :)
+ but I can't think of something smarter at the moment
+*/
+static Object *subdivide( Object *obj )
+{
+ /* create for worst case (which I dont't know) */
+ int start, t, i, v;
+ int index_list[1000];
+ int index_cnt, index_found;
+ Object *tmp = (Object *)malloc( sizeof(Object) );
+ Object *ret = (Object *)malloc( sizeof(Object) );
+ Object *c_ret;
+
+ tmp->vertex =
+ (Vector *)malloc( 100*obj->num_vertex*sizeof( Vector ) );
+ tmp->triangle =
+ (Triangle *)malloc( 4*obj->num_triangle*sizeof( Triangle ) );
+ tmp->num_vertex = 0;
+ tmp->num_triangle = 0;
+ ret->vertex =
+ (Vector *)malloc( 100*obj->num_vertex*sizeof( Vector ) );
+ ret->triangle =
+ (Triangle *)malloc( 4*obj->num_triangle*sizeof( Triangle ) );
+ ret->num_vertex = 0;
+ ret->num_triangle = 0;
+#ifdef PRINT_STAT
+ fprintf( stderr, "in v=%d t=%d\n",
+ obj->num_vertex, obj->num_triangle );
+#endif
+ /* for each triangle create 3 new vertexes and the 4
+ corresponding triangles
+ */
+ for (t=0; t<obj->num_triangle; ++t) {
+ /* copy the three original vertexes */
+ for (i=0; i<3; ++i) {
+ tmp->vertex[tmp->num_vertex++] =
+ obj->vertex[obj->triangle[t].i[i]];
+ }
+
+ /* create 3 new */
+ tmp->vertex[tmp->num_vertex] =
+ obj->vertex[obj->triangle[t].i[0]];
+ vector_add( &tmp->vertex[tmp->num_vertex],
+ &obj->vertex[obj->triangle[t].i[1]] );
+ vector_mul( &tmp->vertex[tmp->num_vertex++], 0.5 );
+
+ tmp->vertex[tmp->num_vertex] =
+ obj->vertex[obj->triangle[t].i[1]];
+ vector_add( &tmp->vertex[tmp->num_vertex],
+ &obj->vertex[obj->triangle[t].i[2]] );
+ vector_mul( &tmp->vertex[tmp->num_vertex++], 0.5 );
+
+ tmp->vertex[tmp->num_vertex] =
+ obj->vertex[obj->triangle[t].i[2]];
+ vector_add( &tmp->vertex[tmp->num_vertex],
+ &obj->vertex[obj->triangle[t].i[0]] );
+ vector_mul( &tmp->vertex[tmp->num_vertex++], 0.5 );
+
+ /* create triangles */
+ start = tmp->num_vertex-6;
+
+ tmp->triangle[tmp->num_triangle].i[0] = start;
+ tmp->triangle[tmp->num_triangle].i[1] = start+3;
+ tmp->triangle[tmp->num_triangle++].i[2] = start+5;
+
+ tmp->triangle[tmp->num_triangle].i[0] = start+3;
+ tmp->triangle[tmp->num_triangle].i[1] = start+1;
+ tmp->triangle[tmp->num_triangle++].i[2] = start+4;
+
+ tmp->triangle[tmp->num_triangle].i[0] = start+5;
+ tmp->triangle[tmp->num_triangle].i[1] = start+4;
+ tmp->triangle[tmp->num_triangle++].i[2] = start+2;
+
+ tmp->triangle[tmp->num_triangle].i[0] = start+3;
+ tmp->triangle[tmp->num_triangle].i[1] = start+4;
+ tmp->triangle[tmp->num_triangle++].i[2] = start+5;
+ }
+
+ /* compress object eliminating double vertexes
+ (welcome to the not so smart section)
+ */
+ /* copy original triangle list */
+ for (t=0; t<tmp->num_triangle; ++t) {
+ ret->triangle[t] = tmp->triangle[t];
+ }
+ ret->num_triangle = tmp->num_triangle;
+
+ /* copy unique vertexes and correct triangle list */
+ for (v=0; v<tmp->num_vertex; ++v) {
+ /* create list of vertexes that are the same */
+ index_cnt = 0;
+ for (i=0; i<tmp->num_vertex; ++i) {
+ /* check if i and v are the same
+ first in the list is the smallest index
+ */
+ if (vector_compare( &tmp->vertex[v], &tmp->vertex[i] )) {
+ index_list[index_cnt++] = i;
+ }
+ }
+
+ /* check if vertex unknown so far */
+ index_found = 0;
+ for (i=0; i<ret->num_vertex; ++i) {
+ if (vector_compare( &ret->vertex[i],
+ &tmp->vertex[index_list[0]] )) {
+ index_found = 1;
+ break;
+ }
+ }
+
+ if (!index_found) {
+ ret->vertex[ret->num_vertex] = tmp->vertex[index_list[0]];
+
+ /* correct triangles
+ (we add an offset to the index, so we can tell them apart)
+ */
+ for (t=0; t<ret->num_triangle; ++t) {
+ for (i=0; i<index_cnt; ++i) {
+ if (ret->triangle[t].i[0] == index_list[i]) {
+ ret->triangle[t].i[0] = ret->num_vertex+INDEX_OFFSET;
+ }
+ if (ret->triangle[t].i[1] == index_list[i]) {
+ ret->triangle[t].i[1] = ret->num_vertex+INDEX_OFFSET;
+ }
+ if (ret->triangle[t].i[2] == index_list[i]) {
+ ret->triangle[t].i[2] = ret->num_vertex+INDEX_OFFSET;
+ }
+ }
+ }
+ ret->num_vertex++;
+ }
+ }
+
+ free_Object( tmp );
+
+ /* correct index offset */
+ for (t=0; t<ret->num_triangle; ++t) {
+ ret->triangle[t].i[0] -= INDEX_OFFSET;
+ ret->triangle[t].i[1] -= INDEX_OFFSET;
+ ret->triangle[t].i[2] -= INDEX_OFFSET;
+ }
+
+ /* normalize vertexes */
+ for (v=0; v<ret->num_vertex; ++v) {
+ vector_normalize( &ret->vertex[v] );
+ }
+#ifdef PRINT_STAT
+ fprintf( stderr, "out v=%d t=%d\n",
+ ret->num_vertex, ret->num_triangle );
+#endif
+ /* shrink the arrays by cloning */
+ c_ret = clone_Object( ret );
+ free_Object( ret );
+
+ return c_ret;
+}
+
+static int render( State *st )
+{
+#ifdef PRINT_STAT
+ struct timeval tv1, tv2;
+ int usec;
+#endif
+ GLfloat LightAmbient[]= { 0.1f, 0.1f, 0.1f, 1.0f };
+ GLfloat LightPosition[]= { -20.0f, -10.0f, -100.0f, 0.0f };
+ int b;
+ int num_paint = 0;
+
+ if (0 == st->food) return 0;
+#ifdef PRINT_STAT
+ gettimeofday( &tv1, NULL );
+#endif
+ /* life goes on... */
+ tick( st );
+#ifdef PRINT_STAT
+ gettimeofday( &tv2, NULL );
+ usec = (tv2.tv_sec-tv1.tv_sec)*1000000+(tv2.tv_usec-tv1.tv_usec);
+ fprintf( stderr, "tick %d\n", usec );
+ gettimeofday( &tv1, NULL );
+#endif
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glDepthFunc(GL_LESS);
+ glEnable(GL_DEPTH_TEST);
+ glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient );
+ glLightfv( GL_LIGHT0, GL_DIFFUSE, st->color );
+ glLightfv( GL_LIGHT0, GL_POSITION, LightPosition );
+
+ /* prepare lighting vs. wireframe */
+ if (!st->wire) {
+ glEnable( GL_LIGHT0 );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_NORMALIZE );
+ glPolygonMode( GL_FRONT, GL_FILL );
+ } else {
+# ifndef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ glPolygonMode( GL_FRONT, GL_LINE );
+# endif
+ }
+
+# if 0
+ if (st->wire) {
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1, 1, 1);
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(0, 0, 0); glVertex3f(st->width, 0, 0);
+ glVertex3f(st->width, st->height, 0); glVertex3f(0, st->height, 0);
+ glVertex3f(0, 0, 0); glVertex3f(st->width/4, 0, 0);
+ glVertex3f(st->width/4, st->height/4, 0); glVertex3f(0, st->height/4, 0);
+ glEnd();
+ }
+# endif
+
+ /* draw the dead cells if choosen */
+ if (st->keep_old_cells) {
+ for (b=0; b<st->num_cells; ++b) {
+ if (st->cell[b].energy <= 0) {
+ num_paint++;
+ glPushMatrix();
+ glTranslatef( st->cell[b].x, st->cell[b].y, 0.0 );
+ glRotatef( st->cell[b].rotation, 0.0, 0.0, 1.0 );
+ glScalef( st->cell[b].radius, st->cell[b].radius, st->cell[b].radius );
+ draw_cell( st, 9 );
+ glPopMatrix();
+ }
+ }
+ }
+
+ /* draw the living cells */
+ for (b=0; b<st->num_cells; ++b) {
+ if (st->cell[b].energy >0) {
+ double fac = (double)st->cell[b].energy / 50.0;
+ int shape;
+ if (fac < 0.0) fac = 0.0;
+ if (fac > 1.0) fac = 1.0;
+
+ shape = (int)(9.0*fac);
+ num_paint++;
+ /*glColor3f( fac, fac, fac );*/
+
+# if 0
+ if (st->wire) {
+ glBegin(GL_LINES);
+ glVertex3f(0, 0, 0);
+ glVertex3f(st->cell[b].x, st->cell[b].y, 0);
+ glEnd();
+ }
+# endif
+
+ glPushMatrix();
+ glTranslatef( st->cell[b].x, st->cell[b].y, 0.0 );
+ glRotatef( st->cell[b].rotation, 0.0, 0.0, 1.0 );
+ glScalef( st->cell[b].radius, st->cell[b].radius, st->cell[b].radius );
+ draw_cell( st, 9-shape );
+ glPopMatrix();
+ }
+ }
+
+ /* draw cell nuclei */
+ if (!st->wire)
+ {
+ glDisable( GL_LIGHT0 );
+ glDisable( GL_LIGHTING );
+
+ glEnable( GL_BLEND );
+ glDisable( GL_DEPTH_TEST );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glBindTexture( GL_TEXTURE_2D, st->texture_name );
+
+ for (b=0; b<st->num_cells; ++b) {
+ if (st->cell[b].energy>0 || st->keep_old_cells) {
+ glPushMatrix();
+ glTranslatef( st->cell[b].x, st->cell[b].y, 0.0 );
+ glScalef( st->cell[b].radius, st->cell[b].radius, st->cell[b].radius );
+ draw_nucleus( st );
+ glPopMatrix();
+ }
+ }
+
+ glDisable( GL_TEXTURE_2D );
+ glDisable( GL_BLEND );
+ }
+
+#ifdef PRINT_STAT
+ gettimeofday( &tv2, NULL );
+ usec = (tv2.tv_sec-tv1.tv_sec)*1000000+(tv2.tv_usec-tv1.tv_usec);
+ fprintf( stderr, "OpenGL %d\n", usec );
+#endif
+ return num_paint * st->cell_polys;
+}
+
+/* this creates the initial subdivided half-dodecaedron */
+static Object *create_sphere( State *st, int divisions )
+{
+ int num_vertex = 9;
+ int num_triangle = 10;
+ int i, v, t;
+ double a, aStep = (double)M_PI / 3.0;
+ double e;
+ int vi[30] = { 0, 7, 1, 1, 7, 2, 2, 8, 3, 3, 8, 4, 4, 6, 5,
+ 5, 6, 0, 0, 6, 7, 2, 7, 8, 4, 8, 6, 6, 8, 7 };
+ Object *obj = (Object *)malloc( sizeof( Object ) );
+
+ obj->vertex = (Vector *)malloc( num_vertex*sizeof( Vector ) );
+ obj->triangle =
+ (Triangle *)malloc( num_triangle*sizeof( Triangle ) );
+ obj->num_vertex = num_vertex;
+ obj->num_triangle = num_triangle;
+
+ /* create vertexes for dodecaedron */
+ a = 0.0;
+ for (v=0; v<6; ++v) {
+ obj->vertex[v].x = sin( a );
+ obj->vertex[v].y = -cos( a );
+ obj->vertex[v].z = 0.0;
+
+ a += aStep;
+ }
+
+ a = -60.0/180.0*(double)M_PI;
+ e = 58.2825/180.0 * (double)M_PI;
+ for (;v<9; ++v) {
+ obj->vertex[v].x = sin( a )*cos( e );
+ obj->vertex[v].y = -cos( a )*cos( e );
+ obj->vertex[v].z = -sin( e );
+
+ a += 2.0*aStep;
+ }
+
+ /* create triangles */
+ for (t=0; t<obj->num_triangle; ++t) {
+ obj->triangle[t].i[0] = vi[3*t];
+ obj->triangle[t].i[1] = vi[3*t+1];
+ obj->triangle[t].i[2] = vi[3*t+2];
+ }
+
+ /* subdivide as specified */
+ for (i=0; i<divisions; ++i) {
+ Object *newObj = subdivide( obj );
+ free_Object( obj );
+ obj = newObj;
+ }
+
+ st->cell_polys = obj->num_triangle;
+
+ return obj;
+}
+
+static int create_list( State *st, double fac )
+{
+ int v;
+ Object *obj = clone_Object( st->sphere );
+ ObjectSmooth *smooth;
+#ifdef USE_VERTEX_ARRAY
+ VertexArray *vertex_array;
+#else
+ int t, i;
+#endif
+ int list = glGenLists(1);
+
+ /* apply wrinckle factor */
+ for (v=0; v<obj->num_vertex; ++v) {
+ vector_mul( &obj->vertex[v], 1.0+fac*st->disturbance[v] );
+ }
+
+ /* compute normals */
+ smooth = create_ObjectSmooth( obj );
+ free_Object( obj );
+
+ /* Create display list */
+ glNewList( list, GL_COMPILE );
+#ifdef USE_VERTEX_ARRAY
+ vertex_array = array_from_ObjectSmooth( smooth );
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glEnableClientState( GL_NORMAL_ARRAY );
+ glVertexPointer( 3, GL_FLOAT, 0, vertex_array->vertex );
+ glNormalPointer( GL_FLOAT, 0, vertex_array->normal );
+ glDrawElements( GL_TRIANGLES, vertex_array->num_index,
+ GL_UNSIGNED_INT, vertex_array->index );
+ free( vertex_array );
+#else
+ glBegin( GL_TRIANGLES );
+
+ for (t=0; t<smooth->num_triangle; ++t) {
+ for (i=0; i<3; ++i) {
+ glNormal3f( smooth->normal[smooth->triangle[t].i[i]].x,
+ smooth->normal[smooth->triangle[t].i[i]].y,
+ smooth->normal[smooth->triangle[t].i[i]].z );
+ glVertex3f( smooth->vertex[smooth->triangle[t].i[i]].x,
+ smooth->vertex[smooth->triangle[t].i[i]].y,
+ smooth->vertex[smooth->triangle[t].i[i]].z );
+ }
+ }
+
+ glEnd();
+#endif
+ glEndList();
+
+ free_ObjectSmooth( smooth );
+
+ return list;
+}
+
+static void draw_cell( State *st, int shape )
+{
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ if (st->wire) {
+ glDisable(GL_DEPTH_TEST);
+ glColor3f (1, 1, 1);
+ glPushMatrix();
+ glScalef (0.33, 0.33, 1);
+ glBegin (GL_LINE_LOOP);
+ glVertex3f (-1, -1, 0); glVertex3f (-1, 1, 0);
+ glVertex3f ( 1, 1, 0); glVertex3f ( 1, -1, 0);
+ glEnd();
+ if (shape == 9) {
+ glBegin (GL_LINES);
+ glVertex3f (-1, -1, 0); glVertex3f (1, 1, 0);
+ glVertex3f (-1, 1, 0); glVertex3f (1, -1, 0);
+ glEnd();
+ }
+ glPopMatrix();
+ return;
+ }
+# endif
+
+ if (-1 == st->cell_list[shape]) {
+ st->cell_list[shape] = create_list( st, (double)shape/10.0 );
+ }
+
+ glCallList( st->cell_list[shape] );
+}
+
+static void create_nucleus_texture( State *st )
+{
+ int x, y;
+ int w2 = TEX_SIZE/2;
+ float s = w2*w2/4.0;
+
+ st->texture = (GLubyte *) malloc( 4*TEX_SIZE*TEX_SIZE );
+
+ for (y=0; y<TEX_SIZE; ++y) {
+ for (x=0; x<TEX_SIZE; ++x) {
+ float r2 = ((x-w2)*(x-w2)+(y-w2)*(y-w2));
+ float v = 120.0 * expf( -(r2) / s );
+ st->texture[4*(x+y*TEX_SIZE)] = (GLubyte)0;
+ st->texture[4*(x+y*TEX_SIZE)+1] = (GLubyte)0;
+ st->texture[4*(x+y*TEX_SIZE)+2] = (GLubyte)0;
+ st->texture[4*(x+y*TEX_SIZE)+3] = (GLubyte)v;
+ }
+ }
+
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+ glGenTextures( 1, &st->texture_name );
+ glBindTexture( GL_TEXTURE_2D, st->texture_name );
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, st->texture );
+}
+
+static void draw_nucleus( State *st )
+{
+ if (-1 == st->nucleus_list) {
+ float z = -1.2f;
+ float r=1.0/2.0f;
+ st->nucleus_list = glGenLists( 1 );
+ glNewList( st->nucleus_list, GL_COMPILE );
+ glBegin( GL_QUADS );
+ glTexCoord2f( 0.0f, 0.0f ); glVertex3f( -r, -r, z );
+ glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -r, r, z );
+ glTexCoord2f( 1.0f, 1.0f ); glVertex3f( r, r, z );
+ glTexCoord2f( 1.0f, 0.0f ); glVertex3f( r, -r, z );
+ glEnd();
+ glEndList();
+ }
+
+ glCallList( st->nucleus_list );
+}
+
+static void create_cells( State *st )
+{
+ int border = (int)(200.0 * st->screen_scale);
+ int i, foodcnt;
+ int w = st->width-2*border;
+ int h = st->height-2*border;
+
+ st->color[0] = 0.5 + random_max( 1000 ) * 0.0005;
+ st->color[1] = 0.5 + random_max( 1000 ) * 0.0005;
+ st->color[2] = 0.5 + random_max( 1000 ) * 0.0005;
+ st->color[3] = 1.0f;
+
+ /* allocate if startup */
+ if (!st->cell) {
+ st->cell = (Cell *) malloc( st->max_cells * sizeof(Cell));
+ }
+
+ /* fill the screen with random food for our little critters */
+ foodcnt = (st->width*st->height)/16;
+ for (i=0; i<foodcnt; ++i) {
+ st->food[i] = random_interval( st->minfood, st->maxfood );
+ }
+
+ /* create the requested seed-cells */
+ st->num_cells = st->num_seeds;
+
+ for (i=0; i<st->num_cells; ++i) {
+ st->cell[i].x = border + random_max( w );
+ st->cell[i].y = border + random_max( h );
+ st->cell[i].vx = 0.0;
+ st->cell[i].vy = 0.0;
+ st->cell[i].age = random_max( 0x0f );
+ st->cell[i].min_dist = 500.0;
+ st->cell[i].energy = random_interval( 5, 5+0x3f );
+ st->cell[i].rotation = ((double)random()/(double)RAND_MAX)*360.0;
+ st->cell[i].radius = st->radius;
+ st->cell[i].growth = 1.0;
+ }
+}
+
+/* all this is rather expensive :( */
+static void tick( State *st )
+{
+ int new_num_cells, num_cells=0;
+ int b, j;
+ int x, y, w4=st->width/4, h4=st->height/4, offset;
+ double min_dist;
+ int min_index;
+ int num_living = 0;
+ const double check_dist = 0.75*st->move_dist;
+ const double grow_dist = 0.75*st->radius;
+ const double adult_radius = st->radius;
+
+ /* find number of cells capable of division
+ and count living cells
+ */
+ for (b=0; b<st->num_cells; ++b) {
+ if (st->cell[b].energy > 0) num_living++;
+ if (can_divide( st, &st->cell[b] )) num_cells++;
+ }
+ new_num_cells = st->num_cells + num_cells;
+
+ /* end of simulation ? */
+ if (0 == num_living || new_num_cells >= st->max_cells) {
+ if (st->pause_counter > 0) st->pause_counter--;
+ if (st->pause_counter > 0) return;
+ create_cells( st );
+ st->pause_counter = st->pause;
+ } else if (num_cells) { /* any fertile candidates ? */
+ for (b=0, j=st->num_cells; b<st->num_cells; ++b) {
+ if (can_divide( st, &st->cell[b] )) {
+ st->cell[b].vx = random_interval( -50, 50 ) * 0.01;
+ st->cell[b].vy = random_interval( -50, 50 ) * 0.01;
+ st->cell[b].age = random_max( 0x0f );
+ /* half energy for both plus some bonus for forking */
+ st->cell[b].energy =
+ st->cell[b].energy/2 + random_max( 0x0f );
+ /* forking makes me shrink */
+ st->cell[b].growth = 0.995;
+
+ /* this one initially goes into the oposite direction */
+ st->cell[j].vx = -st->cell[b].vx;
+ st->cell[j].vy = -st->cell[b].vy;
+ /* same center */
+ st->cell[j].x = st->cell[b].x;
+ st->cell[j].y = st->cell[b].y;
+ st->cell[j].age = random_max( 0x0f );
+ st->cell[j].energy = (st->cell[b].energy);
+ st->cell[j].rotation =
+ ((double)random()/(double)RAND_MAX)*360.0;
+ st->cell[j].growth = st->cell[b].growth;
+ st->cell[j].radius = st->cell[b].radius;
+ ++j;
+ } else {
+ st->cell[b].vx = 0.0;
+ st->cell[b].vy = 0.0;
+ }
+ }
+
+ st->num_cells = new_num_cells;
+ }
+
+ /* for each find a direction to escape */
+ if (st->num_cells > 1) {
+ for (b=0; b<st->num_cells; ++b) {
+ if (st->cell[b].energy > 0) {
+ double vx;
+ double vy;
+ double len;
+
+ /* grow or shrink */
+ st->cell[b].radius *= st->cell[b].growth;
+ /* find closest neighbour */
+ min_dist = 100000.0;
+ min_index = 0;
+ for (j=0; j<st->num_cells; ++j) {
+ if (j!=b) {
+ const double dx = st->cell[b].x - st->cell[j].x;
+ const double dy = st->cell[b].y - st->cell[j].y;
+
+ if (fabs(dx) < check_dist || fabs(dy) < check_dist) {
+ const double dist = dx*dx+dy*dy;
+ /*const double dist = sqrt( dx*dx+dy*dy );*/
+ if (dist<min_dist) {
+ min_dist = dist;
+ min_index = j;
+ }
+ }
+ }
+ }
+ /* escape step is away from closest normalized with distance */
+ vx = st->cell[b].x - st->cell[min_index].x;
+ vy = st->cell[b].y - st->cell[min_index].y;
+ len = sqrt( vx*vx + vy*vy );
+ if (len > 0.0001) {
+ st->cell[b].vx = vx/len;
+ st->cell[b].vy = vy/len;
+ }
+ st->cell[b].min_dist = len;
+ /* if not adult (radius too small) */
+ if (st->cell[b].radius < adult_radius) {
+ /* if too small 60% stop shrinking */
+ if (st->cell[b].radius < adult_radius * 0.6) {
+ st->cell[b].growth = 1.0;
+ }
+ /* at safe distance we start growing again */
+ if (len > grow_dist) {
+ if (st->cell[b].energy > 30) {
+ st->cell[b].growth = 1.005;
+ }
+ }
+ } else { /* else keep size */
+ st->cell[b].growth = 1.0;
+ }
+ }
+ }
+ } else {
+ st->cell[0].min_dist = 2*st->move_dist;
+ }
+
+ /* now move em, snack and burn energy */
+ for (b=0; b<st->num_cells; ++b) {
+ /* if still alive */
+ if (st->cell[b].energy > 0) {
+ /* agility depends on amount of energy */
+ double fac = (double)st->cell[b].energy / 50.0;
+ if (fac < 0.0) fac = 0.0;
+ if (fac > 1.0) fac = 1.0;
+
+ st->cell[b].x += fac*(2.0 -
+ (4.0*(double)random() / (double)RAND_MAX) +
+ st->cell[b].vx);
+ st->cell[b].y += fac*(2.0 -
+ (4.0*(double)random() / (double)RAND_MAX) +
+ st->cell[b].vy);
+
+ /* get older and burn energy */
+ if (st->cell[b].energy > 0) {
+ st->cell[b].age++;
+ st->cell[b].energy--;
+ }
+
+ /* have a snack */
+ x = ((int)st->cell[b].x)/4;
+ if (x<0) x=0;
+ if (x>=w4) x = w4-1;
+ y = ((int)st->cell[b].y)/4;
+ if (y<0) y=0;
+ if (y>=h4) y = h4-1;
+
+ offset = x+y*w4;
+
+ /* don't eat if already satisfied */
+ if (st->cell[b].energy < 100 &&
+ st->food[offset] > 0) {
+ st->food[offset]--;
+ st->cell[b].energy++;
+ /* if you are hungry, eat more */
+ if (st->cell[b].energy < 50 &&
+ st->food[offset] > 0) {
+ st->food[offset]--;
+ st->cell[b].energy++;
+ }
+ }
+ }
+ }
+}
+
+ENTRYPOINT void
+reshape_glcells( ModeInfo *mi, int width, int height )
+{
+ State *st = &sstate[MI_SCREEN(mi)];
+# ifdef HAVE_MOBILE
+ int rot = current_device_rotation();
+# endif
+ st->height = height;
+ st->width = width;
+# ifdef HAVE_MOBILE
+ st->screen_scale = (double)(width < height ? width : height) / 1600.0;
+# else
+ st->screen_scale = (double)width / 1600.0;
+# endif
+
+ st->radius = s_radius;
+ if (st->radius < 5) st->radius = 5;
+ if (st->radius > 200) st->radius = 200;
+ st->radius *= st->screen_scale;
+
+ st->move_dist = s_min_dist;
+ if (st->move_dist < 1.0) st->move_dist = 1.0;
+ if (st->move_dist > 3.0) st->move_dist = 3.0;
+ st->move_dist *= st->radius;
+
+ glViewport (0, 0, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho( 0, width, height, 0, 200, 0 );
+# ifdef HAVE_MOBILE
+ glRotatef (rot, 0, 0, 1);
+# endif
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ if (st->food) free( st->food );
+ st->food = (int *)malloc( ((width*height)/16)*sizeof(int) );
+ /* create_cells( st );*/
+
+# ifdef HAVE_MOBILE
+ glTranslatef (st->width/2, st->height/2, 0);
+ if (rot == 90 || rot == -90 || rot == 270 || rot == -270)
+ st->width = height, st->height = width;
+ glRotatef (rot, 0, 0, 1);
+ if (st->wire) glScalef(0.8, 0.8, 1);
+ glTranslatef (-st->width/2, -st->height/2, 0);
+# endif
+}
+
+ENTRYPOINT void
+init_glcells( ModeInfo *mi )
+{
+ int i, divisions;
+ State *st=0;
+
+ MI_INIT(mi, sstate);
+ st = &sstate[MI_SCREEN(mi)];
+
+ st->glx_context = init_GL(mi);
+ st->cell = 0;
+ st->num_cells = 0;
+ st->wire = MI_IS_WIREFRAME(mi);
+
+ /* get settings */
+ st->max_cells = s_maxcells;;
+ if (st->max_cells < 50) st->max_cells = 50;
+ if (st->max_cells > 10000) st->max_cells = 10000;
+
+ st->pause = s_pause;
+ if (st->pause < 0) st->pause = 0;
+ if (st->pause > 400) st->pause = 400;
+ st->pause_counter = st->pause;
+
+ st->radius = s_radius;
+ if (st->radius < 5) st->radius = 5;
+ if (st->radius > 200) st->radius = 200;
+
+ divisions = s_quality;
+ if (divisions < 0) divisions = 0;
+ if (divisions > 5) divisions = 5;
+
+ st->num_seeds = s_seeds;
+ if (st->num_seeds < 1) st->num_seeds = 1;
+ if (st->num_seeds > 16) st->num_seeds = 16;
+
+ st->minfood = s_minfood;
+ if (st->minfood < 0) st->minfood = 0;
+ if (st->minfood > 1000) st->minfood = 1000;
+
+ st->maxfood = s_maxfood;
+ if (st->maxfood < 0) st->maxfood = 0;
+ if (st->maxfood > 1000) st->maxfood = 1000;
+
+ if (st->maxfood < st->minfood) st->maxfood = st->minfood+1;
+
+ st->keep_old_cells = s_keepold;
+
+ st->divide_age = s_divideage;
+ if (st->divide_age < 1) st->divide_age = 1;
+ if (st->divide_age > 1000) st->divide_age = 1000;
+
+ st->move_dist = s_min_dist;
+ if (st->move_dist < 1.0) st->move_dist = 1.0;
+ if (st->move_dist > 3.0) st->move_dist = 3.0;
+ st->move_dist *= st->radius;
+
+ for (i=0; i<NUM_CELL_SHAPES; ++i) st->cell_list[i] = -1;
+ st->nucleus_list = -1;
+ st->food = 0;
+
+ st->sphere = create_sphere( st, divisions );
+ st->disturbance =
+ (double *) malloc( st->sphere->num_vertex*sizeof(double) );
+ for (i=0; i<st->sphere->num_vertex; ++i) {
+ st->disturbance[i] =
+ 0.05-((double)random()/(double)RAND_MAX*0.1);
+ }
+
+ create_nucleus_texture( st );
+
+ reshape_glcells (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+}
+
+ENTRYPOINT void
+draw_glcells( ModeInfo *mi )
+{
+ State *st = &sstate[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!st->glx_context) return;
+
+ glXMakeCurrent( MI_DISPLAY(mi), MI_WINDOW(mi),
+ *(st->glx_context) );
+
+ mi->polygon_count = render( st );
+
+ if (mi->fps_p) do_fps (mi);
+
+ glFinish();
+ glXSwapBuffers( dpy, window );
+}
+
+ENTRYPOINT void
+free_glcells( ModeInfo *mi )
+{
+ int i;
+ State *st = &sstate[MI_SCREEN(mi)];
+
+ if (st->glx_context) {
+ glXMakeCurrent( MI_DISPLAY(mi), MI_WINDOW(mi),
+ *(st->glx_context) );
+
+ /* nuke everything before exit */
+ if (st->sphere) free_Object( st->sphere );
+ if (st->food) free( st->food );
+ for (i=0; i<NUM_CELL_SHAPES; ++i) {
+ if (st->cell_list[i] != -1) {
+ glDeleteLists( st->cell_list[i], 1 );
+ }
+ }
+ if (st->cell) free( st->cell );
+ free( st->disturbance );
+ glDeleteTextures( 1, &st->texture_name );
+ free( st->texture );
+ }
+}
+
+XSCREENSAVER_MODULE( "GLCells", glcells )