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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/hydrostat.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
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xscreensaver-master.zip
Diffstat (limited to 'hacks/glx/hydrostat.c')
-rw-r--r--hacks/glx/hydrostat.c816
1 files changed, 0 insertions, 816 deletions
diff --git a/hacks/glx/hydrostat.c b/hacks/glx/hydrostat.c
deleted file mode 100644
index 6ff00e8..0000000
--- a/hacks/glx/hydrostat.c
+++ /dev/null
@@ -1,816 +0,0 @@
-/* hydrostat, Copyright (C) 2012 by Justin Windle
- * Copyright (c) 2016 Jamie Zawinski <jwz@jwz.org>
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- *
- * Tentacle simulation using inverse kinematics.
- *
- * http://soulwire.co.uk/experiments/muscular-hydrostats/
- * https://github.com/soulwire/Muscular-Hydrostats/
- *
- * Ported to C from Javascript by jwz, May 2016
- */
-
-#define DEFAULTS "*delay: 20000 \n" \
- "*count: 3 \n" \
- "*showFPS: False \n" \
- "*wireframe: False \n" \
- "*suppressRotationAnimation: True\n" \
-
-# define release_hydrostat 0
-
-#include "xlockmore.h"
-#include "colors.h"
-#include "sphere.h"
-#include "normals.h"
-#include "gltrackball.h"
-#include <ctype.h>
-
-#ifdef USE_GL /* whole file */
-
-/* It looks bad when you rotate it with the trackball, because it reveals
- that the tentacles are moving in a 2d plane. But it's useful for
- debugging. */
-#undef USE_TRACKBALL
-
-#define DEF_SPEED "1.0"
-#define DEF_PULSE "True"
-#define DEF_HEAD_RADIUS "60"
-#define DEF_TENTACLES "35"
-#define DEF_THICKNESS "18"
-#define DEF_LENGTH "55"
-#define DEF_GRAVITY "0.5"
-#define DEF_CURRENT "0.25"
-#define DEF_FRICTION "0.02"
-#define DEF_OPACITY "0.8"
-
-
-#define TENTACLE_FACES 5
-
-typedef struct {
- XYZ pos, opos, v;
-} node;
-
-typedef struct {
- int length;
- GLfloat radius;
- GLfloat spacing;
- GLfloat friction;
- GLfloat th;
- node *nodes;
- GLfloat color[4];
-} tentacle;
-
-typedef struct {
- XYZ pos, from, to;
- GLfloat ratio, pulse, rate;
- GLfloat head_radius;
- GLfloat thickness;
- int ntentacles;
- tentacle *tentacles;
- GLfloat color[4];
-} squid;
-
-typedef struct {
- GLXContext *glx_context;
- Bool button_down_p;
- int dragging;
- squid **squids;
- GLfloat cos_sin_table[2 * (TENTACLE_FACES + 1)];
- GLuint head;
- int head_polys;
-# ifdef USE_TRACKBALL
- trackball_state *trackball;
-# endif
-} hydrostat_configuration;
-
-static hydrostat_configuration *bps = NULL;
-
-static Bool do_pulse;
-static GLfloat speed_arg;
-static GLfloat head_radius_arg;
-static GLfloat ntentacles_arg;
-static GLfloat thickness_arg;
-static GLfloat length_arg;
-static GLfloat gravity_arg;
-static GLfloat current_arg;
-static GLfloat friction_arg;
-static GLfloat opacity_arg;
-
-static XrmOptionDescRec opts[] = {
- { "-pulse", ".pulse", XrmoptionNoArg, "True" },
- { "+pulse", ".pulse", XrmoptionNoArg, "False" },
- { "-speed", ".speed", XrmoptionSepArg, 0 },
- { "-head-radius", ".headRadius", XrmoptionSepArg, 0 },
- { "-tentacles", ".tentacles", XrmoptionSepArg, 0 },
- { "-thickness", ".thickness", XrmoptionSepArg, 0 },
- { "-length", ".length", XrmoptionSepArg, 0 },
- { "-gravity", ".gravity", XrmoptionSepArg, 0 },
- { "-current", ".current", XrmoptionSepArg, 0 },
- { "-friction", ".friction", XrmoptionSepArg, 0 },
- { "-opacity", ".opacity", XrmoptionSepArg, 0 },
-};
-
-static argtype vars[] = {
- { &do_pulse, "pulse", "Pulse", DEF_PULSE, t_Bool },
- { &speed_arg, "speed", "Speed", DEF_SPEED, t_Float },
- { &head_radius_arg, "headRadius", "HeadRadius", DEF_HEAD_RADIUS, t_Float },
- { &ntentacles_arg, "tentacles", "Tentacles", DEF_TENTACLES, t_Float },
- { &thickness_arg, "thickness", "Thickness", DEF_THICKNESS, t_Float },
- { &length_arg, "length", "Length", DEF_LENGTH, t_Float },
- { &gravity_arg, "gravity", "Gravity", DEF_GRAVITY, t_Float },
- { &current_arg, "current", "Current", DEF_CURRENT, t_Float },
- { &friction_arg, "friction", "Friction", DEF_FRICTION, t_Float },
- { &opacity_arg, "opacity", "Opacity", DEF_OPACITY, t_Float },
-};
-
-ENTRYPOINT ModeSpecOpt hydrostat_opts = {countof(opts), opts,
- countof(vars), vars, NULL};
-
-
-static void
-move_tentacle (squid *sq, tentacle *t)
-{
- int i, j;
- node *prev = &t->nodes[0];
- int rot = (int) current_device_rotation();
-
- for (i = 1, j = 0; i < t->length; i++, j++)
- {
- XYZ d, p;
- GLfloat da;
- node *n = &t->nodes[i];
-
- /* Sadly, this is still computing motion in a 2d plane, so the
- tentacles look dumb if the scene is rotated. */
-
- n->pos.x += n->v.x;
- n->pos.y += n->v.y;
- n->pos.z += n->v.z;
-
- d.x = prev->pos.x - n->pos.x;
- d.y = prev->pos.y - n->pos.y;
- d.z = prev->pos.z - n->pos.z;
- da = atan2 (d.z, d.x);
-
- p.x = n->pos.x + cos (da) * t->spacing * t->length;
- p.y = n->pos.y + cos (da) * t->spacing * t->length;
- p.z = n->pos.z + sin (da) * t->spacing * t->length;
-
- n->pos.x = prev->pos.x - (p.x - n->pos.x);
- n->pos.y = prev->pos.y - (p.y - n->pos.y);
- n->pos.z = prev->pos.z - (p.z - n->pos.z);
-
- n->v.x = n->pos.x - n->opos.x;
- n->v.y = n->pos.y - n->opos.y;
- n->v.z = n->pos.z - n->opos.z;
-
- n->v.x *= t->friction * (1 - friction_arg);
- n->v.y *= t->friction * (1 - friction_arg);
- n->v.z *= t->friction * (1 - friction_arg);
-
- switch (rot) {
- case 90: case -270:
- n->v.x += gravity_arg;
- n->v.y -= current_arg;
- n->v.z -= current_arg;
- break;
- case -90: case 270:
- n->v.x -= gravity_arg;
- n->v.y += current_arg;
- n->v.z += current_arg;
- break;
- case 180: case -180:
- n->v.x -= current_arg;
- n->v.y -= current_arg;
- n->v.z -= gravity_arg;
- break;
- default:
- n->v.x += current_arg;
- n->v.y += current_arg;
- n->v.z += gravity_arg;
- break;
- }
-
- n->opos.x = n->pos.x;
- n->opos.y = n->pos.y;
- n->opos.z = n->pos.z;
-
- prev = n;
- }
-}
-
-
-static GLfloat
-ease_fn (GLfloat r)
-{
- return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */
-}
-
-
-/* Squirty motion: fast acceleration, then fade. */
-static GLfloat
-ease_ratio (GLfloat r)
-{
- GLfloat ease = 0.05;
- GLfloat ease2 = 1-ease;
- if (r <= 0) r = 0;
- else if (r >= 1) r = 1;
- else if (r <= ease) r = ease * ease_fn (r / ease);
- else r = 1 - ease2 * ease_fn ((1 - r) / ease2);
- return r;
-}
-
-
-static void
-move_squid (ModeInfo *mi, squid *sq)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- GLfloat step = M_PI * 2 / sq->ntentacles;
- int i;
- GLfloat radius = head_radius_arg;
- GLfloat r;
-
- /* Move to a new position */
-
- if (! bp->button_down_p)
- {
- sq->ratio += speed_arg * 0.01;
- if (sq->ratio >= 1)
- {
- sq->ratio = -(frand(2.0) + frand(2.0) + frand(2.0));
- sq->from.x = sq->to.x;
- sq->from.y = sq->to.y;
- sq->from.z = sq->to.z;
- sq->to.x = 250 - frand(500);
- sq->to.y = 250 - frand(500);
- sq->to.z = 250 - frand(500);
- }
-
- r = sq->ratio > 0 ? ease_ratio (sq->ratio) : 0;
- sq->pos.x = sq->from.x + r * (sq->to.x - sq->from.x);
- sq->pos.y = sq->from.y + r * (sq->to.y - sq->from.y);
- sq->pos.z = sq->from.z + r * (sq->to.z - sq->from.z);
- }
-
- if (do_pulse)
- {
- GLfloat p = pow (sin (sq->pulse * M_PI), 18);
- sq->head_radius = (head_radius_arg * 0.7 +
- head_radius_arg * 0.3 * p);
- radius = sq->head_radius * 0.25;
- sq->pulse += sq->rate * speed_arg * 0.02;
- if (sq->pulse > 1) sq->pulse = 0;
- }
-
- for (i = 0; i < sq->ntentacles; i++)
- {
- tentacle *tt = &sq->tentacles[i];
- GLfloat th = i * step;
- GLfloat px = cos (th) * radius;
- GLfloat py = sin (th) * radius;
- tt->th = th;
- tt->nodes[0].pos.x = sq->pos.x + px;
- tt->nodes[0].pos.y = sq->pos.y + py;
- tt->nodes[0].pos.z = sq->pos.z;
- move_tentacle (sq, tt);
- }
-}
-
-
-/* Find the angle at which the head should be tilted in the XY plane.
- */
-static GLfloat
-head_angle (ModeInfo *mi, squid *sq)
-{
- int i;
- XYZ sum = { 0, };
-
- for (i = 0; i < sq->ntentacles; i++)
- {
- tentacle *t = &sq->tentacles[i];
- int j = t->length / 3; /* Pick a node toward the top */
- node *n = &t->nodes[j];
- sum.x += n->pos.x;
- sum.y += n->pos.y;
- sum.z += n->pos.z;
- }
-
- sum.x /= sq->ntentacles;
- sum.y /= sq->ntentacles;
- sum.z /= sq->ntentacles;
-
- sum.x -= sq->pos.x;
- sum.y -= sq->pos.y;
- sum.z -= sq->pos.z;
-
- return (-atan2 (sum.x, sum.z) * (180 / M_PI));
-}
-
-
-static void
-draw_head (ModeInfo *mi, squid *sq, GLfloat scale)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- GLfloat c2[4];
- GLfloat angle = head_angle (mi, sq);
-
- scale *= 1.1;
-
- glPushMatrix();
- glTranslatef (sq->pos.x, sq->pos.y, sq->pos.z);
- glScalef (sq->head_radius, sq->head_radius, sq->head_radius);
- glScalef (scale, scale, scale);
- glRotatef (90, 1, 0, 0);
-
- memcpy (c2, sq->color, sizeof(c2));
- if (opacity_arg < 1.0 && scale >= 1.0)
- c2[3] *= 0.6;
- glColor4fv (c2);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, c2);
-
- glTranslatef (0, 0.3, 0);
- glRotatef (angle, 0, 0, 1);
-
- glCallList (bp->head);
- mi->polygon_count += bp->head_polys;
-
- glPopMatrix();
-}
-
-
-static void
-draw_squid (ModeInfo *mi, squid *sq)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- int wire = MI_IS_WIREFRAME(mi);
- int i;
- glPushMatrix();
- glRotatef (90, 1, 0, 0);
-
- if (opacity_arg < 1.0)
- draw_head (mi, sq, 0.75);
-
- if (!wire) {
- glFrontFace (GL_CCW);
- glBegin (GL_TRIANGLE_STRIP);
- }
-
- for (i = 0; i < sq->ntentacles; i++)
- {
- tentacle *t = &sq->tentacles[i];
- int j;
-
- glColor4fv (t->color);
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, t->color);
-
- if (wire)
- {
- glBegin (GL_LINE_STRIP);
- for (j = 0; j < t->length; j++)
- glVertex3f (t->nodes[j].pos.x,
- t->nodes[j].pos.y,
- t->nodes[j].pos.z);
- glEnd();
- mi->polygon_count += t->length;
- }
- else
- {
- GLfloat radius = t->radius * thickness_arg;
- GLfloat rstep = radius / t->length;
- for (j = 0; j < t->length-1; j++)
- {
- int k;
- node *n1 = &t->nodes[j];
- node *n2 = &t->nodes[j+1];
- GLfloat X = (n1->pos.x - n2->pos.x);
- GLfloat Y = (n1->pos.y - n2->pos.y);
- GLfloat Z = (n1->pos.z - n2->pos.z);
- GLfloat L = sqrt (X*X + Y*Y + Z*Z);
- GLfloat r2 = radius - rstep;
- GLfloat L2 = sqrt (X*X + Y*Y);
-
- for (k = 0; k <= TENTACLE_FACES; k++)
- {
- GLfloat c = bp->cos_sin_table[2 * k];
- GLfloat s = bp->cos_sin_table[2 * k + 1];
- GLfloat x1 = radius * c;
- GLfloat y1 = radius * s;
- GLfloat z1 = 0;
- GLfloat x2 = r2 * c;
- GLfloat y2 = r2 * s;
- GLfloat z2 = L;
-
- GLfloat x1t = (L2*X*z1-X*Z*y1+L*Y*x1)/(L*L2);
- GLfloat z1t = (L2*Y*z1-Y*Z*y1-L*X*x1)/(L*L2);
- GLfloat y1t = (Z*z1+L2*y1)/L;
-
- GLfloat x2t = (L2*X*z2-X*Z*y2+L*Y*x2)/(L*L2) + n1->pos.x;
- GLfloat z2t = (L2*Y*z2-Y*Z*y2-L*X*x2)/(L*L2) + n1->pos.y;
- GLfloat y2t = (Z*z2+L2*y2)/L + n1->pos.z;
-
- glNormal3f (x1t, z1t, y1t);
-
- x1t += n1->pos.x;
- z1t += n1->pos.y;
- y1t += n1->pos.z;
-
- if (k == 0)
- glVertex3f (x1t, z1t, y1t);
- glVertex3f (x1t, z1t, y1t);
-
- glVertex3f (x2t, z2t, y2t);
- if (k == TENTACLE_FACES)
- glVertex3f (x2t, z2t, y2t);
-
- mi->polygon_count++;
- }
- radius = r2;
- }
- }
- }
-
- if (!wire)
- glEnd ();
-
- draw_head (mi, sq, 1.0);
-
- glPopMatrix();
-}
-
-
-static squid *
-make_squid (ModeInfo *mi, int which)
-{
- squid *sq = calloc (1, sizeof(*sq));
- int i;
-
- sq->head_radius = head_radius_arg;
- sq->thickness = thickness_arg;
- sq->ntentacles = ntentacles_arg;
-
- sq->color[0] = 0.1 + frand(0.7);
- sq->color[1] = 0.5 + frand(0.5);
- sq->color[2] = 0.1 + frand(0.7);
- sq->color[3] = opacity_arg;
-
- sq->from.x = sq->to.x = sq->pos.x = 200 - frand(400);
- sq->from.y = sq->to.y = sq->pos.y = 200 - frand(400);
- sq->from.z = sq->to.z = sq->pos.z = -frand(200);
-
- sq->ratio = -frand(3);
-
- if (which > 0) /* Start others off screen, and moving in */
- {
- sq->from.x = sq->to.x = sq->pos.x = 800 + frand(500)
- * (random()&1 ? 1 : -1);
- sq->from.y = sq->to.y = sq->pos.y = 800 + frand(500)
- * (random()&1 ? 1 : -1);
- sq->ratio = 0;
- }
-
- if (do_pulse)
- sq->pulse = frand(1.0);
- sq->rate = 0.8 + frand(0.2);
-
- sq->tentacles = (tentacle *)
- calloc (sq->ntentacles, sizeof(*sq->tentacles));
- for (i = 0; i < sq->ntentacles; i++)
- {
- int j;
- tentacle *t = &sq->tentacles[i];
- GLfloat shade = 0.75 + frand(0.25);
-
- t->length = 2 + length_arg * (0.8 + frand (0.4));
- t->radius = 0.05 + frand (0.95);
- t->spacing = 0.02 + frand (0.08);
- t->friction = 0.7 + frand (0.18);
- t->nodes = (node *) calloc (t->length + 1, sizeof (*t->nodes));
-
- t->color[0] = shade * sq->color[0];
- t->color[1] = shade * sq->color[1];
- t->color[2] = shade * sq->color[2];
- t->color[3] = sq->color[3];
-
- for (j = 0; j < t->length; j++)
- {
- node *n = &t->nodes[j];
- n->pos.x = sq->pos.x;
- n->pos.y = sq->pos.y;
- n->pos.z = sq->pos.z + j;
- }
- }
-
- return sq;
-}
-
-/* qsort comparator for sorting squid by depth */
-static int
-cmp_squid (const void *aa, const void *bb)
-{
- squid * const *a = aa;
- squid * const *b = bb;
- return ((int) ((*b)->pos.y * 10000) -
- (int) ((*a)->pos.y * 10000));
-}
-
-
-static void
-free_squid (squid *sq)
-{
- int i;
- for (i = 0; i < sq->ntentacles; i++)
- free (sq->tentacles[i].nodes);
- free (sq->tentacles);
- free (sq);
-}
-
-
-/* Window management, etc
- */
-ENTRYPOINT void
-reshape_hydrostat (ModeInfo *mi, int width, int height)
-{
- GLfloat h = (GLfloat) height / (GLfloat) width;
-
- glViewport (0, 0, (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 Bool
-hydrostat_handle_event (ModeInfo *mi, XEvent *event)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- int w = MI_WIDTH(mi);
- int h = MI_HEIGHT(mi);
- int x, y;
-
-# ifdef USE_TRACKBALL
- if (gltrackball_event_handler (event, bp->trackball,
- MI_WIDTH (mi), MI_HEIGHT (mi),
- &bp->button_down_p))
- return True;
-# endif
-
- switch (event->xany.type) {
- case ButtonPress: case ButtonRelease:
- x = event->xbutton.x;
- y = event->xbutton.y;
- break;
- case MotionNotify:
- x = event->xmotion.x;
- y = event->xmotion.y;
- break;
- default:
- x = y = 0;
- }
-
- x -= w/2;
- y -= h/2;
- x *= 0.7;
- y *= 0.7;
-
- if (event->xany.type == ButtonPress)
- {
- int i;
- GLfloat D0 = 999999;
-
- /* This is pretty halfassed hit detection, but it works ok... */
- for (i = 0; i < MI_COUNT(mi); i++)
- {
- squid *s = bp->squids[i];
- GLfloat X = s->pos.x - x;
- GLfloat Y = s->pos.z - y;
- GLfloat D = sqrt(X*X + Y*Y);
- if (D < D0)
- {
- bp->dragging = i;
- D0 = D;
- }
- }
-
- if (D0 > 300) /* Too far away, missed hit */
- {
- bp->dragging = -1;
- return False;
- }
-
- bp->squids[bp->dragging]->ratio = -3;
- bp->button_down_p = True;
-
- return True;
- }
- else if (event->xany.type == ButtonRelease && bp->dragging >= 0)
- {
- bp->button_down_p = False;
- bp->dragging = -1;
- return True;
- }
- else if (event->xany.type == MotionNotify && bp->dragging >= 0)
- {
- squid *s = bp->squids[bp->dragging];
- s->from.x = s->to.x = s->pos.x = x;
- s->from.z = s->to.z = s->pos.z = y;
- s->from.y = s->to.y = s->pos.y;
- return True;
- }
-
- return False;
-}
-
-
-ENTRYPOINT void
-init_hydrostat (ModeInfo *mi)
-{
- int wire = MI_IS_WIREFRAME(mi);
- hydrostat_configuration *bp;
- int i;
-
- MI_INIT (mi, bps);
-
- bp = &bps[MI_SCREEN(mi)];
-
- bp->glx_context = init_GL(mi);
-
- reshape_hydrostat (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-
- if (!wire)
- {
- GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
- GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
- GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
- GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
- int k;
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
-
- glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
- glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
-
- for (k = 0; k <= TENTACLE_FACES; k++)
- {
- GLfloat th = k * M_PI * 2 / TENTACLE_FACES;
- bp->cos_sin_table[2 * k] = cos(th);
- bp->cos_sin_table[2 * k + 1] = sin(th);
- }
- }
-
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
-
- if (MI_COUNT(mi) <= 0)
- MI_COUNT(mi) = 1;
-
- if (random() & 1)
- current_arg = -current_arg;
-
- if (MI_COUNT(mi) == 1 || wire)
- opacity_arg = 1.0;
- if (opacity_arg < 0.1) opacity_arg = 0.1;
- if (opacity_arg > 1.0) opacity_arg = 1.0;
-
- bp->squids = (squid **) calloc (MI_COUNT(mi), sizeof(*bp->squids));
- for (i = 0; i < MI_COUNT(mi); i++)
- bp->squids[i] = make_squid (mi, i);
-
- bp->dragging = -1;
-
- if (opacity_arg < 1.0)
- {
- glEnable (GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE);
- }
-
- i = wire ? 4 : 24;
- bp->head = glGenLists (1);
- glNewList (bp->head, GL_COMPILE);
- glScalef (1, 1.1, 1);
- bp->head_polys = unit_dome (wire ? 8 : 16, i, wire);
- glRotatef (180, 0, 0, 1);
- glScalef (1, 0.5, 1);
- bp->head_polys += unit_dome (wire ? 8 : 8, i, wire);
- glEndList ();
-
-# ifdef USE_TRACKBALL
- bp->trackball = gltrackball_init (True);
-# endif
-}
-
-
-ENTRYPOINT void
-draw_hydrostat (ModeInfo *mi)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
- int i;
-
- if (!bp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix ();
-
- glScalef (0.03, 0.03, 0.03);
-
-# ifdef USE_TRACKBALL
- gltrackball_rotate (bp->trackball);
-# endif
-
- mi->polygon_count = 0;
-
- if (opacity_arg < 1.0)
- qsort (bp->squids, MI_COUNT(mi), sizeof(*bp->squids), cmp_squid);
-
- for (i = 0; i < MI_COUNT(mi); i++)
- {
- squid *sq = bp->squids[i];
- move_squid (mi, sq);
- draw_squid (mi, sq);
- if (opacity_arg < 1.0)
- glClear (GL_DEPTH_BUFFER_BIT);
- }
-
- if (! (random() % 700)) /* Reverse the flow every now and then */
- current_arg = -current_arg;
-
- glPopMatrix ();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-}
-
-
-ENTRYPOINT void
-free_hydrostat (ModeInfo *mi)
-{
- hydrostat_configuration *bp = &bps[MI_SCREEN(mi)];
- int i;
-
- if (!bp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
-
-# ifdef USE_TRACKBALL
- if (bp->trackball) gltrackball_free (bp->trackball);
-# endif
- if (bp->squids)
- {
- for (i = 0; i < MI_COUNT(mi); i++)
- free_squid (bp->squids[i]);
- free (bp->squids);
- }
-
- if (glIsList(bp->head)) glDeleteLists(bp->head, 1);
-}
-
-XSCREENSAVER_MODULE ("Hydrostat", hydrostat)
-
-#endif /* USE_GL */