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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/morph3d.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* morph3d --- Shows 3D morphing objects */
+
+#if 0
+static const char sccsid[] = "@(#)morph3d.c 5.01 2001/03/01 xlockmore";
+#endif
+
+#undef DEBUG_CULL_FACE
+
+/*-
+ * 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.
+ *
+ * The original code for this mode was written by Marcelo Fernandes Vianna
+ * (me...) and was inspired on a WindowsNT(R)'s screen saver (Flower Box).
+ * It was written from scratch and it was not based on any other source code.
+ *
+ * Porting it to xlock (the final objective of this code since the moment I
+ * decided to create it) was possible by comparing the original Mesa's gear
+ * demo with it's ported version to xlock, so thanks for Danny Sung (look at
+ * gear.c) for his indirect help.
+ *
+ * Thanks goes also to Brian Paul for making it possible and inexpensive
+ * to use OpenGL at home.
+ *
+ * If you are interested in the original version of this program (not a xlock
+ * mode, please refer to the Mesa package (ftp iris.ssec.wisc.edu on /pub/Mesa)
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistakes.
+ *
+ * My e-mail address is
+ * mfvianna@centroin.com.br
+ *
+ * Marcelo F. Vianna (Feb-13-1997)
+ *
+ * Revision History:
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff E.Lassauge <lassauge@mail.dotcom.fr>
+ * 27-Jul-1997: Speed ups by Marcelo F. Vianna.
+ * 08-May-1997: Speed ups by Marcelo F. Vianna.
+ *
+ */
+
+#ifdef STANDALONE
+# define MODE_moebius
+# define DEFAULTS "*delay: 40000 \n" \
+ "*showFPS: False \n" \
+ "*count: 0 \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_morph3d 0
+# define release_morph3d 0
+# define morph3d_handle_event xlockmore_no_events
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef MODE_moebius
+
+ENTRYPOINT ModeSpecOpt morph3d_opts =
+{0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL};
+
+#ifdef USE_MODULES
+ModStruct morph3d_description =
+{"morph3d", "init_morph3d", "draw_morph3d", (char *) NULL,
+ "draw_morph3d", "change_morph3d", (char *) NULL, &morph3d_opts,
+ 1000, 0, 1, 1, 4, 1.0, "",
+ "Shows GL morphing polyhedra", 0, NULL};
+
+#endif
+
+#define Scale4Window 0.3
+#define Scale4Iconic 1.0
+
+#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
+#define sqr(A) ((A)*(A))
+
+/* Increasing this values produces better image quality, the price is speed. */
+#define tetradivisions 23
+#define cubedivisions 20
+#define octadivisions 21
+#define dodecadivisions 10
+#define icodivisions 15
+
+#define tetraangle 109.47122063449069174
+#define cubeangle 90.000000000000000000
+#define octaangle 109.47122063449069174
+#define dodecaangle 63.434948822922009981
+#define icoangle 41.810314895778596167
+
+#ifndef Pi
+#define Pi M_PI
+#endif
+#define SQRT2 1.4142135623730951455
+#define SQRT3 1.7320508075688771932
+#define SQRT5 2.2360679774997898051
+#define SQRT6 2.4494897427831778813
+#define SQRT15 3.8729833462074170214
+#define cossec36_2 0.8506508083520399322
+#define cos72 0.3090169943749474241
+#define sin72 0.9510565162951535721
+#define cos36 0.8090169943749474241
+#define sin36 0.5877852522924731292
+
+/*************************************************************************/
+
+typedef struct {
+ GLint WindH, WindW;
+ GLfloat step;
+ GLfloat seno;
+ int object;
+ int edgedivisions;
+ int VisibleSpikes;
+ void (*draw_object) (ModeInfo * mi);
+ float Magnitude;
+ const float *MaterialColor[20];
+ GLXContext *glx_context;
+ int arrayninit;
+
+} morph3dstruct;
+
+static const GLfloat front_shininess[] = {60.0};
+static const GLfloat front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
+static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const GLfloat lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const GLfloat lmodel_twoside[] = {GL_TRUE};
+
+static const GLfloat MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
+static const GLfloat MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
+static const GLfloat MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
+static const GLfloat MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
+static const GLfloat MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const GLfloat MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
+static const GLfloat MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat MaterialGray[] = {0.5, 0.5, 0.5, 1.0};
+
+static morph3dstruct *morph3d = (morph3dstruct *) NULL;
+
+#define TRIANGLE(Edge, Amp, Divisions, Z, VS) \
+{ \
+ GLfloat Xf,Yf,Xa,Yb=0.0,Xf2=0.0,Yf2=0.0,Yf_2=0.0,Yb2,Yb_2; \
+ GLfloat Factor=0.0,Factor1,Factor2; \
+ GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
+ GLfloat Ax,Ay; \
+ int Ri,Ti; \
+ GLfloat Vr=(Edge)*SQRT3/3; \
+ GLfloat AmpVr2=(Amp)/sqr(Vr); \
+ GLfloat Zf=(Edge)*(Z); \
+ \
+ Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \
+ \
+ Yf=Vr+Ay; Yb=Yf+0.001; \
+ for (Ri=1; Ri<=(Divisions); Ri++) { \
+ glBegin(GL_TRIANGLE_STRIP); \
+ Xf=(float)Ri*Ax; Xa=Xf+0.001; \
+ Yf2=sqr(Yf); Yf_2=sqr(Yf-Ay); \
+ Yb2=sqr(Yb); Yb_2=sqr(Yb-Ay); \
+ for (Ti=0; Ti<Ri; Ti++) { \
+ Factor=1-(((Xf2=sqr(Xf))+Yf2)*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+Yb2)*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
+ \
+ Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay; \
+ \
+ Factor=1-(((Xf2=sqr(Xf))+Yf_2)*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf_2)*AmpVr2); \
+ Factor2=1-((Xf2+Yb_2)*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
+ \
+ Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay; \
+ } \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ Yf+=Ay; Yb+=Ay; \
+ glEnd(); \
+ } \
+ VS=(Factor<0); \
+}
+
+#define SQUARE(Edge, Amp, Divisions, Z, VS) \
+{ \
+ int Xi,Yi; \
+ GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Xa2,Yb; \
+ GLfloat Factor=0.0,Factor1,Factor2; \
+ GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
+ GLfloat Zf=(Edge)*(Z); \
+ GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \
+ \
+ for (Yi=0; Yi<(Divisions); Yi++) { \
+ Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \
+ Yf2=sqr(Yf); \
+ Y=Yf+1.0/(Divisions)*(Edge); \
+ Y2=sqr(Y); \
+ glBegin(GL_QUAD_STRIP); \
+ for (Xi=0; Xi<=(Divisions); Xi++) { \
+ Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \
+ Xf2=sqr(Xf); \
+ \
+ Xa=Xf+0.001; Yb=Y+0.001; \
+ Factor=1-((Xf2+Y2)*AmpVr2); \
+ Factor1=1-(((Xa2=sqr(Xa))+Y2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ \
+ Yb=Yf+0.001; \
+ Factor=1-((Xf2+Yf2)*AmpVr2); \
+ Factor1=1-((Xa2+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
+ } \
+ glEnd(); \
+ } \
+ VS=(Factor<0); \
+}
+
+#define PENTAGON(Edge, Amp, Divisions, Z, VS) \
+{ \
+ int Ri,Ti,Fi; \
+ GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
+ GLfloat Factor=0.0,Factor1,Factor2; \
+ GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
+ GLfloat Zf=(Edge)*(Z); \
+ GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
+ \
+ GLfloat x[6],y[6]; \
+ \
+ for(Fi=0;Fi<6;Fi++) { \
+ x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
+ y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
+ } \
+ \
+ for (Ri=1; Ri<=(Divisions); Ri++) { \
+ for (Fi=0; Fi<5; Fi++) { \
+ glBegin(GL_TRIANGLE_STRIP); \
+ for (Ti=0; Ti<Ri; Ti++) { \
+ Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
+ Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
+ Xa=Xf+0.001; Yb=Yf+0.001; \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
+ \
+ Xf-=x[Fi]; Yf-=y[Fi]; Xa-=x[Fi]; Yb-=y[Fi]; \
+ \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
+ \
+ } \
+ Xf=(float)Ri*x[Fi+1]; \
+ Yf=(float)Ri*y[Fi+1]; \
+ Xa=Xf+0.001; Yb=Yf+0.001; \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
+ NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
+ NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
+ glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
+ glVertex3f(VertX, VertY, VertZ); \
+ glEnd(); \
+ } \
+ } \
+ VS=(Factor<0); \
+}
+
+static void
+draw_tetra(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
+
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-tetraangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + tetraangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + tetraangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6, mp->VisibleSpikes);
+}
+
+static void
+draw_cube(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+
+ glRotatef(cubeangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+ glRotatef(cubeangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+ glRotatef(cubeangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+ glRotatef(cubeangle, 0, 1, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+ glRotatef(2 * cubeangle, 0, 1, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+ SQUARE(2, mp->seno, mp->edgedivisions, 0.5, mp->VisibleSpikes)
+}
+
+static void
+draw_octa(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-180 + octaangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-180 + octaangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+ TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6, mp->VisibleSpikes);
+}
+
+static void
+draw_dodeca(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+#define TAU ((SQRT5+1)/2)
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glPushMatrix();
+ glRotatef(-dodecaangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(-dodecaangle, cos72, sin72, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(-dodecaangle, cos72, -sin72, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(dodecaangle, cos36, -sin36, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(dodecaangle, cos36, sin36, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glRotatef(180, 0, 0, 1);
+ glPushMatrix();
+ glRotatef(-dodecaangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(-dodecaangle, cos72, sin72, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(-dodecaangle, cos72, -sin72, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(dodecaangle, cos36, -sin36, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(dodecaangle, cos36, sin36, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
+ PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2, mp->VisibleSpikes);
+}
+
+static void
+draw_icosa(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
+
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+
+ glPushMatrix();
+
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[12]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[13]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[14]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[15]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[16]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[17]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[18]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+ glPopMatrix();
+ glRotatef(180, 0, 0, 1);
+ glRotatef(-icoangle, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[19]);
+ TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12, mp->VisibleSpikes);
+}
+
+ENTRYPOINT void
+reshape_morph3d(ModeInfo * mi, int width, int height)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ }
+
+ glViewport(0, y, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+static void
+pinit(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ glClearDepth(1.0);
+ glColor3f(1.0, 1.0, 1.0);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+
+ glShadeModel(GL_SMOOTH);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ switch (mp->object) {
+ case 2:
+ mp->draw_object = draw_cube;
+ mp->MaterialColor[0] = MaterialRed;
+ mp->MaterialColor[1] = MaterialGreen;
+ mp->MaterialColor[2] = MaterialCyan;
+ mp->MaterialColor[3] = MaterialMagenta;
+ mp->MaterialColor[4] = MaterialYellow;
+ mp->MaterialColor[5] = MaterialBlue;
+ mp->edgedivisions = cubedivisions;
+ mp->Magnitude = 2.0;
+ break;
+ case 3:
+ mp->draw_object = draw_octa;
+ mp->MaterialColor[0] = MaterialRed;
+ mp->MaterialColor[1] = MaterialGreen;
+ mp->MaterialColor[2] = MaterialBlue;
+ mp->MaterialColor[3] = MaterialWhite;
+ mp->MaterialColor[4] = MaterialCyan;
+ mp->MaterialColor[5] = MaterialMagenta;
+ mp->MaterialColor[6] = MaterialGray;
+ mp->MaterialColor[7] = MaterialYellow;
+ mp->edgedivisions = octadivisions;
+ mp->Magnitude = 2.5;
+ break;
+ case 4:
+ mp->draw_object = draw_dodeca;
+ mp->MaterialColor[0] = MaterialRed;
+ mp->MaterialColor[1] = MaterialGreen;
+ mp->MaterialColor[2] = MaterialCyan;
+ mp->MaterialColor[3] = MaterialBlue;
+ mp->MaterialColor[4] = MaterialMagenta;
+ mp->MaterialColor[5] = MaterialYellow;
+ mp->MaterialColor[6] = MaterialGreen;
+ mp->MaterialColor[7] = MaterialCyan;
+ mp->MaterialColor[8] = MaterialRed;
+ mp->MaterialColor[9] = MaterialMagenta;
+ mp->MaterialColor[10] = MaterialBlue;
+ mp->MaterialColor[11] = MaterialYellow;
+ mp->edgedivisions = dodecadivisions;
+ mp->Magnitude = 2.0;
+ break;
+ case 5:
+ mp->draw_object = draw_icosa;
+ mp->MaterialColor[0] = MaterialRed;
+ mp->MaterialColor[1] = MaterialGreen;
+ mp->MaterialColor[2] = MaterialBlue;
+ mp->MaterialColor[3] = MaterialCyan;
+ mp->MaterialColor[4] = MaterialYellow;
+ mp->MaterialColor[5] = MaterialMagenta;
+ mp->MaterialColor[6] = MaterialRed;
+ mp->MaterialColor[7] = MaterialGreen;
+ mp->MaterialColor[8] = MaterialBlue;
+ mp->MaterialColor[9] = MaterialWhite;
+ mp->MaterialColor[10] = MaterialCyan;
+ mp->MaterialColor[11] = MaterialYellow;
+ mp->MaterialColor[12] = MaterialMagenta;
+ mp->MaterialColor[13] = MaterialRed;
+ mp->MaterialColor[14] = MaterialGreen;
+ mp->MaterialColor[15] = MaterialBlue;
+ mp->MaterialColor[16] = MaterialCyan;
+ mp->MaterialColor[17] = MaterialYellow;
+ mp->MaterialColor[18] = MaterialMagenta;
+ mp->MaterialColor[19] = MaterialGray;
+ mp->edgedivisions = icodivisions;
+ mp->Magnitude = 2.5;
+ break;
+ default:
+ mp->draw_object = draw_tetra;
+ mp->MaterialColor[0] = MaterialRed;
+ mp->MaterialColor[1] = MaterialGreen;
+ mp->MaterialColor[2] = MaterialBlue;
+ mp->MaterialColor[3] = MaterialWhite;
+ mp->edgedivisions = tetradivisions;
+ mp->Magnitude = 2.5;
+ break;
+ }
+ if (MI_IS_MONO(mi)) {
+ int loop;
+
+ for (loop = 0; loop < 20; loop++)
+ mp->MaterialColor[loop] = MaterialGray;
+ }
+}
+
+ENTRYPOINT void
+init_morph3d(ModeInfo * mi)
+{
+ morph3dstruct *mp;
+
+ MI_INIT (mi, morph3d);
+ mp = &morph3d[MI_SCREEN(mi)];
+ mp->step = NRAND(90);
+ mp->VisibleSpikes = 1;
+
+ if ((mp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_morph3d(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ mp->object = MI_COUNT(mi);
+ if (mp->object <= 0 || mp->object > 5)
+ mp->object = NRAND(5) + 1;
+ pinit(mi);
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void
+draw_morph3d(ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ morph3dstruct *mp;
+
+ if (morph3d == NULL)
+ return;
+ mp = &morph3d[MI_SCREEN(mi)];
+
+ MI_IS_DRAWN(mi) = True;
+
+ if (!mp->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(display, window, *(mp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ glTranslatef(0.0, 0.0, -10.0);
+
+ if (!MI_IS_ICONIC(mi)) {
+ glScalef(Scale4Window * mp->WindH / mp->WindW, Scale4Window, Scale4Window);
+ glTranslatef(2.5 * mp->WindW / mp->WindH * sin(mp->step * 1.11), 2.5 * cos(mp->step * 1.25 * 1.11), 0);
+ } else {
+ glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic);
+ }
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, h, 1);
+ }
+# endif
+
+ glRotatef(mp->step * 100, 1, 0, 0);
+ glRotatef(mp->step * 95, 0, 1, 0);
+ glRotatef(mp->step * 90, 0, 0, 1);
+
+ mp->seno = (sin(mp->step) + 1.0 / 3.0) * (4.0 / 5.0) * mp->Magnitude;
+
+ if (mp->VisibleSpikes) {
+#ifdef DEBUG_CULL_FACE
+ int loop;
+
+ for (loop = 0; loop < 20; loop++)
+ mp->MaterialColor[loop] = MaterialGray;
+#endif
+ glDisable(GL_CULL_FACE);
+ } else {
+#ifdef DEBUG_CULL_FACE
+ int loop;
+
+ for (loop = 0; loop < 20; loop++)
+ mp->MaterialColor[loop] = MaterialWhite;
+#endif
+ glEnable(GL_CULL_FACE);
+ }
+
+ mp->draw_object(mi);
+
+ glPopMatrix();
+
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glXSwapBuffers(display, window);
+
+ mp->step += 0.05;
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void
+change_morph3d(ModeInfo * mi)
+{
+ morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
+
+ if (!mp->glx_context)
+ return;
+
+ mp->object = (mp->object) % 5 + 1;
+ pinit(mi);
+}
+#endif /* !STANDALONE */
+
+#endif
+
+XSCREENSAVER_MODULE ("Morph3D", morph3d)