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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/peepers.c
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Original 5.40
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-rw-r--r--hacks/glx/peepers.c1455
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diff --git a/hacks/glx/peepers.c b/hacks/glx/peepers.c
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+/* peepers, Copyright (c) 2018 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.
+ *
+ * Created: 14 Feb 2018, jwz.
+ *
+ * Floating eyeballs!
+ *
+ * Inspired by @PaintYourDragon's Adafruit Snake Eyes Raspberry Pi Bonnet
+ * https://learn.adafruit.com/animated-snake-eyes-bonnet-for-raspberry-pi/
+ * which is excellent.
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 0 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define free_peepers 0
+# define release_peepers 0
+
+#define DEF_SPEED "1.0"
+#define DEF_MODE "random"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+#include "xlockmore.h"
+#include "normals.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "ximage-loader.h"
+#include <ctype.h>
+
+#ifndef HAVE_JWXYZ
+# include <X11/Xatom.h>
+#endif
+
+#include "images/gen/sclera_png.h"
+#include "images/gen/iris_png.h"
+
+#ifdef USE_GL /* whole file */
+
+typedef struct { double a, o; } LL; /* latitude + longitude */
+
+typedef struct {
+ int idx;
+ GLfloat x, y, z;
+ GLfloat dx, dy, dz;
+ GLfloat ddx, ddy, ddz;
+ rotator *rot;
+ struct { GLfloat from, to, current, tick; } dilation;
+ enum { ROTATE, SPIN, TRACK } focus;
+ XYZ track;
+ GLfloat tilt, roll;
+ GLfloat scale;
+ GLfloat color[4];
+ int jaundice;
+} floater;
+
+typedef enum { RETINA, IRIS, SCLERA, LENS, TICK } component;
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+
+ Bool button_down_p;
+ XYZ mouse, last_mouse, fake_mouse;
+ time_t last_mouse_time;
+ int mouse_dx, mouse_dy;
+
+ GLuint retina_list, sclera_list, lens_list, iris_list;
+ GLuint sclera_texture, iris_texture;
+ int eye_polys;
+
+ int nfloaters;
+ floater *floaters;
+ enum { BOUNCE, SCROLL_LEFT, SCROLL_RIGHT, XEYES, BEHOLDER } mode;
+
+} peepers_configuration;
+
+static peepers_configuration *bps = NULL;
+
+static GLfloat speed;
+const char *mode_opt;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-mode", ".mode", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&mode_opt, "mode", "Mode", DEF_MODE, t_String},
+};
+
+ENTRYPOINT ModeSpecOpt peepers_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+/* Bottom edge of screen is -0.5; left and right scale by aspect. */
+#define BOTTOM (-1.6)
+#define LEFT (BOTTOM * MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
+
+static void
+reset_floater (ModeInfo *mi, floater *f)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat r = ((bp->mode == BOUNCE ? LEFT : BOTTOM) *
+ (bp->nfloaters < 10 ? 0.3: 0.6));
+ GLfloat x, y;
+
+ if (bp->nfloaters <= 2)
+ {
+ x = frand(LEFT) * RANDSIGN() * 0.3;
+ y = 0;
+ }
+ else
+ {
+ /* Position them off screen in a circle */
+ GLfloat th = f->idx * (M_PI + (M_PI/6)) * 2 / bp->nfloaters;
+ x = r * cos (th);
+ y = r * sin (th) * 1.5; /* Oval */
+ }
+
+ switch (bp->mode) {
+ case BOUNCE:
+ f->x = x;
+ f->y = BOTTOM;
+ f->z = y;
+
+ /* Yes, I know I'm varying the force of gravity instead of varying the
+ launch velocity. That's intentional: empirical studies indicate
+ that it's way, way funnier that way. */
+
+ f->dy = 0.1;
+ f->dx = 0;
+ f->dz = 0;
+
+ {
+ GLfloat min = -0.004;
+ GLfloat max = -0.0019;
+ f->ddy = min + frand (max - min);
+ f->ddx = 0;
+ f->ddz = 0;
+ }
+
+ if (! (random() % (10 * bp->nfloaters)))
+ {
+ f->dx = BELLRAND(0.03) * RANDSIGN();
+ f->dz = BELLRAND(0.03) * RANDSIGN();
+ }
+ break;
+
+ case SCROLL_LEFT:
+ case SCROLL_RIGHT:
+
+ f->x = (bp->mode == SCROLL_LEFT ? -LEFT : LEFT);
+ f->y = x;
+ f->z = y;
+
+ f->dx = (1.0 + frand(2.0)) * 0.020 * (bp->mode == SCROLL_LEFT ? -1 : 1);
+ f->dy = (1.0 + frand(2.0)) * 0.002 * RANDSIGN();
+ f->dz = (1.0 + frand(2.0)) * 0.002 * RANDSIGN();
+ f->ddy = 0;
+ f->ddz = 0;
+ break;
+
+ case XEYES: /* This happens in layout_grid() */
+ break;
+ case BEHOLDER: /* This happens in layout_geodesic() */
+ break;
+
+ default:
+ abort();
+ }
+
+ f->focus = ((random() % 8) ? ROTATE :
+ (random() % 4) ? TRACK : SPIN);
+ f->track.x = 8 - frand(16);
+ f->track.y = 8 - frand(16);
+ f->track.z = 8 + frand(16);
+
+ f->tilt = 45 - BELLRAND(90);
+ f->roll = frand(180);
+ f->dilation.to = f->dilation.from = f->dilation.current = frand(1.0);
+ f->dilation.tick = 1;
+
+ f->scale = 0.8 + BELLRAND(0.2);
+
+ if (bp->nfloaters == 1) f->scale *= 0.5;
+ else if (bp->nfloaters <= 3) f->scale *= 0.4;
+ else if (bp->nfloaters <= 9) f->scale *= 0.3;
+ else if (bp->nfloaters <= 15) f->scale *= 0.2;
+ else if (bp->nfloaters <= 25) f->scale *= 0.15;
+ else if (bp->nfloaters <= 90) f->scale *= 0.12;
+ else f->scale *= 0.07;
+
+ if (MI_WIDTH(mi) < MI_HEIGHT(mi))
+ {
+ f->scale /= MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi) * 1.2;
+ }
+
+ {
+ static const struct { GLfloat pct; unsigned long c; } c[] = {
+ /* All of the articles that I found with percentages in them only
+ added up to around 70%, so who knows what that means. */
+# if 0
+ { 55, 0x985A07 }, /* brown -- supposedly real global percentage */
+# else
+ { 20, 0x985A07 }, /* brown -- but that's a lot of brown... */
+# endif
+ { 8, 0xD5AD68 }, /* hazel */
+ { 8, 0x777F92 }, /* blue */
+ { 2, 0x6B7249 }, /* green */
+ { 1, 0x7F7775 }, /* gray */
+ { 0.5, 0x9E8042 }, /* amber */
+ { 0.1, 0xFFAA88 }, /* red */
+ };
+ GLfloat p = 0, t = 0;
+ GLfloat s = 1 - frand(0.3);
+ int i;
+ for (i = 0; i < countof(c); i++)
+ p += c[i].pct;
+ p = frand(p);
+
+ for (i = 0; i < countof(c); i++)
+ {
+ if (t > p) break;
+ t += c[i].pct;
+ }
+
+ if (c[i].c == 0xFFAA88) f->jaundice = 2;
+ else if (!(random() % 20)) f->jaundice = 1;
+
+ f->color[0] = ((c[i].c >> 16) & 0xFF) / 255.0 * s;
+ f->color[1] = ((c[i].c >> 8) & 0xFF) / 255.0 * s;
+ f->color[2] = ((c[i].c >> 0) & 0xFF) / 255.0 * s;
+ f->color[3] = 1;
+ }
+}
+
+
+/* Place a grid of eyeballs on the screen, maximizing use of space.
+ */
+static void
+layout_grid (ModeInfo *mi)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ /* Distribute the eyes into a rectangular grid that fills the window.
+ There may be some empty cells. N items in a W x H rectangle:
+ N = W * H
+ N = W * W * R
+ N/R = W*W
+ W = sqrt(N/R)
+ */
+ GLfloat aspect = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+ int nlines = sqrt (bp->nfloaters / aspect) + 0.5;
+ int *cols = (int *) calloc (nlines, sizeof(*cols));
+ int i, x, y, max = 0;
+ GLfloat scale, spacing;
+
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ cols[i % nlines]++;
+ if (cols[i % nlines] > max) max = cols[i % nlines];
+ }
+
+ /* That gave us, e.g. 7777666. Redistribute to 6767767. */
+ for (i = 0; i < nlines / 2; i += 2)
+ {
+ int j = nlines-i-1;
+ int swap = cols[i];
+ cols[i] = cols[j];
+ cols[j] = swap;
+ }
+
+ scale = 1.0 / nlines; /* Scale for height */
+ if (scale * max > aspect) /* Shrink if overshot width */
+ scale *= aspect / (scale * max);
+
+ scale *= 0.9; /* Add padding */
+ spacing = scale * 2.2;
+
+ if (bp->nfloaters == 1) spacing = 0;
+
+ i = 0;
+ for (y = 0; y < nlines; y++)
+ for (x = 0; x < cols[y]; x++)
+ {
+ floater *f = &bp->floaters[i];
+ f->scale = scale;
+ f->x = spacing * (x - cols[y] / 2.0) + spacing/2;
+ f->y = spacing * (y - nlines / 2.0) + spacing/2;
+ f->z = 0;
+ i++;
+ }
+ free (cols);
+}
+
+
+/* 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;
+}
+
+
+/* Place the eyeballs on a sphere (geodesic)
+ */
+static void
+layout_geodesic_triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth,
+ int *i)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (depth <= 0)
+ {
+ floater *f = &bp->floaters[*i];
+ GLfloat s2 = 0.7;
+ LL vc;
+ XYZ p1, p2, p3, pc;
+ if (*i >= bp->nfloaters) abort();
+
+ midpoint3 (v1, v2, v3, &vc, &p1, &p2, &p3, &pc);
+
+ switch (bp->nfloaters) { /* This is lame. */
+ case 20: f->scale = 0.26; break;
+ case 80: f->scale = 0.13; break;
+ case 320: f->scale = 0.065; break;
+ case 1280: f->scale = 0.0325; break;
+ default: abort();
+ }
+
+ f->z = s2 * cos (vc.a) * cos (vc.o);
+ f->x = s2 * cos (vc.a) * sin (vc.o);
+ f->y = s2 * sin (vc.a);
+ (*i)++;
+ }
+ else
+ {
+ LL v12, v23, v13;
+ XYZ p1, p2, p3, p12, p23, p13;
+
+ midpoint2 (v1, v2, &v12, &p1, &p2, &p12);
+ midpoint2 (v2, v3, &v23, &p2, &p3, &p23);
+ midpoint2 (v1, v3, &v13, &p1, &p3, &p13);
+ depth--;
+
+ layout_geodesic_triangle (mi, v1, v12, v13, depth, i);
+ layout_geodesic_triangle (mi, v12, v2, v23, depth, i);
+ layout_geodesic_triangle (mi, v13, v23, v3, depth, i);
+ layout_geodesic_triangle (mi, v12, v23, v13, depth, i);
+ }
+}
+
+
+/* Creates triangles of a geodesic to the given depth (frequency).
+ */
+static void
+layout_geodesic (ModeInfo *mi)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ int depth;
+ GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
+ GLfloat s = M_PI / 5; /* lon division: 72 deg */
+ int i;
+ int ii = 0;
+
+ switch (bp->nfloaters) { /* This is lame. */
+ case 20: depth = 0; break;
+ case 80: depth = 1; break;
+ case 320: depth = 2; break;
+ case 1280: depth = 3; break;
+ default: abort();
+ }
+
+ 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 */
+ {
+ layout_geodesic_triangle (mi, v1, v2, vc, depth, &ii);
+ layout_geodesic_triangle (mi, v2, v1, v3, depth, &ii);
+ }
+ else /* south */
+ {
+ v1.a = -v1.a;
+ v2.a = -v2.a;
+ v3.a = -v3.a;
+ vc.a = -vc.a;
+ layout_geodesic_triangle (mi, v2, v1, vc, depth, &ii);
+ layout_geodesic_triangle (mi, v1, v2, v3, depth, &ii);
+ }
+ }
+
+ bp->floaters[0].dx = BELLRAND(0.01) * RANDSIGN();
+}
+
+
+/* Advance the animation by one step.
+ */
+static void
+tick_floater (ModeInfo *mi, floater *f)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ /* if (bp->button_down_p) return;*/
+
+ f->dx += f->ddx * speed * 0.5;
+ f->dy += f->ddy * speed * 0.5;
+ f->dz += f->ddz * speed * 0.5;
+
+ if (bp->mode != BEHOLDER)
+ {
+ f->x += f->dx * speed * 0.5;
+ f->y += f->dy * speed * 0.5;
+ f->z += f->dz * speed * 0.5;
+ }
+
+ f->dilation.tick += 0.1 * speed;
+ if (f->dilation.tick > 1) f->dilation.tick = 1;
+ if (f->dilation.tick < 0) f->dilation.tick = 0;
+
+ f->dilation.current = (f->dilation.from +
+ ((f->dilation.to - f->dilation.from) *
+ f->dilation.tick));
+
+ if (f->dilation.tick == 1 && !(random() % 20))
+ {
+ f->dilation.from = f->dilation.to;
+ f->dilation.to = frand(1.0);
+ f->dilation.tick = 0;
+ }
+
+ switch (bp->mode) {
+ case BOUNCE:
+ if (f->y < BOTTOM ||
+ f->x < LEFT || f->x > -LEFT)
+ reset_floater (mi, f);
+ break;
+ case SCROLL_LEFT:
+ if (f->x < LEFT)
+ reset_floater (mi, f);
+ break;
+ case SCROLL_RIGHT:
+ if (f->x > -LEFT)
+ reset_floater (mi, f);
+ break;
+ case XEYES:
+ break;
+ case BEHOLDER:
+ {
+ GLfloat x = f->x;
+ GLfloat y = f->z;
+ GLfloat th = atan2 (y, x);
+ GLfloat r = sqrt(x*x + y*y);
+ th += bp->floaters[0].dx;
+ f->x = r*cos(th);
+ f->z = r*sin(th);
+
+ if (! (random() % 100))
+ bp->floaters[0].dx += frand(0.0001) * RANDSIGN();
+ }
+ break;
+ default:
+ abort();
+ }
+}
+
+
+/* Make sure none of the eyeballs overlap.
+ */
+static void
+de_collide (ModeInfo *mi)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i, j;
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f0 = &bp->floaters[i];
+ for (j = i+1; j < bp->nfloaters; j++)
+ {
+ floater *f1 = &bp->floaters[j];
+ GLfloat X = f1->x - f0->x;
+ GLfloat Y = f1->y - f0->y;
+ GLfloat Z = f1->z - f0->z;
+ GLfloat min = (f0->scale + f1->scale);
+ GLfloat d2 = X*X + Y*Y + Z*Z;
+ if (d2 < min*min)
+ {
+ GLfloat d = sqrt (d2);
+ GLfloat dd = 0.5 * (min - d) / 2;
+ GLfloat dx = X * dd;
+ GLfloat dy = Y * dd;
+ GLfloat dz = Z * dd;
+ f0->x -= dx; f0->y -= dy; f0->z -= dz;
+ f1->x += dx; f1->y += dy; f1->z += dz;
+ }
+ }
+ }
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_peepers (ModeInfo *mi, int width, int height)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ if (bp->mode == XEYES)
+ layout_grid (mi);
+}
+
+
+/* Find the mouse pointer on the screen and note its position in the scene.
+ */
+static void
+track_mouse (ModeInfo *mi)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ Window r, c;
+ int x, y, rx, ry;
+ unsigned int m;
+ int w = MI_WIDTH(mi);
+ int h = MI_HEIGHT(mi);
+ int rot = (int) current_device_rotation();
+ int swap;
+ GLfloat ys = 2.0;
+ GLfloat xs = ys * w / h;
+ time_t now = time ((time_t *) 0);
+
+ XQueryPointer (MI_DISPLAY (mi), MI_WINDOW (mi),
+ &r, &c, &rx, &ry, &x, &y, &m);
+
+ if (x != bp->last_mouse.x && y != bp->last_mouse.y)
+ {
+ bp->last_mouse_time = now;
+ bp->fake_mouse.x = x;
+ bp->fake_mouse.y = y;
+ bp->mouse_dx = 0;
+ bp->mouse_dy = 0;
+ bp->last_mouse.x = x;
+ bp->last_mouse.y = y;
+ }
+ else if (now > bp->last_mouse_time + 10)
+ {
+ /* Mouse isn't moving. Bored now. */
+ if (! (random() % 20)) bp->mouse_dx += (random() % 2) * RANDSIGN();
+ if (! (random() % 20)) bp->mouse_dy += (random() % 2) * RANDSIGN();
+ bp->fake_mouse.x += bp->mouse_dx;
+ bp->fake_mouse.y += bp->mouse_dy;
+ x = bp->fake_mouse.x;
+ y = bp->fake_mouse.y;
+ }
+
+ while (rot <= -180) rot += 360;
+ while (rot > 180) rot -= 360;
+
+ if (rot > 135 || rot < -135) /* 180 */
+ {
+ x = w - x;
+ y = h - y;
+ }
+ else if (rot > 45) /* 90 */
+ {
+ swap = x; x = y; y = swap;
+ swap = w; w = h; h = swap;
+ xs = ys;
+ ys = xs * w / h;
+ x = w - x;
+ }
+ else if (rot < -45) /* 270 */
+ {
+ swap = x; x = y; y = swap;
+ swap = w; w = h; h = swap;
+ xs = ys;
+ ys = xs * w / h;
+ y = h - y;
+ }
+
+ /* Put the mouse directly on the glass. */
+ x = x - w / 2;
+ y = h / 2 - y;
+ bp->mouse.x = xs * x / w;
+ bp->mouse.y = ys * y / h;
+ bp->mouse.z = 0;
+
+# if 0
+ glPushMatrix();
+ glTranslatef (bp->mouse.x, bp->mouse.y, bp->mouse.z);
+ if (!MI_IS_WIREFRAME(mi)) glDisable(GL_LIGHTING);
+ glColor3f(1,1,1);
+ glBegin(GL_LINES);
+ glVertex3f(-1,0,0); glVertex3f(1,0,0);
+ glVertex3f(0,-1,0); glVertex3f(0,1,0);
+ glVertex3f(0,0,-1); glVertex3f(0,0,1);
+ glEnd();
+ glPopMatrix();
+ if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING);
+# endif
+
+ /* Move it farther into the scene: on the glass is too far away.
+ But keep it farther away the farther outside the window the
+ mouse is, so the eyes don''t turn 90 degrees sideways.
+ */
+ bp->mouse.x *= 0.8;
+ bp->mouse.y *= 0.8;
+ bp->mouse.z += 0.7;
+
+ bp->mouse.z = MAX (0.7,
+ sqrt (bp->mouse.x * bp->mouse.x +
+ bp->mouse.y * bp->mouse.y));
+
+ if (bp->mode == BEHOLDER)
+ bp->mouse.z += 0.25;
+
+
+# if 0
+ glPushMatrix();
+ glTranslatef (bp->mouse.x, bp->mouse.y, bp->mouse.z);
+ if (!MI_IS_WIREFRAME(mi)) glDisable(GL_LIGHTING);
+ glColor3f(1,0,1);
+ glBegin(GL_LINES);
+ glVertex3f(-1,0,0); glVertex3f(1,0,0);
+ glVertex3f(0,-1,0); glVertex3f(0,1,0);
+ glVertex3f(0,0,-1); glVertex3f(0,0,1);
+ glEnd();
+ glPopMatrix();
+ if (!MI_IS_WIREFRAME(mi)) glEnable(GL_LIGHTING);
+# endif
+}
+
+
+ENTRYPOINT Bool
+peepers_handle_event (ModeInfo *mi, XEvent *event)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ {
+ if (bp->button_down_p) /* Aim each eyeball at the mouse. */
+ {
+ int i;
+ track_mouse (mi);
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ f->track = bp->mouse;
+ f->focus = TRACK;
+ }
+ }
+
+ return True;
+ }
+
+ return False;
+}
+
+
+/* Generate the polygons for the display lists.
+ This routine generates the various styles of sphere-oid we use.
+ */
+static int
+draw_ball (ModeInfo *mi, component which)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ int polys = 0;
+
+ GLfloat iris_ratio = 0.42; /* Size of the iris. */
+ /* The lens bulges out, but the iris bulges in, sorta. */
+ GLfloat lens_bulge = (which == IRIS ? -0.50 : 0.32);
+
+ GLfloat xstep = 32; /* Facets on the sphere */
+ GLfloat ystep = 32;
+ XYZ *stacks, *normals;
+ GLfloat x, y, z;
+ int i, j;
+ int xstart, xstop;
+
+ if (bp->nfloaters > 16 || wire)
+ xstep = ystep = 16;
+
+ if (bp->nfloaters > 96 && which == LENS)
+ return 0;
+
+ switch (which) {
+ case LENS: xstart = 0; xstop = xstep; break;
+ case SCLERA: xstart = 0; xstop = xstep * (1 - iris_ratio/2); break;
+ case IRIS: xstart = xstep * (1 - iris_ratio/2 * 1.2); xstop = xstep; break;
+ case RETINA: xstart = xstep * (1 - iris_ratio/2 * 1.2); xstop = 0; break;
+ default: abort(); break;
+ }
+
+ stacks = (XYZ *) calloc (sizeof(*stacks), xstep + 1);
+ normals = (XYZ *) calloc (sizeof(*stacks), xstep + 1);
+
+ if (which == RETINA)
+ {
+ GLfloat c1[4] = { 0, 0, 0, 1 };
+ GLfloat c2[4] = { 0.15, 0, 0, 1 };
+ GLfloat th = M_PI * (1.0 - iris_ratio/2);
+ GLfloat z1 = cos(th);
+ GLfloat z2 = 0.9;
+ GLfloat r1 = sin(th);
+ GLfloat r2 = r1 * 0.3;
+
+ if (!wire)
+ {
+ glColor4fv (c1);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c1);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, c1);
+ }
+
+ /* Draw a black cone to occlude the interior of the eye. */
+
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i <= xstep; i++)
+ {
+ GLfloat th2 = i * M_PI * 2 / xstep;
+ GLfloat x = cos(th2);
+ GLfloat y = sin(th2);
+ glNormal3f (0, 0, 1);
+ glVertex3f (z1, r1 * x, r1 * y);
+ glNormal3f (0, 0, 1);
+ glVertex3f (z2, r2 * x, r2 * y);
+ polys++;
+ }
+ glEnd();
+
+ if (!wire)
+ {
+ glColor4fv (c2);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c2);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, c2);
+ }
+
+ /* Draw a small red circle at the base of the cone. */
+
+ glBegin (wire ? GL_LINES : GL_TRIANGLE_FAN);
+ glVertex3f (z2, 0, 0);
+ glNormal3f (0, 0, 1);
+ for (i = xstep; i >= 0; i--)
+ {
+ GLfloat th2 = i * M_PI * 2 / xstep;
+ GLfloat x = cos(th2);
+ GLfloat y = sin(th2);
+ glVertex3f (z2, r2 * x, r2 * y);
+ polys++;
+ }
+ glEnd();
+ return polys;
+ }
+
+ for (i = xstart; i <= xstop; i++)
+ {
+ GLfloat th = i * M_PI / xstep;
+ GLfloat x = cos(th);
+ GLfloat y = sin(th);
+
+ /* Bulge the lens, or dimple the iris. */
+ if (th > M_PI * (1.0 - iris_ratio/2) &&
+ th < M_PI * (1.0 + iris_ratio/2))
+ {
+ GLfloat r = (1 - th / M_PI) / iris_ratio * 2;
+ r = cos (M_PI * r / 2);
+ r *= lens_bulge;
+ r = r * r * (lens_bulge < 0 ? -1 : 1);
+ x *= 1+r;
+ y *= 1+r;
+ }
+
+ stacks[i].x = x;
+ stacks[i].y = y;
+ stacks[i].z = 0;
+ }
+
+ /* Fill normals with the normal at the center of each face. */
+ for (i = xstart; i < xstop; i++)
+ {
+ GLfloat dx = stacks[i+1].x - stacks[i].x;
+ GLfloat dy = stacks[i+1].y - stacks[i].y;
+ y = dy/dx;
+ z = sqrt (1 + y*y);
+ normals[i].x = -y/z;
+ normals[i].y = 1/z;
+ normals[i].z = 0;
+
+ if (lens_bulge < 0 && i > xstep * (1 - iris_ratio/2) + 1)
+ {
+ normals[i].x *= -1;
+ normals[i].y *= -1;
+ }
+ }
+
+ if (!wire)
+ glBegin (GL_QUADS);
+
+ for (i = xstart; i < xstop; i++)
+ {
+ GLfloat x0 = stacks[i].x;
+ GLfloat x1 = stacks[i+1].x;
+ GLfloat r0 = stacks[i].y;
+ GLfloat r1 = stacks[i+1].y;
+
+ for (j = 0; j < ystep*2; j++)
+ {
+ GLfloat tha = j * M_PI / ystep;
+ GLfloat thb = (j+1) * M_PI / ystep;
+ GLfloat xa = cos (tha);
+ GLfloat ya = sin (tha);
+ GLfloat xb = cos (thb);
+ GLfloat yb = sin (thb);
+
+ /* Each vertex normal is average of adjacent face normals. */
+
+ XYZ p1, p2, p3, p4;
+ XYZ n1, n2, n3, n4;
+ p1.x = x0; p1.y = r0 * ya; p1.z = r0 * xa;
+ p2.x = x1; p2.y = r1 * ya; p2.z = r1 * xa;
+ p3.x = x1; p3.y = r1 * yb; p3.z = r1 * xb;
+ p4.x = x0; p4.y = r0 * yb; p4.z = r0 * xb;
+
+ if (i == 0)
+ {
+ n1.x = 1; n1.y = 0; n1.z = 0;
+ n4.x = 1; n4.y = 0; n4.z = 0;
+ }
+ else
+ {
+ x = (normals[i-1].x + normals[i].x) / 2;
+ y = (normals[i-1].y + normals[i].y) / 2;
+ n1.x = x; n1.z = y * xa; n1.y = y * ya;
+ n4.x = x; n4.z = y * xb; n4.y = y * yb;
+ }
+
+ if (i == xstep-1)
+ {
+ n2.x = -1; n2.y = 0; n2.z = 0;
+ n3.x = -1; n3.y = 0; n3.z = 0;
+ }
+ else
+ {
+ x = (normals[i+1].x + normals[i].x) / 2;
+ y = (normals[i+1].y + normals[i].y) / 2;
+ n2.x = x; n2.z = y * xa; n2.y = y * ya;
+ n3.x = x; n3.z = y * xb; n3.y = y * yb;
+ }
+
+#if 0
+ /* Render normals as lines for debugging */
+ glBegin(GL_LINES);
+ glVertex3f(p1.x, p1.y, p1.z);
+ glVertex3f(p1.x + n1.x * 0.3, p1.y + n1.y * 0.3, p1.z + n1.z * 0.3);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f(p2.x, p2.y, p2.z);
+ glVertex3f(p2.x + n2.x * 0.3, p2.y + n2.y * 0.3, p2.z + n2.z * 0.3);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f(p3.x, p3.y, p3.z);
+ glVertex3f(p3.x + n3.x * 0.3, p3.y + n3.y * 0.3, p3.z + n3.z * 0.3);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3f(p4.x, p4.y, p4.z);
+ glVertex3f(p4.x + n4.x * 0.3, p4.y + n4.y * 0.3, p4.z + n4.z * 0.3);
+ glEnd();
+#endif
+
+ if (wire)
+ glBegin (GL_LINE_LOOP);
+
+ glTexCoord2f ((j+1) / (GLfloat) ystep / 2,
+ (i - xstart) / (GLfloat) (xstop - xstart));
+
+ glNormal3f (n4.x, n4.y, n4.z);
+ glVertex3f (p4.x, p4.y, p4.z);
+
+ glTexCoord2f ((j+1) / (GLfloat) ystep / 2,
+ ((i+1) - xstart) / (GLfloat) (xstop - xstart));
+
+ glNormal3f (n3.x, n3.y, n3.z);
+ glVertex3f (p3.x, p3.y, p3.z);
+
+ glTexCoord2f (j / (GLfloat) ystep / 2,
+ ((i+1) - xstart) / (GLfloat) (xstop - xstart));
+
+ glNormal3f (n2.x, n2.y, n2.z);
+ glVertex3f (p2.x, p2.y, p2.z);
+
+ glTexCoord2f (j / (GLfloat) ystep / 2,
+ (i - xstart) / (GLfloat) (xstop - xstart));
+
+ glNormal3f (n1.x, n1.y, n1.z);
+ glVertex3f (p1.x, p1.y, p1.z);
+
+ polys++;
+
+ if (wire)
+ glEnd();
+ }
+ }
+
+ if (!wire)
+ glEnd();
+
+ free (stacks);
+ free (normals);
+
+ return polys;
+}
+
+
+ENTRYPOINT void
+init_peepers (ModeInfo *mi)
+{
+ peepers_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+ int i;
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_peepers (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+
+ if (!wire)
+ {
+ XImage *xi;
+ GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
+ GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0};
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+
+ glEnable (GL_LIGHTING);
+ glEnable (GL_LIGHT0);
+ glEnable (GL_DEPTH_TEST);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_BLEND);
+
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+
+ xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ sclera_png, sizeof(sclera_png));
+ glGenTextures (1, &bp->sclera_texture);
+ glBindTexture (GL_TEXTURE_2D, bp->sclera_texture);
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ xi->width, xi->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, xi->data);
+ check_gl_error("texture");
+ XDestroyImage (xi);
+
+ xi = image_data_to_ximage (mi->dpy, mi->xgwa.visual,
+ iris_png, sizeof(iris_png));
+
+ glGenTextures (1, &bp->iris_texture);
+ glBindTexture (GL_TEXTURE_2D, bp->iris_texture);
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ xi->width, xi->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, xi->data);
+ check_gl_error("texture");
+ XDestroyImage (xi);
+
+
+ }
+
+ bp->lens_list = glGenLists (1);
+ glNewList (bp->lens_list, GL_COMPILE);
+ bp->eye_polys += draw_ball (mi, LENS);
+ glEndList ();
+
+ bp->sclera_list = glGenLists (1);
+ glNewList (bp->sclera_list, GL_COMPILE);
+ bp->eye_polys += draw_ball (mi, SCLERA);
+ glEndList ();
+
+ bp->iris_list = glGenLists (1);
+ glNewList (bp->iris_list, GL_COMPILE);
+ bp->eye_polys += draw_ball (mi, IRIS);
+ glEndList ();
+
+ bp->retina_list = glGenLists (1);
+ glNewList (bp->retina_list, GL_COMPILE);
+ bp->eye_polys += draw_ball (mi, RETINA);
+ glEndList ();
+
+ bp->trackball = gltrackball_init (False);
+
+ if (!mode_opt || !*mode_opt || !strcasecmp (mode_opt, "random"))
+ bp->mode = ((random() & 1) ? BOUNCE :
+ ((random() & 1) ? SCROLL_LEFT : SCROLL_RIGHT));
+ else if (!strcasecmp (mode_opt, "bounce"))
+ bp->mode = BOUNCE;
+ else if (!strcasecmp (mode_opt, "scroll"))
+ bp->mode = (random() & 1) ? SCROLL_LEFT : SCROLL_RIGHT;
+ else if (!strcasecmp (mode_opt, "xeyes"))
+ bp->mode = XEYES;
+ else if (!strcasecmp (mode_opt, "beholder") ||
+ !strcasecmp (mode_opt, "ball"))
+ bp->mode = BEHOLDER;
+ else
+ {
+ fprintf (stderr,
+ "%s: mode must be bounce, scroll, random, xeyes or beholder,"
+ " not \"%s\"\n",
+ progname, mode_opt);
+ exit (1);
+ }
+
+ bp->nfloaters = MI_COUNT (mi);
+
+ if (bp->nfloaters <= 0)
+ {
+ if (bp->mode == XEYES)
+ bp->nfloaters = 2 + (random() % 30);
+ else if (bp->mode == BEHOLDER)
+ bp->nfloaters = 20 * pow (4, (random() % 4));
+ else
+ bp->nfloaters = 2 + (random() % 6);
+ }
+
+ if (bp->mode == BEHOLDER)
+ {
+ if (bp->nfloaters <= 20) bp->nfloaters = 20; /* This is lame */
+ else if (bp->nfloaters <= 80) bp->nfloaters = 80;
+ else if (bp->nfloaters <= 320) bp->nfloaters = 320;
+ else bp->nfloaters = 1280;
+ }
+
+ bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater));
+
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ f->idx = i;
+ f->rot = make_rotator (10.0, 0, 0,
+ 4, 0.05 * speed,
+ True);
+ if (bp->nfloaters == 2)
+ {
+ f->x = 10 * (i ? 1 : -1);
+ }
+ else if (i != 0)
+ {
+ double th = (i - 1) * M_PI*2 / (bp->nfloaters-1);
+ double r = LEFT * 0.3;
+ f->x = r * cos(th);
+ f->z = r * sin(th);
+ }
+
+ if (bp->mode == SCROLL_LEFT || bp->mode == SCROLL_RIGHT)
+ {
+ f->y = f->x;
+ f->x = 0;
+ }
+
+ reset_floater (mi, f);
+ }
+
+ if (bp->mode == XEYES)
+ layout_grid (mi);
+ else if (bp->mode == BEHOLDER)
+ layout_geodesic (mi);
+
+# ifndef HAVE_JWXYZ /* Real X11 */
+# if 0 /* I wonder if this works? */
+ if (bp->mode == XEYES && MI_WIN_IS_INWINDOW (mi))
+ {
+ uint32_t ca = 0;
+ glClearColor (0, 0, 0, 0);
+ XChangeProperty (MI_DISPLAY(mi), MI_WINDOW(mi),
+ XInternAtom (MI_DISPLAY(mi),
+ "_NET_WM_WINDOW_OPACITY", 0),
+ XA_CARDINAL, 32, PropModeReplace,
+ (uint8_t *) &ca, 1);
+ }
+# endif
+# endif
+}
+
+
+static void
+draw_floater (ModeInfo *mi, floater *f, component which)
+{
+ peepers_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ double x, y, z;
+
+ GLfloat spc[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat c2[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat c2b[4] = { 1.0, 0.6, 0.6, 1.0 };
+ GLfloat c2c[4] = { 1.0, 1.0, 0.65, 1.0 };
+ GLfloat c3[4] = { 0.6, 0.6, 0.6, 0.25 };
+
+ get_position (f->rot, &x, &y, &z,
+ which == LENS && !bp->button_down_p);
+
+ if (bp->nfloaters == 2 &&
+ f != &bp->floaters[0] &&
+ (bp->mode == BOUNCE || bp->mode == XEYES))
+ {
+ /* When there are exactly two eyes, track them together. */
+ floater *f0 = &bp->floaters[0];
+ double x0, y0, z0;
+ get_position (f0->rot, &x0, &y0, &z0, 0);
+ x = x0;
+ y = 1-y0; /* This is rotation: what the eye is looking at */
+ z = z0;
+ if (bp->mode != XEYES)
+ {
+ f->x = f0->x + f0->scale * 3;
+ f->y = f0->y;
+ f->z = f0->z;
+ }
+ f->dilation = f0->dilation;
+ f->focus = f0->focus;
+ f->track = f0->track;
+ f->tilt = f0->tilt;
+ f->scale = f0->scale;
+ f->jaundice = f0->jaundice;
+ if (f->focus == ROTATE)
+ f->focus = f0->focus = TRACK;
+ memcpy (f->color, f0->color, sizeof(f0->color));
+ }
+
+ glPushMatrix();
+ glTranslatef (f->x, f->y, f->z);
+
+ /* gltrackball_rotate (bp->trackball); */
+
+ switch (f->focus) {
+ case ROTATE:
+ glRotatef (y * 180, 0, 1, 0);
+ glRotatef (f->tilt, 0, 0, 1);
+ break;
+ case SPIN:
+ glRotatef (y * 360 + 90, 0, 1, 0);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ break;
+ case TRACK:
+ {
+ GLfloat X, Y, Z;
+ X = f->track.x - f->x;
+ Y = f->track.z - f->z;
+ Z = f->track.y - f->y;
+ if (X != 0 || Y != 0)
+ {
+ GLfloat facing = atan2 (X, Y) * (180 / M_PI);
+ GLfloat pitch = atan2 (Z, sqrt(X*X + Y*Y)) * (180 / M_PI);
+ glRotatef (90, 0, 1, 0);
+ glRotatef (facing, 0, 1, 0);
+ glRotatef (-pitch, 0, 0, 1);
+ }
+ }
+
+ break;
+ default:
+ abort();
+ }
+
+ glRotatef (f->roll, 1, 0, 0);
+ glScalef (f->scale, f->scale, f->scale);
+
+ if (! wire)
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ switch (which) {
+ case RETINA:
+ if (!wire)
+ {
+ glScalef (0.96, 0.96, 0.96);
+ glCallList (bp->retina_list);
+ }
+ break;
+
+ case IRIS:
+ glColor4fv (f->color);
+ if (! wire)
+ {
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spc);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 10);
+
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, f->color);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20);
+
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, bp->iris_texture);
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glScalef (1, 1.25 + f->dilation.current * 0.3, 1);
+ glMatrixMode (GL_MODELVIEW);
+ }
+ glScalef (0.96, 0.96, 0.96);
+ glCallList (bp->iris_list);
+
+ if (! wire)
+ {
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode (GL_MODELVIEW);
+ }
+ break;
+
+ case SCLERA:
+ if (! wire)
+ {
+ GLfloat *c = (f->jaundice == 2 ? c2b : f->jaundice == 1 ? c2c : c2);
+ glColor4fv (c);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ glBindTexture (GL_TEXTURE_2D, bp->sclera_texture);
+
+ glScalef (0.98, 0.98, 0.98);
+ glCallList (bp->sclera_list);
+ }
+ break;
+
+ case LENS:
+ glColor4fv (c3);
+ if (! wire)
+ {
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c3);
+ glDisable (GL_TEXTURE_2D);
+ }
+ glCallList (bp->lens_list);
+ break;
+
+ default:
+ abort();
+ break;
+ }
+
+ glPopMatrix();
+}
+
+
+ENTRYPOINT void
+draw_peepers (ModeInfo *mi)
+{
+ peepers_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));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glRotatef (current_device_rotation(), 0, 0, 1);
+
+
+ /* Scale so that screen is 1 high and w/h wide. */
+ glScalef (8, 8, 8);
+
+ mi->polygon_count = 0;
+
+ if (bp->mode == XEYES || bp->mode == BEHOLDER)
+ {
+ int i;
+ track_mouse (mi);
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ f->track = bp->mouse;
+ f->focus = TRACK;
+ }
+ }
+
+# if 0
+ {
+ /* Draw just one */
+ component j;
+ floater F;
+ reset_floater(mi, &F);
+ F.x = F.y = F.z = 0;
+ F.dx = F.dy = F.dz = 0;
+ F.ddx = F.ddy = F.ddz = 0;
+ F.scale = 1;
+ F.focus = TRACK;
+ F.dilation.current = 0;
+ F.track.x = F.track.y = F.track.z = 0;
+ F.rot = make_rotator (0, 0, 0, 1, 0, False);
+ glRotatef(180,0,1,0);
+ glRotatef(15,1,0,0);
+ for (j = RETINA; j <= LENS; j++)
+ draw_floater (mi, &F, j);
+ mi->polygon_count += bp->eye_polys;
+ }
+# else
+ {
+ component j;
+ int i;
+ for (j = RETINA; j <= TICK; j++)
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ if (j == TICK)
+ tick_floater (mi, f);
+ else
+ draw_floater (mi, f, j);
+ }
+
+ if (bp->mode != BEHOLDER)
+ de_collide (mi);
+
+ mi->polygon_count += bp->eye_polys * bp->nfloaters;
+ }
+# endif
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE ("Peepers", peepers)
+
+#endif /* USE_GL */