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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/raverhoop.c
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Original 5.40
Diffstat (limited to 'hacks/glx/raverhoop.c')
-rw-r--r--hacks/glx/raverhoop.c767
1 files changed, 767 insertions, 0 deletions
diff --git a/hacks/glx/raverhoop.c b/hacks/glx/raverhoop.c
new file mode 100644
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+++ b/hacks/glx/raverhoop.c
@@ -0,0 +1,767 @@
+/* raverhoop, Copyright (c) 2016 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.
+ *
+ * Simulates an LED hula hoop in a dark room. Oontz oontz oontz.
+ */
+
+#define DEFAULTS "*delay: 20000 \n" \
+ "*ncolors: 12 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+
+# define free_hoop 0
+# define release_hoop 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+
+#define DEF_SPIN "False"
+#define DEF_WANDER "False"
+#define DEF_LIGHTS "200"
+#define DEF_SPEED "1.0"
+#define DEF_LIGHT_SPEED "1.0"
+#define DEF_SUSTAIN "1.0"
+
+typedef struct {
+ GLfloat x,y,z;
+} XYZ;
+
+typedef struct afterimage afterimage;
+struct afterimage {
+ GLfloat color[4];
+ XYZ position;
+ afterimage *next;
+};
+
+typedef struct {
+ GLfloat color[4];
+ int duty_cycle[10]; /* off, on, off, on... values add to 100 */
+ GLfloat ratio;
+ Bool on;
+} light;
+
+
+typedef struct oscillator oscillator;
+struct oscillator {
+ GLfloat ratio, from, to, speed, *var;
+ int remaining;
+ oscillator *next;
+};
+
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ int nlights;
+ light *lights;
+ GLfloat radius;
+ GLfloat axial_radius;
+ XYZ midpoint;
+ GLfloat tilt;
+ GLfloat spin;
+ GLfloat th;
+ GLfloat speed;
+ afterimage *trail;
+ oscillator *oscillators;
+
+} hoop_configuration;
+
+static hoop_configuration *bps = NULL;
+
+static Bool do_spin;
+static Bool do_wander;
+static int nlights;
+static GLfloat speed, light_speed, sustain;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-lights", ".lights", XrmoptionSepArg, 0 },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-light-speed", ".lightSpeed", XrmoptionSepArg, 0 },
+ { "-sustain", ".sustain", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&nlights, "lights", "Lights", DEF_LIGHTS, t_Int},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&light_speed, "lightSpeed", "Speed", DEF_LIGHT_SPEED, t_Float},
+ {&sustain, "sustain", "Sustain", DEF_SUSTAIN, t_Float},
+};
+
+ENTRYPOINT ModeSpecOpt hoop_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static void
+decay_afterimages (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ afterimage *prev = 0;
+ afterimage *a = bp->trail;
+ GLfloat tick = 0.05 / sustain;
+
+ while (a)
+ {
+ afterimage *next = a->next;
+ a->color[3] -= tick;
+ if (a->color[3] < 0)
+ {
+ if (prev)
+ prev->next = next;
+ else
+ bp->trail = next;
+ free (a);
+ }
+ else
+ prev = a;
+ a = next;
+ }
+}
+
+static void
+add_afterimage (ModeInfo *mi, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat color[4])
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ afterimage *a = (afterimage *) calloc (1, sizeof (*a));
+ afterimage *b;
+ a->position.x = x;
+ a->position.y = y;
+ a->position.z = z;
+ memcpy (a->color, color, sizeof(a->color));
+
+ /* Put it at the end so that the older, dimmer ones are laid down on
+ the frame buffer before the newer, brighter ones. */
+ if (!bp->trail)
+ bp->trail = a;
+ else
+ {
+ for (b = bp->trail; b->next; b = b->next)
+ ;
+ b->next = a;
+ }
+}
+
+
+static void
+tick_light (light *L)
+{
+ int i;
+ int n = 0;
+
+ L->ratio += 0.05 * light_speed;
+ while (L->ratio > 1)
+ L->ratio -= 1;
+
+ for (i = 0; i < countof(L->duty_cycle); i++)
+ {
+ n += L->duty_cycle[i];
+ if (n > 100) abort();
+ if (n / 100.0 > L->ratio)
+ {
+ L->on = (i & 1);
+ break;
+ }
+ }
+}
+
+
+
+static void
+tick_hoop (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat m0[16];
+ int i;
+
+ glGetFloatv (GL_MODELVIEW_MATRIX, m0);
+
+ for (i = 0; i < bp->nlights; i++)
+ {
+ light *L = &bp->lights[i];
+ GLfloat m1[16];
+ GLfloat th = M_PI * 2 * i / bp->nlights;
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ GLfloat z;
+
+ tick_light (L);
+ if (! L->on)
+ continue;
+
+ glPushMatrix();
+
+ glTranslatef (bp->midpoint.x, bp->midpoint.y, bp->midpoint.z);
+ glRotatef (bp->th * 180 / M_PI, 0, 0, 1);
+ glRotatef (bp->tilt, 0, 1, 0);
+ glRotatef (bp->spin, 1, 0, 0);
+ glTranslatef (x * bp->radius, y * bp->radius, 0);
+ glGetFloatv (GL_MODELVIEW_MATRIX, m1);
+ glPopMatrix();
+
+ /* After all of our translations and rotations, figure out where
+ it actually ended up.
+ */
+ x = m1[12] - m0[12];
+ y = m1[13] - m0[13];
+ z = m1[14] - m0[14];
+ add_afterimage (mi, x, y, z, L->color);
+ }
+}
+
+
+static void
+draw_lights (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ afterimage *a;
+ GLfloat m[4][4];
+
+ if (wire)
+ {
+ int n = 360;
+ int i;
+ glPushMatrix();
+
+ glBegin (GL_LINES);
+ glVertex3f (0, 0, -bp->radius);
+ glVertex3f (0, 0, bp->radius);
+ glEnd();
+
+ glTranslatef (bp->midpoint.x, bp->midpoint.y, bp->midpoint.z);
+ glRotatef (bp->th * 180 / M_PI, 0, 0, 1);
+ glRotatef (bp->tilt, 0, 1, 0);
+ glRotatef (bp->spin, 1, 0, 0);
+
+ glBegin (GL_LINE_LOOP);
+ glVertex3f (0, 0, 0);
+ for (i = 0; i <= n; i++)
+ {
+ GLfloat th = i * M_PI * 2 / n;
+ glVertex3f (bp->radius * -cos(th),
+ bp->radius * -sin(th), 0);
+ }
+ for (i = 0; i <= n; i++)
+ {
+ GLfloat th = i * M_PI * 2 / n;
+ glVertex3f (bp->axial_radius * -cos(th),
+ bp->axial_radius * -sin(th), 0);
+ }
+ glEnd();
+ glPopMatrix();
+ }
+
+ /* Billboard the lights to always face the camera */
+ glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]);
+ m[0][0] = 1; m[1][0] = 0; m[2][0] = 0;
+ m[0][1] = 0; m[1][1] = 1; m[2][1] = 0;
+ m[0][2] = 0; m[1][2] = 0; m[2][2] = 1;
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+
+ for (a = bp->trail; a; a = a->next)
+ {
+ glPushMatrix();
+
+ glTranslatef (a->position.x, a->position.y, a->position.z);
+
+ if (wire)
+ {
+ GLfloat c[3];
+ c[0] = a->color[0] * a->color[3];
+ c[1] = a->color[1] * a->color[3];
+ c[2] = a->color[2] * a->color[3];
+ glColor3fv (c);
+ }
+ else
+ glColor4fv (a->color);
+
+ glRotatef (45, 0, 0, 1);
+ glScalef (0.15, 0.15, 0.15);
+ glBegin (GL_QUADS);
+ glTexCoord2f (0, 0); glVertex3f (-1, -1, 0);
+ glTexCoord2f (1, 0); glVertex3f ( 1, -1, 0);
+ glTexCoord2f (1, 1); glVertex3f ( 1, 1, 0);
+ glTexCoord2f (0, 1); glVertex3f (-1, 1, 0);
+ glEnd();
+ mi->polygon_count++;
+
+ glPopMatrix();
+ }
+}
+
+
+static GLfloat
+ease_fn (GLfloat r)
+{
+ return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */
+}
+
+
+static GLfloat
+ease_ratio (GLfloat r)
+{
+ GLfloat ease = 0.35;
+ if (r <= 0) return 0;
+ else if (r >= 1) return 1;
+ else if (r <= ease) return ease * ease_fn (r / ease);
+ else if (r > 1-ease) return 1 - ease * ease_fn ((1 - r) / ease);
+ else return r;
+}
+
+
+static void
+tick_oscillators (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ oscillator *prev = 0;
+ oscillator *a = bp->oscillators;
+ GLfloat tick = 0.1 / speed;
+
+ while (a)
+ {
+ oscillator *next = a->next;
+ a->ratio += tick * a->speed;
+ if (a->ratio > 1)
+ a->ratio = 1;
+
+ *a->var = a->from + (a->to - a->from) * ease_ratio (a->ratio);
+
+ if (a->ratio < 1) /* mid cycle */
+ prev = a;
+ else if (--a->remaining <= 0) /* ended, and expired */
+ {
+ if (prev)
+ prev->next = next;
+ else
+ bp->oscillators = next;
+ free (a);
+ }
+ else /* keep going the other way */
+ {
+ GLfloat swap = a->from;
+ a->from = a->to;
+ a->to = swap;
+ a->ratio = 0;
+ prev = a;
+ }
+
+ a = next;
+ }
+}
+
+
+static void
+calm_oscillators (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ oscillator *a;
+ for (a = bp->oscillators; a && a->next; a = a->next)
+ a->remaining = 1;
+}
+
+
+static void
+add_oscillator (ModeInfo *mi, GLfloat *var, GLfloat speed, GLfloat to,
+ int repeat)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ oscillator *a;
+
+ /* If an oscillator is already running on this variable, don't
+ add another. */
+ for (a = bp->oscillators; a && a->next; a = a->next)
+ if (a->var == var)
+ return;
+
+ a = (oscillator *) calloc (1, sizeof (*a));
+ if (repeat <= 0) abort();
+ a->ratio = 0;
+ a->from = *var;
+ a->to = to;
+ a->speed = speed;
+ a->var = var;
+ a->remaining = repeat;
+ a->next = bp->oscillators;
+ bp->oscillators = a;
+# if 0
+ fprintf (stderr, "%s: %3d %6.2f -> %6.2f %s\n",
+ progname, repeat, *var, to,
+ (var == &bp->midpoint.z ? "z" :
+ var == &bp->tilt ? "tilt" :
+ var == &bp->axial_radius ? "r" :
+ var == &bp->speed ? "speed" : "?"));
+# endif
+}
+
+
+static void
+add_random_oscillator (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ int n = random() % 12;
+ switch (n) {
+ case 0: case 1: case 2:
+ add_oscillator (mi, &bp->midpoint.z, 1,
+ bp->radius * (0.8 + frand(0.2))
+ * (random() & 1 ? 1 : -1),
+ (3 + (random() % 10)));
+ break;
+ case 3: case 4: case 5:
+ add_oscillator (mi, &bp->tilt, 1,
+ -(GLfloat) (random() % 15),
+ 3 + (random() % 20));
+ break;
+ case 6: case 7: case 8:
+ add_oscillator (mi, &bp->axial_radius, 1,
+ 0.1 + bp->radius * frand(1.4),
+ 1 + (random() % 4));
+ break;
+ case 9: case 10:
+ add_oscillator (mi, &bp->speed, 3,
+ (0.7 + frand(0.9)) * (random() & 1 ? 1 : -1),
+ ((random() % 5)
+ ? 1
+ : 2 + (random() % 5)));
+ break;
+ case 11:
+ add_oscillator (mi, &bp->spin, 0.1,
+ 180 * (1 + (random() % 2)),
+ 2 * (1 + (random() % 5)));
+ break;
+ default:
+ abort();
+ break;
+ }
+}
+
+
+static void
+randomize_colors (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+ int ncolors = MI_NCOLORS(mi);
+ GLfloat *colors;
+ int ncycles;
+ int i;
+
+ if (ncolors < 1)
+ ncolors = 1;
+ if (ncolors > bp->nlights)
+ ncolors = bp->nlights;
+
+ if (! (random() % 10))
+ ncolors = 1;
+
+ colors = calloc (ncolors, 4 * sizeof(*colors));
+ for (i = 0; i < ncolors; i++)
+ {
+ GLfloat *c = &colors[i * 4];
+# define QUANTIZE() (((random() % 16) << 4) | 0xF) / 255.0
+ c[0] = QUANTIZE();
+ c[1] = QUANTIZE();
+ c[2] = QUANTIZE();
+ c[3] = 1;
+ }
+
+ switch (random() % 5) {
+ case 0: ncycles = 1; break;
+ case 2: ncycles = ncolors * (1 + (random() % 5)); break;
+ default: ncycles = ncolors; break;
+ }
+
+ for (i = 0; i < bp->nlights; i++)
+ {
+ light *L = &bp->lights[i];
+ int n = i * ncolors / bp->nlights;
+ int m = i * ncycles / bp->nlights;
+ if (n >= ncolors) abort();
+ if (m >= ncycles) abort();
+ memcpy (L->color, &colors[n], sizeof (L->color));
+
+ if (ncycles <= 1)
+ {
+ L->duty_cycle[0] = 0;
+ L->duty_cycle[1] = 100;
+ }
+ else if (m & 1)
+ {
+ L->duty_cycle[0] = 50;
+ L->duty_cycle[1] = 50;
+ }
+ else
+ {
+ L->duty_cycle[0] = 0;
+ L->duty_cycle[1] = 50;
+ L->duty_cycle[2] = 50;
+ }
+ }
+ free (colors);
+}
+
+
+static void
+move_hoop (ModeInfo *mi)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ bp->th += 0.2 * speed * bp->speed;
+ while (bp->th > M_PI*2)
+ bp->th -= M_PI*2;
+ while (bp->th < 0)
+ bp->th += M_PI*2;
+
+ bp->midpoint.x = bp->axial_radius * cos (bp->th);
+ bp->midpoint.y = bp->axial_radius * sin (bp->th);
+
+ tick_oscillators (mi);
+
+ if (! (random() % 80))
+ add_random_oscillator (mi);
+
+ if (! (random() % 120))
+ randomize_colors (mi);
+}
+
+
+static void
+build_texture (ModeInfo *mi)
+{
+ int x, y;
+ int size = 128;
+ int s2 = size / 2;
+ int bpl = size * 2;
+ unsigned char *data = malloc (bpl * size);
+
+ for (y = 0; y < size; y++)
+ {
+ for (x = 0; x < size; x++)
+ {
+ double dist = (sqrt (((s2 - x) * (s2 - x)) +
+ ((s2 - y) * (s2 - y)))
+ / s2);
+ unsigned char *c = &data [y * bpl + x * 2];
+ c[0] = 0xFF;
+ c[1] = 0xFF * sin (dist > 1 ? 0 : (1 - dist));
+ }
+ }
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ check_gl_error ("texture param");
+
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, size, size, 0,
+ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
+ check_gl_error ("light texture");
+ free (data);
+}
+
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_hoop (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+ENTRYPOINT Bool
+hoop_handle_event (ModeInfo *mi, XEvent *event)
+{
+ hoop_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t')
+ {
+ randomize_colors (mi);
+ calm_oscillators (mi);
+ add_random_oscillator (mi);
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_hoop (ModeInfo *mi)
+{
+ hoop_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_hoop (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glDisable (GL_LIGHTING);
+ glDisable (GL_DEPTH_TEST);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_NORMALIZE);
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE);
+ glPolygonMode (GL_FRONT, GL_FILL);
+ glShadeModel (GL_FLAT);
+
+ if (! wire)
+ {
+ build_texture (mi);
+ glEnable (GL_TEXTURE_2D);
+ }
+
+ {
+ double spin_speed = 0.3;
+ double wander_speed = 0.005;
+ double spin_accel = 2.0;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ False);
+ bp->trackball = gltrackball_init (True);
+ }
+
+ bp->radius = 30;
+ bp->axial_radius = bp->radius * 0.3;
+ bp->tilt = - (GLfloat) (5 + (random() % 12));
+ bp->speed = (random() % 1 ? 1 : -1);
+ bp->nlights = nlights;
+ bp->lights = (light *) calloc (bp->nlights, sizeof (*bp->lights));
+ randomize_colors (mi);
+ move_hoop (mi);
+ add_random_oscillator (mi);
+}
+
+
+ENTRYPOINT void
+draw_hoop (ModeInfo *mi)
+{
+ hoop_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 ();
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 7,
+ (y - 0.5) * 0.5,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (bp->trackball);
+ glRotatef (current_device_rotation(), 0, 0, 1);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ mi->polygon_count = 0;
+
+ glScalef (0.2, 0.2, 0.2);
+
+# ifdef HAVE_MOBILE
+ glScalef (0.7, 0.7, 0.7);
+# endif
+
+ glRotatef (70, 1, 0, 0);
+
+ if (! bp->button_down_p)
+ move_hoop (mi);
+
+ decay_afterimages (mi);
+ tick_hoop (mi);
+ draw_lights (mi);
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("RaverHoop", raverhoop, hoop)
+
+#endif /* USE_GL */