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Diffstat (limited to 'hacks/glx/geodesic.c')
| -rw-r--r-- | hacks/glx/geodesic.c | 824 |
1 files changed, 0 insertions, 824 deletions
diff --git a/hacks/glx/geodesic.c b/hacks/glx/geodesic.c deleted file mode 100644 index edf81c9..0000000 --- a/hacks/glx/geodesic.c +++ /dev/null @@ -1,824 +0,0 @@ -/* geodesic, Copyright (c) 2013-2014 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. - */ - -#define DEFAULTS "*delay: 30000 \n" \ - "*count: 4 \n" \ - "*showFPS: False \n" \ - "*suppressRotationAnimation: True\n" \ - -# define release_geodesic 0 - -#include "xlockmore.h" -#include "colors.h" -#include "normals.h" -#include "rotator.h" -#include "gltrackball.h" -#include <ctype.h> - -#ifdef USE_GL /* whole file */ - -#include "gllist.h" - -#define DEF_SPIN "True" -#define DEF_WANDER "True" -#define DEF_SPEED "1.0" -#define DEF_MODE "mesh" - -typedef struct { double a, o; } LL; /* latitude + longitude */ - -typedef struct { - GLXContext *glx_context; - rotator *rot; - trackball_state *trackball; - Bool button_down_p; - int ncolors; - XColor *colors; - int ccolor, ccolor2; - GLfloat color1[4], color2[4]; - - GLfloat depth; - GLfloat delta; - - GLfloat thickness; - GLfloat thickdelta; - - GLfloat morph_ratio; - - Bool random_p; - enum { WIRE, MESH, SOLID, STELLATED, STELLATED2 } mode; - -} geodesic_configuration; - -static geodesic_configuration *bps = NULL; - -static Bool do_spin; -static GLfloat speed; -static Bool do_wander; -static char *mode_str; - -static XrmOptionDescRec opts[] = { - { "-spin", ".spin", XrmoptionNoArg, "True" }, - { "+spin", ".spin", XrmoptionNoArg, "False" }, - { "-speed", ".speed", XrmoptionSepArg, 0 }, - { "-wander", ".wander", XrmoptionNoArg, "True" }, - { "+wander", ".wander", XrmoptionNoArg, "False" }, - { "-mode", ".mode", XrmoptionSepArg, 0 }, - { "-wireframe", ".mode", XrmoptionNoArg, "wire" }, -}; - -static argtype vars[] = { - {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool}, - {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, - {&speed, "speed", "Speed", DEF_SPEED, t_Float}, - {&mode_str, "mode", "Mode", DEF_MODE, t_String}, -}; - -ENTRYPOINT ModeSpecOpt geodesic_opts = { - countof(opts), opts, countof(vars), vars, NULL}; - - -/* Renders a triangle specified by 3 cartesian endpoints. - */ -static void -triangle0 (ModeInfo *mi, XYZ p1, XYZ p2, XYZ p3) -{ - geodesic_configuration *bp = &bps[MI_SCREEN(mi)]; - int wire = MI_IS_WIREFRAME(mi); - GLfloat r = bp->thickness; - - if (bp->mode == SOLID || bp->mode == STELLATED || bp->mode == STELLATED2) - r = 1; - - if (r <= 0.001) r = 0.001; - - glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1); - - if (wire) r = 1; - - if (r <= 0) - ; - else if (r >= 1) /* solid triangular face */ - { - glFrontFace (GL_CCW); - glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES); - do_normal (p1.x, p1.y, p1.z, - p2.x, p2.y, p2.z, - p3.x, p3.y, p3.z); - glVertex3f (p1.x, p1.y, p1.z); - glVertex3f (p2.x, p2.y, p2.z); - glVertex3f (p3.x, p3.y, p3.z); - glEnd(); - mi->polygon_count++; - } - else /* mesh: triangular face with a triangular hole */ - { - XYZ p1b, p2b, p3b, c; - GLfloat d = 0.98; - - c.x = (p1.x + p2.x + p3.x) / 3; - c.y = (p1.y + p2.y + p3.y) / 3; - c.z = (p1.z + p2.z + p3.z) / 3; - - p1b.x = p1.x + (r * (c.x - p1.x)); - p1b.y = p1.y + (r * (c.y - p1.y)); - p1b.z = p1.z + (r * (c.z - p1.z)); - - p2b.x = p2.x + (r * (c.x - p2.x)); - p2b.y = p2.y + (r * (c.y - p2.y)); - p2b.z = p2.z + (r * (c.z - p2.z)); - - p3b.x = p3.x + (r * (c.x - p3.x)); - p3b.y = p3.y + (r * (c.y - p3.y)); - p3b.z = p3.z + (r * (c.z - p3.z)); - - /* Outside faces */ - - do_normal (p1.x, p1.y, p1.z, - p2.x, p2.y, p2.z, - p3.x, p3.y, p3.z); - - glBegin (wire ? GL_LINE_LOOP : GL_QUADS); - glVertex3f (p1.x, p1.y, p1.z); - glVertex3f (p1b.x, p1b.y, p1b.z); - glVertex3f (p3b.x, p3b.y, p3b.z); - glVertex3f (p3.x, p3.y, p3.z); - mi->polygon_count++; - - glVertex3f (p1.x, p1.y, p1.z); - glVertex3f (p2.x, p2.y, p2.z); - glVertex3f (p2b.x, p2b.y, p2b.z); - glVertex3f (p1b.x, p1b.y, p1b.z); - mi->polygon_count++; - - glVertex3f (p2.x, p2.y, p2.z); - glVertex3f (p3.x, p3.y, p3.z); - glVertex3f (p3b.x, p3b.y, p3b.z); - glVertex3f (p2b.x, p2b.y, p2b.z); - mi->polygon_count++; - glEnd(); - - /* Inside faces */ - - glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color2); - - do_normal (p3.x, p3.y, p3.z, - p3b.x, p3b.y, p3b.z, - p1b.x, p1b.y, p1b.z); - - glBegin (wire ? GL_LINE_LOOP : GL_QUADS); - glVertex3f (d * p3.x, d * p3.y, d * p3.z); - glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z); - glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z); - glVertex3f (d * p1.x, d * p1.y, d * p1.z); - mi->polygon_count++; - - glVertex3f (d * p1b.x, d * p1b.y, d * p1b.z); - glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z); - glVertex3f (d * p2.x, d * p2.y, d * p2.z); - glVertex3f (d * p1.x, d * p1.y, d * p1.z); - mi->polygon_count++; - - glVertex3f (d * p2b.x, d * p2b.y, d * p2b.z); - glVertex3f (d * p3b.x, d * p3b.y, d * p3b.z); - glVertex3f (d * p3.x, d * p3.y, d * p3.z); - glVertex3f (d * p2.x, d * p2.y, d * p2.z); - mi->polygon_count++; - glEnd(); - - - /* Connecting edges */ - - glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bp->color1); - - glBegin (wire ? GL_LINE_LOOP : GL_QUADS); - - do_normal (p1b.x, p1b.y, p1b.z, - p2b.x, p2b.y, p2b.z, - p2b.x * d, p2b.y * d, p2b.z * d); - glVertex3f (p1b.x, p1b.y, p1b.z); - glVertex3f (p2b.x, p2b.y, p2b.z); - glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d); - glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d); - mi->polygon_count++; - - do_normal (p2b.x, p2b.y, p2b.z, - p3b.x, p3b.y, p3b.z, - p3b.x * d, p3b.y * d, p3b.z * d); - glVertex3f (p2b.x, p2b.y, p2b.z); - glVertex3f (p3b.x, p3b.y, p3b.z); - glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d); - glVertex3f (p2b.x * d, p2b.y * d, p2b.z * d); - mi->polygon_count++; - - do_normal (p3b.x, p3b.y, p3b.z, - p1b.x, p1b.y, p1b.z, - p1b.x * d, p1b.y * d, p1b.z * d); - glVertex3f (p3b.x, p3b.y, p3b.z); - glVertex3f (p1b.x, p1b.y, p1b.z); - glVertex3f (p1b.x * d, p1b.y * d, p1b.z * d); - glVertex3f (p3b.x * d, p3b.y * d, p3b.z * d); - mi->polygon_count++; - glEnd(); - } -} - - -/* Renders a triangle specified by 3 polar endpoints. - */ -static void -triangle1 (ModeInfo *mi, LL v1, LL v2, LL v3) -{ - XYZ p1, p2, p3; - - 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); - - triangle0 (mi, p1, p2, p3); -} - - -/* 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; -} - - -/* Renders a triangular geodesic facet to the given depth. - */ -static void -triangle (ModeInfo *mi, LL v1, LL v2, LL v3, int depth) -{ - geodesic_configuration *bp = &bps[MI_SCREEN(mi)]; - - if (depth <= 0) - triangle1 (mi, v1, v2, v3); - else - { - LL v12, v23, v13; - XYZ p1, p2, p3, p12, p23, p13; - GLfloat r = bp->morph_ratio; - - midpoint2 (v1, v2, &v12, &p1, &p2, &p12); - midpoint2 (v2, v3, &v23, &p2, &p3, &p23); - midpoint2 (v1, v3, &v13, &p1, &p3, &p13); - depth--; - - if (depth == 0 && - r != 0 && - (bp->mode == STELLATED || bp->mode == STELLATED2)) - { /* morph between flat and stellated faces */ - XYZ pc, pc2; - LL vc; - midpoint3 (v1, v2, v3, &vc, &p1, &p2, &p3, &pc); - - pc2.x = cos (vc.a) * cos (vc.o); - pc2.y = cos (vc.a) * sin (vc.o); - pc2.z = sin (vc.a); - - pc.x = pc.x + r * (pc2.x - pc.x); - pc.y = pc.y + r * (pc2.y - pc.y); - pc.z = pc.z + r * (pc2.z - pc.z); - - triangle0 (mi, p1, p2, pc); - triangle0 (mi, p2, p3, pc); - triangle0 (mi, p3, p1, pc); - } - else if (depth == 0 && r < 1) - { /* morph between flat and sphere-oid faces */ - XYZ p12b, p23b, p13b; - - p12b.x = cos (v12.a) * cos (v12.o); - p12b.y = cos (v12.a) * sin (v12.o); - p12b.z = sin (v12.a); - - p23b.x = cos (v23.a) * cos (v23.o); - p23b.y = cos (v23.a) * sin (v23.o); - p23b.z = sin (v23.a); - - p13b.x = cos (v13.a) * cos (v13.o); - p13b.y = cos (v13.a) * sin (v13.o); - p13b.z = sin (v13.a); - - p12.x = p12.x + r * (p12b.x - p12.x); - p12.y = p12.y + r * (p12b.y - p12.y); - p12.z = p12.z + r * (p12b.z - p12.z); - - p23.x = p23.x + r * (p23b.x - p23.x); - p23.y = p23.y + r * (p23b.y - p23.y); - p23.z = p23.z + r * (p23b.z - p23.z); - - p13.x = p13.x + r * (p13b.x - p13.x); - p13.y = p13.y + r * (p13b.y - p13.y); - p13.z = p13.z + r * (p13b.z - p13.z); - - triangle0 (mi, p1, p12, p13); - triangle0 (mi, p12, p2, p23); - triangle0 (mi, p13, p23, p3); - triangle0 (mi, p12, p23, p13); - } - else - { - triangle (mi, v1, v12, v13, depth); - triangle (mi, v12, v2, v23, depth); - triangle (mi, v13, v23, v3, depth); - triangle (mi, v12, v23, v13, depth); - } - } -} - - -/* Renders a geodesic sphere to the given depth (frequency). - */ -static void -make_geodesic (ModeInfo *mi, int depth) -{ - GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */ - GLfloat s = M_PI / 5; /* lon division: 72 deg */ - int i; - - 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 */ - { - triangle (mi, v1, v2, vc, depth); - triangle (mi, v2, v1, v3, depth); - } - else /* south */ - { - v1.a = -v1.a; - v2.a = -v2.a; - v3.a = -v3.a; - vc.a = -vc.a; - triangle (mi, v2, v1, vc, depth); - triangle (mi, v1, v2, v3, depth); - } - } -} - - -/* Window management, etc - */ -ENTRYPOINT void -reshape_geodesic (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); - - { - 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 void -init_geodesic (ModeInfo *mi) -{ - geodesic_configuration *bp; - int wire = MI_IS_WIREFRAME(mi); - - MI_INIT (mi, bps); - - bp = &bps[MI_SCREEN(mi)]; - - bp->glx_context = init_GL(mi); - - reshape_geodesic (mi, MI_WIDTH(mi), MI_HEIGHT(mi)); - - /* This comes first because it sets wire. */ - if (!mode_str || !*mode_str) - mode_str = DEF_MODE; - if (!strcasecmp(mode_str, "random")) { - bp->random_p = 1; - bp->mode = MESH + (random() % (STELLATED2 - MESH + 1)); - } else if (!strcasecmp(mode_str, "mesh")) { - bp->mode = MESH; - } else if (!strcasecmp(mode_str, "solid")) { - bp->mode = SOLID; - } else if (!strcasecmp(mode_str, "stellated")) { - bp->mode = STELLATED; - } else if (!strcasecmp(mode_str, "stellated2")) { - bp->mode = STELLATED2; - } else if (!strcasecmp(mode_str, "wire")) { - bp->mode = WIRE; - MI_IS_WIREFRAME(mi) = wire = 1; - } else { - fprintf (stderr, "%s: unknown mode: %s\n", progname, mode_str); - exit (1); - } - - - { - static GLfloat cspec[4] = {1.0, 1.0, 1.0, 1.0}; - static const GLfloat shiny = 128.0; - - static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0}; - static GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0}; - static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0}; - static GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0}; - - glLightfv(GL_LIGHT0, GL_POSITION, pos); - glLightfv(GL_LIGHT0, GL_AMBIENT, amb); - glLightfv(GL_LIGHT0, GL_DIFFUSE, dif); - glLightfv(GL_LIGHT0, GL_SPECULAR, spc); - - glMaterialfv (GL_FRONT, GL_SPECULAR, cspec); - glMateriali (GL_FRONT, GL_SHININESS, shiny); - - glLineWidth (3); - } - - if (! wire) - { - glEnable (GL_DEPTH_TEST); - glEnable (GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - /* Actually this looks pretty good in -wire with lighting! */ - glEnable (GL_LIGHTING); - glEnable (GL_LIGHT0); - - if (! bp->rot) - { - double spin_speed = 0.25 * speed; - double wander_speed = 0.01 * speed; - double spin_accel = 0.2; - - 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, - True); - bp->trackball = gltrackball_init (True); - } - - if (MI_COUNT(mi) < 1) MI_COUNT(mi) = 1; - - bp->ncolors = 1024; - if (! bp->colors) - bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor)); - make_smooth_colormap (0, 0, 0, - bp->colors, &bp->ncolors, - False, 0, False); - bp->ccolor = 0; - bp->depth = 1; /* start 1 up from the icosahedron */ - bp->delta = 0.003; - -#if 0 - bp->thickness = 1; - bp->thickdelta = 0.0007; -#else - bp->thickness = 0.1; - bp->thickdelta = 0; -#endif -} - - -ENTRYPOINT Bool -geodesic_handle_event (ModeInfo *mi, XEvent *event) -{ - geodesic_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 (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) - { - mode_str = "random"; - init_geodesic (mi); - return True; - } - - return False; -} - - -ENTRYPOINT void -draw_geodesic (ModeInfo *mi) -{ - int wire = MI_IS_WIREFRAME(mi); - geodesic_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); - - if (! wire) - glShadeModel(GL_SMOOTH); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_NORMALIZE); - glEnable(GL_CULL_FACE); - - 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) * 8, - (y - 0.5) * 8, - (z - 0.5) * 15); - - gltrackball_rotate (bp->trackball); - - 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); - } - - bp->color1[0] = bp->colors[bp->ccolor].red / 65536.0; - bp->color1[1] = bp->colors[bp->ccolor].green / 65536.0; - bp->color1[2] = bp->colors[bp->ccolor].blue / 65536.0; - bp->color1[3] = 1; - - bp->color2[0] = bp->colors[bp->ccolor2].red / 65536.0; - bp->color2[1] = bp->colors[bp->ccolor2].green / 65536.0; - bp->color2[2] = bp->colors[bp->ccolor2].blue / 65536.0; - bp->color2[3] = 1; - - bp->ccolor = (bp->ccolor + 1) % bp->ncolors; - bp->ccolor2 = (bp->ccolor + bp->ncolors / 2) % bp->ncolors; - - mi->polygon_count = 0; - - glScalef (10, 10, 10); - - { - GLfloat r = bp->depth - floor(bp->depth); - GLfloat alpha, morph1, morph2; - int d1, d2; - - /* Two ranges: first for fading in the new segments. - Second for morphing the segments into position. - */ - GLfloat range = 0.15; - GLfloat min1 = (0.5 - range) / 2; - GLfloat max1 = 0.5 - min1; - GLfloat min2 = 0.5 + min1; - GLfloat max2 = 0.5 + max1; - - if (r < min1) /* old alone */ - { - d1 = d2 = floor (bp->depth); - morph1 = morph2 = 1; - alpha = 1; - } - else if (r < max1 && /* fade to new flat */ - (bp->mode == MESH || - bp->mode == STELLATED || - bp->mode == STELLATED2)) - { - d1 = floor (bp->depth); - d2 = ceil (bp->depth); - morph1 = 1; - morph2 = 0; - alpha = (r - min1) / (max1 - min1); - - if (bp->mode == STELLATED || bp->mode == STELLATED2) - { - morph1 = 1 - alpha; /* de-stellate while fading out */ - morph1 = 2 * (morph1 - 0.5); /* do it faster */ - if (morph1 < 0) morph1 = 0; - } - } - else if (r < min2) /* new flat */ - { - d1 = d2 = ceil (bp->depth); - morph1 = morph2 = 0; - alpha = 1; - } - else if (r < max2) /* morph */ - { - d1 = d2 = ceil (bp->depth); - morph1 = morph2 = (r - min2) / (max2 - min2); - alpha = 1; - } - else /* new alone */ - { - d1 = d2 = ceil (bp->depth); - morph1 = morph2 = 1; - alpha = 1; - } - - mi->recursion_depth = d2 + r; - - if (bp->mode == STELLATED2) - { - morph1 = -morph1; - morph2 = -morph2; - } - - if (d1 != d2) - { - if (alpha > 0.5) /* always draw the more transparent one first */ - { - int s1; GLfloat s2; - s1 = d1; d1 = d2; d2 = s1; - s2 = morph1; morph1 = morph2; morph2 = s2; - alpha = 1 - alpha; - } - bp->color1[3] = 1 - alpha; - bp->color2[3] = 1 - alpha; - - if (! wire) - glDisable (GL_POLYGON_OFFSET_FILL); - - bp->morph_ratio = morph1; - make_geodesic (mi, d1); - - /* Make the less-transparent object take precedence */ - if (!wire) - { - glEnable (GL_POLYGON_OFFSET_FILL); - glPolygonOffset (1.0, 1.0); - } - } - - bp->color1[3] = alpha; - bp->color2[3] = alpha; - - bp->morph_ratio = morph2; - make_geodesic (mi, d2); - } - - glPopMatrix (); - - if (mi->fps_p) do_fps (mi); - glFinish(); - - glXSwapBuffers(dpy, window); - - - if (! bp->button_down_p) - { - bp->depth += speed * bp->delta; - bp->thickness += speed * bp->thickdelta; - - if (bp->depth > MI_COUNT(mi)-1) - { - bp->depth = MI_COUNT(mi)-1; - bp->delta = -fabs (bp->delta); - } - else if (bp->depth < 0) - { - bp->depth = 0; - bp->delta = fabs (bp->delta); - - /* Randomize the mode again when we hit the bottom state. - #### I wish this did a fade instead of a jump-cut. - */ - if (bp->random_p) - bp->mode = MESH + (random() % (STELLATED2 - MESH + 1)); - } - - if (bp->thickness > 1) - { - bp->thickness = 1; - bp->thickdelta = -fabs (bp->thickdelta); - } - else if (bp->thickness < 0) - { - bp->thickness = 0; - bp->thickdelta = fabs (bp->thickdelta); - } - } -} - - -ENTRYPOINT void -free_geodesic (ModeInfo *mi) -{ - geodesic_configuration *bp = &bps[MI_SCREEN(mi)]; - if (!bp->glx_context) return; - glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context); - if (bp->trackball) gltrackball_free (bp->trackball); - if (bp->rot) free_rotator (bp->rot); - if (bp->colors) free (bp->colors); -} - -XSCREENSAVER_MODULE ("Geodesic", geodesic) - -#endif /* USE_GL */ |
