From d3a98cf6cbc3bd0b9efc570f58e8812c03931c18 Mon Sep 17 00:00:00 2001 From: Simon Rettberg Date: Tue, 16 Oct 2018 10:08:48 +0200 Subject: Original 5.40 --- hacks/glx/morph3d.c | 837 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 837 insertions(+) create mode 100644 hacks/glx/morph3d.c (limited to 'hacks/glx/morph3d.c') diff --git a/hacks/glx/morph3d.c b/hacks/glx/morph3d.c new file mode 100644 index 0000000..0780444 --- /dev/null +++ b/hacks/glx/morph3d.c @@ -0,0 +1,837 @@ +/* -*- 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 + * 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; Tipolygon_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; Tipolygon_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) -- cgit v1.2.3-55-g7522