/* -*- Mode: C; tab-width: 4 -*- */ /* superquadrics --- 3D mathematical shapes */ #if 0 static const char sccsid[] = "@(#)superquadrics.c 4.07 97/11/24 xlockmore"; #endif /*- * 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. * * Superquadrics were invented by Dr. Alan Barr of Caltech University. * They were first published in "Computer Graphics and Applications", * volume 1, number 1, 1981, in the article "Superquadrics and Angle- * Preserving Transformations." Dr. Barr based the Superquadrics on * Piet Hein's "super ellipses." Super ellipses are like 2D ellipses, * except that the formula includes an exponent, raising its X and Y * values to a (fractional) power, and allowing them to gradually * change from round to square edges. Superquadrics extend this * idea into 3 dimensions, using two exponents to modify a * quadric surface in a similar fashion. * * Revision History: * 30-Mar-97: Turned into a module for xlockmore 4.02 alpha. The code * is almost unrecognizable now from the first revision, except for * a few remaining two-letter variable names. I still don't have * the normal vectors working right (I wrote the buggy normal vector * code myself, can you tell?) * 07-Jan-97: A legend reborn; Superquadrics make an appearance as a * real OpenGL program written in C. I can even render them with * proper lighting and specular highlights. Gee, they look almost * as good now as the original color plates of them that my uncle * showed me as a child in 1981. I don't know what computer hardware * he was using at the time, but it's taken a couple decades for the * PC clone hardware to catch up to it. * 05-Jan-97: After almost a decade, Superquadrics had almost faded away * into the myths and folklore of all the things my brother and I played * with on computers when we were kids with too much time on our hands. * I had since gotten involved in Unix, OpenGL, and other things. * A sudden flash of inspiration caused me to dig out the old Pascal * source code, run it through p2c, and start ripping away the old * wireframe rendering code, to be replaced by OpenGL. * Late 1989 or early 1990: Around this time I did the Turbo Pascal * port of the Superquadrics. Unfortunately, many of the original variable * names remained the same from the C= 64 original. This was unfortunate * because BASIC on the c64 only allowed 2-letter, global variable names. * But the speed improvement over BASIC was very impressive at the time. * Thanksgiving, 1987: Written. My uncle Al, who invented Superquadrics some * years earlier, came to visit us. I was a high school kid at the time, * with nothing more than a Commodore 64. Somehow we wrote this program, * (he did the math obviously, I just coded it into BASIC for the c64). * Yeah, 320x200 resolution, colorless white wireframe, and half an hour * rendering time per superquadric. PLOT x,y. THOSE were the days. * In the following years I would port Superquadrics to AppleBASIC, * AmigaBASIC, and then Turbo Pascal for IBM clones. 5 minutes on a 286! * Talk about fast rendering! But these days, when my Pentium 166 runs * the same program, the superquadric will already be waiting on the * screen before my monitor can change frequency from text to graphics * mode. Can't time the number of minutes that way! Darn ;) * * Ed Mackey */ #ifdef STANDALONE # define DEFAULTS "*delay: 40000 \n" \ "*count: 25 \n" \ "*cycles: 40 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ "*suppressRotationAnimation: True\n" \ # define release_superquadrics 0 # define superquadrics_handle_event 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef USE_GL /*- * Note for low-CPU-speed machines: If your frame rate is so low that * attempts at animation appear futile, try using "-cycles 1", which puts * Superquadrics into kind of a slide-show mode. It will still use up * all of your CPU power, but it may look nicer. */ #define DEF_SPINSPEED "5.0" static float spinspeed; static XrmOptionDescRec opts[] = { {"-spinspeed", ".superquadrics.spinspeed", XrmoptionSepArg, 0} }; static argtype vars[] = { {&spinspeed, "spinspeed", "Spinspeed", DEF_SPINSPEED, t_Float} }; static OptionStruct desc[] = { {"-spinspeed num", "speed of rotation, in degrees per frame"} }; ENTRYPOINT ModeSpecOpt superquadrics_opts = {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; #ifdef USE_MODULES ModStruct superquadrics_description = {"superquadrics", "init_superquadrics", "draw_superquadrics", NULL, "refresh_superquadrics", "init_superquadrics", NULL, &superquadrics_opts, 1000, 25, 40, 1, 4, 1.0, "", "Shows 3D mathematical shapes", 0, NULL}; #endif #define MaxRes 50 #define MinRes 5 typedef double dimi[MaxRes + 1]; typedef struct { double xExponent, yExponent; GLfloat r[4], g[4], b[4]; long Mode; int rotx, rotz; } state; typedef struct { GLXContext *glx_context; int dist, wireframe, flatshade, shownorms, maxcount, maxwait; int counter, viewcount, viewwait, mono; GLfloat curmat[4][4], rotx, roty, rotz, spinspeed; /* In dimi: the first letter stands for cosine/sine, the second * stands for North, South, East, or West. I think. */ dimi cs, se, sw, sn, ss, ce, cw, cn, Prevxx, Prevyy, Prevzz, Prevxn, Prevyn, Prevzn; double xExponent, yExponent, Mode; int resolution; state now, later; int pats[4][4]; int cullmode; } superquadricsstruct; static superquadricsstruct *superquadrics = NULL; #define CLIP_NORMALS 10000.0 static void ReshapeSuperquadrics(int w, int h); static int myrand(int range) { return ((int) (((float) range) * LRAND() / (MAXRAND))); } static float myrandreal(void) { return (LRAND() / (MAXRAND)); } /* Some old, old, OLD code follows. Ahh this takes me back..... */ /* Output from p2c, the Pascal-to-C translator */ /* From input file "squad.pas" */ static double XtoY(double x, double y) { double z, a; /* This is NOT your typical raise-X-to-the-Y-power function. Do not attempt * to replace this with a standard exponent function. If you must, just * replace the "a = exp(y * log(z));" line with something faster. */ z = fabs(x); if (z < 1e-20) { a = 0.0; return a; } a = exp(y * log(z)); if (a > CLIP_NORMALS) a = CLIP_NORMALS; if (x < 0) a = -a; return a; } static double Sine(double x, double e) { /* This is just the sine wave raised to the exponent. BUT, you can't * raise negative numbers to fractional exponents. So we have a special * XtoY routune which handles it in a way useful to superquadrics. */ return (XtoY(sin(x), e)); } static double Cosine(double x, double e) { return (XtoY(cos(x), e)); } static void MakeUpStuff(int allstuff, superquadricsstruct * sp) { int dostuff; int t, pat; GLfloat r, g, b, r2, g2, b2; /* randomize it. */ if (sp->maxcount < 2) allstuff = 1; dostuff = allstuff * 15; if (!dostuff) { dostuff = myrand(3) + 1; if (myrand(2) || (dostuff & 1)) dostuff |= 4; if (myrand(2)) dostuff |= 8; } if (dostuff & 1) { sp->later.xExponent = (((long) floor(myrandreal() * 250 + 0.5)) / 100.0) + 0.1; sp->later.yExponent = (((long) floor(myrandreal() * 250 + 0.5)) / 100.0) + 0.1; /* Increase the 2.0 .. 2.5 range to 2.0 .. 3.0 */ if (sp->later.xExponent > 2.0) sp->later.xExponent = (sp->later.xExponent * 2.0) - 2.0; if (sp->later.yExponent > 2.0) sp->later.yExponent = (sp->later.yExponent * 2.0) - 2.0; } if (dostuff & 2) { do { sp->later.Mode = myrand(3L) + 1; } while (!allstuff && (sp->later.Mode == sp->now.Mode)); /* On init: make sure it can stay in mode 1 if it feels like it. */ } if (dostuff & 4) { if (sp->mono) { if (sp->wireframe) { b = g = r = 1.0; b2 = g2 = r2 = 1.0; } else { b = g = r = (GLfloat) (140 + myrand(100)) / 255.0; b2 = g2 = r2 = ((r > 0.69) ? (1.0 - r) : r); } } else { r = (GLfloat) (40 + myrand(200)) / 255.0; g = (GLfloat) (40 + myrand(200)) / 255.0; b = (GLfloat) (40 + myrand(200)) / 255.0; r2 = ((myrand(4) && ((r < 0.31) || (r > 0.69))) ? (1.0 - r) : r); g2 = ((myrand(4) && ((g < 0.31) || (g > 0.69))) ? (1.0 - g) : g); b2 = ((myrand(4) && ((b < 0.31) || (b > 0.69))) ? (1.0 - b) : b); } pat = myrand(4); for (t = 0; t < 4; ++t) { sp->later.r[t] = sp->pats[pat][t] ? r : r2; sp->later.g[t] = sp->pats[pat][t] ? g : g2; sp->later.b[t] = sp->pats[pat][t] ? b : b2; } } if (dostuff & 8) { sp->later.rotx = myrand(360) - 180; sp->later.rotz = myrand(160) - 80; } } static void inputs(superquadricsstruct * sp) { int iv; double u, v, mode3, cn3, inverter2, flatu, flatv; if (sp->Mode < 1.000001) { mode3 = 1.0; cn3 = 0.0; inverter2 = 1.0; } else if (sp->Mode < 2.000001) { mode3 = 1.0; cn3 = (sp->Mode - 1.0) * 1.5; inverter2 = (sp->Mode - 1.0) * -2.0 + 1.0; } else { mode3 = (sp->Mode - 1.0); cn3 = (sp->Mode - 2.0) / 2.0 + 1.5; inverter2 = -1.0; } if (sp->flatshade) { flatu = M_PI / (sp->resolution - 1); flatv = mode3 * M_PI / ((sp->resolution - 1) * 2); } else { flatu = flatv = 0.0; } /* (void) printf("Calculating....\n"); */ for (iv = 1; iv <= sp->resolution; iv++) { /* u ranges from PI down to -PI */ u = (1 - iv) * 2 * M_PI / (sp->resolution - 1) + M_PI; /* v ranges from PI/2 down to -PI/2 */ v = (1 - iv) * mode3 * M_PI / (sp->resolution - 1) + M_PI * (mode3 / 2.0); /* Use of xExponent */ sp->se[iv] = Sine(u, sp->xExponent); sp->ce[iv] = Cosine(u, sp->xExponent); sp->sn[iv] = Sine(v, sp->yExponent); sp->cn[iv] = Cosine(v, sp->yExponent) * inverter2 + cn3; /* Normal vector computations only */ sp->sw[iv] = Sine(u + flatu, 2 - sp->xExponent); sp->cw[iv] = Cosine(u + flatu, 2 - sp->xExponent); sp->ss[iv] = Sine(v + flatv, 2 - sp->yExponent) * inverter2; sp->cs[iv] = Cosine(v + flatv, 2 - sp->yExponent); } /* next */ /* Now fix up the endpoints */ sp->se[sp->resolution] = sp->se[1]; sp->ce[sp->resolution] = sp->ce[1]; if (sp->Mode > 2.999999) { sp->sn[sp->resolution] = sp->sn[1]; sp->cn[sp->resolution] = sp->cn[1]; } } static int DoneScale(superquadricsstruct * sp) { double xx, yy, zz, xp = 0, yp = 0, zp = 0, xn, yn, zn, xnp = 0, ynp = 0, znp = 0; int ih, iv; int polys = 0; /* Hey don't knock my 2-letter variable names. Simon's BASIC rules, man! ;-> */ /* Just kidding..... */ int toggle = 0; for (ih = 1; ih <= sp->resolution; ih++) { toggle ^= 2; for (iv = 1; iv <= sp->resolution; iv++) { toggle ^= 1; if (sp->wireframe) glColor3f(sp->curmat[toggle][0], sp->curmat[toggle][1], sp->curmat[toggle][2]); else glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, sp->curmat[toggle]); xx = sp->cn[iv] * sp->ce[ih]; zz = sp->cn[iv] * sp->se[ih]; yy = sp->sn[iv]; if (sp->wireframe) { if ((ih > 1) || (iv > 1)) { glBegin(GL_LINES); if (ih > 1) { glVertex3f(xx, yy, zz); glVertex3f(sp->Prevxx[iv], sp->Prevyy[iv], sp->Prevzz[iv]); polys++; } if (iv > 1) { glVertex3f(xx, yy, zz); glVertex3f(sp->Prevxx[iv - 1], sp->Prevyy[iv - 1], sp->Prevzz[iv - 1]); polys++; } /* PURIFY 4.0.1 reports an unitialized memory read on the next line when using * MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */ glEnd(); } } else { if ((sp->cs[iv] > 1e+10) || (sp->cs[iv] < -1e+10)) { xn = sp->cs[iv]; zn = sp->cs[iv]; yn = sp->ss[iv]; } else { xn = sp->cs[iv] * sp->cw[ih]; zn = sp->cs[iv] * sp->sw[ih]; yn = sp->ss[iv]; } if ((ih > 1) && (iv > 1)) { glNormal3f(xn, yn, zn); glBegin(GL_POLYGON); glVertex3f(xx, yy, zz); if (!sp->flatshade) glNormal3f(sp->Prevxn[iv], sp->Prevyn[iv], sp->Prevzn[iv]); glVertex3f(sp->Prevxx[iv], sp->Prevyy[iv], sp->Prevzz[iv]); if (!sp->flatshade) glNormal3f(xnp, ynp, znp); glVertex3f(xp, yp, zp); if (!sp->flatshade) glNormal3f(sp->Prevxn[iv - 1], sp->Prevyn[iv - 1], sp->Prevzn[iv - 1]); glVertex3f(sp->Prevxx[iv - 1], sp->Prevyy[iv - 1], sp->Prevzz[iv - 1]); polys++; glEnd(); } if (sp->shownorms) { if (!sp->flatshade) glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); glBegin(GL_LINES); glVertex3f(xx, yy, zz); glVertex3f(xx + xn, yy + yn, zz + zn); polys++; glEnd(); if (!sp->flatshade) glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); } xnp = sp->Prevxn[iv]; ynp = sp->Prevyn[iv]; znp = sp->Prevzn[iv]; sp->Prevxn[iv] = xn; sp->Prevyn[iv] = yn; sp->Prevzn[iv] = zn; } xp = sp->Prevxx[iv]; yp = sp->Prevyy[iv]; zp = sp->Prevzz[iv]; sp->Prevxx[iv] = xx; sp->Prevyy[iv] = yy; sp->Prevzz[iv] = zz; } /* next */ } /* next */ return polys; } /**** End of really old code ****/ static void SetCull(int init, superquadricsstruct * sp) { if (init) { glDisable(GL_CULL_FACE); sp->cullmode = 0; return; } if (sp->Mode < 1.0001) { if (sp->cullmode != 1) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); sp->cullmode = 1; } } else if (sp->Mode > 2.9999) { if (sp->cullmode != 2) { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); sp->cullmode = 2; } } else { if (sp->cullmode) { glDisable(GL_CULL_FACE); sp->cullmode = 0; } } } static void SetCurrentShape(superquadricsstruct * sp) { int t; sp->xExponent = sp->now.xExponent = sp->later.xExponent; sp->yExponent = sp->now.yExponent = sp->later.yExponent; for (t = 0; t < 4; ++t) { sp->curmat[t][0] = sp->now.r[t] = sp->later.r[t]; sp->curmat[t][1] = sp->now.g[t] = sp->later.g[t]; sp->curmat[t][2] = sp->now.b[t] = sp->later.b[t]; } sp->Mode = (double) (sp->now.Mode = sp->later.Mode); sp->rotx = sp->now.rotx = sp->later.rotx; sp->rotz = sp->now.rotz = sp->later.rotz; sp->counter = -sp->maxwait; inputs(sp); } static void NextSuperquadric(superquadricsstruct * sp) { double fnow, flater; int t; sp->roty -= sp->spinspeed; while (sp->roty >= 360.0) sp->roty -= 360.0; while (sp->roty < 0.0) sp->roty += 360.0; --sp->viewcount; if (sp->counter > 0) { if (--sp->counter == 0) { SetCurrentShape(sp); if (sp->counter == 0) { /* Happens if sp->maxwait == 0 */ MakeUpStuff(0, sp); sp->counter = sp->maxcount; } } else { fnow = (double) sp->counter / (double) sp->maxcount; flater = (double) (sp->maxcount - sp->counter) / (double) sp->maxcount; sp->xExponent = sp->now.xExponent * fnow + sp->later.xExponent * flater; sp->yExponent = sp->now.yExponent * fnow + sp->later.yExponent * flater; for (t = 0; t < 4; ++t) { sp->curmat[t][0] = sp->now.r[t] * fnow + sp->later.r[t] * flater; sp->curmat[t][1] = sp->now.g[t] * fnow + sp->later.g[t] * flater; sp->curmat[t][2] = sp->now.b[t] * fnow + sp->later.b[t] * flater; } sp->Mode = (double) sp->now.Mode * fnow + (double) sp->later.Mode * flater; sp->rotx = (double) sp->now.rotx * fnow + (double) sp->later.rotx * flater; sp->rotz = (double) sp->now.rotz * fnow + (double) sp->later.rotz * flater; inputs(sp); } } else { if (++sp->counter >= 0) { MakeUpStuff(0, sp); sp->counter = sp->maxcount; } } } static int DisplaySuperquadrics(ModeInfo *mi) { superquadricsstruct *sp = &superquadrics[MI_SCREEN(mi)]; int polys = 0; glDrawBuffer(GL_BACK); if (sp->wireframe) glClear(GL_COLOR_BUFFER_BIT); else glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (sp->viewcount < 1) { sp->viewcount = sp->viewwait; /* ReshapeSuperquadrics(-1, -1);*/ } glPushMatrix(); glTranslatef(0.0, 0.0, -((GLfloat) (sp->dist) / 16.0) - (sp->Mode * 3.0 - 1.0)); /* viewing transform */ glRotatef(sp->rotx, 1.0, 0.0, 0.0); /* pitch */ glRotatef(sp->rotz, 0.0, 0.0, 1.0); /* bank */ glRotatef(sp->roty, 0.0, 1.0, 0.0); /* "spin", like heading but comes after P & B */ SetCull(0, sp); glScalef(0.7, 0.7, 0.7); /* jwz: scale it down a bit */ # 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, 1/h, 1/h); } # endif polys = DoneScale(sp); glPopMatrix(); /* Remember to flush & swap the buffers after calling this function! */ return polys; } static int NextSuperquadricDisplay(ModeInfo *mi) { superquadricsstruct *sp = &superquadrics[MI_SCREEN(mi)]; NextSuperquadric(sp); return DisplaySuperquadrics(mi); } #define MINSIZE 200 static void ReshapeSuperquadrics(int w, int h) { #if 0 int maxsize, cursize; maxsize = (w < h) ? w : h; if (maxsize <= MINSIZE) { cursize = maxsize; } else { cursize = myrand(maxsize - MINSIZE) + MINSIZE; } if ((w > cursize) && (h > cursize)) { glViewport(myrand(w - cursize), myrand(h - cursize), cursize, cursize); w = h = cursize; } else { glViewport(0, 0, w, h); } #else int y = 0; if (w > h * 5) { /* tiny window: show middle */ h = w; y = -h/2; } glViewport(0, y, w, h); #endif glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(15.0, (GLfloat) w / (GLfloat) h, 0.1, 200.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void InitSuperquadrics(int wfmode, int snorm, int res, int count, float speed, superquadricsstruct * sp) { GLfloat ambient[] = {0.4, 0.4, 0.4, 1.0}; GLfloat position[] = {10.0, 1.0, 1.0, 10.0}; GLfloat mat_diffuse[] = {1.0, 0.5, 0.5, 1.0}; GLfloat mat_specular[] = {0.8, 0.8, 0.8, 1.0}; GLfloat mat_shininess[] = {50.0}; int t; for (t = 0; t < 4; ++t) { sp->curmat[t][0] = 0.0; sp->curmat[t][1] = 0.0; sp->curmat[t][2] = 0.0; sp->curmat[t][3] = 1.0; } sp->rotx = 35.0; sp->roty = 0.0; sp->rotz = 0.0; sp->dist = (16 << 3); sp->wireframe = sp->flatshade = sp->shownorms = 0; sp->maxcount = count; if (sp->maxcount < 1) sp->maxcount = 1; sp->maxwait = sp->maxcount >> 1; SetCull(1, sp); sp->mono = 0; sp->spinspeed = speed; sp->viewcount = sp->viewwait = (sp->maxcount < 2) ? 1 : (sp->maxcount << 3); if (res < MinRes) res = MinRes; if (res > MaxRes) res = MaxRes; sp->resolution = res; if (wfmode == 2) sp->flatshade = 1; else if (wfmode) sp->wireframe = 1; if (snorm) sp->shownorms = 1; glClearDepth(1.0); if (sp->wireframe) { glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); glColor3f(mat_diffuse[0], mat_diffuse[1], mat_diffuse[2]); } else { if (sp->flatshade) { glShadeModel(GL_FLAT); position[0] = 1.0; position[3] = 0.0; } glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_POSITION, position); /*glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_diffuse); */ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glFrontFace(GL_CW); glEnable(GL_NORMALIZE); } MakeUpStuff(1, sp); SetCurrentShape(sp); MakeUpStuff(1, sp); /* Initialize it */ sp->counter = sp->maxcount; } /* End of superquadrics main functions */ ENTRYPOINT void init_superquadrics(ModeInfo * mi) { Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); int screen = MI_SCREEN(mi); superquadricsstruct *sp; MI_INIT (mi, superquadrics); sp = &superquadrics[screen]; sp->mono = (MI_IS_MONO(mi) ? 1 : 0); sp->pats[1][1] = 1; sp->pats[1][3] = 1; sp->pats[2][2] = 1; sp->pats[2][3] = 1; sp->pats[3][1] = 1; sp->pats[3][2] = 1; /* {0, 0, 0, 0}, {0, 1, 0, 1}, {0, 0, 1, 1}, {0, 1, 1, 0} */ if ((sp->glx_context = init_GL(mi)) != NULL) { InitSuperquadrics(MI_IS_WIREFRAME(mi), 0, MI_COUNT(mi), MI_CYCLES(mi), spinspeed, sp); ReshapeSuperquadrics(MI_WIDTH(mi), MI_HEIGHT(mi)); DisplaySuperquadrics(mi); glFinish(); glXSwapBuffers(display, window); } else { MI_CLEARWINDOW(mi); } } ENTRYPOINT void draw_superquadrics(ModeInfo * mi) { superquadricsstruct *sp = &superquadrics[MI_SCREEN(mi)]; Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); if (!sp->glx_context) return; glXMakeCurrent(display, window, *sp->glx_context); mi->polygon_count = NextSuperquadricDisplay(mi); if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(display, window); } #ifndef STANDALONE ENTRYPOINT void refresh_superquadrics(ModeInfo * mi) { /* Nothing happens here */ } #endif ENTRYPOINT void reshape_superquadrics(ModeInfo * mi, int width, int height) { ReshapeSuperquadrics(MI_WIDTH(mi), MI_HEIGHT(mi)); } ENTRYPOINT void free_superquadrics(ModeInfo * mi) { /* nothing to do */ } #endif /* End of superquadrics.c */ XSCREENSAVER_MODULE ("Superquadrics", superquadrics)