#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)morph3d.c	4.02 97/04/01 xlockmore";

#endif

/*-
 * morph3d.c - Shows 3D morphing objects (XLock Version)
 *
 * See xlock.c for copying information.
 *
 * The original code for this mode was written by Marcelo Fernandes Vianna 
 * (me...) and was inspired on a WindowsNT(R)'s screen saver. 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 gramatical
 * mistake.
 *
 * My e-mail addresses are
 * vianna@cat.cbpf.br 
 *         and
 * marcelo@venus.rdc.puc-rio.br
 *
 * Marcelo F. Vianna (Feb-13-1997)
 */

/*-
 * PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
 * the glCallList() functions below when using MesaGL 2.1.  This has
 * been fixed in MesaGL 2.2 and later releases.
 */

#include "xlock.h"

#ifdef USE_GL

#include <X11/Intrinsic.h>
#include <GL/xmesa.h>
#include <GL/gl.h>
#include <GL/glx.h>

ModeSpecOpt morph3d_opts =
{0, NULL, 0, NULL, NULL};

#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;
	void        (*draw_object) (ModeInfo * mi);
	float       Magnitude;
	float      *MaterialColor[20];
	GLXContext  glx_context;
} morph3dstruct;

static float front_shininess[] =
{60.0};
static float front_specular[] =
{0.7, 0.7, 0.7, 1.0};
static float ambient[] =
{0.0, 0.0, 0.0, 1.0};
static float diffuse[] =
{1.0, 1.0, 1.0, 1.0};
static float position0[] =
{1.0, 1.0, 1.0, 0.0};
static float position1[] =
{-1.0, -1.0, 1.0, 0.0};
static float lmodel_ambient[] =
{0.5, 0.5, 0.5, 1.0};
static float lmodel_twoside[] =
{GL_TRUE};

static float MaterialRed[] =
{0.7, 0.0, 0.0, 1.0};
static float MaterialGreen[] =
{0.1, 0.5, 0.2, 1.0};
static float MaterialBlue[] =
{0.0, 0.0, 0.7, 1.0};
static float MaterialCyan[] =
{0.2, 0.5, 0.7, 1.0};
static float MaterialYellow[] =
{0.7, 0.7, 0.0, 1.0};
static float MaterialMagenta[] =
{0.6, 0.2, 0.5, 1.0};
static float MaterialWhite[] =
{0.7, 0.7, 0.7, 1.0};
static float MaterialGray[] =
{0.2, 0.2, 0.2, 1.0};

static morph3dstruct *morph3d = NULL;

#define TRIANGLE(Edge, Amp, Divisions, Z)                                                                        \
{                                                                                                                \
  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2;                                                                                 \
  GLfloat   Factor,Factor1,Factor2;                                                                              \
  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
  GLfloat   Ax,Ay,Bx;                                                                                            \
  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));                                                \
  Bx=(Edge)*(-0.5/(Divisions));                                                                                  \
                                                                                                                 \
  for (Ri=1; Ri<=(Divisions); Ri++) {                                                                            \
    glBegin(GL_TRIANGLE_STRIP);                                                                                  \
    for (Ti=0; Ti<Ri; Ti++) {                                                                                    \
      Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx;                                                                       \
      Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay;                                                                    \
      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);                                                                           \
                                                                                                                 \
      Xf=(float)(Ri-Ti-1)*Ax + (float)Ti*Bx;                                                                     \
      Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay;                                                                  \
      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);                                                                           \
                                                                                                                 \
    }                                                                                                            \
    Xf=(float)Ri*Bx;                                                                                             \
    Yf=Vr+(float)Ri*Ay;                                                                                          \
    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();                                                                                                     \
  }                                                                                                              \
}

#define SQUARE(Edge, Amp, Divisions, Z)                                                                          \
{                                                                                                                \
  int       Xi,Yi;                                                                                               \
  GLfloat   Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb;                                                                            \
  GLfloat   Factor,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-((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);                                                                           \
                                                                                                                 \
      Xa=Xf+0.001; Yb=Yf+0.001;                                                                                  \
      Factor=1-((Xf2+Yf2)*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();                                                                                                     \
  }                                                                                                              \
}

#define PENTAGON(Edge, Amp, Divisions, Z)                                                                        \
{                                                                                                                \
  int       Ri,Ti,Fi;                                                                                            \
  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2;                                                                                 \
  GLfloat   x[6],y[6];                                                                                           \
  GLfloat   Factor,Factor1,Factor2;                                                                              \
  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
  GLfloat   Zf=(Edge)*(Z);                                                                                       \
  GLfloat   AmpVr2=(Amp)/sqr((Edge)*cossec36_2);                                                                 \
                                                                                                                 \
  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; Ti<Ri; Ti++) {                                                                                  \
        Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1];                                                             \
        Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*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);                                                                         \
                                                                                                                 \
        Xf=(float)(Ri-Ti-1)*x[Fi] + (float)Ti*x[Fi+1];                                                           \
        Yf=(float)(Ri-Ti-1)*y[Fi] + (float)Ti*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);                                                                         \
                                                                                                                 \
      }                                                                                                          \
      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();                                                                                                   \
    }                                                                                                            \
  }                                                                                                              \
}

static void
draw_tetra(ModeInfo * mi)
{
	GLuint      list;

	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	list = glGenLists(1);
	glNewList(list, GL_COMPILE);
	TRIANGLE(2, mp->seno, mp->edgedivisions, 0.5 / SQRT6);
	glEndList();

	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-tetraangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
	glCallList(list);
	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]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + tetraangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
	glCallList(list);

	glDeleteLists(list, 1);
}

static void
draw_cube(ModeInfo * mi)
{
	GLuint      list;

	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	list = glGenLists(1);
	glNewList(list, GL_COMPILE);
	SQUARE(2, mp->seno, mp->edgedivisions, 0.5)
		glEndList();

	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
	glCallList(list);
	glRotatef(cubeangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
	glCallList(list);
	glRotatef(cubeangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
	glCallList(list);
	glRotatef(cubeangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
	glCallList(list);
	glRotatef(cubeangle, 0, 1, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
	glCallList(list);
	glRotatef(2 * cubeangle, 0, 1, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
	glCallList(list);

	glDeleteLists(list, 1);
}

static void
draw_octa(ModeInfo * mi)
{
	GLuint      list;

	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	list = glGenLists(1);
	glNewList(list, GL_COMPILE);
	TRIANGLE(2, mp->seno, mp->edgedivisions, 1 / SQRT6);
	glEndList();

	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-180 + octaangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-180 + octaangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-octaangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-octaangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
	glCallList(list);

	glDeleteLists(list, 1);
}

static void
draw_dodeca(ModeInfo * mi)
{
	GLuint      list;

	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

#define TAU ((SQRT5+1)/2)

	list = glGenLists(1);
	glNewList(list, GL_COMPILE);
	PENTAGON(1, mp->seno, mp->edgedivisions, sqr(TAU) * sqrt((TAU + 2) / 5) / 2);
	glEndList();

	glPushMatrix();
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
	glCallList(list);
	glRotatef(180, 0, 0, 1);
	glPushMatrix();
	glRotatef(-dodecaangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(-dodecaangle, cos72, sin72, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(-dodecaangle, cos72, -sin72, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(dodecaangle, cos36, -sin36, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[4]);
	glCallList(list);
	glPopMatrix();
	glRotatef(dodecaangle, cos36, sin36, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
	glCallList(list);
	glRotatef(180, 0, 0, 1);
	glPushMatrix();
	glRotatef(-dodecaangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(-dodecaangle, cos72, sin72, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(-dodecaangle, cos72, -sin72, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
	glCallList(list);
	glPopMatrix();
	glPushMatrix();
	glRotatef(dodecaangle, cos36, -sin36, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
	glCallList(list);
	glPopMatrix();
	glRotatef(dodecaangle, cos36, sin36, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
	glCallList(list);

	glDeleteLists(list, 1);
}

static void
draw_icosa(ModeInfo * mi)
{
	GLuint      list;

	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	list = glGenLists(1);
	glNewList(list, GL_COMPILE);
	TRIANGLE(1.5, mp->seno, mp->edgedivisions, (3 * SQRT3 + SQRT15) / 12);
	glEndList();

	glPushMatrix();

	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[0]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[1]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[2]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[3]);
	glCallList(list);
	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]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[5]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[6]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[7]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[8]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[9]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[10]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[11]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[12]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[13]);
	glCallList(list);
	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]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[15]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[16]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[17]);
	glCallList(list);
	glPushMatrix();
	glRotatef(180, 0, 1, 0);
	glRotatef(-180 + icoangle, 0.5, -SQRT3 / 2, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[18]);
	glCallList(list);
	glPopMatrix();
	glRotatef(180, 0, 0, 1);
	glRotatef(-icoangle, 1, 0, 0);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mp->MaterialColor[19]);
	glCallList(list);

	glDeleteLists(list, 1);
}

void
draw_morph3d(ModeInfo * mi)
{
	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);

	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_WIN_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);
	}

	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;
	mp->draw_object(mi);

	glPopMatrix();

	glFlush();

	glXSwapBuffers(display, window);

	mp->step += 0.05;
}

static void
reshape(ModeInfo * mi, int width, int height)
{
	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	glViewport(0, 0, 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);
	glClearColor(0.0, 0.0, 0.0, 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_WIN_IS_MONO(mi)) {
		int         loop;

		for (loop = 0; loop < 20; loop++)
			mp->MaterialColor[loop] = MaterialGray;
	}
}

void
init_morph3d(ModeInfo * mi)
{
	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);
	int         screen = MI_SCREEN(mi);
	int         mono = (MI_WIN_IS_MONO(mi) ? 1 : 0);
	morph3dstruct *mp;

	if (morph3d == NULL) {
		if ((morph3d = (morph3dstruct *) calloc(MI_NUM_SCREENS(mi),
					    sizeof (morph3dstruct))) == NULL)
			return;
	}
	mp = &morph3d[screen];
	mp->step = NRAND(90);

	if (mp->glx_context) {
		glXDestroyContext(display, mp->glx_context);
		mp->glx_context = NULL;
	} {
		int         n;
		XVisualInfo *wantVis, vTemplate;
		extern int  VisualClassWanted;

		vTemplate.screen = screen;
		vTemplate.depth = MI_WIN_DEPTH(mi);
		if (VisualClassWanted == -1) {
			vTemplate.class = DefaultVisual(display, screen)->class;
		} else {
			vTemplate.class = VisualClassWanted;
		}
		wantVis = XGetVisualInfo(display,
			VisualScreenMask | VisualDepthMask | VisualClassMask,
					 &vTemplate, &n);
		if (VisualClassWanted != -1 && n == 0) {
			/* Wanted visual not found so use default */
			vTemplate.class = DefaultVisual(display, screen)->class;
			wantVis = XGetVisualInfo(display,
			VisualScreenMask | VisualDepthMask | VisualClassMask,
						 &vTemplate, &n);
		}
		/* if User asked for color, try that first, then try mono */
		/* if User asked for mono.  Might fail on 16/24 bit displays,
		   so fall back on color, but keep the mono "look & feel". */
		if (!getVisual(mi, wantVis, mono)) {
			if (!getVisual(mi, wantVis, !mono)) {
				(void) fprintf(stderr, "GL can not render with root visual\n");
				return;
			}
		}
		if (MI_WIN_IS_VERBOSE(mi))
			showVisualInfo(wantVis);
/* PURIFY 3.0a on SunOS4 reports a 104 byte memory leak on the next line each
 * time that morph3d mode is run in random mode. */
		mp->glx_context = glXCreateContext(display, wantVis, 0, True);
		XFree((char *) wantVis);
	}

	glXMakeCurrent(display, window, mp->glx_context);

	if (mono) {
		glIndexi(WhitePixel(display, screen));
		glClearIndex(BlackPixel(display, screen));
	}
	reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi));
	mp->object = MI_BATCHCOUNT(mi);
	if (mp->object <= 0 || mp->object > 5)
		mp->object = NRAND(5) + 1;
	pinit(mi);
}

void
change_morph3d(ModeInfo * mi)
{
	morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];

	mp->object = (mp->object) % 5 + 1;
	pinit(mi);
}

void
release_morph3d(ModeInfo * mi)
{
	if (morph3d != NULL) {
		int         screen;

		for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
			morph3dstruct *mp = &morph3d[screen];

			if (mp->glx_context)
				glXDestroyContext(MI_DISPLAY(mi), mp->glx_context);
#if 0 /* This is wrong for multiscreens anyway */
#ifdef GLX_MESA_release_buffers
			glXReleaseBuffersMESA(MI_DISPLAY(mi), MI_WINDOW(mi));
#endif
#endif
		}
		(void) free((void *) morph3d);
		morph3d = NULL;
	}
}

#endif
