1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* atunnel --- OpenGL Advanced Tunnel Screensaver */
5 static const char sccsid[] = "@(#)atunnel.c 5.13 2004/05/25 xlockmore";
8 /* Copyright (c) E. Lassauge, 2003-2004. */
11 * Permission to use, copy, modify, and distribute this software and its
12 * documentation for any purpose and without fee is hereby granted,
13 * provided that the above copyright notice appear in all copies and that
14 * both that copyright notice and this permission notice appear in
15 * supporting documentation.
17 * This file is provided AS IS with no warranties of any kind. The author
18 * shall have no liability with respect to the infringement of copyrights,
19 * trade secrets or any patents by this file or any part thereof. In no
20 * event will the author be liable for any lost revenue or profits or
21 * other special, indirect and consequential damages.
23 * The original code for this mode was written by Roman Podobedov
25 * WEB: http://romka.demonews.com
27 * Eric Lassauge (May-25-2004) <lassauge@users.sourceforge.net>
28 * http://lassauge.free.fr/linux.html
32 * E.Lassauge - 25-May-2004:
33 * - added more texture !
34 * E.Lassauge - 16-Mar-2002:
35 * - created based on the Roman demo.
36 * - deleted all external file stuff to use xpm textures and
37 * hardcoded path point values.
41 #ifdef STANDALONE /* xscreensaver mode */
42 #define DEFAULTS "*delay: 10000 \n" \
43 "*showFPS: False \n" \
44 "*suppressRotationAnimation: True\n" \
46 # define refresh_atunnel 0
47 # define atunnel_handle_event 0
49 # include "xlockmore.h" /* from the xscreensaver distribution */
50 #else /* !STANDALONE */
51 # include "xlock.h" /* from the xlockmore distribution */
52 #endif /* !STANDALONE */
54 #ifdef MODE_atunnel /* whole file */
59 #include "tunnel_draw.h"
61 #if defined( USE_XPM ) || defined( USE_XPMINC ) || defined(STANDALONE)
62 /* USE_XPM & USE_XPMINC in xlock mode ; STANDALONE in xscreensaver mode */
63 #include "xpm-ximage.h"
67 #include "../images/tunnel0.xpm"
68 #include "../images/tunnel1.xpm"
69 #include "../images/tunnel2.xpm"
70 #include "../images/tunnel3.xpm"
71 #include "../images/tunnel4.xpm"
72 #include "../images/tunnel5.xpm"
73 #else /* !STANDALONE */
74 #include "pixmaps/tunnel0.xpm"
75 #include "pixmaps/tunnel1.xpm"
76 #include "pixmaps/tunnel2.xpm"
77 #include "pixmaps/tunnel3.xpm"
78 #include "pixmaps/tunnel4.xpm"
79 #include "pixmaps/tunnel5.xpm"
80 #endif /* !STANDALONE */
85 #define countof(x) (sizeof((x))/sizeof((*x)))
87 #define DEF_LIGHT "True"
88 #define DEF_WIRE "False"
89 #define DEF_TEXTURE "True"
93 static Bool do_texture;
95 static XrmOptionDescRec opts[] = {
96 {"-light", ".atunnel.light", XrmoptionNoArg, "true" },
97 {"+light", ".atunnel.light", XrmoptionNoArg, "false" },
98 {"-wireframe",".atunnel.wire", XrmoptionNoArg, "true" },
99 {"+wireframe",".atunnel.wire", XrmoptionNoArg, "false" },
100 {"-texture", ".atunnel.texture", XrmoptionNoArg, "true" },
101 {"+texture", ".atunnel.texture", XrmoptionNoArg, "false" },
104 static argtype vars[] = {
105 {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
106 {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
107 {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
110 static OptionStruct desc[] =
112 {"-/+ light", "whether to do enable lighting (slower)"},
113 {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
114 {"-/+ texture", "whether to apply a texture (slower)"},
117 ENTRYPOINT ModeSpecOpt atunnel_opts = {countof(opts), opts, countof(vars), vars, desc};
120 ModStruct atunnel_description =
121 {"atunnel", "init_atunnel", "draw_atunnel", "release_atunnel",
122 "draw_atunnel", "init_atunnel", NULL, &atunnel_opts,
123 1000, 1, 2, 1, 4, 1.0, "",
124 "OpenGL advanced tunnel screensaver", 0, NULL};
127 /* structure for holding the screensaver data */
129 int screen_width, screen_height;
130 GLXContext *glx_context;
132 struct tunnel_state *ts;
133 GLuint texture[MAX_TEXTURE]; /* texture id: GL world */
136 static atunnelstruct *Atunnel = NULL;
138 /*=================== Load Texture =========================================*/
139 static void LoadTexture(ModeInfo * mi, char **fn, int t_num)
141 #if defined( I_HAVE_XPM )
142 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
143 XImage *teximage; /* Texture data */
145 if ((teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
146 MI_COLORMAP(mi), fn)) == None) {
147 (void) fprintf(stderr, "Error reading the texture.\n");
148 glDeleteTextures(1, &sa->texture[t_num]);
157 #ifdef HAVE_GLBINDTEXTURE
158 glBindTexture(GL_TEXTURE_2D, sa->texture[t_num]);
159 #endif /* HAVE_GLBINDTEXTURE */
160 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
162 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, teximage->width, teximage->height,
164 /* GL_UNSIGNED_BYTE, */
165 GL_UNSIGNED_INT_8_8_8_8_REV,
167 check_gl_error("texture");
169 /* Texture parameters, LINEAR scaling for better texture quality */
170 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
171 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
173 XDestroyImage(teximage);
174 #else /* !I_HAVE_XPM */
176 #endif /* !I_HAVE_XPM */
179 /*=================== Main Initialization ==================================*/
180 static void Init(ModeInfo * mi)
182 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
183 GLfloat light_ambient[] = {1.0, 1.0, 1.0, 1.0};
184 GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
185 GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
186 GLfloat light_position[] = {0.0, 0.0, 1.0, 0.0};
187 GLfloat fogColor[4] = {0.8, 0.8, 0.8, 1.0};
191 glGenTextures(MAX_TEXTURE, sa->texture);
192 LoadTexture(mi, texture0,0);
193 LoadTexture(mi, texture1,1);
194 LoadTexture(mi, texture2,2);
195 LoadTexture(mi, texture3,3);
196 LoadTexture(mi, texture4,4);
197 LoadTexture(mi, texture5,5);
198 glEnable(GL_TEXTURE_2D);
200 sa->ts = atunnel_InitTunnel();
202 /* Set lighting parameters */
205 glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
206 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
207 glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
208 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
212 glDepthFunc(GL_LESS);
214 glEnable(GL_LIGHTING);
217 # ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
222 glDisable(GL_NORMALIZE);
223 glDisable(GL_CULL_FACE);
224 glDisable(GL_DEPTH_TEST);
225 glDisable(GL_TEXTURE_2D);
226 glPolygonMode(GL_FRONT,GL_LINE);
227 glPolygonMode(GL_BACK,GL_LINE);
231 glEnable(GL_DEPTH_TEST);
232 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
235 glFogi(GL_FOG_MODE, GL_EXP);
236 glFogfv(GL_FOG_COLOR, fogColor);
237 glFogf(GL_FOG_DENSITY, 0.3);
241 glCullFace(GL_FRONT);
242 glEnable(GL_CULL_FACE);
245 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
249 /* Standard reshape function */
251 reshape_atunnel(ModeInfo *mi, int width, int height)
255 glViewport(0, 0, width, height);
256 glMatrixMode(GL_PROJECTION);
258 a = (float)width/(float)height;
259 glFrustum(-0.1*a, 0.1*a, -0.1, 0.1, 0.1, 10);
260 glMatrixMode(GL_MODELVIEW);
263 /* draw the screensaver once */
264 ENTRYPOINT void draw_atunnel(ModeInfo * mi)
266 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
267 Display *display = MI_DISPLAY(mi);
268 Window window = MI_WINDOW(mi);
270 if (!sa->glx_context)
273 glXMakeCurrent(display, window, *(sa->glx_context));
275 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
279 atunnel_DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
280 atunnel_SplashScreen(sa->ts, do_wire, do_texture, do_light);
283 /* manage framerate display */
284 if (MI_IS_FPS(mi)) do_fps (mi);
285 glXSwapBuffers(display, window);
290 /* xscreensaver initialization routine */
291 ENTRYPOINT void init_atunnel(ModeInfo * mi)
293 int screen = MI_SCREEN(mi);
296 if (Atunnel == NULL) {
297 if ((Atunnel = (atunnelstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (atunnelstruct))) == NULL)
300 sa = &Atunnel[screen];
302 sa->window = MI_WINDOW(mi);
303 if ((sa->glx_context = init_GL(mi)) != NULL) {
304 reshape_atunnel(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
312 /* all sorts of nice cleanup code should go here! */
313 ENTRYPOINT void release_atunnel(ModeInfo * mi)
317 if (Atunnel != NULL) {
318 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
319 atunnelstruct *sa = &Atunnel[screen];
322 (void) free((void *) Atunnel);
329 XSCREENSAVER_MODULE ("Atunnel", atunnel)