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" \
45 # define refresh_atunnel 0
46 # define atunnel_handle_event 0
48 # include "xlockmore.h" /* from the xscreensaver distribution */
49 #else /* !STANDALONE */
50 # include "xlock.h" /* from the xlockmore distribution */
51 #endif /* !STANDALONE */
53 #ifdef MODE_atunnel /* whole file */
58 #include "tunnel_draw.h"
60 #if defined( USE_XPM ) || defined( USE_XPMINC ) || defined(STANDALONE)
61 /* USE_XPM & USE_XPMINC in xlock mode ; STANDALONE in xscreensaver mode */
62 #include "xpm-ximage.h"
66 #include "../images/tunnel0.xpm"
67 #include "../images/tunnel1.xpm"
68 #include "../images/tunnel2.xpm"
69 #include "../images/tunnel3.xpm"
70 #include "../images/tunnel4.xpm"
71 #include "../images/tunnel5.xpm"
72 #else /* !STANDALONE */
73 #include "pixmaps/tunnel0.xpm"
74 #include "pixmaps/tunnel1.xpm"
75 #include "pixmaps/tunnel2.xpm"
76 #include "pixmaps/tunnel3.xpm"
77 #include "pixmaps/tunnel4.xpm"
78 #include "pixmaps/tunnel5.xpm"
79 #endif /* !STANDALONE */
84 #define countof(x) (sizeof((x))/sizeof((*x)))
86 #define DEF_LIGHT "True"
87 #define DEF_WIRE "False"
88 #define DEF_TEXTURE "True"
92 static Bool do_texture;
94 static XrmOptionDescRec opts[] = {
95 {"-light", ".atunnel.light", XrmoptionNoArg, "true" },
96 {"+light", ".atunnel.light", XrmoptionNoArg, "false" },
97 {"-wireframe",".atunnel.wire", XrmoptionNoArg, "true" },
98 {"+wireframe",".atunnel.wire", XrmoptionNoArg, "false" },
99 {"-texture", ".atunnel.texture", XrmoptionNoArg, "true" },
100 {"+texture", ".atunnel.texture", XrmoptionNoArg, "false" },
103 static argtype vars[] = {
104 {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
105 {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
106 {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
109 static OptionStruct desc[] =
111 {"-/+ light", "whether to do enable lighting (slower)"},
112 {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
113 {"-/+ texture", "whether to apply a texture (slower)"},
116 ENTRYPOINT ModeSpecOpt atunnel_opts = {countof(opts), opts, countof(vars), vars, desc};
119 ModStruct atunnel_description =
120 {"atunnel", "init_atunnel", "draw_atunnel", "release_atunnel",
121 "draw_atunnel", "init_atunnel", NULL, &atunnel_opts,
122 1000, 1, 2, 1, 4, 1.0, "",
123 "OpenGL advanced tunnel screensaver", 0, NULL};
126 /* structure for holding the screensaver data */
128 int screen_width, screen_height;
129 GLXContext *glx_context;
131 struct tunnel_state *ts;
132 GLuint texture[MAX_TEXTURE]; /* texture id: GL world */
135 static atunnelstruct *Atunnel = NULL;
137 /*=================== Load Texture =========================================*/
138 static void LoadTexture(ModeInfo * mi, char **fn, int t_num)
140 #if defined( I_HAVE_XPM )
141 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
142 XImage *teximage; /* Texture data */
144 if ((teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
145 MI_COLORMAP(mi), fn)) == None) {
146 (void) fprintf(stderr, "Error reading the texture.\n");
147 glDeleteTextures(1, &sa->texture[t_num]);
156 #ifdef HAVE_GLBINDTEXTURE
157 glBindTexture(GL_TEXTURE_2D, sa->texture[t_num]);
158 #endif /* HAVE_GLBINDTEXTURE */
159 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
161 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, teximage->width, teximage->height,
163 /* GL_UNSIGNED_BYTE, */
164 GL_UNSIGNED_INT_8_8_8_8_REV,
166 check_gl_error("texture");
168 /* Texture parameters, LINEAR scaling for better texture quality */
169 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
170 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
172 XDestroyImage(teximage);
173 #else /* !I_HAVE_XPM */
175 #endif /* !I_HAVE_XPM */
178 /*=================== Main Initialization ==================================*/
179 static void Init(ModeInfo * mi)
181 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
182 GLfloat light_ambient[] = {1.0, 1.0, 1.0, 1.0};
183 GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
184 GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
185 GLfloat light_position[] = {0.0, 0.0, 1.0, 0.0};
186 GLfloat fogColor[4] = {0.8, 0.8, 0.8, 1.0};
190 glGenTextures(MAX_TEXTURE, sa->texture);
191 LoadTexture(mi, texture0,0);
192 LoadTexture(mi, texture1,1);
193 LoadTexture(mi, texture2,2);
194 LoadTexture(mi, texture3,3);
195 LoadTexture(mi, texture4,4);
196 LoadTexture(mi, texture5,5);
197 glEnable(GL_TEXTURE_2D);
199 sa->ts = InitTunnel();
201 /* Set lighting parameters */
204 glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
205 glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
206 glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
207 glLightfv(GL_LIGHT0, GL_POSITION, light_position);
211 glDepthFunc(GL_LESS);
213 glEnable(GL_LIGHTING);
216 glDisable(GL_NORMALIZE);
217 glDisable(GL_CULL_FACE);
218 glDisable(GL_DEPTH_TEST);
219 glDisable(GL_TEXTURE_2D);
220 glPolygonMode(GL_FRONT,GL_LINE);
221 glPolygonMode(GL_BACK,GL_LINE);
225 glEnable(GL_DEPTH_TEST);
226 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
229 glFogi(GL_FOG_MODE, GL_EXP);
230 glFogfv(GL_FOG_COLOR, fogColor);
231 glFogf(GL_FOG_DENSITY, 0.3);
235 glCullFace(GL_FRONT);
236 glEnable(GL_CULL_FACE);
239 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
243 /* Standard reshape function */
245 reshape_atunnel(ModeInfo *mi, int width, int height)
249 glViewport(0, 0, width, height);
250 glMatrixMode(GL_PROJECTION);
252 a = (float)width/(float)height;
253 glFrustum(-0.1*a, 0.1*a, -0.1, 0.1, 0.1, 10);
254 glMatrixMode(GL_MODELVIEW);
257 /* draw the screensaver once */
258 ENTRYPOINT void draw_atunnel(ModeInfo * mi)
260 atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
261 Display *display = MI_DISPLAY(mi);
262 Window window = MI_WINDOW(mi);
264 if (!sa->glx_context)
267 glXMakeCurrent(display, window, *(sa->glx_context));
269 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
273 DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
274 SplashScreen(sa->ts, do_wire, do_texture, do_light);
277 /* manage framerate display */
278 if (MI_IS_FPS(mi)) do_fps (mi);
279 glXSwapBuffers(display, window);
284 /* xscreensaver initialization routine */
285 ENTRYPOINT void init_atunnel(ModeInfo * mi)
287 int screen = MI_SCREEN(mi);
290 if (Atunnel == NULL) {
291 if ((Atunnel = (atunnelstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (atunnelstruct))) == NULL)
294 sa = &Atunnel[screen];
296 sa->window = MI_WINDOW(mi);
297 if ((sa->glx_context = init_GL(mi)) != NULL) {
298 reshape_atunnel(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
306 /* all sorts of nice cleanup code should go here! */
307 ENTRYPOINT void release_atunnel(ModeInfo * mi)
311 if (Atunnel != NULL) {
312 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
313 atunnelstruct *sa = &Atunnel[screen];
316 (void) free((void *) Atunnel);
323 XSCREENSAVER_MODULE ("Atunnel", atunnel)