/* atlantis --- Shows moving 3D sea animals */
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)atlantis.c 1.3 98/06/18 xlockmore";
-
+#if 0
+static const char sccsid[] = "@(#)atlantis.c 5.08 2003/04/09 xlockmore";
#endif
/* Copyright (c) E. Lassauge, 1998. */
* Thanks goes also to Brian Paul for making it possible and inexpensive
* to use OpenGL at home.
*
- * My e-mail address is lassauge@sagem.fr
+ * My e-mail address is lassauge@users.sourceforge.net
*
* Eric Lassauge (May-13-1998)
*
* REVISION HISTORY:
*
+ * Jamie Zawinski, 2-Apr-01: - The fishies were inside out! The back faces
+ * were being drawn, not the front faces.
+ * - Added a texture to simulate light from the
+ * surface, like in the SGI version.
+ *
* David A. Bagley - 98/06/17 : Add whalespeed option. Global options to
* initialize local variables are now:
* XLock.atlantis.cycles: 100 ! SharkSpeed
* Add support for -/+ wireframe (t'was so easy to do!)
*
* TODO :
- * - add a sort of background image or random bg color
* - better handling of sizes and speeds
* - test standalone and module modes
* - purify it (!)
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
+#define DEF_TEXTURE "True"
+#define DEF_GRADIENT "True"
+#define DEF_WHALESPEED "250"
+
#ifdef STANDALONE
-# define PROGCLASS "Atlantis"
-# define HACK_INIT init_atlantis
-# define HACK_DRAW draw_atlantis
-# define atlantis_opts xlockmore_opts
-# define DEFAULTS "*delay: 1000 \n" \
+# define DEFAULTS "*delay: 25000 \n" \
"*count: 4 \n" \
+ "*showFPS: False \n" \
"*cycles: 100 \n" \
"*size: 6000 \n" \
- "*whalespeed: 250 \n"
+ "*wireframe: False \n"
+# define atlantis_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
-#include "vis.h"
+# include "vis.h"
#endif /* !STANDALONE */
#ifdef USE_GL
#include "atlantis.h"
-#include <GL/glu.h>
-#define DEF_WHALESPEED "250"
static int whalespeed;
+static int do_texture;
+static int do_gradient;
static XrmOptionDescRec opts[] =
{
- {"-whalespeed", ".atlantis.whalespeed", XrmoptionSepArg, (caddr_t) NULL}
+ {"-whalespeed", ".atlantis.whalespeed", XrmoptionSepArg, 0},
+ {"-texture", ".atlantis.texture", XrmoptionNoArg, "true"},
+ {"+texture", ".atlantis.texture", XrmoptionNoArg, "false"},
+ {"-gradient", ".atlantis.gradient", XrmoptionNoArg, "true"},
+ {"+gradient", ".atlantis.gradient", XrmoptionNoArg, "false"},
};
static argtype vars[] =
{
-{(caddr_t *) & whalespeed, "whalespeed", "WhaleSpeed", DEF_WHALESPEED, t_Int}
+ {&whalespeed, "whalespeed", "WhaleSpeed", DEF_WHALESPEED, t_Int},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {&do_gradient, "gradient", "Gradient", DEF_GRADIENT, t_Bool},
};
static OptionStruct desc[] =
{
- {"-whalespeed num", "speed of whales and the dolphin"}
+ {"-whalespeed num", "speed of whales and the dolphin"},
+ {"-texture", "whether to introduce water-like distortion"},
+ {"-gradient", "whether to introduce gradient-filled background"},
};
-ModeSpecOpt atlantis_opts =
+ENTRYPOINT ModeSpecOpt atlantis_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
static atlantisstruct *atlantis = NULL;
+#include "xpm-ximage.h"
+
+#include "../images/sea-texture.xpm"
+
+
+static void
+parse_image_data(ModeInfo *mi)
+{
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
+ ap->texture = xpm_to_ximage (mi->dpy,
+ mi->xgwa.visual,
+ mi->xgwa.colormap,
+ sea_texture);
+}
+
static void
InitFishs(atlantisstruct * ap)
{
ap->sharks[i].v = 1.0;
}
- /* Random whae direction */
+ /* Random whale direction */
ap->whaledir = LRAND() & 1;
ap->dolph.x = 30000.0;
}
static void
-Init(atlantisstruct * ap)
+Init(ModeInfo *mi)
{
- static float ambient[] =
- {0.1, 0.1, 0.1, 1.0};
- static float diffuse[] =
- {1.0, 1.0, 1.0, 1.0};
- static float position[] =
- {0.0, 1.0, 0.0, 0.0};
- static float mat_shininess[] =
- {90.0};
- static float mat_specular[] =
- {0.8, 0.8, 0.8, 1.0};
- static float mat_diffuse[] =
- {0.46, 0.66, 0.795, 1.0};
- static float mat_ambient[] =
- {0.0, 0.1, 0.2, 1.0};
- static float lmodel_ambient[] =
- {0.4, 0.4, 0.4, 1.0};
- static float lmodel_localviewer[] =
- {0.0};
- float fblue = 0.0, fgreen;
-
- glFrontFace(GL_CW);
-
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
+
+ static const float ambient[] = {0.1, 0.1, 0.1, 1.0};
+ static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+ static const float position[] = {0.0, 1.0, 0.0, 0.0};
+ static const float mat_shininess[] = {90.0};
+ static const float mat_specular[] = {0.8, 0.8, 0.8, 1.0};
+ static const float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0};
+ static const float mat_ambient[] = {0.0, 0.1, 0.2, 1.0};
+ static const float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0};
+ static const float lmodel_localviewer[] = {0.0};
+
+ float fblue = 0.0, fgreen;
+
+ glFrontFace(GL_CCW);
+
+ if (ap->wire)
+ {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_NORMALIZE);
+ }
+ else
+ {
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_NORMALIZE);
+ glShadeModel(GL_SMOOTH);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+ }
+
+ if (ap->wire || !do_texture)
+ {
+ glDisable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ GLfloat s_plane[] = { 1, 0, 0, 0 };
+ GLfloat t_plane[] = { 0, 0, 1, 0 };
+ GLfloat scale = 0.0005;
+
+ if (!ap->texture)
+ parse_image_data (mi);
+
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ ap->texture->width, ap->texture->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ ap->texture->data);
+ check_gl_error("texture");
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
+ glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
+ glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
+
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_2D);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glScalef(scale, scale, 1);
+ glMatrixMode(GL_MODELVIEW);
+ }
InitFishs(ap);
/* Add a little randomness */
- fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
+ fblue = ((float) (NRAND(30)) / 100.0) + 0.70;
fgreen = fblue * 0.56;
glClearColor(0.0, fgreen, fblue, 0.0);
}
-static void
-Reshape(ModeInfo * mi, int width, int height)
+ENTRYPOINT void
+reshape_atlantis(ModeInfo * mi, int width, int height)
{
atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
glMatrixMode(GL_MODELVIEW);
}
+
+/* Fill the background with a gradient -- thanks to
+ Phil Carrig <pod@internode.on.net> for figuring out
+ how to do this more efficiently!
+ */
+static void
+clear_tank (atlantisstruct * ap)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (do_gradient && !ap->wire)
+ {
+ GLfloat top[3] = { 0.00, 0.40, 0.70 };
+ GLfloat bot[3] = { 0.00, 0.05, 0.18 };
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ {
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ glLoadIdentity();
+
+ /* save GL_COLOR_MATERIAL, GL_COLOR_MATERIAL_FACE, etc.
+ This stalls the pipeline, so it would be better to do this
+ with explicit enable/disable calls, but I can't figure
+ out how to undo the glEnable() and glColor() calls below!
+ Simply calling glDisable(GL_COLOR_MATERIAL) is insufficient!
+ */
+ glPushAttrib (GL_LIGHTING_BIT);
+ {
+ glEnable (GL_COLOR_MATERIAL);
+
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+ glColor3f (bot[0], bot[1], bot[2]); glVertex3f (-1, -1, 1);
+ glColor3f (bot[0], bot[1], bot[2]); glVertex3f ( 1, -1, 1);
+ glColor3f (top[0], top[1], top[2]); glVertex3f ( 1, 1, 1);
+ glColor3f (top[0], top[1], top[2]); glVertex3f (-1, 1, 1);
+ glEnd();
+ }
+ glPopAttrib();
+ }
+ glPopMatrix();
+ }
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+ glMatrixMode(GL_MODELVIEW);
+ }
+}
+
+
static void
Animate(atlantisstruct * ap)
{
{
int i;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ clear_tank(ap);
for (i = 0; i < ap->num_sharks; i++) {
glPushMatrix();
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
init_atlantis(ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
}
if ((ap->glx_context = init_GL(mi)) != NULL) {
- Reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_atlantis(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
- Init(ap);
+ Init(mi);
AllDisplay(ap);
glXSwapBuffers(display, window);
* Called by the mainline code periodically to update the display.
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
draw_atlantis(ModeInfo * mi)
{
atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix();
-
- AllDisplay(ap);
- Animate(ap);
+ AllDisplay(ap);
+ Animate(ap);
+ if (mi->fps_p) do_fps (mi);
glXSwapBuffers(display, window);
}
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
release_atlantis(ModeInfo * mi)
{
int screen;
FreeAllGL(mi);
}
-void
+ENTRYPOINT void
refresh_atlantis(ModeInfo * mi)
{
}
-void
+#ifndef STANDALONE
+ENTRYPOINT void
change_atlantis(ModeInfo * mi)
{
atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
- Init(ap);
+ Init(mi);
}
+#endif /* !STANDALONE */
+
+XSCREENSAVER_MODULE ("Atlantis", atlantis)
#endif /* USE_GL */