/* 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)
*
* 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 (!)
*/
#define DEF_TEXTURE "True"
-#define DEF_GRADIENT "False"
+#define DEF_GRADIENT "True"
#define DEF_WHALESPEED "250"
#ifdef STANDALONE
-# define PROGCLASS "Atlantis"
-# define HACK_INIT init_atlantis
-# define HACK_DRAW draw_atlantis
-# define HACK_RESHAPE reshape_atlantis
-# define atlantis_opts xlockmore_opts
# define DEFAULTS "*delay: 25000 \n" \
"*count: 4 \n" \
"*showFPS: False \n" \
"*cycles: 100 \n" \
"*size: 6000 \n" \
- "*wireframe: False \n" \
- "*texture: " DEF_TEXTURE " \n" \
- "*gradient: " DEF_GRADIENT " \n" \
- "*whalespeed: " DEF_WHALESPEED " \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>
static int whalespeed;
static int do_gradient;
static XrmOptionDescRec opts[] =
{
- {"-whalespeed", ".atlantis.whalespeed", XrmoptionSepArg, (caddr_t) NULL},
- {"-texture", ".atlantis.texture", XrmoptionNoArg, (caddr_t)"true"},
- {"+texture", ".atlantis.texture", XrmoptionNoArg, (caddr_t)"false"},
- {"-gradient", ".atlantis.gradient", XrmoptionNoArg, (caddr_t)"true"},
- {"+gradient", ".atlantis.gradient", XrmoptionNoArg, (caddr_t)"false"},
+ {"-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},
- {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {(caddr_t *) &do_gradient, "gradient", "Gradient", DEF_GRADIENT, t_Bool},
+ {&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"},
- {"-texture num", "whether to introduce water-like distortion"}
+ {"-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
ap->sharks[i].v = 1.0;
}
- /* Random whae direction */
+ /* Random whale direction */
ap->whaledir = LRAND() & 1;
ap->dolph.x = 30000.0;
{
atlantisstruct *ap = &atlantis[MI_SCREEN(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};
+ 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);
InitFishs(ap);
- glClearColor(0.0, 0.39, 0.7, 0.0);
+ /* Add a little randomness */
+ fblue = ((float) (NRAND(30)) / 100.0) + 0.70;
+ fgreen = fblue * 0.56;
+ glClearColor(0.0, fgreen, fblue, 0.0);
}
-void
+ENTRYPOINT void
reshape_atlantis(ModeInfo * mi, int width, int height)
{
atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
}
-/* jwz -- this doesn't really work very well.
-
- All I want to do is give the tank a gradient-filled background, instead
- of just solid blue. The following was my guess as to how to do this,
- but it kills my frame rate. I guess there's a more efficient way to do
- this, but I don't see it...
-
- I mean, all I want to do is dump some non-projected bytes into the color
- buffer, then zero out the depth buffer. That *can't* be expensive, can
- it?
+/* 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)
if (do_gradient && !ap->wire)
{
- static GLint gradient_list = -1;
- static GLint gradient_tex = -1;
-
- if (gradient_list == -1)
+ 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();
{
- unsigned char *pixels = 0;
- int start = 64;
- int end = start + 128;
- int size = 4 * (end - start);
- int i;
-
- pixels = (unsigned char *) malloc (size);
- i = 0;
- while (i < size)
- {
- pixels[i] = 0; i++;
- pixels[i] = (start + (i>>2)) * 0.56; i++;
- pixels[i] = (start + (i>>2)); i++;
- pixels[i] = 255; i++;
- }
-
- clear_gl_error();
-
- glGenTextures(1, &gradient_tex);
- glBindTexture(GL_TEXTURE_1D, gradient_tex);
-
- glTexImage1D(GL_TEXTURE_1D, 0, 4,
- (end - start), 0,
- GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- check_gl_error ("gradient texture");
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
-
- gradient_list = glGenLists(1);
- glNewList(gradient_list, GL_COMPILE);
-
- glDepthMask (False);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_TEXTURE_1D);
- glBindTexture(GL_TEXTURE_1D, gradient_tex);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
glLoadIdentity();
- glRotatef(90, 0, 0, 1);
- glTranslatef(-1, -1, 0);
- glScalef(2, 2, 1);
-
- glBegin(GL_QUADS);
- glTexCoord1i(1); glVertex3i(1, 0, 0);
- glTexCoord1i(0); glVertex3i(0, 0, 0);
- glTexCoord1i(0); glVertex3i(0, 1, 0);
- glTexCoord1i(1); glVertex3i(1, 1, 0);
- glEnd();
-
- glPopMatrix();
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glDisable(GL_TEXTURE_1D);
-
- glDepthMask (True);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- if (do_texture)
- glEnable(GL_TEXTURE_2D);
- glEndList();
- check_gl_error ("gradient list");
+ /* 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();
- glCallList(gradient_list);
+ glMatrixMode(GL_MODELVIEW);
}
}
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
init_atlantis(ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
* Called by the mainline code periodically to update the display.
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
draw_atlantis(ModeInfo * mi)
{
atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
*-----------------------------------------------------------------------------
*/
-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)];
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
Init(mi);
}
+#endif /* !STANDALONE */
+
+XSCREENSAVER_MODULE ("Atlantis", atlantis)
#endif /* USE_GL */