X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fatlantis.c;h=1d9deab8e92a28253df122c8eeb5f4496d49ddf4;hb=aa75c7476aeaa84cf3abc192b376a8b03c325213;hp=140295c1fe22d86cfe3cdb95dc334b3cd1d6f99b;hpb=df7adbee81405e2849728a24b498ad2117784b1f;p=xscreensaver diff --git a/hacks/glx/atlantis.c b/hacks/glx/atlantis.c index 140295c1..1d9deab8 100644 --- a/hacks/glx/atlantis.c +++ b/hacks/glx/atlantis.c @@ -1,8 +1,7 @@ /* 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. */ @@ -30,12 +29,17 @@ static const char sccsid[] = "@(#)atlantis.c 1.3 98/06/18 xlockmore"; * 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 @@ -53,7 +57,6 @@ static const char sccsid[] = "@(#)atlantis.c 1.3 98/06/18 xlockmore"; * 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 (!) @@ -98,46 +101,56 @@ static const char sccsid[] = "@(#)atlantis.c 1.3 98/06/18 xlockmore"; * 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 -#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 @@ -151,6 +164,21 @@ ModStruct atlantis_description = 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) { @@ -164,7 +192,7 @@ InitFishs(atlantisstruct * ap) ap->sharks[i].v = 1.0; } - /* Random whae direction */ + /* Random whale direction */ ap->whaledir = LRAND() & 1; ap->dolph.x = 30000.0; @@ -190,56 +218,108 @@ InitFishs(atlantisstruct * ap) } 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 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); + +# ifndef HAVE_JWZGLES + { + GLfloat s_plane[] = { 1, 0, 0, 0 }; + GLfloat t_plane[] = { 0, 0, 1, 0 }; + 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); + } +# endif + 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); + glClearColor(0.0, fgreen, fblue, 1.0); } -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)]; @@ -251,6 +331,53 @@ Reshape(ModeInfo * mi, int width, int height) glMatrixMode(GL_MODELVIEW); } + +/* Fill the background with a gradient -- thanks to + Phil Carrig 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[4] = { 0.00, 0.40, 0.70, }; + GLfloat bot[4] = { 0.00, 0.05, 0.18, }; + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + { + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + { + glLoadIdentity(); + /* glRotatef(current_device_rotation(), 0, 0, 1); */ + +# ifndef HAVE_JWZGLES + glShadeModel (GL_SMOOTH); +# endif + glDisable (GL_LIGHTING); + glBegin (GL_QUADS); + glColor3fv (bot); + glVertex3f (-1, -1, 1); glVertex3f ( 1, -1, 1); + glColor3fv (top); + glVertex3f ( 1, 1, 1); glVertex3f (-1, 1, 1); + glEnd(); + glEnable (GL_LIGHTING); + } + glPopMatrix(); + } + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + + glMatrixMode(GL_MODELVIEW); + } +} + + static void Animate(atlantisstruct * ap) { @@ -273,7 +400,7 @@ AllDisplay(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(); @@ -313,7 +440,7 @@ AllDisplay(atlantisstruct * ap) *----------------------------------------------------------------------------- */ -void +ENTRYPOINT void init_atlantis(ModeInfo * mi) { int screen = MI_SCREEN(mi); @@ -357,9 +484,9 @@ init_atlantis(ModeInfo * 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); @@ -373,7 +500,7 @@ init_atlantis(ModeInfo * mi) * Called by the mainline code periodically to update the display. *----------------------------------------------------------------------------- */ -void +ENTRYPOINT void draw_atlantis(ModeInfo * mi) { atlantisstruct *ap = &atlantis[MI_SCREEN(mi)]; @@ -390,11 +517,13 @@ draw_atlantis(ModeInfo * mi) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glPushMatrix(); - - AllDisplay(ap); - Animate(ap); + glPushMatrix(); + glRotatef(current_device_rotation(), 0, 0, 1); + AllDisplay(ap); + Animate(ap); + glPopMatrix(); + if (mi->fps_p) do_fps (mi); glXSwapBuffers(display, window); } @@ -407,9 +536,10 @@ draw_atlantis(ModeInfo * mi) *----------------------------------------------------------------------------- */ -void +ENTRYPOINT void release_atlantis(ModeInfo * mi) { +#if 0 int screen; if (atlantis != NULL) { @@ -423,14 +553,16 @@ release_atlantis(ModeInfo * mi) atlantis = NULL; } FreeAllGL(mi); +#endif } -void +ENTRYPOINT void refresh_atlantis(ModeInfo * mi) { } -void +#ifndef STANDALONE +ENTRYPOINT void change_atlantis(ModeInfo * mi) { atlantisstruct *ap = &atlantis[MI_SCREEN(mi)]; @@ -439,7 +571,10 @@ change_atlantis(ModeInfo * 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 */