*
* 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
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
+#define DEF_TEXTURE "True"
+#define DEF_GRADIENT "False"
+#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: 40000 \n" \
+# define DEFAULTS "*delay: 25000 \n" \
"*count: 4 \n" \
"*showFPS: False \n" \
"*cycles: 100 \n" \
"*size: 6000 \n" \
- "*whalespeed: 250 \n"
+ "*wireframe: False \n" \
+ "*texture: " DEF_TEXTURE " \n" \
+ "*gradient: " DEF_GRADIENT " \n" \
+ "*whalespeed: " DEF_WHALESPEED " \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#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, (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"},
};
static argtype vars[] =
{
-{(caddr_t *) & whalespeed, "whalespeed", "WhaleSpeed", DEF_WHALESPEED, t_Int}
+ {(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},
};
static OptionStruct desc[] =
{
- {"-whalespeed num", "speed of whales and the dolphin"}
+ {"-whalespeed num", "speed of whales and the dolphin"},
+ {"-texture num", "whether to introduce water-like distortion"}
};
ModeSpecOpt atlantis_opts =
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)
{
}
static void
-Init(atlantisstruct * ap)
+Init(ModeInfo *mi)
{
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
+
static float ambient[] =
{0.1, 0.1, 0.1, 1.0};
static float diffuse[] =
{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);
+ 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;
- fgreen = fblue * 0.56;
- glClearColor(0.0, fgreen, fblue, 0.0);
+ glClearColor(0.0, 0.39, 0.7, 0.0);
}
void
glMatrixMode(GL_MODELVIEW);
}
+
+/* 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?
+ */
+static void
+clear_tank (atlantisstruct * ap)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (do_gradient && !ap->wire)
+ {
+ static GLint gradient_list = -1;
+ static GLint gradient_tex = -1;
+
+ if (gradient_list == -1)
+ {
+ 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;
+ pixels[i++] = (start + (i>>2)) * 0.56;
+ pixels[i++] = (start + (i>>2));
+ pixels[i++] = 255;
+ }
+
+ 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");
+ }
+
+ glCallList(gradient_list);
+ }
+}
+
+
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();
reshape_atlantis(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
- Init(ap);
+ Init(mi);
AllDisplay(ap);
glXSwapBuffers(display, window);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix();
-
- AllDisplay(ap);
- Animate(ap);
-
- glPopMatrix();
+ AllDisplay(ap);
+ Animate(ap);
if (mi->fps_p) do_fps (mi);
glXSwapBuffers(display, window);
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
- Init(ap);
+ Init(mi);
}
#endif /* USE_GL */