/* atlantis --- Shows moving 3D sea animals */
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)atlantis.c 1.1 98/05/13 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)
*
- * TODO : - use def_xxx options to initialize local variables (number of
- * sharks, etc...)
- * - test standalone mode
- * - better colormap handling (problems somewhere ?)
- * - purify it (!)
+ * 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
+ * XLock.atlantis.batchcount: 4 ! SharkNum
+ * XLock.atlantis.whalespeed: 250 ! WhaleSpeed
+ * XLock.atlantis.size: 6000 ! SharkSize
+ * Add random direction for whales/dolphins
+ *
+ * E.Lassauge - 98/06/16: Use the following global options to initialize
+ * local variables :
+ * XLock.atlantis.delay: 100 ! SharkSpeed
+ * XLock.atlantis.batchcount: 4 ! SharkNum
+ * XLock.atlantis.cycles: 250 ! WhaleSpeed
+ * XLock.atlantis.size: 6000 ! SharkSize
+ * Add support for -/+ wireframe (t'was so easy to do!)
+ *
+ * TODO :
+ * - better handling of sizes and speeds
+ * - test standalone and module modes
+ * - purify it (!)
*/
/* Copyright (c) Mark J. Kilgard, 1994. */
* 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" \
+ "*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"
#endif /* !STANDALONE */
#ifdef USE_GL
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
#include "atlantis.h"
-#include <GL/glu.h>
-ModeSpecOpt atlantis_opts =
-{0, NULL, 0, NULL, NULL};
+static int whalespeed;
+static int do_texture;
+static int do_gradient;
+static XrmOptionDescRec opts[] =
+{
+ {"-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[] =
+{
+ {&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", "whether to introduce water-like distortion"},
+ {"-gradient", "whether to introduce gradient-filled background"},
+};
+
+ENTRYPOINT ModeSpecOpt atlantis_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct atlantis_description =
{"atlantis", "init_atlantis", "draw_atlantis", "release_atlantis",
"refresh_atlantis", "change_atlantis", NULL, &atlantis_opts,
- 1000, 2, 5, 500, 64, 1.0, "",
+ 1000, NUM_SHARKS, SHARKSPEED, SHARKSIZE, 64, 1.0, "",
"Shows moving sharks/whales/dolphin", 0, NULL};
#endif
static atlantisstruct *atlantis = NULL;
+#include "xpm-ximage.h"
+
+#include "../images/sea-texture.xpm"
+
+
static void
-InitFishs(atlantisstruct *ap)
+parse_image_data(ModeInfo *mi)
{
- int i;
-
- for (i = 0; i < NUM_SHARKS; i++) {
- ap->sharks[i].x = 70000.0 + NRAND(6000);
- ap->sharks[i].y = NRAND(6000);
- ap->sharks[i].z = NRAND(6000);
- ap->sharks[i].psi = NRAND(360) - 180.0;
- ap->sharks[i].v = 1.0;
- }
-
- /* i = LRAND() & 1; */ /* Works the first time but they do not return */
- ap->dolph.x = 30000.0;
- ap->dolph.y = 0.0;
- ap->dolph.z = 6000.0;
- ap->dolph.psi = /* (i) ? 90.0 : - */ 90.0;
- ap->dolph.theta = 0.0;
- ap->dolph.v = 3.0;
-
- ap->momWhale.x = 70000.0;
- ap->momWhale.y = 0.0;
- ap->momWhale.z = 0.0;
- ap->momWhale.psi = /* (i) ? 90.0 : - */ 90.0;
- ap->momWhale.theta = 0.0;
- ap->momWhale.v = 3.0;
-
- ap->babyWhale.x = 60000.0;
- ap->babyWhale.y = -2000.0;
- ap->babyWhale.z = -2000.0;
- ap->babyWhale.psi = /* (i) ? 90.0 : - */ 90.0;
- ap->babyWhale.theta = 0.0;
- ap->babyWhale.v = 3.0;
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
+ ap->texture = xpm_to_ximage (mi->dpy,
+ mi->xgwa.visual,
+ mi->xgwa.colormap,
+ sea_texture);
}
static void
-Init(atlantisstruct *ap)
+InitFishs(atlantisstruct * ap)
{
- 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};
-#if 0
- GLfloat map1[4] =
- {0.0, 0.0, 0.0, 0.0};
- GLfloat map2[4] =
- {0.0, 0.0, 0.0, 0.0};
-#endif
+ int i;
+
+ for (i = 0; i < ap->num_sharks; i++) {
+ ap->sharks[i].x = 70000.0 + NRAND(ap->sharksize);
+ ap->sharks[i].y = NRAND(ap->sharksize);
+ ap->sharks[i].z = NRAND(ap->sharksize);
+ ap->sharks[i].psi = NRAND(360) - 180.0;
+ ap->sharks[i].v = 1.0;
+ }
- glFrontFace(GL_CW);
+ /* Random whale direction */
+ ap->whaledir = LRAND() & 1;
+
+ ap->dolph.x = 30000.0;
+ ap->dolph.y = 0.0;
+ ap->dolph.z = (float) (ap->sharksize);
+ ap->dolph.psi = (ap->whaledir) ? 90.0 : -90.0;
+ ap->dolph.theta = 0.0;
+ ap->dolph.v = 6.0;
+
+ ap->momWhale.x = 70000.0;
+ ap->momWhale.y = 0.0;
+ ap->momWhale.z = 0.0;
+ ap->momWhale.psi = (ap->whaledir) ? 90.0 : -90.0;
+ ap->momWhale.theta = 0.0;
+ ap->momWhale.v = 3.0;
+
+ ap->babyWhale.x = 60000.0;
+ ap->babyWhale.y = -2000.0;
+ ap->babyWhale.z = -2000.0;
+ ap->babyWhale.psi = (ap->whaledir) ? 90.0 : -90.0;
+ ap->babyWhale.theta = 0.0;
+ ap->babyWhale.v = 3.0;
+}
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
+static void
+Init(ModeInfo *mi)
+{
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
- 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);
+ 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);
+
+# ifndef HAVE_JWZGLES
+ 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(30)) / 100.0) + 0.70;
+ fgreen = fblue * 0.56;
+ glClearColor(0.0, fgreen, fblue, 1.0);
+}
- 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);
+ENTRYPOINT void
+reshape_atlantis(ModeInfo * mi, int width, int height)
+{
+ atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
- InitFishs(ap);
+ glViewport(0, 0, ap->WinW = (GLint) width, ap->WinH = (GLint) height);
- glClearColor(0.0, 0.5, 0.9, 0.0);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(400.0, (GLdouble) width / (GLdouble) height, 1.0, 2000000.0);
+ 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
-Reshape(ModeInfo *mi,int width, int height)
+clear_tank (atlantisstruct * ap)
{
- atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
-
- glViewport(0, 0, ap->WinW= (GLint) width, ap->WinH= (GLint) height);
+ 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_PROJECTION);
- glLoadIdentity();
- gluPerspective(400.0, (GLdouble)width/(GLdouble)height, 1.0, 2000000.0);
- glMatrixMode(GL_MODELVIEW);
+ glMatrixMode(GL_MODELVIEW);
+ }
}
+
static void
-Animate(atlantisstruct *ap)
+Animate(atlantisstruct * ap)
{
- int i;
+ int i;
- for (i = 0; i < NUM_SHARKS; i++) {
- SharkPilot(&(ap->sharks[i]));
- SharkMiss(ap,i);
- }
- WhalePilot(&(ap->dolph));
- ap->dolph.phi++;
- WhalePilot(&(ap->momWhale));
- ap->momWhale.phi++;
- WhalePilot(&(ap->babyWhale));
- ap->babyWhale.phi++;
+ for (i = 0; i < ap->num_sharks; i++) {
+ SharkPilot(&(ap->sharks[i]), ap->sharkspeed);
+ SharkMiss(ap, i);
+ }
+ WhalePilot(&(ap->dolph), ap->whalespeed, ap->whaledir);
+ ap->dolph.phi++;
+ WhalePilot(&(ap->momWhale), ap->whalespeed, ap->whaledir);
+ ap->momWhale.phi++;
+ WhalePilot(&(ap->babyWhale), ap->whalespeed, ap->whaledir);
+ ap->babyWhale.phi++;
}
static void
-AllDisplay(atlantisstruct *ap)
+AllDisplay(atlantisstruct * ap)
{
- int i;
+ int i;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ clear_tank(ap);
- for (i = 0; i < NUM_SHARKS; i++) {
- glPushMatrix();
- FishTransform(&(ap->sharks[i]));
- DrawShark(&(ap->sharks[i]));
- glPopMatrix();
- }
+ for (i = 0; i < ap->num_sharks; i++) {
+ glPushMatrix();
+ FishTransform(&(ap->sharks[i]));
+ DrawShark(&(ap->sharks[i]), ap->wire);
+ glPopMatrix();
+ }
- glPushMatrix();
- FishTransform(&(ap->dolph));
- DrawDolphin(&(ap->dolph));
- glPopMatrix();
-
- glPushMatrix();
- FishTransform(&(ap->momWhale));
- DrawWhale(&(ap->momWhale));
- glPopMatrix();
-
- glPushMatrix();
- FishTransform(&(ap->babyWhale));
- glScalef(0.45, 0.45, 0.3);
- DrawWhale(&(ap->babyWhale));
- glPopMatrix();
+ glPushMatrix();
+ FishTransform(&(ap->dolph));
+ DrawDolphin(&(ap->dolph), ap->wire);
+ glPopMatrix();
+
+ glPushMatrix();
+ FishTransform(&(ap->momWhale));
+ DrawWhale(&(ap->momWhale), ap->wire);
+ glPopMatrix();
+
+ glPushMatrix();
+ FishTransform(&(ap->babyWhale));
+ glScalef(0.45, 0.45, 0.3);
+ DrawWhale(&(ap->babyWhale), ap->wire);
+ glPopMatrix();
}
/*
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
init_atlantis(ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
if (atlantis == NULL) {
if ((atlantis = (atlantisstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (atlantisstruct))) == NULL)
+ sizeof (atlantisstruct))) == NULL)
return;
}
ap = &atlantis[screen];
-
+ ap->num_sharks = MI_COUNT(mi);
+ if (ap->sharks == NULL) {
+ if ((ap->sharks = (fishRec *) calloc(ap->num_sharks,
+ sizeof (fishRec))) == NULL) {
+ /* free everything up to now */
+ (void) free((void *) atlantis);
+ atlantis = NULL;
+ return;
+ }
+ }
+ ap->sharkspeed = MI_CYCLES(mi); /* has influence on the "width"
+ of the movement */
+ ap->sharksize = MI_SIZE(mi); /* has influence on the "distance"
+ of the sharks */
+ ap->whalespeed = whalespeed;
+ ap->wire = MI_IS_WIREFRAME(mi);
+
+ if (MI_IS_DEBUG(mi)) {
+ (void) fprintf(stderr,
+ "%s:\n\tnum_sharks=%d\n\tsharkspeed=%.1f\n\tsharksize=%d\n\twhalespeed=%.1f\n\twireframe=%s\n",
+ MI_NAME(mi),
+ ap->num_sharks,
+ ap->sharkspeed,
+ ap->sharksize,
+ ap->whalespeed,
+ ap->wire ? "yes" : "no"
+ );
+ }
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)];
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ MI_IS_DRAWN(mi) = True;
+
if (!ap->glx_context)
return;
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);
}
*-----------------------------------------------------------------------------
*/
-void
+ENTRYPOINT void
release_atlantis(ModeInfo * mi)
{
+#if 0
+ int screen;
+
if (atlantis != NULL) {
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ atlantisstruct *ap = &atlantis[screen];
+
+ if (ap->sharks)
+ (void) free((void *) ap->sharks);
+ }
(void) free((void *) atlantis);
atlantis = NULL;
}
FreeAllGL(mi);
+#endif
}
-/*
- *-----------------------------------------------------------------------------
- * Called when the mainline xlock code notices possible window
- * damage. This hook should take steps to repaint the entire
- * window (no specific damage area information is provided).
- *-----------------------------------------------------------------------------
- */
-
-void
+ENTRYPOINT void
refresh_atlantis(ModeInfo * mi)
{
- MI_CLEARWINDOW(mi);
- Reshape(mi, MI_WIDTH(mi), MI_HEIGHT(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 */
+#endif /* USE_GL */