/* 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 (!)
* 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" \
"*wireframe: False \n" \
- "*whalespeed: 250 \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_TEXTURE "True"
-
-#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},
- {"-texture", ".atlantis.texture", XrmoptionNoArg, (caddr_t)"true"},
- {"+texture", ".atlantis.texture", 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},
+ {&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 =
static atlantisstruct *atlantis = NULL;
#include "xpm-ximage.h"
+
#include "../images/sea-texture.xpm"
+
static void
parse_image_data(ModeInfo *mi)
{
ap->sharks[i].v = 1.0;
}
- /* Random whae direction */
+ /* Random whale direction */
ap->whaledir = LRAND() & 1;
ap->dolph.x = 30000.0;
{0.4, 0.4, 0.4, 1.0};
static float lmodel_localviewer[] =
{0.0};
- float fblue = 0.0, fgreen;
+ float fblue = 0.0, fgreen;
glFrontFace(GL_CCW);
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);
}
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();