http://packetstormsecurity.org/UNIX/admin/xscreensaver-4.14.tar.gz
[xscreensaver] / hacks / glx / atlantis.c
index 140295c1fe22d86cfe3cdb95dc334b3cd1d6f99b..e0a90ae897fe630734516ced4e9addf4668d8aa1 100644 (file)
@@ -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@mail.dotcom.fr
  *
  * 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
@@ -98,16 +102,25 @@ 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 "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:        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" \
+                        "*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 */
@@ -120,21 +133,29 @@ static const char sccsid[] = "@(#)atlantis.c      1.3 98/06/18 xlockmore";
 #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 =
@@ -151,6 +172,21 @@ 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 +200,7 @@ InitFishs(atlantisstruct * ap)
                ap->sharks[i].v = 1.0;
        }
 
-       /* Random whae direction */
+       /* Random whale direction */
        ap->whaledir = LRAND() & 1;
 
        ap->dolph.x = 30000.0;
@@ -190,8 +226,10 @@ 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[] =
@@ -210,36 +248,91 @@ Init(atlantisstruct * ap)
        {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);
+       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);
+
+            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;
+       fblue = ((float) (NRAND(30)) / 100.0) + 0.70;
        fgreen = fblue * 0.56;
        glClearColor(0.0, fgreen, fblue, 0.0);
 }
 
-static void
-Reshape(ModeInfo * mi, int width, int height)
+void
+reshape_atlantis(ModeInfo * mi, int width, int height)
 {
        atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
 
@@ -251,6 +344,106 @@ Reshape(ModeInfo * mi, int width, int height)
        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 GLuint gradient_list = 0;
+      static GLuint gradient_tex = 0;
+
+      if (gradient_list == 0)
+        {
+          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");
+        }
+
+      glCallList(gradient_list);
+    }
+}
+
+
 static void
 Animate(atlantisstruct * ap)
 {
@@ -273,7 +466,7 @@ 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();
@@ -357,9 +550,9 @@ 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);
 
@@ -390,11 +583,10 @@ draw_atlantis(ModeInfo * mi)
 
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-       glPushMatrix();
-
-       AllDisplay(ap);
-       Animate(ap);
+        AllDisplay(ap);
+        Animate(ap);
 
+        if (mi->fps_p) do_fps (mi);
        glXSwapBuffers(display, window);
 }
 
@@ -439,7 +631,7 @@ change_atlantis(ModeInfo * mi)
                return;
 
        glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
-       Init(ap);
+       Init(mi);
 }
 
 #endif /* USE_GL */