/* 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@mail.dotcom.fr
*
* 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 :
+ * - add a sort of background image or random bg color
+ * - 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 "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" \
+ "*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 "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>
+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"},
+ {"-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 *) &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"},
+ {"-texture num", "whether to introduce water-like distortion"}
+};
+
ModeSpecOpt atlantis_opts =
-{0, NULL, 0, NULL, NULL};
+{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 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_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(30)) / 100.0) + 0.70;
+ fgreen = fblue * 0.56;
+ glClearColor(0.0, fgreen, fblue, 0.0);
+}
- 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);
+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);
}
-static void
-Reshape(ModeInfo *mi,int width, int height)
-{
- atlantisstruct *ap = &atlantis[MI_SCREEN(mi)];
- glViewport(0, 0, ap->WinW= (GLint) width, ap->WinH= (GLint) height);
+/* 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...
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(400.0, (GLdouble)width/(GLdouble)height, 1.0, 2000000.0);
- glMatrixMode(GL_MODELVIEW);
+ 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)
+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), ap->wire);
+ glPopMatrix();
+
+ glPushMatrix();
+ FishTransform(&(ap->momWhale));
+ DrawWhale(&(ap->momWhale), 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->babyWhale));
+ glScalef(0.45, 0.45, 0.3);
+ DrawWhale(&(ap->babyWhale), ap->wire);
+ glPopMatrix();
}
/*
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);
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);
+ AllDisplay(ap);
+ Animate(ap);
+ if (mi->fps_p) do_fps (mi);
glXSwapBuffers(display, window);
}
void
release_atlantis(ModeInfo * mi)
{
+ 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);
}
-/*
- *-----------------------------------------------------------------------------
- * 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
refresh_atlantis(ModeInfo * mi)
{
- MI_CLEARWINDOW(mi);
- Reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
}
void
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
- Init(ap);
+ Init(mi);
}
-#endif /* USE_GL */
+#endif /* USE_GL */