http://packetstormsecurity.org/UNIX/admin/xscreensaver-4.14.tar.gz
[xscreensaver] / hacks / glx / atlantis.c
index 36a58c5404078b727a6f995a3f653af57db10557..e0a90ae897fe630734516ced4e9addf4668d8aa1 100644 (file)
@@ -1,8 +1,7 @@
 /* atlantis --- Shows moving 3D sea animals */
 
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)atlantis.c   1.1 98/05/13 xlockmore";
-
+#if 0
+static const char sccsid[] = "@(#)atlantis.c   5.08 2003/04/09 xlockmore";
 #endif
 
 /* Copyright (c) E. Lassauge, 1998. */
@@ -30,15 +29,38 @@ static const char sccsid[] = "@(#)atlantis.c        1.1 98/05/13 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)
  *
- * 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. */
@@ -80,188 +102,394 @@ static const char sccsid[] = "@(#)atlantis.c     1.1 98/05/13 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" \
+                        "*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();
 }
 
 /*
@@ -288,16 +516,43 @@ init_atlantis(ModeInfo * 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);
 
@@ -319,6 +574,8 @@ draw_atlantis(ModeInfo * mi)
        Display    *display = MI_DISPLAY(mi);
        Window      window = MI_WINDOW(mi);
 
+       MI_IS_DRAWN(mi) = True;
+
        if (!ap->glx_context)
                return;
 
@@ -326,11 +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);
 }
 
@@ -346,26 +602,24 @@ draw_atlantis(ModeInfo * mi)
 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
@@ -377,7 +631,7 @@ change_atlantis(ModeInfo * mi)
                return;
 
        glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(ap->glx_context));
-       Init(ap);
+       Init(mi);
 }
 
-#endif /* USE_GL */
+#endif /* USE_GL */