http://ftp.ussg.iu.edu/linux/slackware/slackware-9.0/source/xap/xscreensaver/xscreens...
[xscreensaver] / hacks / glx / atunnel.c
diff --git a/hacks/glx/atunnel.c b/hacks/glx/atunnel.c
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* atunnels --- OpenGL Advanced Tunnel Screensaver */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)atunnels.c   5.07 2003/02/12 xlockmore";
+#endif
+
+/* Copyright (c) E. Lassauge, 2003. */
+
+/*
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind.  The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof.  In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * The original code for this mode was written by Roman Podobedov
+ * Email: romka@ut.ee
+ * WEB: http://romka.demonews.com
+ *
+ * Eric Lassauge  (March-16-2002) <lassauge@mail.dotcom.fr>
+ *                                 http://lassauge.free.fr/linux.html
+ *
+ * REVISION HISTORY:
+ *
+ * E.Lassauge - 16-Mar-2002:
+ *     - created based on the Roman demo.
+ *     - deleted all external file stuff to use xpm textures and
+ *       hardcoded path point values.
+ *
+ */
+
+#ifdef STANDALONE              /* xscreensaver mode */
+# define PROGCLASS             "Atunnels"
+# define HACK_INIT             init_atunnels
+# define HACK_DRAW             draw_atunnels
+# define HACK_RESHAPE          reshape_atunnels
+# define atunnels_opts         xlockmore_opts
+#define        DEFAULTS                "*delay:        10000   \n" \
+                               "*showFPS:      False   \n" \
+                                "*light:       True    \n" \
+                                "*wire:                False   \n" \
+                                "*texture:     True    \n"
+
+#define MODE_atunnels
+# include "xlockmore.h"                /* from the xscreensaver distribution */
+#else                          /* !STANDALONE */
+# include "xlock.h"            /* from the xlockmore distribution */
+#endif                                 /* !STANDALONE */
+
+#ifdef MODE_atunnels /* whole file */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include "tunnel_draw.h"
+
+#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined( HAVE_XPM )
+/* USE_XPM & USE_XPMINC in xlock mode ; HAVE_XPM in xscreensaver mode */
+#include "xpm-ximage.h"
+#define I_HAVE_XPM
+
+#ifdef STANDALONE
+#include "../images/tunnel0.xpm"
+#include "../images/tunnel1.xpm"
+#include "../images/tunnel2.xpm"
+#else /* !STANDALONE */
+#include "pixmaps/tunnel0.xpm"
+#include "pixmaps/tunnel1.xpm"
+#include "pixmaps/tunnel2.xpm"
+#endif /* !STANDALONE */
+#endif /* HAVE_XPM */
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#define DEF_LIGHT      "True"
+#define DEF_WIRE       "False"
+#define DEF_TEXTURE    "True"
+
+static Bool do_light;
+static Bool do_wire;
+static Bool do_texture;
+
+static XrmOptionDescRec opts[] = {
+  {(char *)"-light",   (char *)".atunnels.light",      XrmoptionNoArg, (caddr_t) "true" },
+  {(char *)"+light",   (char *)".atunnels.light",      XrmoptionNoArg, (caddr_t) "false" },
+  {(char *)"-wire",    (char *)".atunnels.wire",       XrmoptionNoArg, (caddr_t) "true" },
+  {(char *)"+wire",    (char *)".atunnels.wire",       XrmoptionNoArg, (caddr_t) "false" },
+  {(char *)"-texture", (char *)".atunnels.texture",    XrmoptionNoArg, (caddr_t) "true" },
+  {(char *)"+texture", (char *)".atunnels.texture",    XrmoptionNoArg, (caddr_t) "false" },
+};
+
+static argtype vars[] = {
+  {(caddr_t *) &do_light,   (char *)"light",  (char *)"Light",   DEF_LIGHT,   t_Bool},
+  {(caddr_t *) &do_wire,    (char *)"wire",   (char *)"Wire",    DEF_WIRE,    t_Bool},
+  {(caddr_t *) &do_texture, (char *)"texture",(char *)"Texture", DEF_TEXTURE, t_Bool},
+};
+
+static OptionStruct desc[] =
+{
+  {(char *)"-/+ light",   (char *)"whether to do enable lighting (slower)"},
+  {(char *)"-/+ wire",    (char *)"whether to do use wireframe instead of filled (faster)"},
+  {(char *)"-/+ texture", (char *)"whether to apply a texture (slower)"},
+};
+
+ModeSpecOpt atunnels_opts = {countof(opts), opts, countof(vars), vars, desc};
+
+#ifdef USE_MODULES
+ModStruct   atunnels_description =
+{"atunnels", "init_atunnels", "draw_atunnels", "release_atunnels",
+ "draw_atunnels", "init_atunnels", NULL, &atunnels_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "OpenGL advanced tunnel screensaver", 0, NULL};
+#endif
+
+/* structure for holding the screensaver data */
+typedef struct {
+  int screen_width, screen_height;
+  GLXContext *glx_context;
+  Window window;
+} atunnelsstruct;
+
+static atunnelsstruct *Atunnels = NULL;
+static GLuint texture[3]; /* texture id: GL world */
+
+/*=================== Load Texture =========================================*/
+static void LoadTexture(ModeInfo * mi, char **fn, int t_num)
+{
+#if defined( I_HAVE_XPM )
+       XImage *teximage;    /* Texture data */
+        if ((teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+                        MI_COLORMAP(mi), fn)) == None) {
+           (void) fprintf(stderr, "Error reading the texture.\n");
+           glDeleteTextures(1, &texture[t_num]);
+            do_texture = False;
+#ifdef STANDALONE
+           exit(0);
+#else
+           return;
+#endif
+       }
+
+#ifdef HAVE_GLBINDTEXTURE
+       glBindTexture(GL_TEXTURE_2D, texture[t_num]);
+#endif /* HAVE_GLBINDTEXTURE */
+       glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+       clear_gl_error();
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, teximage->width, teximage->height, 
+                       0, GL_RGBA, GL_UNSIGNED_BYTE, teximage->data);
+       check_gl_error("texture");
+
+       /* Texture parameters, LINEAR scaling for better texture quality */
+       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
+       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
+
+       XDestroyImage(teximage);
+#else /* !I_HAVE_XPM */
+       do_texture = False;
+#endif /* !I_HAVE_XPM */
+} 
+
+/*=================== Main Initialization ==================================*/
+static void Init(ModeInfo * mi)
+{
+       GLfloat light_ambient[] = {1.0, 1.0, 1.0, 1.0};
+       GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
+       GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
+       GLfloat light_position[] = {0.0, 0.0, 1.0, 0.0};
+       GLfloat fogColor[4] = {0.8, 0.8, 0.8, 1.0};
+
+       glClearColor(0, 0, 0, 0);
+       if (do_texture)
+       {
+               glGenTextures(3, texture);
+               LoadTexture(mi, texture0,0);
+               LoadTexture(mi, texture1,1);
+               LoadTexture(mi, texture2,2);
+               glEnable(GL_TEXTURE_2D);
+       }
+       InitTunnel();
+       
+       /* Set lighting parameters */
+       if (do_light)
+       {
+               glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
+               glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
+               glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
+               glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+
+               /* Enable light 0 */
+               glEnable(GL_LIGHT0);
+               glDepthFunc(GL_LESS);
+       
+               glEnable(GL_LIGHTING);
+       }
+       if (do_wire) {
+               glDisable(GL_NORMALIZE);
+               glDisable(GL_CULL_FACE);
+               glDisable(GL_DEPTH_TEST);
+               glDisable(GL_TEXTURE_2D);
+               glPolygonMode(GL_FRONT,GL_LINE);
+               glPolygonMode(GL_BACK,GL_LINE);
+       }
+       else
+       {
+               glEnable(GL_DEPTH_TEST);
+               glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+               /* Enable fog */
+               glFogi(GL_FOG_MODE, GL_EXP);
+               glFogfv(GL_FOG_COLOR, fogColor);
+               glFogf(GL_FOG_DENSITY, 0.3);
+               glEnable(GL_FOG);
+       
+               /* Cull face */
+               glCullFace(GL_FRONT);
+               glEnable(GL_CULL_FACE);
+       }
+       
+       glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+}
+
+
+/* Standard reshape function */
+void
+reshape_atunnels(ModeInfo *mi, int width, int height)
+{
+       float a;
+
+       glViewport(0, 0, width, height);
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       a = (float)width/(float)height;
+       glFrustum(-0.1*a, 0.1*a, -0.1, 0.1, 0.1, 10);
+       glMatrixMode(GL_MODELVIEW);
+}
+
+/* draw the screensaver once */
+void draw_atunnels(ModeInfo * mi)
+{
+       atunnelsstruct *sa = &Atunnels[MI_SCREEN(mi)];
+       Display    *display = MI_DISPLAY(mi);
+       Window      window = MI_WINDOW(mi);
+
+       if (!sa->glx_context)
+               return;
+
+       glXMakeCurrent(display, window, *(sa->glx_context));
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       glLoadIdentity();
+
+       DrawTunnel(do_texture, do_light, texture);
+       SplashScreen(do_wire, do_texture, do_light);
+
+       glFlush();  
+       /* manage framerate display */
+       if (MI_IS_FPS(mi)) do_fps (mi);
+       glXSwapBuffers(display, window);
+
+}
+
+
+/* xscreensaver initialization routine */
+void init_atunnels(ModeInfo * mi)
+{
+  int screen = MI_SCREEN(mi);
+  atunnelsstruct *sa;
+
+  if (Atunnels == NULL) {
+       if ((Atunnels = (atunnelsstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (atunnelsstruct))) == NULL)
+         return;
+  }
+  sa = &Atunnels[screen];
+
+  sa->window = MI_WINDOW(mi);
+  if ((sa->glx_context = init_GL(mi)) != NULL) {
+       reshape_atunnels(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+       Init(mi);
+  } else {
+       MI_CLEARWINDOW(mi);
+  }
+
+}
+
+/* all sorts of nice cleanup code should go here! */
+void release_atunnels(ModeInfo * mi)
+{
+  int screen;
+  if (Atunnels != NULL) {
+       for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+         /*      atunnelsstruct *sa = &Atunnels[screen];*/
+       }
+       (void) free((void *) Atunnels);
+       Atunnels = NULL;
+  }
+  FreeAllGL(mi);
+}
+#endif