#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined(STANDALONE)
/* USE_XPM & USE_XPMINC in xlock mode ; STANDALONE in xscreensaver mode */
-#include "xpm-ximage.h"
+#include "ximage-loader.h"
#define I_HAVE_XPM
-#ifdef STANDALONE
-#include "../images/tunnel0.xpm"
-#include "../images/tunnel1.xpm"
-#include "../images/tunnel2.xpm"
-#include "../images/tunnel3.xpm"
-#include "../images/tunnel4.xpm"
-#include "../images/tunnel5.xpm"
-#else /* !STANDALONE */
-#include "pixmaps/tunnel0.xpm"
-#include "pixmaps/tunnel1.xpm"
-#include "pixmaps/tunnel2.xpm"
-#include "pixmaps/tunnel3.xpm"
-#include "pixmaps/tunnel4.xpm"
-#include "pixmaps/tunnel5.xpm"
-#endif /* !STANDALONE */
+#include "images/gen/tunnel0_png.h"
+#include "images/gen/tunnel1_png.h"
+#include "images/gen/tunnel2_png.h"
+#include "images/gen/tunnel3_png.h"
+#include "images/gen/tunnel4_png.h"
+#include "images/gen/tunnel5_png.h"
#endif /* HAVE_XPM */
static atunnelstruct *Atunnel = NULL;
/*=================== Load Texture =========================================*/
-static void LoadTexture(ModeInfo * mi, char **fn, int t_num)
+static void LoadTexture(ModeInfo * mi,
+ const unsigned char *data, unsigned long size,
+ int t_num)
{
#if defined( I_HAVE_XPM )
atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
XImage *teximage; /* Texture data */
- if ((teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
- MI_COLORMAP(mi), fn)) == None) {
+ if ((teximage = image_data_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi),
+ data, size))
+ == None) {
(void) fprintf(stderr, "Error reading the texture.\n");
glDeleteTextures(1, &sa->texture[t_num]);
do_texture = False;
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, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- teximage->data);
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage->data);
check_gl_error("texture");
/* Texture parameters, LINEAR scaling for better texture quality */
if (do_texture)
{
glGenTextures(MAX_TEXTURE, sa->texture);
- LoadTexture(mi, texture0,0);
- LoadTexture(mi, texture1,1);
- LoadTexture(mi, texture2,2);
- LoadTexture(mi, texture3,3);
- LoadTexture(mi, texture4,4);
- LoadTexture(mi, texture5,5);
+ LoadTexture(mi, tunnel0_png, sizeof(tunnel0_png),0);
+ LoadTexture(mi, tunnel1_png, sizeof(tunnel1_png),1);
+ LoadTexture(mi, tunnel2_png, sizeof(tunnel2_png),2);
+ LoadTexture(mi, tunnel3_png, sizeof(tunnel3_png),3);
+ LoadTexture(mi, tunnel4_png, sizeof(tunnel4_png),4);
+ LoadTexture(mi, tunnel5_png, sizeof(tunnel5_png),5);
glEnable(GL_TEXTURE_2D);
}
sa->ts = atunnel_InitTunnel();