#ifdef STANDALONE /* xscreensaver mode */
#define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
-# define refresh_atunnel 0
+# define release_atunnel 0
# define atunnel_handle_event 0
#define MODE_atunnel
# include "xlockmore.h" /* from the xscreensaver distribution */
#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 */
#define countof(x) (sizeof((x))/sizeof((*x)))
#define DEF_LIGHT "True"
-#define DEF_WIRE "False"
+#define DEF_WIRE "False"
#define DEF_TEXTURE "True"
static Bool do_light;
#ifdef USE_MODULES
ModStruct atunnel_description =
-{"atunnel", "init_atunnel", "draw_atunnel", "release_atunnel",
- "draw_atunnel", "init_atunnel", NULL, &atunnel_opts,
+{"atunnel", "init_atunnel", "draw_atunnel", NULL,
+ "draw_atunnel", "init_atunnel", "free_atunnel", &atunnel_opts,
1000, 1, 2, 1, 4, 1.0, "",
"OpenGL advanced tunnel screensaver", 0, NULL};
#endif
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 */
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(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 = InitTunnel();
+ sa->ts = atunnel_InitTunnel();
/* Set lighting parameters */
if (do_light)
glEnable(GL_LIGHTING);
}
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ do_wire = 0;
+# endif
+
if (do_wire) {
glDisable(GL_NORMALIZE);
glDisable(GL_CULL_FACE);
ENTRYPOINT void
reshape_atunnel(ModeInfo *mi, int width, int height)
{
- float a;
+ double h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
- 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);
+ if (width > height * 2) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport(0, y, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.1*(1/h), 0.1*(1/h), -0.1, 0.1, 0.1, 10);
+ glMatrixMode(GL_MODELVIEW);
}
/* draw the screensaver once */
glLoadIdentity();
- DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
- SplashScreen(sa->ts, do_wire, do_texture, do_light);
+ atunnel_DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
+ atunnel_SplashScreen(sa->ts, do_wire, do_texture, do_light);
glFlush();
/* manage framerate display */
int screen = MI_SCREEN(mi);
atunnelstruct *sa;
- if (Atunnel == NULL) {
- if ((Atunnel = (atunnelstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (atunnelstruct))) == NULL)
- return;
- }
+ MI_INIT(mi, Atunnel);
sa = &Atunnel[screen];
sa->window = MI_WINDOW(mi);
}
/* all sorts of nice cleanup code should go here! */
-ENTRYPOINT void release_atunnel(ModeInfo * mi)
+ENTRYPOINT void free_atunnel(ModeInfo * mi)
{
- int screen;
- if (Atunnel != NULL) {
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- atunnelstruct *sa = &Atunnel[screen];
- FreeTunnel(sa->ts);
- }
- (void) free((void *) Atunnel);
- Atunnel = NULL;
- }
- FreeAllGL(mi);
+#if 0
+ atunnelstruct *sa = &Atunnel[MI_SCREEN(mi)];
+ FreeTunnel(sa->ts);
+#endif
}
XSCREENSAVER_MODULE ("Atunnel", atunnel)