--- /dev/null
+/* -*- Mode: C; tab-width: 4 -*- */
+/* atunnel --- OpenGL Advanced Tunnel Screensaver */
+
+#if 0
+static const char sccsid[] = "@(#)atunnel.c 5.13 2004/05/25 xlockmore";
+#endif
+
+/* Copyright (c) E. Lassauge, 2003-2004. */
+
+/*
+ * 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 (May-25-2004) <lassauge@users.sourceforge.net>
+ * http://lassauge.free.fr/linux.html
+ *
+ * REVISION HISTORY:
+ *
+ * E.Lassauge - 25-May-2004:
+ * - added more texture !
+ * 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 DEFAULTS "*delay: 10000 \n" \
+ "*showFPS: False \n" \
+
+# define refresh_atunnel 0
+# define atunnel_handle_event 0
+#define MODE_atunnel
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef MODE_atunnel /* whole file */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include "tunnel_draw.h"
+
+#if defined( USE_XPM ) || defined( USE_XPMINC ) || defined(STANDALONE)
+/* USE_XPM & USE_XPMINC in xlock mode ; STANDALONE 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"
+#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 */
+#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[] = {
+ {"-light", ".atunnel.light", XrmoptionNoArg, "true" },
+ {"+light", ".atunnel.light", XrmoptionNoArg, "false" },
+ {"-wireframe",".atunnel.wire", XrmoptionNoArg, "true" },
+ {"+wireframe",".atunnel.wire", XrmoptionNoArg, "false" },
+ {"-texture", ".atunnel.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".atunnel.texture", XrmoptionNoArg, "false" },
+};
+
+static argtype vars[] = {
+ {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
+ {&do_wire, "wire", "Wire", DEF_WIRE, t_Bool},
+ {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+};
+
+static OptionStruct desc[] =
+{
+ {"-/+ light", "whether to do enable lighting (slower)"},
+ {"-/+ wire", "whether to do use wireframe instead of filled (faster)"},
+ {"-/+ texture", "whether to apply a texture (slower)"},
+};
+
+ENTRYPOINT ModeSpecOpt atunnel_opts = {countof(opts), opts, countof(vars), vars, desc};
+
+#ifdef USE_MODULES
+ModStruct atunnel_description =
+{"atunnel", "init_atunnel", "draw_atunnel", "release_atunnel",
+ "draw_atunnel", "init_atunnel", NULL, &atunnel_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;
+ struct tunnel_state *ts;
+ GLuint texture[MAX_TEXTURE]; /* texture id: GL world */
+} atunnelstruct;
+
+static atunnelstruct *Atunnel = NULL;
+
+/*=================== Load Texture =========================================*/
+static void LoadTexture(ModeInfo * mi, char **fn, 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) {
+ (void) fprintf(stderr, "Error reading the texture.\n");
+ glDeleteTextures(1, &sa->texture[t_num]);
+ do_texture = False;
+#ifdef STANDALONE
+ exit(0);
+#else
+ return;
+#endif
+ }
+
+#ifdef HAVE_GLBINDTEXTURE
+ glBindTexture(GL_TEXTURE_2D, sa->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, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ 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)
+{
+ atunnelstruct *sa = &Atunnel[MI_SCREEN(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(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);
+ glEnable(GL_TEXTURE_2D);
+ }
+ sa->ts = 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 */
+ENTRYPOINT void
+reshape_atunnel(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 */
+ENTRYPOINT void draw_atunnel(ModeInfo * mi)
+{
+ atunnelstruct *sa = &Atunnel[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(sa->ts, do_texture, do_light, sa->texture);
+ SplashScreen(sa->ts, do_wire, do_texture, do_light);
+
+ glFlush();
+ /* manage framerate display */
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glXSwapBuffers(display, window);
+
+}
+
+
+/* xscreensaver initialization routine */
+ENTRYPOINT void init_atunnel(ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+ atunnelstruct *sa;
+
+ if (Atunnel == NULL) {
+ if ((Atunnel = (atunnelstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (atunnelstruct))) == NULL)
+ return;
+ }
+ sa = &Atunnel[screen];
+
+ sa->window = MI_WINDOW(mi);
+ if ((sa->glx_context = init_GL(mi)) != NULL) {
+ reshape_atunnel(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ Init(mi);
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+
+}
+
+/* all sorts of nice cleanup code should go here! */
+ENTRYPOINT void release_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);
+}
+
+XSCREENSAVER_MODULE ("Atunnel", atunnel)
+
+#endif