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authorSimon Rettberg2024-09-06 14:42:37 +0200
committerSimon Rettberg2024-09-06 14:42:37 +0200
commitbadef32037f52f79abc1f1440b786cd71afdf270 (patch)
tree412b792d4cab4a7a110db82fcf74fe8a1ac55ec1 /hacks/glx/glblur.c
parentDelete pre-6.00 files (diff)
downloadxscreensaver-master.tar.gz
xscreensaver-master.tar.xz
xscreensaver-master.zip
Diffstat (limited to 'hacks/glx/glblur.c')
-rw-r--r--hacks/glx/glblur.c629
1 files changed, 0 insertions, 629 deletions
diff --git a/hacks/glx/glblur.c b/hacks/glx/glblur.c
deleted file mode 100644
index 02bc447..0000000
--- a/hacks/glx/glblur.c
+++ /dev/null
@@ -1,629 +0,0 @@
-/* glblur --- radial blur using GL textures
- * Copyright (c) 2002-2014 Jamie Zawinski <jwz@jwz.org>
- *
- * Permission to use, copy, modify, distribute, and sell this software and its
- * documentation for any purpose is hereby granted without fee, provided that
- * the above copyright notice appear in all copies and that both that
- * copyright notice and this permission notice appear in supporting
- * documentation. No representations are made about the suitability of this
- * software for any purpose. It is provided "as is" without express or
- * implied warranty.
- *
- * This program draws a box and a few line segments, and generates a flowing
- * radial blur outward from it -- this causes flowing field effects.
- * It does this by rendering the scene into a small texture, then repeatedly
- * rendering increasingly-enlarged and increasingly-transparent versions of
- * that texture onto the frame buffer.
- *
- * As such, it's quite graphics intensive -- don't bother trying to run this
- * if you don't have hardware-accelerated texture support.
- *
- * Inspired by Dario Corno's Radial Blur tutorial:
- * http://nehe.gamedev.net/tutorials/lesson.asp?l=36
- */
-
-#define DEFAULTS "*delay: 10000 \n" \
- "*showFPS: False \n" \
- "*fpsSolid: True \n" \
- "*suppressRotationAnimation: True\n" \
-
-# define release_glblur 0
-
-#undef ABS
-#define ABS(n) ((n)<0?-(n):(n))
-#undef SIGNOF
-#define SIGNOF(n) ((n)<0?-1:1)
-
-#include "xlockmore.h"
-#include "colors.h"
-#include "rotator.h"
-#include "gltrackball.h"
-#include <ctype.h>
-
-#ifdef USE_GL /* whole file */
-
-#define DEF_SPIN "XYZ"
-#define DEF_WANDER "True"
-#define DEF_BLUR_SIZE "15"
-
-typedef struct metaball metaball;
-
-
-typedef struct {
- GLXContext *glx_context;
- rotator *rot;
- trackball_state *trackball;
- Bool button_down_p;
-
- GLuint obj_dlist0; /* east-west cube faces */
- GLuint obj_dlist1; /* north-south cube faces */
- GLuint obj_dlist2; /* up-down cube faces */
- GLuint obj_dlist3; /* spikes coming out of the cube's corners */
- GLuint scene_dlist1; /* the cube, rotated and translated */
- GLuint scene_dlist2; /* the spikes, rotated and translated */
- int scene_polys1; /* polygons in scene, not counting texture overlay */
- int scene_polys2; /* polygons in scene, not counting texture overlay */
-
- GLuint texture;
- unsigned int *tex_data;
- int tex_w, tex_h;
-
- int ncolors;
- XColor *colors0;
- XColor *colors1;
- XColor *colors2;
- XColor *colors3;
- int ccolor;
-
- Bool show_cube_p;
- Bool show_spikes_p;
-
-} glblur_configuration;
-
-static glblur_configuration *bps = NULL;
-
-static char *do_spin;
-static Bool do_wander;
-static int blursize;
-
-static XrmOptionDescRec opts[] = {
- { "-spin", ".spin", XrmoptionSepArg, 0 },
- { "+spin", ".spin", XrmoptionNoArg, "" },
- { "-blursize", ".blurSize", XrmoptionSepArg, 0 },
- { "-wander", ".wander", XrmoptionNoArg, "True" },
- { "+wander", ".wander", XrmoptionNoArg, "False" },
-};
-
-static argtype vars[] = {
- {&do_spin, "spin", "Spin", DEF_SPIN, t_String},
- {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
- {&blursize, "blurSize","BlurSize", DEF_BLUR_SIZE, t_Int},
-};
-
-ENTRYPOINT ModeSpecOpt glblur_opts = {countof(opts), opts, countof(vars), vars, NULL};
-
-
-/* Window management, etc
- */
-ENTRYPOINT void
-reshape_glblur (ModeInfo *mi, int width, int height)
-{
- GLfloat h = (GLfloat) height / (GLfloat) width;
-
- glViewport (0, 0, (GLint) width, (GLint) height);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective (30.0, 1/h, 1.0, 100.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- gluLookAt( 0.0, 0.0, 8.0,
- 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0);
-
- {
- GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi)
- ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi))
- : 1);
- glScalef (s, s, s);
- }
-
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-
-
-/* Objects in the scene
- */
-
-static void
-generate_object (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
- Bool wire = MI_IS_WIREFRAME (mi);
- int s = 10;
-
- bp->scene_polys1 = 0;
- bp->scene_polys2 = 0;
-
- glNewList (bp->obj_dlist0, GL_COMPILE);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
- glNormal3f (0, 0, 1);
- glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
- glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
- glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
- glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
- bp->scene_polys1++;
- glEnd();
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
- glNormal3f (0, 0, -1);
- glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
- glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
- glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
- glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
- bp->scene_polys1++;
- glEnd();
- glEndList();
-
- glNewList (bp->obj_dlist1, GL_COMPILE);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
- glNormal3f (-1, 0, 0);
- glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, 0.5);
- glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
- glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
- glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
- bp->scene_polys1++;
- glEnd();
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
- glNormal3f (1, 0, 0);
- glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, -0.5);
- glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
- glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
- glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
- bp->scene_polys1++;
- glEnd();
- glEndList();
-
- glNewList (bp->obj_dlist2, GL_COMPILE);
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
- glNormal3f (0, 1, 0);
- glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
- glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
- glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
- glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
- bp->scene_polys1++;
- glEnd();
-
- glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
- glNormal3f (0, -1, 0);
- glTexCoord2f(1, 0); glVertex3f (-0.5, -0.5, 0.5);
- glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
- glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
- glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
- bp->scene_polys1++;
- glEnd();
- glEndList();
-
- glNewList (bp->obj_dlist3, GL_COMPILE);
- glLineWidth (1);
- glBegin(GL_LINES);
- glVertex3f(-s, 0, 0); glVertex3f(s, 0, 0); /* face spikes */
- glVertex3f(0, -s, 0); glVertex3f(0, s, 0);
- glVertex3f(0, 0, -s); glVertex3f(0, 0, s);
- bp->scene_polys2 += 3;
- glEnd();
-
- glLineWidth (8);
- glBegin(GL_LINES);
- glVertex3f(-s, -s, -s); glVertex3f( s, s, s); /* corner spikes */
- glVertex3f(-s, -s, s); glVertex3f( s, s, -s);
- glVertex3f(-s, s, -s); glVertex3f( s, -s, s);
- glVertex3f( s, -s, -s); glVertex3f(-s, s, s);
- bp->scene_polys2 += 4;
- glEnd();
- glEndList ();
-
- check_gl_error ("object generation");
-}
-
-
-static void
-init_texture (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
-
- if (bp->tex_data) free (bp->tex_data);
-
- bp->tex_w = 128;
- bp->tex_h = 128;
- bp->tex_data = (unsigned int *)
- malloc (bp->tex_w * bp->tex_h * 4 * sizeof (unsigned int));
-
- glGenTextures (1, &bp->texture);
- glBindTexture (GL_TEXTURE_2D, bp->texture);
- glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
- bp->tex_w, bp->tex_h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data);
- check_gl_error ("texture generation");
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-}
-
-
-static void
-render_scene_to_texture (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
-
- glViewport (0, 0, bp->tex_w, bp->tex_h);
-
- glCallList (bp->scene_dlist1);
- glCallList (bp->scene_dlist2);
-
- glBindTexture (GL_TEXTURE_2D, bp->texture);
- glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0,
- bp->tex_w, bp->tex_h, 0);
- check_gl_error ("texture2D");
-
- glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
-}
-
-static void
-overlay_blur_texture (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
- int w = MI_WIDTH (mi);
- int h = MI_HEIGHT (mi);
- int times = blursize;
- int i;
- GLfloat inc = 0.02 * (25.0 / times);
-
- GLfloat spost = 0; /* starting texture coordinate offset */
- GLfloat alpha_inc; /* transparency fade factor */
- GLfloat alpha = 0.2; /* initial transparency */
-
- glEnable (GL_TEXTURE_2D);
- glDisable (GL_DEPTH_TEST);
- glBlendFunc (GL_SRC_ALPHA,GL_ONE);
- glEnable (GL_BLEND);
- glBindTexture (GL_TEXTURE_2D, bp->texture);
-
-
- /* switch to orthographic projection, saving both previous matrixes
- on their respective stacks.
- */
- glMatrixMode (GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho (0, w, h, 0, -1, 1);
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
-
- alpha_inc = alpha / times;
-
- mi->polygon_count = bp->scene_polys1 + bp->scene_polys2;
-
- glBegin (GL_QUADS);
- for (i = 0; i < times; i++)
- {
- glColor4f (1, 1, 1, alpha);
- glTexCoord2f (0+spost, 1-spost); glVertex2f (0, 0);
- glTexCoord2f (0+spost, 0+spost); glVertex2f (0, h);
- glTexCoord2f (1-spost, 0+spost); glVertex2f (w, h);
- glTexCoord2f (1-spost, 1-spost); glVertex2f (w, 0);
- spost += inc;
- alpha -= alpha_inc;
- mi->polygon_count++;
- }
- glEnd();
-
- /* Switch back to perspective projection, restoring the saved matrixes
- */
- glMatrixMode (GL_PROJECTION);
- glPopMatrix();
- glMatrixMode (GL_MODELVIEW);
- glPopMatrix();
-
- glEnable (GL_DEPTH_TEST);
- glDisable (GL_BLEND);
- glDisable (GL_TEXTURE_2D);
- glBindTexture (GL_TEXTURE_2D, 0);
-}
-
-
-
-/* Startup initialization
- */
-
-ENTRYPOINT Bool
-glblur_handle_event (ModeInfo *mi, XEvent *event)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
-
- if (gltrackball_event_handler (event, bp->trackball,
- MI_WIDTH (mi), MI_HEIGHT (mi),
- &bp->button_down_p))
- return True;
-
- return False;
-}
-
-
-ENTRYPOINT void
-init_glblur (ModeInfo *mi)
-{
- glblur_configuration *bp;
- int wire = MI_IS_WIREFRAME(mi);
-
- MI_INIT (mi, bps);
-
- bp = &bps[MI_SCREEN(mi)];
-
- bp->glx_context = init_GL(mi);
-
- reshape_glblur (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
-
- if (!wire)
- {
- GLfloat gamb[4]= {0.2, 0.2, 0.2, 1.0};
- GLfloat pos[4] = {0.0, 5.0, 10.0, 1.0};
- GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
- GLfloat dif[4] = {0.3, 0.3, 0.3, 1.0};
- GLfloat spc[4] = {0.8, 0.8, 0.8, 1.0};
- GLfloat shiny = 128;
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glEnable(GL_NORMALIZE);
- glShadeModel(GL_SMOOTH);
-
- glLightModelfv (GL_LIGHT_MODEL_AMBIENT, gamb);
-
- glLightfv(GL_LIGHT0, GL_POSITION, pos);
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
- glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glMaterialf(GL_FRONT, GL_SHININESS, shiny);
- }
-
- {
- Bool spinx=False, spiny=False, spinz=False;
- double spin_speed = 0.9;
- double wander_speed = 0.06;
-
- char *s = do_spin;
- while (*s)
- {
- if (*s == 'x' || *s == 'X') spinx = True;
- else if (*s == 'y' || *s == 'Y') spiny = True;
- else if (*s == 'z' || *s == 'Z') spinz = True;
- else if (*s == '0') ;
- else
- {
- fprintf (stderr,
- "%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n",
- progname, do_spin);
- exit (1);
- }
- s++;
- }
-
- bp->rot = make_rotator (spinx ? spin_speed : 0,
- spiny ? spin_speed : 0,
- spinz ? spin_speed : 0,
- 1.0,
- do_wander ? wander_speed : 0,
- False);
- bp->trackball = gltrackball_init (True);
- }
-
- if (blursize < 0) blursize = 0;
- if (blursize > 200) blursize = 200;
-
- bp->ncolors = 128;
- bp->colors0 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
- bp->colors1 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
- bp->colors2 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
- bp->colors3 = (XColor *) calloc(bp->ncolors, sizeof(XColor));
- make_smooth_colormap (0, 0, 0, bp->colors0, &bp->ncolors, False, 0, False);
- make_smooth_colormap (0, 0, 0, bp->colors1, &bp->ncolors, False, 0, False);
- make_smooth_colormap (0, 0, 0, bp->colors2, &bp->ncolors, False, 0, False);
- make_smooth_colormap (0, 0, 0, bp->colors3, &bp->ncolors, False, 0, False);
- bp->ccolor = 0;
-
- bp->obj_dlist0 = glGenLists (1);
- bp->obj_dlist1 = glGenLists (1);
- bp->obj_dlist2 = glGenLists (1);
- bp->obj_dlist3 = glGenLists (1);
- bp->scene_dlist1 = glGenLists (1);
- bp->scene_dlist2 = glGenLists (1);
-
- init_texture (mi);
-
- generate_object (mi);
-}
-
-
-/* Render one frame
- */
-ENTRYPOINT void
-draw_glblur (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
- Display *dpy = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- GLfloat color0[4] = {0.0, 0.0, 0.0, 1.0};
- GLfloat color1[4] = {0.0, 0.0, 0.0, 1.0};
- GLfloat color2[4] = {0.0, 0.0, 0.0, 1.0};
- GLfloat color3[4] = {0.0, 0.0, 0.0, 1.0};
- GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0};
-
- double rx, ry, rz;
- double px, py, pz;
- int extra_polys = 0;
-
- if (!bp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
-
- /* Decide what we're drawing
- */
- if (0 == (random() % 30))
- {
- bp->show_cube_p = (0 == (random() % 10));
- bp->show_spikes_p = (0 == (random() % 20));
- }
-
- /* Select new colors for the various objects
- */
- color0[0] = bp->colors0[bp->ccolor].red / 65536.0;
- color0[1] = bp->colors0[bp->ccolor].green / 65536.0;
- color0[2] = bp->colors0[bp->ccolor].blue / 65536.0;
-
- color1[0] = bp->colors1[bp->ccolor].red / 65536.0;
- color1[1] = bp->colors1[bp->ccolor].green / 65536.0;
- color1[2] = bp->colors1[bp->ccolor].blue / 65536.0;
-
- color2[0] = bp->colors2[bp->ccolor].red / 65536.0;
- color2[1] = bp->colors2[bp->ccolor].green / 65536.0;
- color2[2] = bp->colors2[bp->ccolor].blue / 65536.0;
-
- color3[0] = bp->colors3[bp->ccolor].red / 65536.0;
- color3[1] = bp->colors3[bp->ccolor].green / 65536.0;
- color3[2] = bp->colors3[bp->ccolor].blue / 65536.0;
-
- bp->ccolor++;
- if (bp->ccolor >= bp->ncolors) bp->ccolor = 0;
-
-
- get_position (bp->rot, &px, &py, &pz, !bp->button_down_p);
- get_rotation (bp->rot, &rx, &ry, &rz, !bp->button_down_p);
-
- px = (px - 0.5) * 2;
- py = (py - 0.5) * 2;
- pz = (pz - 0.5) * 8;
- rx *= 360;
- ry *= 360;
- rz *= 360;
-
- /* Generate scene_dlist1, which contains the box (not spikes),
- rotated into position.
- */
- glNewList (bp->scene_dlist1, GL_COMPILE);
- {
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix ();
- glTranslatef (px, py, pz);
- gltrackball_rotate (bp->trackball);
- glRotatef (rx, 1.0, 0.0, 0.0);
- glRotatef (ry, 0.0, 1.0, 0.0);
- glRotatef (rz, 0.0, 0.0, 1.0);
-
- glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
- glCallList (bp->obj_dlist0);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
- glCallList (bp->obj_dlist1);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
- glCallList (bp->obj_dlist2);
-
- glMatrixMode (GL_MODELVIEW);
- glPopMatrix ();
- }
- glEndList ();
-
-
- /* Generate scene_dlist2, which contains the spikes (not box),
- rotated into position.
- */
- glNewList (bp->scene_dlist2, GL_COMPILE);
- {
- glMatrixMode (GL_MODELVIEW);
- glPushMatrix ();
- glTranslatef (px, py, pz);
- gltrackball_rotate (bp->trackball);
- glRotatef (rx, 1.0, 0.0, 0.0);
- glRotatef (ry, 0.0, 1.0, 0.0);
- glRotatef (rz, 0.0, 0.0, 1.0);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
- glCallList (bp->obj_dlist3);
-
- glMatrixMode (GL_MODELVIEW);
- glPopMatrix ();
- }
- glEndList ();
-
-
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- render_scene_to_texture (mi);
-
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (bp->show_cube_p || bp->button_down_p)
- {
- glCallList (bp->scene_dlist1);
- extra_polys += bp->scene_polys1;
- }
- if (bp->show_spikes_p || bp->button_down_p)
- {
- glCallList (bp->scene_dlist2);
- extra_polys += bp->scene_polys2;
- }
-
- overlay_blur_texture (mi);
- mi->polygon_count += extra_polys;
-
- glFlush ();
-
- if (mi->fps_p) do_fps (mi);
- glFinish();
-
- glXSwapBuffers(dpy, window);
-}
-
-
-ENTRYPOINT void
-free_glblur (ModeInfo *mi)
-{
- glblur_configuration *bp = &bps[MI_SCREEN(mi)];
- if (!bp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *bp->glx_context);
- if (bp->tex_data) free (bp->tex_data);
- if (bp->colors0) free (bp->colors0);
- if (bp->colors1) free (bp->colors1);
- if (bp->colors2) free (bp->colors2);
- if (bp->colors3) free (bp->colors3);
- if (bp->rot) free_rotator (bp->rot);
- if (bp->trackball) gltrackball_free (bp->trackball);
- if (glIsList(bp->obj_dlist0)) glDeleteLists(bp->obj_dlist0, 1);
- if (glIsList(bp->obj_dlist1)) glDeleteLists(bp->obj_dlist1, 1);
- if (glIsList(bp->obj_dlist2)) glDeleteLists(bp->obj_dlist2, 1);
- if (glIsList(bp->obj_dlist3)) glDeleteLists(bp->obj_dlist3, 1);
- if (glIsList(bp->scene_dlist1)) glDeleteLists(bp->scene_dlist1, 1);
- if (glIsList(bp->scene_dlist2)) glDeleteLists(bp->scene_dlist2, 1);
- if (bp->texture) glDeleteTextures (1, &bp->texture);
-}
-
-XSCREENSAVER_MODULE ("GLBlur", glblur)
-
-#endif /* USE_GL */