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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/glblur.c
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Original 5.40
Diffstat (limited to 'hacks/glx/glblur.c')
-rw-r--r--hacks/glx/glblur.c610
1 files changed, 610 insertions, 0 deletions
diff --git a/hacks/glx/glblur.c b/hacks/glx/glblur.c
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+/* 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 free_glblur 0
+# define release_glblur 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#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);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ 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);
+}
+
+XSCREENSAVER_MODULE ("GLBlur", glblur)
+
+#endif /* USE_GL */