-/* bouncingcow, Copyright (c) 2003, 2004 Jamie Zawinski <jwz@jwz.org>
+/* bouncingcow, Copyright (c) 2003-2006 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
* Boing, boing, boing. Cow, cow, cow.
*/
-#include <X11/Intrinsic.h>
-
-extern XtAppContext app;
-
-#define PROGCLASS "BouncingCow"
-#define HACK_INIT init_cow
-#define HACK_DRAW draw_cows
-#define HACK_RESHAPE reshape_cow
-#define HACK_HANDLE_EVENT cow_handle_event
-#define EVENT_MASK PointerMotionMask
-#define sws_opts xlockmore_opts
-
-#define DEF_SPEED "0.7"
-#define DEF_TEXTURE "(none)"
-
#define DEFAULTS "*delay: 30000 \n" \
"*count: 1 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
- "*speed: " DEF_SPEED " \n" \
- "*texture: " DEF_TEXTURE "\n" \
-/* #define DEBUG */
+# define refresh_cow 0
+# define release_cow 0
+#define DEF_SPEED "1.0"
+#define DEF_TEXTURE "(none)"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
-
-
#include "gllist.h"
extern struct gllist
*cow_face, *cow_hide, *cow_hoofs, *cow_horns, *cow_tail, *cow_udder;
-struct gllist **all_objs[] = {
+static struct gllist **all_objs[] = {
&cow_face, &cow_hide, &cow_hoofs, &cow_horns, &cow_tail, &cow_udder
};
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_String},
};
-ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt cow_opts = {countof(opts), opts, countof(vars), vars, NULL};
#define BOTTOM 28.0
/* Window management, etc
*/
-void
+ENTRYPOINT void
reshape_cow (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
}
-Bool
+ENTRYPOINT Bool
cow_handle_event (ModeInfo *mi, XEvent *event)
{
cow_configuration *bp = &bps[MI_SCREEN(mi)];
}
else if (event->xany.type == ButtonPress &&
(event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
{
gltrackball_mousewheel (bp->trackball, event->xbutton.button, 10,
!event->xbutton.state);
glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
glPixelStorei (GL_UNPACK_ROW_LENGTH, image->width);
- glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glEnable(GL_TEXTURE_2D);
+
return True;
}
-void
+ENTRYPOINT void
init_cow (ModeInfo *mi)
{
cow_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
int i;
+ Bool tex_p = False;
if (!bps) {
bps = (cow_configuration *)
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
for (i = 0; i < countof(all_objs); i++)
bp->dlists[i] = glGenLists (1);
+ tex_p = load_texture (mi, do_texture);
+ if (tex_p)
+ glBindTexture (GL_TEXTURE_2D, bp->texture);
+
for (i = 0; i < countof(all_objs); i++)
{
GLfloat black[4] = {0, 0, 0, 1};
- struct gllist *gll = *all_objs[i];
- if (wire)
- gll->primitive = GL_LINE_LOOP;
+ const struct gllist *gll = *all_objs[i];
glNewList (bp->dlists[i], GL_COMPILE);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
-
- glBindTexture (GL_TEXTURE_2D, 0);
+ glDisable (GL_TEXTURE_2D);
if (i == HIDE)
{
GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
-
- if (load_texture (mi, do_texture))
+ if (tex_p)
{
- glBindTexture (GL_TEXTURE_2D, bp->texture);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- /* approximately line it up with ../images/earth.xpm */
- glMatrixMode(GL_TEXTURE);
- glTranslatef(0.45, 0.58, 0);
- glScalef(0.08, 0.16, 1);
- glRotatef(-5, 0, 0, 1);
- glMatrixMode(GL_MODELVIEW);
-
/* if we have a texture, make the base color be white. */
color[0] = color[1] = color[2] = 1.0;
- }
+ glEnable (GL_TEXTURE_2D);
+
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glEnable(GL_TEXTURE_2D);
+
+ /* approximately line it up with ../images/earth.xpm */
+ glMatrixMode (GL_TEXTURE);
+ glLoadIdentity();
+ glTranslatef (0.45, 0.58, 0);
+ glScalef (0.08, 0.16, 1);
+ glRotatef (-5, 0, 0, 1);
+ glMatrixMode (GL_MODELVIEW);
+ }
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, black);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
}
- renderList (gll);
-
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ renderList (gll, wire);
glEndList ();
}
glPushMatrix();
glTranslatef (f->x, f->y, f->z);
+ gltrackball_rotate (bp->trackball);
+
glRotatef (y * 360, 0.0, 1.0, 0.0);
if (f->spinner_p)
{
-void
-draw_cows (ModeInfo *mi)
+ENTRYPOINT void
+draw_cow (ModeInfo *mi)
{
cow_configuration *bp = &bps[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
if (!bp->glx_context)
return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
- gltrackball_rotate (bp->trackball);
+ glRotatef(current_device_rotation(), 0, 0, 1);
glScalef (0.5, 0.5, 0.5);
glXSwapBuffers(dpy, window);
}
+XSCREENSAVER_MODULE_2 ("BouncingCow", bouncingcow, cow)
+
#endif /* USE_GL */