1 /* bouncingcow, Copyright (c) 2003-2014 Jamie Zawinski <jwz@jwz.org>
3 * Permission to use, copy, modify, distribute, and sell this software and its
4 * documentation for any purpose is hereby granted without fee, provided that
5 * the above copyright notice appear in all copies and that both that
6 * copyright notice and this permission notice appear in supporting
7 * documentation. No representations are made about the suitability of this
8 * software for any purpose. It is provided "as is" without express or
11 * Boing, boing, boing. Cow, cow, cow.
14 #define DEFAULTS "*delay: 30000 \n" \
16 "*showFPS: False \n" \
17 "*wireframe: False \n" \
19 # define refresh_cow 0
20 # define release_cow 0
21 #define DEF_SPEED "1.0"
22 #define DEF_TEXTURE "(none)"
25 #define countof(x) (sizeof((x))/sizeof((*x)))
28 #define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
30 #define RANDSIGN() ((random() & 1) ? 1 : -1)
32 #include "xlockmore.h"
34 #include "gltrackball.h"
35 #include "xpm-ximage.h"
38 #ifdef USE_GL /* whole file */
43 *cow_face, *cow_hide, *cow_hoofs, *cow_horns, *cow_tail, *cow_udder;
45 static struct gllist **all_objs[] = {
46 &cow_face, &cow_hide, &cow_hoofs, &cow_horns, &cow_tail, &cow_udder
60 GLfloat ddx, ddy, ddz;
66 GLXContext *glx_context;
67 trackball_state *trackball;
78 static cow_configuration *bps = NULL;
81 static const char *do_texture;
83 static XrmOptionDescRec opts[] = {
84 { "-speed", ".speed", XrmoptionSepArg, 0 },
85 {"-texture", ".texture", XrmoptionSepArg, 0 },
86 {"+texture", ".texture", XrmoptionNoArg, "(none)" },
89 static argtype vars[] = {
90 {&speed, "speed", "Speed", DEF_SPEED, t_Float},
91 {&do_texture, "texture", "Texture", DEF_TEXTURE, t_String},
94 ENTRYPOINT ModeSpecOpt cow_opts = {countof(opts), opts, countof(vars), vars, NULL};
100 reset_floater (ModeInfo *mi, floater *f)
102 cow_configuration *bp = &bps[MI_SCREEN(mi)];
108 /* Yes, I know I'm varying the force of gravity instead of varying the
109 launch velocity. That's intentional: empirical studies indicate
110 that it's way, way funnier that way. */
116 /* -0.18 max -0.3 top -0.4 middle -0.6 bottom */
117 f->ddy = speed * (-0.6 + BELLRAND(0.45));
121 f->spinner_p = !(random() % (12 * bp->nfloaters));
123 if (! (random() % (30 * bp->nfloaters)))
125 f->dx = BELLRAND(1.8) * RANDSIGN();
126 f->dz = BELLRAND(1.8) * RANDSIGN();
132 tick_floater (ModeInfo *mi, floater *f)
134 cow_configuration *bp = &bps[MI_SCREEN(mi)];
136 if (bp->button_down_p) return;
142 f->x += f->dx * speed;
143 f->y += f->dy * speed;
144 f->z += f->dz * speed;
146 if (f->y < -BOTTOM ||
147 f->x < -BOTTOM*8 || f->x > BOTTOM*8 ||
148 f->z < -BOTTOM*8 || f->z > BOTTOM*8)
149 reset_floater (mi, f);
153 /* Window management, etc
156 reshape_cow (ModeInfo *mi, int width, int height)
158 GLfloat h = (GLfloat) height / (GLfloat) width;
160 glViewport (0, 0, (GLint) width, (GLint) height);
162 glMatrixMode(GL_PROJECTION);
164 gluPerspective (30.0, 1/h, 1.0, 100);
166 glMatrixMode(GL_MODELVIEW);
168 gluLookAt( 0.0, 0.0, 30.0,
172 glClear(GL_COLOR_BUFFER_BIT);
177 cow_handle_event (ModeInfo *mi, XEvent *event)
179 cow_configuration *bp = &bps[MI_SCREEN(mi)];
181 if (gltrackball_event_handler (event, bp->trackball,
182 MI_WIDTH (mi), MI_HEIGHT (mi),
194 load_texture (ModeInfo *mi, const char *filename)
196 Display *dpy = mi->dpy;
197 Visual *visual = mi->xgwa.visual;
198 Colormap cmap = mi->xgwa.colormap;
202 if (MI_IS_WIREFRAME(mi))
207 !strcasecmp (filename, "(none)"))
209 glDisable (GL_TEXTURE_2D);
213 image = xpm_file_to_ximage (dpy, visual, cmap, filename);
216 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
217 image->width, image->height, 0,
219 /* GL_UNSIGNED_BYTE, */
220 GL_UNSIGNED_INT_8_8_8_8_REV,
222 sprintf (buf, "texture: %.100s (%dx%d)",
223 filename, image->width, image->height);
226 glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
227 glPixelStorei (GL_UNPACK_ROW_LENGTH, image->width);
234 init_cow (ModeInfo *mi)
236 cow_configuration *bp;
237 int wire = MI_IS_WIREFRAME(mi);
242 bps = (cow_configuration *)
243 calloc (MI_NUM_SCREENS(mi), sizeof (cow_configuration));
245 fprintf(stderr, "%s: out of memory\n", progname);
250 bp = &bps[MI_SCREEN(mi)];
252 bp->glx_context = init_GL(mi);
254 reshape_cow (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
256 glShadeModel(GL_SMOOTH);
258 glEnable(GL_DEPTH_TEST);
259 glEnable(GL_NORMALIZE);
260 glEnable(GL_CULL_FACE);
264 GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
265 /* GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};*/
266 GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
267 GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
268 GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
270 glEnable(GL_LIGHTING);
272 glEnable(GL_DEPTH_TEST);
273 glEnable(GL_CULL_FACE);
275 glLightfv(GL_LIGHT0, GL_POSITION, pos);
276 glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
277 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
278 glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
281 bp->trackball = gltrackball_init (False);
283 bp->dlists = (GLuint *) calloc (countof(all_objs)+1, sizeof(GLuint));
284 for (i = 0; i < countof(all_objs); i++)
285 bp->dlists[i] = glGenLists (1);
287 tex_p = load_texture (mi, do_texture);
289 glBindTexture (GL_TEXTURE_2D, bp->texture);
291 for (i = 0; i < countof(all_objs); i++)
293 GLfloat black[4] = {0, 0, 0, 1};
294 const struct gllist *gll = *all_objs[i];
296 glNewList (bp->dlists[i], GL_COMPILE);
298 glDisable (GL_TEXTURE_2D);
302 GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
305 /* if we have a texture, make the base color be white. */
306 color[0] = color[1] = color[2] = 1.0;
308 glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
309 glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
310 glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
315 glEnable(GL_TEXTURE_GEN_S);
316 glEnable(GL_TEXTURE_GEN_T);
317 glEnable(GL_TEXTURE_2D);
319 /* approximately line it up with ../images/earth.xpm */
320 glMatrixMode (GL_TEXTURE);
322 glTranslatef (0.45, 0.58, 0);
323 glScalef (0.08, 0.16, 1);
324 glRotatef (-5, 0, 0, 1);
325 glMatrixMode (GL_MODELVIEW);
327 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
328 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, black);
329 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
333 GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
334 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
335 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, black);
336 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
340 GLfloat color[4] = {1.00, 0.53, 0.53, 1.00};
341 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
342 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, black);
343 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
345 else if (i == HOOFS || i == HORNS)
347 GLfloat color[4] = {0.20, 0.20, 0.20, 1.00};
348 GLfloat spec[4] = {0.30, 0.30, 0.30, 1.00};
350 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
351 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
352 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
356 GLfloat color[4] = {0.10, 0.10, 0.10, 1.00};
357 GLfloat spec[4] = {0.10, 0.10, 0.10, 1.00};
359 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
360 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
361 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
365 GLfloat color[4] = {1.00, 1.00, 1.00, 1.00};
366 GLfloat spec[4] = {1.00, 1.00, 1.00, 1.00};
367 GLfloat shiny = 128.0;
368 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
369 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
370 glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
373 renderList (gll, wire);
378 bp->nfloaters = MI_COUNT (mi);
379 bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater));
381 for (i = 0; i < bp->nfloaters; i++)
383 floater *f = &bp->floaters[i];
384 f->rot = make_rotator (10.0, 0, 0,
387 if (bp->nfloaters == 2)
393 double th = (i - 1) * M_PI*2 / (bp->nfloaters-1);
402 reset_floater (mi, f);
408 draw_floater (ModeInfo *mi, floater *f)
410 cow_configuration *bp = &bps[MI_SCREEN(mi)];
414 get_position (f->rot, &x, &y, &z, !bp->button_down_p);
417 glTranslatef (f->x, f->y, f->z);
419 gltrackball_rotate (bp->trackball);
421 glRotatef (y * 360, 0.0, 1.0, 0.0);
424 glRotatef (x * 360, 1.0, 0.0, 0.0);
425 glRotatef (z * 360, 0.0, 0.0, 1.0);
429 if (bp->nfloaters > 99) n *= 0.05;
430 else if (bp->nfloaters > 25) n *= 0.18;
431 else if (bp->nfloaters > 9) n *= 0.3;
432 else if (bp->nfloaters > 1) n *= 0.7;
435 glCallList (bp->dlists[FACE]);
436 mi->polygon_count += (*all_objs[FACE])->points / 3;
438 glCallList (bp->dlists[HIDE]);
439 mi->polygon_count += (*all_objs[HIDE])->points / 3;
441 glCallList (bp->dlists[HOOFS]);
442 mi->polygon_count += (*all_objs[HOOFS])->points / 3;
444 glCallList (bp->dlists[HORNS]);
445 mi->polygon_count += (*all_objs[HORNS])->points / 3;
447 glCallList (bp->dlists[TAIL]);
448 mi->polygon_count += (*all_objs[TAIL])->points / 3;
450 glCallList (bp->dlists[UDDER]);
451 mi->polygon_count += (*all_objs[UDDER])->points / 3;
459 draw_cow (ModeInfo *mi)
461 cow_configuration *bp = &bps[MI_SCREEN(mi)];
462 Display *dpy = MI_DISPLAY(mi);
463 Window window = MI_WINDOW(mi);
466 if (!bp->glx_context)
469 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
471 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
475 # ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
477 GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
478 int o = (int) current_device_rotation();
479 if (o != 0 && o != 180 && o != -180)
480 glScalef (1/h, 1/h, 1/h);
481 glRotatef(o, 0, 0, 1);
485 glScalef (0.5, 0.5, 0.5);
487 mi->polygon_count = 0;
493 F.dx = F.dy = F.dz = 0;
494 F.ddx = F.ddy = F.ddz = 0;
495 F.rot = make_rotator (0, 0, 0, 1, 0, False);
497 draw_floater (mi, &F);
500 for (i = 0; i < bp->nfloaters; i++)
502 /* "Don't kid yourself, Jimmy. If a cow ever got the chance,
503 he'd eat you and everyone you care about!"
504 -- Troy McClure in "Meat and You: Partners in Freedom"
506 floater *f = &bp->floaters[i];
507 draw_floater (mi, f);
508 tick_floater (mi, f);
514 if (mi->fps_p) do_fps (mi);
517 glXSwapBuffers(dpy, window);
520 XSCREENSAVER_MODULE_2 ("BouncingCow", bouncingcow, cow)