--- /dev/null
+/* bouncingcow, Copyright (c) 2003 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.
+ *
+ * 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 "1.0"
+#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 */
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+#include "xlockmore.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "xpm-ximage.h"
+#include <ctype.h>
+
+#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[] = {
+ &cow_face, &cow_hide, &cow_hoofs, &cow_horns, &cow_tail, &cow_udder
+};
+
+#define FACE 0
+#define HIDE 1
+#define HOOFS 2
+#define HORNS 3
+#define TAIL 4
+#define UDDER 5
+
+typedef struct {
+ GLfloat x, y, z;
+ GLfloat ix, iy, iz;
+ GLfloat dx, dy, dz;
+ GLfloat ddx, ddy, ddz;
+ rotator *rot;
+ Bool spinner_p;
+} floater;
+
+typedef struct {
+ GLXContext *glx_context;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ GLuint *dlists;
+ GLuint texture;
+
+ int nfloaters;
+ floater *floaters;
+
+} cow_configuration;
+
+static cow_configuration *bps = NULL;
+
+static GLfloat speed;
+static const char *do_texture;
+
+static XrmOptionDescRec opts[] = {
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ {"-texture", ".texture", XrmoptionSepArg, 0 },
+ {"+texture", ".texture", XrmoptionNoArg, (caddr_t) "(none)" },
+};
+
+static argtype vars[] = {
+ {(caddr_t *) &speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_String},
+};
+
+ModeSpecOpt sws_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+#define BOTTOM 28.0
+
+static void
+reset_floater (ModeInfo *mi, floater *f)
+{
+ cow_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ f->y = -BOTTOM;
+ f->x = f->ix;
+ f->z = f->iz;
+
+ /* Yes, I know I'm varying the force of gravity instead of varying the
+ launch velocity. That's intentional: empirical studies indicate
+ that it's way, way funnier that way. */
+
+ f->dy = 5.0;
+ f->dx = 0;
+ f->dz = 0;
+
+ /* -0.18 max -0.3 top -0.4 middle -0.6 bottom */
+ f->ddy = speed * (-0.6 + BELLRAND(0.45));
+ f->ddx = 0;
+ f->ddz = 0;
+
+ f->spinner_p = !(random() % (12 * bp->nfloaters));
+
+ if (! (random() % (30 * bp->nfloaters)))
+ {
+ f->dx = BELLRAND(1.8) * RANDSIGN();
+ f->dz = BELLRAND(1.8) * RANDSIGN();
+ }
+}
+
+
+static void
+tick_floater (ModeInfo *mi, floater *f)
+{
+ cow_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (bp->button_down_p) return;
+
+ f->dx += f->ddx;
+ f->dy += f->ddy;
+ f->dz += f->ddz;
+
+ f->x += f->dx * speed;
+ f->y += f->dy * speed;
+ f->z += f->dz * speed;
+
+ if (f->y < -BOTTOM ||
+ f->x < -BOTTOM*8 || f->x > BOTTOM*8 ||
+ f->z < -BOTTOM*8 || f->z > BOTTOM*8)
+ reset_floater (mi, f);
+}
+
+
+/* Window management, etc
+ */
+void
+reshape_cow (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);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+Bool
+cow_handle_event (ModeInfo *mi, XEvent *event)
+{
+ cow_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button & Button1)
+ {
+ bp->button_down_p = True;
+ gltrackball_start (bp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button & Button1)
+ {
+ bp->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ bp->button_down_p)
+ {
+ gltrackball_track (bp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
+/* Textures
+ */
+
+static Bool
+load_texture (ModeInfo *mi, const char *filename)
+{
+ Display *dpy = mi->dpy;
+ Visual *visual = mi->xgwa.visual;
+ Colormap cmap = mi->xgwa.colormap;
+ char buf[1024];
+ XImage *image;
+
+ if (MI_IS_WIREFRAME(mi))
+ return False;
+
+ if (!filename ||
+ !*filename ||
+ !strcasecmp (filename, "(none)"))
+ {
+ glDisable (GL_TEXTURE_2D);
+ return False;
+ }
+
+ image = xpm_file_to_ximage (dpy, visual, cmap, filename);
+
+ clear_gl_error();
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ image->width, image->height, 0,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ image->data);
+ sprintf (buf, "texture: %.100s (%dx%d)",
+ filename, image->width, image->height);
+ check_gl_error(buf);
+
+ 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
+init_cow (ModeInfo *mi)
+{
+ cow_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+ int i;
+
+ if (!bps) {
+ bps = (cow_configuration *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (cow_configuration));
+ if (!bps) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+
+ bp = &bps[MI_SCREEN(mi)];
+ }
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_cow (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ if (!wire)
+ {
+ GLfloat pos[4] = {0.4, 0.2, 0.4, 0.0};
+/* GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};*/
+ GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ bp->trackball = gltrackball_init ();
+
+ bp->dlists = (GLuint *) calloc (countof(all_objs)+1, sizeof(GLuint));
+ for (i = 0; i < countof(all_objs); i++)
+ bp->dlists[i] = glGenLists (1);
+
+ 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;
+
+ glNewList (bp->dlists[i], GL_COMPILE);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ glBindTexture (GL_TEXTURE_2D, 0);
+
+ if (i == HIDE)
+ {
+ GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
+
+ if (load_texture (mi, do_texture))
+ {
+ 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;
+ }
+
+ 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);
+ }
+ else if (i == TAIL)
+ {
+ GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
+ 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);
+ }
+ else if (i == UDDER)
+ {
+ GLfloat color[4] = {1.00, 0.53, 0.53, 1.00};
+ 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);
+ }
+ else if (i == HOOFS || i == HORNS)
+ {
+ GLfloat color[4] = {0.20, 0.20, 0.20, 1.00};
+ GLfloat spec[4] = {0.30, 0.30, 0.30, 1.00};
+ GLfloat shiny = 8.0;
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
+ }
+ else if (i == FACE)
+ {
+ GLfloat color[4] = {0.10, 0.10, 0.10, 1.00};
+ GLfloat spec[4] = {0.10, 0.10, 0.10, 1.00};
+ GLfloat shiny = 8.0;
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
+ }
+ else
+ {
+ GLfloat color[4] = {1.00, 1.00, 1.00, 1.00};
+ GLfloat spec[4] = {1.00, 1.00, 1.00, 1.00};
+ GLfloat shiny = 128.0;
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shiny);
+ }
+
+ renderList (gll);
+
+ glMatrixMode(GL_TEXTURE);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ glEndList ();
+ }
+
+ bp->nfloaters = MI_COUNT (mi);
+ bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater));
+
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ floater *f = &bp->floaters[i];
+ f->rot = make_rotator (10.0, 0, 0,
+ 4, 0.05 * speed,
+ True);
+ if (bp->nfloaters == 2)
+ {
+ f->x = (i ? 6 : -6);
+ }
+ else if (i != 0)
+ {
+ double th = (i - 1) * M_PI*2 / (bp->nfloaters-1);
+ double r = 10;
+ f->x = r * cos(th);
+ f->z = r * sin(th);
+ }
+
+ f->ix = f->x;
+ f->iy = f->y;
+ f->iz = f->z;
+ reset_floater (mi, f);
+ }
+}
+
+
+static void
+draw_floater (ModeInfo *mi, floater *f)
+{
+ cow_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat n;
+ double x, y, z;
+
+ get_position (f->rot, &x, &y, &z, !bp->button_down_p);
+
+ glPushMatrix();
+ glTranslatef (f->x, f->y, f->z);
+
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ if (f->spinner_p)
+ {
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ n = 1.5;
+ if (bp->nfloaters > 99) n *= 0.05;
+ else if (bp->nfloaters > 25) n *= 0.18;
+ else if (bp->nfloaters > 9) n *= 0.3;
+ else if (bp->nfloaters > 1) n *= 0.7;
+ glScalef(n, n, n);
+
+ glCallList (bp->dlists[FACE]);
+ mi->polygon_count += (*all_objs[FACE])->points / 3;
+
+ glCallList (bp->dlists[HIDE]);
+ mi->polygon_count += (*all_objs[HIDE])->points / 3;
+
+ glCallList (bp->dlists[HOOFS]);
+ mi->polygon_count += (*all_objs[HOOFS])->points / 3;
+
+ glCallList (bp->dlists[HORNS]);
+ mi->polygon_count += (*all_objs[HORNS])->points / 3;
+
+ glCallList (bp->dlists[TAIL]);
+ mi->polygon_count += (*all_objs[TAIL])->points / 3;
+
+ glCallList (bp->dlists[UDDER]);
+ mi->polygon_count += (*all_objs[UDDER])->points / 3;
+
+ glPopMatrix();
+}
+
+
+
+void
+draw_cows (ModeInfo *mi)
+{
+ cow_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i;
+
+ if (!bp->glx_context)
+ return;
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ gltrackball_rotate (bp->trackball);
+
+ glScalef (0.5, 0.5, 0.5);
+
+ mi->polygon_count = 0;
+
+# if 0
+ {
+ floater F;
+ F.x = F.y = F.z = 0;
+ F.dx = F.dy = F.dz = 0;
+ F.ddx = F.ddy = F.ddz = 0;
+ F.rot = make_rotator (0, 0, 0, 1, 0, False);
+ glScalef(2,2,2);
+ draw_floater (mi, &F);
+ }
+# else
+ for (i = 0; i < bp->nfloaters; i++)
+ {
+ /* "Don't kid yourself, Jimmy. If a cow ever got the chance,
+ he'd eat you and everyone you care about!"
+ -- Troy McClure in "Meat and You: Partners in Freedom"
+ */
+ floater *f = &bp->floaters[i];
+ draw_floater (mi, f);
+ tick_floater (mi, f);
+ }
+# endif
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+#endif /* USE_GL */