示例#1
0
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);
}
示例#2
0
static void
tick_floater (ModeInfo *mi, floater *f)
{
  toaster_configuration *bp = &bps[MI_SCREEN(mi)];

  GLfloat n1 = GRID_DEPTH/2.0;
  GLfloat n2 = GRID_SIZE*4;

  if (bp->button_down_p) return;

  f->x += f->dx;
  f->y += f->dy;
  f->z += f->dz;

  if (! (random() % 50000))  /* sudden gust of gravity */
    f->dy -= 2.8;

  if (f->x < -n2 || f->x > n2 ||
      f->y < -n2 || f->y > n2 ||
      f->z > n1)
    reset_floater (mi, f);
}
示例#3
0
static void
tick_floater (ModeInfo *mi, floater *f)
{
  cube_configuration *bp = &bps[MI_SCREEN(mi)];

  if (bp->button_down_p) return;

  if (do_spin || do_wander) return;

  f->dx += f->ddx;
  f->dy += f->ddy;
  f->dz += f->ddz;

  f->x += f->dx * speed * SPEED_SCALE;
  f->y += f->dy * speed * SPEED_SCALE;
  f->z += f->dz * speed * SPEED_SCALE;

  if (f->y < -BOTTOM ||
      f->x < -BOTTOM*8 || f->x > BOTTOM*8 ||
      f->z < -BOTTOM*8 || f->z > BOTTOM*8)
    reset_floater (mi, f);
}
示例#4
0
ENTRYPOINT void 
init_toasters (ModeInfo *mi)
{
  toaster_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);
  int i;

  if (!bps) {
    bps = (toaster_configuration *)
      calloc (MI_NUM_SCREENS(mi), sizeof (toaster_configuration));
    if (!bps) {
      fprintf(stderr, "%s: out of memory\n", progname);
      exit(1);
    }
  }

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  reshape_toasters (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);
    }

  if (!wire && do_texture)
    load_textures (mi);

  bp->user_trackball = gltrackball_init ();
  auto_track_init (mi);

  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++)
    {
      const struct gllist *gll = *all_objs[i];

      glNewList (bp->dlists[i], GL_COMPILE);

      glMatrixMode(GL_MODELVIEW);
      glPushMatrix();
      glMatrixMode(GL_TEXTURE);
      glPushMatrix();
      glMatrixMode(GL_MODELVIEW);

      glRotatef (-90, 1, 0, 0);
      glRotatef (180, 0, 0, 1);
      glScalef (6, 6, 6);

      glBindTexture (GL_TEXTURE_2D, 0);

      if (i == BASE_TOASTER)
        {
          GLfloat color[4] = {1.00, 1.00, 1.00, 1.00};
          GLfloat spec[4]  = {1.00, 1.00, 1.00, 1.0};
          GLfloat shiny    = 20.0;
          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);
          if (do_texture)
            glBindTexture (GL_TEXTURE_2D, bp->chrome_texture);
# ifndef HAVE_JWZGLES
          glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
          glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
# endif
        }
      else if (i == TOAST || i == TOAST_BITTEN)
        {
          GLfloat color[4] = {0.80, 0.80, 0.00, 1.0};
          GLfloat spec[4]  = {0.00, 0.00, 0.00, 1.0};
          GLfloat shiny    = 0.0;
          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);
          if (do_texture)
            glBindTexture (GL_TEXTURE_2D, bp->toast_texture);
# ifndef HAVE_JWZGLES
          glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
          glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
# endif

          glMatrixMode(GL_TEXTURE);
          glTranslatef(0.5, 0.5, 0);
          glMatrixMode(GL_MODELVIEW);
        }
      else if (i == SLOTS || i == HANDLE_SLOT)
        {
          GLfloat color[4] = {0.30, 0.30, 0.40, 1.0};
          GLfloat spec[4]  = {0.40, 0.40, 0.70, 1.0};
          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);
        }
      else if (i == HANDLE)
        {
          GLfloat color[4] = {0.80, 0.10, 0.10, 1.0};
          GLfloat spec[4]  = {1.00, 1.00, 1.00, 1.0};
          GLfloat shiny    = 20.0;
          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 == KNOB)
        {
          GLfloat color[4] = {0.80, 0.10, 0.10, 1.0};
          GLfloat spec[4]  = {0.00, 0.00, 0.00, 1.0};
          GLfloat shiny    = 0.0;
          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 == JET || i == JET_WING)
        {
          GLfloat color[4] = {0.70, 0.70, 0.70, 1.0};
          GLfloat spec[4]  = {1.00, 1.00, 1.00, 1.0};
          GLfloat shiny    = 20.0;
          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 == BASE)
        {
          GLfloat color[4] = {0.50, 0.50, 0.50, 1.0};
          GLfloat spec[4]  = {1.00, 1.00, 1.00, 1.0};
          GLfloat shiny    = 20.0;
          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, 1.0};
          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, wire);

      glMatrixMode(GL_TEXTURE);
      glPopMatrix();
      glMatrixMode(GL_MODELVIEW);
      glPopMatrix();

      glEndList ();
    }

  bp->nfloaters = ntoasters + nslices;
  bp->floaters = (floater *) calloc (bp->nfloaters, sizeof (floater));

  for (i = 0; i < bp->nfloaters; i++)
    {
      floater *f = &bp->floaters[i];
      /* arrange the list so that half the toasters are in front of bread,
         and half are behind. */
      f->toaster_p = ((i < ntoasters / 2) ||
                      (i >= (nslices + (ntoasters / 2))));
      reset_floater (mi, f);

      /* Position the first generation randomly, but make sure they aren't
         on screen yet (until we rotate the view into position.)
       */
      {
        GLfloat min = -GRID_DEPTH/2;
        GLfloat max =  GRID_DEPTH/3.5;
        f->z = frand (max - min) + min;
      }
    }
}
示例#5
0
ENTRYPOINT void
init_cube (ModeInfo *mi)
{
  cube_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);
  int i;

  if (!bps) {
    bps = (cube_configuration *)
      calloc (MI_NUM_SCREENS(mi), sizeof (cube_configuration));
    if (!bps) {
      fprintf(stderr, "%s: out of memory\n", progname);
      exit(1);
    }
  }

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  reshape_cube (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] = {0.7, 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)+2, sizeof(GLuint));
  for (i = 0; i < countof(all_objs)+1; i++)
    bp->dlists[i] = glGenLists (1);

  for (i = 0; i < countof(all_objs); i++)
    {
      const struct gllist *gll = *all_objs[i];
      glNewList (bp->dlists[i], GL_COMPILE);
      renderList (gll, wire);
      glEndList ();
    }

  glNewList (bp->dlists[i], GL_COMPILE);
  bp->cube_polys = build_cube (mi);
  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];
      double spin_speed   = do_spin ? 0.7 : 10;
      double wander_speed = do_wander ? 0.02 : 0.05 * speed * SPEED_SCALE;
      double spin_accel   = 0.5;
      f->rot = make_rotator (spin_speed, spin_speed, spin_speed,
                             spin_accel,
                             wander_speed,
                             True);
      if (bp->nfloaters == 2)
        {
          f->x = (i ? 2 : -2);
        }
      else if (i != 0)
        {
          double th = (i - 1) * M_PI*2 / (bp->nfloaters-1);
          double r = 3;
          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);
    }
}
示例#6
0
ENTRYPOINT void
init_cow (ModeInfo *mi)
{
  cow_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);
  int i;
  Bool tex_p = False;

  MI_INIT (mi, bps);

  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 (False);

  bp->dlists = (GLuint *) calloc (countof(all_objs)+1, sizeof(GLuint));
  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};
      const struct gllist *gll = *all_objs[i];

      glNewList (bp->dlists[i], GL_COMPILE);

      glDisable (GL_TEXTURE_2D);

      if (i == HIDE)
        {
          GLfloat color[4] = {0.63, 0.43, 0.36, 1.00};
          if (tex_p)
            {
              /* if we have a texture, make the base color be white. */
              color[0] = color[1] = color[2] = 1.0;

              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_TO_EDGE);
              glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
              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.png */
              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); 
       }
      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, wire);

      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);
    }
}