/*
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
* Copyright 2004 Blair Tennessy
* tennessy@cs.ubc.ca
*/
#if 0
static const char sccsid[] = "@(#)antmaze.c 5.01 2001/03/01 xlockmore";
#endif
#ifdef STANDALONE
# define MODE_antmaze
# define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*fpsSolid: True \n"
# define release_antmaze 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#ifdef HAVE_JWXYZ
# include "jwxyz.h"
#else
# include <X11/Xlib.h>
# include <GL/gl.h>
# include <GL/glu.h>
#endif
#ifdef HAVE_JWZGLES
# include "jwzgles.h"
#endif /* HAVE_JWZGLES */
#ifdef MODE_antmaze
#include "sphere.h"
#include "tube.h"
#include "rotator.h"
#include "gltrackball.h"
#define DEF_SOLIDANTMAZE "False"
#define DEF_NOANTS "False"
static int solidantmaze;
static int noants;
static XrmOptionDescRec opts[] =
{
{"-solidantmaze", ".antmaze.solidantmaze", XrmoptionNoArg, "on"},
{"+solidantmaze", ".antmaze.solidantmaze", XrmoptionNoArg, "off"},
{"-noants", ".antmaze.noants", XrmoptionNoArg, "on"},
{"+noants", ".antmaze.noants", XrmoptionNoArg, "off"}
};
static argtype vars[] =
{
{&solidantmaze, "solidantmaze", "Solidantmaze", DEF_SOLIDANTMAZE, t_Bool},
{&noants, "noants", "Noants", DEF_NOANTS, t_Bool}
};
static OptionStruct desc[] =
{
{"-/+solidantmaze", "select between a SOLID or a NET Antmaze Strip"},
{"-/+noants", "turn on/off walking ants"}
};
ENTRYPOINT ModeSpecOpt antmaze_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct antmaze_description =
{"antmaze", "init_antmaze", "draw_antmaze", NULL,
"draw_antmaze", "change_antmaze", NULL, &antmaze_opts,
1000, 1, 1, 1, 4, 1.0, "",
"draws some ants", 0, NULL};
#endif
#define Scale4Window 0.3
#define Scale4Iconic 0.4
#define sqr(A) ((A)*(A))
#ifndef Pi
#define Pi M_PI
#endif
#define ObjAntmazeStrip 0
#define ObjAntBody 1
#define MaxObj 2
/*************************************************************************/
#include "ants.h"
#define ANTCOUNT 5
#define PI 3.14157
#define EPSILON 0.01
#define BOARDSIZE 10
#define BOARDCOUNT 2
#define PARTS 20
#define checkImageWidth 64
#define checkImageHeight 64
typedef struct {
GLint WindH, WindW;
GLfloat step;
GLfloat ant_position;
GLXContext *glx_context;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
int focus;
int currentboard;
double antdirection[ANTCOUNT];
double antposition[ANTCOUNT][3];
int anton[ANTCOUNT];
double antvelocity[ANTCOUNT];
double antsize[ANTCOUNT];
int bposition[ANTCOUNT][2];
int board[BOARDCOUNT][10][10];
int part[ANTCOUNT];
double antpath[ANTCOUNT][PARTS][2];
int antpathlength[ANTCOUNT];
GLubyte checkers[checkImageWidth][checkImageHeight][3];
GLuint checktexture, brushedtexture;
double elevator;
double ant_step;
double first_ant_step;
int started;
int introduced;
int entroducing;
double fadeout;
double fadeoutspeed;
int mag;
} antmazestruct;
static antmazestruct *antmaze = (antmazestruct *) NULL;
static const GLfloat MaterialRed[] = {0.6, 0.0, 0.0, 1.0};
/*static const GLfloat MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};*/
static const GLfloat MaterialGray8[] = {0.8, 0.8, 0.8, 1.0};
static const GLfloat MaterialGray35[] = {0.30, 0.30, 0.30, 1.0};
static const GLfloat MaterialGray4[] = {0.40, 0.40, 0.40, 1.0};
static const GLfloat MaterialOrange[] = {1.0, 0.69, 0.00, 1.0};
static const GLfloat MaterialGreen[] = {0.1, 0.4, 0.2, 1.0};
/* lighting variables */
static const GLfloat front_shininess[] = {60.0};
static const GLfloat front_specular[] = {0.8, 0.8, 0.8, 1.0};
static const GLfloat ambient[] = {0.1, 0.1, 0.1, 1.0};
/*static const GLfloat ambient2[] = {0.0, 0.0, 0.0, 0.0};*/
static const GLfloat diffuse[] = {0.8, 0.8, 0.8, 1.0};
static const GLfloat position0[] = {1.0, 5.0, 1.0, 1.0};
static const GLfloat position1[] = {-1.0, -5.0, 1.0, 1.0};
/*static const GLfloat lmodel_ambient[] = {0.8, 0.8, 0.8, 1.0};*/
/*static const GLfloat lmodel_twoside[] = {GL_TRUE};*/
/*static const GLfloat spotlight_ambient[] = { 0.0, 0.0, 0.0, 1.0 };*/
/*static const GLfloat spotlight_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };*/
#define NUM_SCENES 2
/* filled sphere */
static Bool mySphere(float radius)
{
#if 0
GLUquadricObj *quadObj;
if((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
gluSphere(quadObj, radius, 16, 16);
gluDeleteQuadric(quadObj);
#else
glPushMatrix();
glScalef (radius, radius, radius);
glRotatef (90, 1, 0, 0);
unit_sphere (16, 16, False);
glPopMatrix();
#endif
return True;
}
#if 0
/* silhouette sphere */
static Bool mySphere2(float radius)
{
GLUquadricObj *quadObj;
if((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_SILHOUETTE);
gluSphere(quadObj, radius, 16, 8);
gluDeleteQuadric(quadObj);
return True;
}
#endif
/* textured sphere */
static Bool mySphereTex(float radius)
{
#if 0
GLUquadricObj *quadObj;
if((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
gluQuadricTexture(quadObj, GL_TRUE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
gluSphere(quadObj, radius, 32, 16);
gluDeleteQuadric(quadObj);
#else
glPushMatrix();
glScalef (radius, radius, radius);
glRotatef (90, 1, 0, 0);
unit_sphere (32, 16, False);
glPopMatrix();
#endif
return True;
}
/* filled cone */
static Bool myCone(float radius)
{
#if 0
GLUquadricObj *quadObj;
if ((quadObj = gluNewQuadric()) == 0)
return False;
gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
gluCylinder(quadObj, radius, 0, radius * 2, 8, 1);
gluDeleteQuadric(quadObj);
#else
cone (0, 0, 0,
0, 0, radius * 2,
radius, 0,
8, True, True, False);
#endif
return True;
}
/* no cone */
static Bool myCone2(float radius) { return True; }
#define MATERIALS 4
static const float *antmaterial[ANTCOUNT] =
{MaterialRed, MaterialGray35, MaterialGray4, MaterialOrange, MaterialGreen};
static const float *materials[MATERIALS] =
{MaterialRed, MaterialGray35, MaterialGray4, MaterialOrange};
static void makeCheckImage(antmazestruct *mp)
{
int i, j;
for (i = 0; i < checkImageWidth; i++) {
for (j = 0; j < checkImageHeight; j++) {
if(((((i&0x8)==0)^((j&0x8)))==0)) {
int c = 102 + random()%32;
mp->checkers[i][j][0] = c;
mp->checkers[i][j][1] = c;
mp->checkers[i][j][2] = c;
}
else {
int c = 153 + random()%32;
mp->checkers[i][j][0] = c;/*153;*/
mp->checkers[i][j][1] = c;/*c;*//*0;*/
mp->checkers[i][j][2] = c;/*c;*//*0;*/
}
}
}
glGenTextures(1, &mp->checktexture);
glBindTexture(GL_TEXTURE_2D, mp->checktexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
&mp->checkers[0][0]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void makeBrushedImage(antmazestruct *mp)
{
int i, j, c;
for(i = 0; i < checkImageWidth; ++i)
for(j = 0; j < checkImageHeight; ++j) {
c = 102+102*fabs(sin(2.0*i / Pi)*sin(2.0*j/Pi)) + random()%51;
/* c = (i+j)%8==0 || (i+j+5)%8==0 ? 153 : 102; */
mp->checkers[i][j][0] = c;
mp->checkers[i][j][1] = c;
mp->checkers[i][j][2] = c;
}
/* for (i = 0; i < checkImageWidth; i++) { */
/* for (j = 0; j < checkImageHeight; j++) { */
/* int c = 102 + pow((random()%1000)/1000.0, 4)*103; */
/* checkers[i][j][0] = c; */
/* checkers[i][j][1] = c; */
/* checkers[i][j][2] = c; */
/* } */
/* } */
/* /\* smooth *\/ */
/* for (i = 0; i < checkImageWidth; i++) { */
/* for (j = 0; j < checkImageHeight; j++) { */
/* int a = checkers[(i+checkImageWidth+1)%checkImageWidth][j][0] + */
/* 4*checkers[i][j][0] + checkers[(i+1)%checkImageWidth][j][0]; */
/* a /= 6; */
/* checkers[i][j][0] = a; */
/* checkers[i][j][1] = a; */
/* checkers[i][j][2] = a; */
/* } */
/* } */
glGenTextures(1, &mp->brushedtexture);
glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
&mp->checkers[0][0]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
#if 0
static void draw_wall(ModeInfo *mi, double x1, double z1, double x2, double z2)
{
float x = fabs(x2 - x1)/2.0;
glBegin(GL_QUADS);
/* draw top */
glNormal3f(0.0, 1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(x1, 1.0, z1+0.25);
glTexCoord2f(x, 0.0);
glVertex3f(x2, 1.0, z2+0.25);
glTexCoord2f(x, 0.25);
glVertex3f(x2, 1.0, z2-0.25);
glTexCoord2f(0.0, 0.25);
glVertex3f(x1, 1.0, z1-0.25);
mi->polygon_count++;
/* draw sides */
glNormal3f(0.0, 0.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(x1, 0.0, z1+0.25);
glTexCoord2f(x, 0.0);
glVertex3f(x2, 0.0, z2+0.25);
glTexCoord2f(x, 0.5);
glVertex3f(x2, 1.0, z2+0.25);
glTexCoord2f(0.0, 0.5);
glVertex3f(x1, 1.0, z1+0.25);
mi->polygon_count++;
glNormal3f(0.0, 0.0, -1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(x1, 0.0, z1-0.25);
glTexCoord2f(x, 0.0);
glVertex3f(x2, 0.0, z2-0.25);
glTexCoord2f(x, 0.5);
glVertex3f(x2, 1.0, z2-0.25);
glTexCoord2f(0.0, 0.5);
glVertex3f(x1, 1.0, z1-0.25);
mi->polygon_count++;
/* draw ends */
glNormal3f(1.0, 0.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(x2, 0.0, z2+0.25);
glTexCoord2f(0.25, 0.0);
glVertex3f(x2, 0.0, z2-0.25);
glTexCoord2f(0.25, 0.5);
glVertex3f(x2, 1.0, z2-0.25);
glTexCoord2f(0.0, 0.5);
glVertex3f(x2, 1.0, z2+0.25);
mi->polygon_count++;
glNormal3f(-1.0, 0.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(x1, 0.0, z1-0.25);
glTexCoord2f(0.25, 0.0);
glVertex3f(x1, 0.0, z1+0.25);
glTexCoord2f(0.25, 0.5);
glVertex3f(x1, 1.0, z1+0.25);
glTexCoord2f(0.0, 0.5);
glVertex3f(x1, 1.0, z1-0.25);
mi->polygon_count++;
glEnd();
}
#endif
static void draw_board(ModeInfo *mi, antmazestruct *mp)
{
int i, j;
double h = 0.5;
double stf = 0.0625;
glBindTexture(GL_TEXTURE_2D, mp->checktexture);
glBegin(GL_QUADS);
for(i = 0; i < BOARDSIZE; ++i)
for(j = 0; j < BOARDSIZE; ++j) {
if(mp->board[mp->currentboard][j][i]) {
/* /\* draw top *\/ */
/* glNormal3f(0.0, 1.0, 0.0); */
/* glTexCoord2f(0.0 + stf, 0.0 + stf); */
/* glVertex3f(i-0.5, h, j+0.5); */
/* glTexCoord2f(1.0 + stf, 0.0 + stf); */
/* glVertex3f(i+0.5, h, j+0.5); */
/* glTexCoord2f(1.0 + stf, 1.0 + stf); */
/* glVertex3f(i+0.5, h, j-0.5); */
/* glTexCoord2f(0.0 + stf, 1.0 + stf); */
/* glVertex3f(i-0.5, h, j-0.5); */
/* draw top */
glNormal3f(0.0, 1.0, 0.0);
glTexCoord2f(0.0 + stf, 0.0 + stf);
glVertex3f(i-0.5, h, j+0.5);
glTexCoord2f(1.0 + stf, 0.0 + stf);
glVertex3f(i+0.5, h, j+0.5);
glTexCoord2f(1.0 + stf, 1.0 + stf);
glVertex3f(i+0.5, h, j-0.5);
glTexCoord2f(0.0 + stf, 1.0 + stf);
glVertex3f(i-0.5, h, j-0.5);
mi->polygon_count++;
/* draw south face */
if(j == 9 || !mp->board[mp->currentboard][j+1][i]) {
glNormal3f(0.0, 0.0, 1.0);
glTexCoord2f(0.0 + stf, 0.0 + stf);
glVertex3f(i-0.5, 0.0, j+0.5);
glTexCoord2f(1.0 + stf, 0.0 + stf);
glVertex3f(i+0.5, 0.0, j+0.5);
glTexCoord2f(1.0 + stf, h + stf);
glVertex3f(i+0.5, h, j+0.5);
glTexCoord2f(0.0 + stf, h + stf);
glVertex3f(i-0.5, h, j+0.5);
mi->polygon_count++;
}
/* draw north face */
if(j == 0 || !mp->board[mp->currentboard][j-1][i]) {
glNormal3f(0.0, 0.0, -1.0);
glTexCoord2f(0.0 + stf, 0.0 + stf);
glVertex3f(i+0.5, 0.0, j-0.5);
glTexCoord2f(1.0 + stf, 0.0 + stf);
glVertex3f(i-0.5, 0.0, j-0.5);
glTexCoord2f(1.0 + stf, h + stf);
glVertex3f(i-0.5, h, j-0.5);
glTexCoord2f(0.0 + stf, h + stf);
glVertex3f(i+0.5, h, j-0.5);
mi->polygon_count++;
}
/* draw east face */
if(i == 9 || !mp->board[mp->currentboard][j][i+1]) {
glNormal3f(1.0, 0.0, 0.0);
glTexCoord2f(0.0 + stf, 0.0 + stf);
glVertex3f(i+0.5, 0.0, j+0.5);
glTexCoord2f(1.0 + stf, 0.0 + stf);
glVertex3f(i+0.5, 0.0, j-0.5);
glTexCoord2f(1.0 + stf, h + stf);
glVertex3f(i+0.5, h, j-0.5);
glTexCoord2f(0.0 + stf, h + stf);
glVertex3f(i+0.5, h, j+0.5);
mi->polygon_count++;
}
/* draw west face */
if(i == 0 || !mp->board[mp->currentboard][j][i-1]) {
glNormal3f(-1.0, 0.0, 0.0);
glTexCoord2f(0.0 + stf, 0.0 + stf);
glVertex3f(i-0.5, 0.0, j-0.5);
glTexCoord2f(1.0 + stf, 0.0 + stf);
glVertex3f(i-0.5, 0.0, j+0.5);
glTexCoord2f(1.0 + stf, h + stf);
glVertex3f(i-0.5, h, j+0.5);
glTexCoord2f(0.0 + stf, h + stf);
glVertex3f(i-0.5, h, j-0.5);
mi->polygon_count++;
}
}
else {
double tx = 2.0;
glNormal3f(0.0, 1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(i-0.5, 0.0, j+0.5);
glTexCoord2f(tx, 0.0);
glVertex3f(i+0.5, 0.0, j+0.5);
glTexCoord2f(tx, tx);
glVertex3f(i+0.5, 0.0, j-0.5);
glTexCoord2f(0.0, tx);
glVertex3f(i-0.5, 0.0, j-0.5);
mi->polygon_count++;
}
}
glEnd();
/* /\* draw elevator *\/ */
/* glBindTexture(GL_TEXTURE_2D, brushedtexture); */
/* glBegin(GL_QUADS); */
/* glNormal3f(0.0, 1.0, 0.0); */
/* if(pastfirst) { */
/* /\* source *\/ */
/* glTexCoord2f(0.0, 0.0); */
/* glVertex3f(0.5, 0.0, BOARDSIZE - 0.5 + 0.2); */
/* glTexCoord2f(1.0, 0.0); */
/* glVertex3f(1.5, 0.0, BOARDSIZE - 0.5 + 0.2); */
/* glTexCoord2f(1.0, 1.5); */
/* glVertex3f(1.5, 0.0, BOARDSIZE + 1.0 + 0.2); */
/* glTexCoord2f(0.0, 1.5); */
/* glVertex3f(0.5, 0.0, BOARDSIZE + 1.0 + 0.2); */
/* mi->polygon_count++; */
/* } */
/* /\* destination *\/ */
/* glTexCoord2f(0.0, 0.0); */
/* glVertex3f(BOARDSIZE - 2.5, elevator, -2.0 - 0.2); */
/* glTexCoord2f(1.0, 0.0); */
/* glVertex3f(BOARDSIZE - 1.5, elevator, -2.0 - 0.2); */
/* glTexCoord2f(1.0, 1.5); */
/* glVertex3f(BOARDSIZE - 1.5, elevator, -0.5 - 0.2); */
/* glTexCoord2f(0.0, 1.5); */
/* glVertex3f(BOARDSIZE - 2.5, elevator, -0.5 - 0.2); */
/* mi->polygon_count++; */
/* glEnd(); */
/* for(i = 0; i < BOARDSIZE; ++i) */
/* for(j = 0; j < BOARDSIZE; ++j) { */
/* if(board[j][i]) { */
/* /\* draw brushed boxtop *\/ */
/* glNormal3f(0.0, 1.0, 0.0); */
/* glTexCoord2f(0.0 + stf, 0.0 + stf); */
/* glVertex3f(i-0.5 + stf, h+0.001, j+0.5 - stf); */
/* glTexCoord2f(1.0 + stf, 0.0 + stf); */
/* glVertex3f(i+0.5 - stf, h+0.001, j+0.5 - stf); */
/* glTexCoord2f(1.0 + stf, 1.0 + stf); */
/* glVertex3f(i+0.5 - stf, h+0.001, j-0.5 + stf); */
/* glTexCoord2f(0.0 + stf, 1.0 + stf); */
/* glVertex3f(i-0.5 + stf, h+0.001, j-0.5 + stf); */
/* mi->polygon_count++; */
/* } */
/* } */
/* glEnd(); */
}
static void build_board(antmazestruct *mp, int b)
{
int i, j;
for(i = 0; i < BOARDSIZE; ++i)
for(j = 0; j < BOARDSIZE; ++j)
mp->board[b][i][j] = 1;
/* for(i = 0; i < BOARDSIZE; ++i) { */
/* board[0][i] = 1; */
/* board[i][0] = 1; */
/* board[BOARDSIZE-1][BOARDSIZE-i] = 1; */
/* board[BOARDSIZE-i][BOARDSIZE-1] = 1; */
/* } */
/* board[0][BOARDSIZE-2] = 0; */
/* board[BOARDSIZE-1][1] = 0; */
mp->board[b][BOARDSIZE-1][1] = 0;
mp->board[b][0][BOARDSIZE-2] = 0;
/* build the ant paths */
if(mp->currentboard == b) {
for(i = 0; i < ANTCOUNT; ++i) {
int sx = BOARDSIZE-2;
int sy = 1;
for(j = 0; ; ++j) {
mp->board[b][sx][sy] = 0;
mp->antpath[i][j][0] = sy - 5.0;
mp->antpath[i][j][1] = sx - 5.0;
if(random()%2) {
if(sx > 1)
sx -= 1;
else if(sy < BOARDSIZE-2)
sy += 1;
else
break;
}
else {
if(sy < BOARDSIZE-2)
sy += 1;
else if(sx > 1)
sx -= 1;
else
break;
}
}
++j;
mp->antpath[i][j][0] = BOARDSIZE-7.0;
mp->antpath[i][j][1] = -7.0;
mp->antpathlength[i] = j;
}
}
/* for(i = 0; i < 20; ++i) { */
/* int x = 1 + random()%(BOARDSIZE-2); */
/* int y = 1 + random()%(BOARDSIZE-2); */
/* board[x][y] = 1; */
/* } */
}
/* compute nearness */
static int near(double a[2], double b[2])
{
return fabs(a[0] - b[0]) < 0.5 && fabs(a[1] - b[1]) < 0.5;
}
static double sign(double d)
{
return d < 0.0 ? -1.0 : 1.0;
}
static double min(double a, double b)
{
return a < b ? a : b;
}
/* draw method for ant */
static Bool draw_ant(ModeInfo *mi, antmazestruct *mp,
const float *Material, int mono, int shadow,
float ant_step, Bool (*sphere)(float), Bool (*cone)(float))
{
float cos1 = cos(mp->ant_step);
float cos2 = cos(mp->ant_step + 2 * Pi / 3);
float cos3 = cos(mp->ant_step + 4 * Pi / 3);
float sin1 = sin(mp->ant_step);
float sin2 = sin(mp->ant_step + 2 * Pi / 3);
float sin3 = sin(mp->ant_step + 4 * Pi / 3);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mono ? MaterialGray5 : Material);
/* glEnable(GL_CULL_FACE); */
glPushMatrix();
glScalef(1, 1.3, 1);
if(!((*sphere)(0.18)))
return False;
glScalef(1, 1 / 1.3, 1);
glTranslatef(0.00, 0.30, 0.00);
if(!((*sphere)(0.2)))
return False;
glTranslatef(-0.05, 0.17, 0.05);
glRotatef(-90, 1, 0, 0);
glRotatef(-25, 0, 1, 0);
if(!((*cone)(0.05)))
return False;
glTranslatef(0.00, 0.10, 0.00);
if(!((*cone)(0.05)))
return False;
glRotatef(25, 0, 1, 0);
glRotatef(90, 1, 0, 0);
glScalef(1, 1.3, 1);
glTranslatef(0.15, -0.65, 0.05);
if(!((*sphere)(0.25)))
return False;
glScalef(1, 1 / 1.3, 1);
glPopMatrix();
/* glDisable(GL_CULL_FACE); */
glDisable(GL_LIGHTING);
/* ANTENNAS */
glBegin(GL_LINES);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.30, 0.00);
glColor3fv(MaterialGray);
glVertex3f(0.40, 0.70, 0.40);
mi->polygon_count++;
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.30, 0.00);
glColor3fv(MaterialGray);
glVertex3f(0.40, 0.70, -0.40);
mi->polygon_count++;
glEnd();
if(!shadow) {
glBegin(GL_POINTS);
glColor3fv(mono ? MaterialGray6 : MaterialRed);
glVertex3f(0.40, 0.70, 0.40);
mi->polygon_count++;
glVertex3f(0.40, 0.70, -0.40);
mi->polygon_count++;
glEnd();
}
/* LEFT-FRONT ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.05, 0.18);
glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
mi->polygon_count++;
glEnd();
/* LEFT-CENTER ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.00, 0.18);
glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
mi->polygon_count++;
glEnd();
/* LEFT-BACK ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, -0.05, 0.18);
glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-FRONT ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.05, -0.18);
glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-CENTER ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, 0.00, -0.18);
glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
mi->polygon_count++;
glEnd();
/* RIGHT-BACK ARM */
glBegin(GL_LINE_STRIP);
glColor3fv(mono ? MaterialGray5 : Material);
glVertex3f(0.00, -0.05, -0.18);
glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25);
mi->polygon_count++;
glColor3fv(MaterialGray);
glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
mi->polygon_count++;
glEnd();
if(!shadow) {
glBegin(GL_POINTS);
glColor3fv(mono ? MaterialGray8 : MaterialGray35);
glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
mi->polygon_count += 6;
glEnd();
}
glEnable(GL_LIGHTING);
return True;
}
static Bool draw_antmaze_strip(ModeInfo * mi)
{
antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
int i;
int mono = MI_IS_MONO(mi);
/* glMatrixMode(GL_MODELVIEW); */
/* glLoadIdentity(); */
/* glPushMatrix(); */
glEnable(GL_LIGHTING);
/* glDisable(GL_BLEND); */
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
/* set light */
/* double l1 = 1.0 - (elevator < 1.0 ? elevator : 2.0 - elevator); */
/* GLfloat df[4] = {0.8*l1, 0.8*l1, 0.8*l1, 1.0}; */
/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
/* draw board */
if(mp->elevator < 1.0) {
glEnable(GL_TEXTURE_2D);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
glTranslatef(-(BOARDSIZE-1)/2.0, 0.0, -(BOARDSIZE-1)/2.0);
draw_board(mi, mp);
glTranslatef(BOARDSIZE/2.0, 0.0, BOARDSIZE/2.0);
glDisable(GL_TEXTURE_2D);
}
mp->introduced--;
glTranslatef(0.0, -0.1, 0.0);
for(i = 0; i < ANTCOUNT; ++i) {
/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
if(!mp->anton[i]) { continue; }
/* determine location, move to goal */
glPushMatrix();
glTranslatef(0.0, 0.01, 0.0);
glTranslatef(mp->antposition[i][0], mp->antposition[i][2], mp->antposition[i][1]);
/* glScalef(1.0, 0.01, 1.0); */
glScalef(0.6, 0.01, 0.6);
glRotatef(180.0 + mp->antdirection[i]*180.0/PI, 0.0, 1.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4fv(MaterialGrayB);
glScalef(mp->antsize[i], mp->antsize[i], mp->antsize[i]);
/* slow down first ant */
if(i == 0 && mp->part[i] == mp->antpathlength[i])
draw_ant(mi, mp, MaterialGrayB, mono, 1, mp->first_ant_step, mySphere, myCone);
else
draw_ant(mi, mp, MaterialGrayB, mono, 1, mp->ant_step, mySphere, myCone);
glPopMatrix();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glPushMatrix();
/* glTranslatef(0.0, 0.18, 0.0); */
glTranslatef(0.0, 0.12, 0.0);
glTranslatef(mp->antposition[i][0], mp->antposition[i][2], mp->antposition[i][1]);
glRotatef(180.0 + mp->antdirection[i]*180.0/PI, 0.0, 1.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
glScalef(0.6, 0.6, 0.6);
glScalef(mp->antsize[i], mp->antsize[i], mp->antsize[i]);
/* glEnable(GL_TEXTURE_2D); */
/* glBindTexture(GL_TEXTURE_2D, brushedtexture); */
/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); */
/* slow down first ant */
if(i == 0 && mp->part[i] == mp->antpathlength[i] && mp->elevator > 0.0) {
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
draw_ant(mi, mp, antmaterial[i], mono, 1, mp->first_ant_step, mySphere, myCone);
}
else {
/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
draw_ant(mi, mp, antmaterial[i], mono, 1, mp->ant_step, mySphereTex, myCone);
glDisable(GL_TEXTURE_2D);
}
/* draw_ant(mi, antmaterial[i], mono, 0, ant_step, mySphereTex, myCone); */
/* glDisable(GL_TEXTURE_2D); */
glPopMatrix();
}
/* glPopMatrix(); */
/* /\* now draw overlay *\/ */
/* glDisable(GL_LIGHTING); */
/* glDisable(GL_BLEND); */
/* /\* go to ortho mode *\/ */
/* glMatrixMode(GL_PROJECTION); */
/* glPushMatrix(); */
/* glLoadIdentity(); */
/* glOrtho(-4.0, 4.0, -3.0, 3.0, -100.0, 100.0); */
/* /\* translate to corner *\/ */
/* glTranslatef(4.0-1.2, 3.0-1.2, 0.0); */
/* glDisable(GL_LIGHTING); */
/* glEnable(GL_BLEND); */
/* /\* draw the 2d board *\/ */
/* glBegin(GL_QUADS); */
/* { */
/* int i, j; */
/* double sz = 1.0; */
/* for(i = 0; i < BOARDSIZE; ++i) */
/* for(j = 0; j < BOARDSIZE; ++j) { */
/* int par = board[i][j]; */
/* glColor4f(par ? 0.4 : 0.6, */
/* par ? 0.4 : 0.6, */
/* par ? 0.4 : 0.6, */
/* 0.5); */
/* glNormal3f(0.0, 0.0, 1.0); */
/* glVertex3f((sz*(i+1))/BOARDSIZE, (sz*(j+1))/BOARDSIZE, 0.0); */
/* glVertex3f((sz*i)/BOARDSIZE, (sz*(j+1))/BOARDSIZE, 0.0); */
/* glVertex3f((sz*i)/BOARDSIZE, (sz*j)/BOARDSIZE, 0.0); */
/* glVertex3f((sz*(i+1))/BOARDSIZE, (sz*j)/BOARDSIZE, 0.0); */
/* mi->polygon_count++; */
/* } */
/* } */
/* glEnd(); */
/* glPopMatrix(); */
/* but the step size is the same! */
mp->ant_step += 0.18;
/* if(ant_step > 2*Pi) { */
/* ant_step = 0.0; */
/* } */
if(mp->ant_step > 5*Pi)
mp->started = 1;
mp->ant_position += 1;
return True;
}
#undef AntmazeDivisions
#undef AntmazeTransversals
ENTRYPOINT void reshape_antmaze(ModeInfo * mi, int width, int height)
{
double h = (GLfloat) height / (GLfloat) width;
int size = (width / 512) + 1;
antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
glViewport(0, 0, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 1, 25.0);
glMatrixMode(GL_MODELVIEW);
/* glLineWidth(3.0); */
glLineWidth(size);
glPointSize(size);
}
static void update_ants(antmazestruct *mp)
{
int i;
GLfloat df[4];
df[0] = df[1] = df[2] = 0.8*mp->fadeout;
df[3] = 1.0;
/* fade out */
if(mp->fadeoutspeed < -0.00001) {
if(mp->fadeout <= 0.0) {
/* switch boards: rebuild old board, increment current */
mp->currentboard = (mp->currentboard+1)%BOARDCOUNT;
build_board(mp, mp->currentboard);
mp->fadeoutspeed = 0.02;
}
mp->fadeout += mp->fadeoutspeed;
glLightfv(GL_LIGHT0, GL_DIFFUSE, df);
glLightfv(GL_LIGHT1, GL_DIFFUSE, df);
}
/* fade in */
if(mp->fadeoutspeed > 0.0001) {
mp->fadeout += mp->fadeoutspeed;
if(mp->fadeout >= 1.0) {
mp->fadeout = 1.0;
mp->fadeoutspeed = 0.0;
mp->entroducing = 12;
}
glLightfv(GL_LIGHT0, GL_DIFFUSE, df);
glLightfv(GL_LIGHT1, GL_DIFFUSE, df);
}
for(i = 0; i < ANTCOUNT; ++i) {
if(!mp->anton[i] && mp->elevator < 1.0) {
/* turn on ant */
if(mp->entroducing > 0 && mp->introduced <= 0 && random()%100 == 0) {
mp->anton[i] = 1;
mp->part[i] = 0;
mp->antsize[i] = 0.0;
mp->antposition[i][0] = -4.0;
mp->antposition[i][1] = 5.0;
mp->antdirection[i] = PI/2.0;
mp->bposition[i][0] = 0;
mp->bposition[i][1] = 8;
mp->introduced = 300;
mp->entroducing--;
}
continue;
}
if(mp->part[i] == 0 && mp->antsize[i] < 1.0) {
mp->antsize[i] += 0.02;
continue;
}
if(mp->part[i] > mp->antpathlength[i] && mp->antsize[i] > 0.0) {
mp->antsize[i] -= 0.02;
if(mp->antvelocity[i] > 0.0) {
mp->antvelocity[i] -= 0.02;
}
else { mp->antvelocity[i] = 0.0; }
continue;
}
if(mp->part[i] > mp->antpathlength[i] && mp->antsize[i] <= 0.0) {
mp->antvelocity[i] = 0.02;
/* if(i != 0) { */
antmaterial[i] = materials[random()%MATERIALS];
/* } */
mp->antdirection[i] = PI/2.0;
mp->bposition[i][0] = 0;
mp->bposition[i][1] = 8;
mp->part[i] = 0;
mp->antsize[i] = 0.0;
mp->anton[i] = 0;
mp->antposition[i][0] = -4.0;
mp->antposition[i][1] = 5.0;
/* /\* reset camera *\/ */
/* if(i == focus) { */
/* started = 0; */
/* ant_step = 0.0; */
/* } */
/* check for the end */
if(mp->entroducing <= 0) {
int ao = 0, z = 0;
for(z = 0; z < ANTCOUNT; ++z) {
if(mp->anton[z]) { ao = 1; break; }
}
if(ao == 0) {
mp->fadeoutspeed = -0.02;
}
}
}
/* near goal, bend path towards next step */
if(near(mp->antposition[i], mp->antpath[i][mp->part[i]])) {
++mp->part[i];
/* /\* special first ant *\/ */
/* if(i == 0 && part[i] > antpathlength[i]) { */
/* if(fir) */
/* first_ant_step = ant_step; */
/* antvelocity[i] = 0.0; */
/* /\* antposition[i][2] += 0.025; *\/ */
/* elevator += 0.025; */
/* /\* set light *\/ */
/* double l1 = 1.0 - (elevator < 1.0 ? elevator : 2.0 - elevator); */
/* GLfloat df[4] = {0.8*l1, 0.8*l1, 0.8*l1, 1.0}; */
/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
/* /\* draw next board *\/ */
/* if(elevator > 1.0) { */
/* if(makenew == 1) { */
/* int re; */
/* /\* switch boards: rebuild old board, increment current *\/ */
/* currentboard = (currentboard+1)%BOARDCOUNT; */
/* build_board(currentboard); */
/* for(re = 1; re < ANTCOUNT; ++re) { */
/* anton[re] = 0; */
/* antmaterial[re] = materials[random()%MATERIALS]; */
/* } */
/* makenew = 0; */
/* } */
/* /\* draw the other board *\/ */
/* glEnable(GL_TEXTURE_2D); */
/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6); */
/* glPushMatrix(); */
/* glTranslatef(-(-(BOARDSIZE-3.5)+(BOARDSIZE-1)/2.0), 0.0, */
/* -(2.4+BOARDSIZE+(BOARDSIZE-1)/2.0)); */
/* draw_board(mi, mp); */
/* glPopMatrix(); */
/* glDisable(GL_TEXTURE_2D); */
/* } */
/* /\* reset *\/ */
/* if(elevator > 2.0) { */
/* antposition[i][0] = -4.0;/\*-= -(-(BOARDSIZE-3.5)+(BOARDSIZE-1)/2.0);*\//\*= -4.0;*\/ */
/* antposition[i][1] = 5.5;/\*-(2.4+BOARDSIZE+(BOARDSIZE-1)/2.0);*\/ */
/* /\* antposition[i][2] = 0.15; *\/ */
/* antdirection[i] = PI/2.0; */
/* bposition[i][0] = 0; */
/* bposition[i][1] = 8; */
/* part[i] = 0; */
/* antvelocity[i] = 0.02; */
/* fir = 0; */
/* antmaterial[i] = MaterialRed; */
/* makenew = 1; */
/* elevator = 0.0; */
/* introduced = 200; */
/* } */
/* else { */
/* part[i]--; */
/* } */
/* } */
}
/* move toward goal, correct ant direction if required */
else {
/* difference */
double dx = mp->antpath[i][mp->part[i]][0] - mp->antposition[i][0];
double dz = - mp->antpath[i][mp->part[i]][1] + mp->antposition[i][1];
double theta, ideal;
if(dz > EPSILON)
theta = atan(dz/dx);
else
theta = dx > EPSILON ? 0.0 : PI;
ideal = theta - mp->antdirection[i];
if(ideal < -Pi/2.0)
ideal += Pi;
/* compute correction */
{
double dt = sign(ideal) * min(fabs(ideal), PI/90.0);
mp->antdirection[i] += dt;
if(mp->antdirection[i] > 2.0*PI)
mp->antdirection[i] = 0.0;
}
}
mp->antposition[i][0] += mp->antvelocity[i] * cos(mp->antdirection[i]);
mp->antposition[i][1] += mp->antvelocity[i] * sin(-mp->antdirection[i]);
}
}
static void pinit(antmazestruct *mp)
{
glClearDepth(1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.05);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.001);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);
/* glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); */
/* glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); */
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
/* antmaze */
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
/* setup textures */
makeCheckImage(mp);
makeBrushedImage(mp);
build_board(mp, 0);
build_board(mp, 1);
/* makeCheckImage(); */
/* glPixelStorei(GL_UNPACK_ALIGNMENT, 1); */
/* glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, */
/* checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, checkers); */
/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); */
/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); */
/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); */
/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); */
/* glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); */
glEnable(GL_TEXTURE_2D);
/* glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); */
/* glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); */
}
#define MAX_MAGNIFICATION 10
#define max(a, b) a < b ? b : a
#define min(a, b) a < b ? a : b
ENTRYPOINT Bool antmaze_handle_event (ModeInfo *mi, XEvent *event)
{
antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, mp->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&mp->button_down_p))
return True;
if (event->xany.type == ButtonPress)
{
switch(event->xbutton.button) {
case Button3:
mp->focus = (mp->focus + 1) % ANTCOUNT;
return True;
case Button4:
mp->mag = max(mp->mag-1, 1);
return True;
case Button5:
mp->mag = min(mp->mag+1, MAX_MAGNIFICATION);
return True;
}
}
return False;
}
ENTRYPOINT void init_antmaze(ModeInfo * mi)
{
double rot_speed = 0.3;
int i;
antmazestruct *mp;
MI_INIT(mi, antmaze);
mp = &antmaze[MI_SCREEN(mi)];
mp->step = NRAND(90);
mp->ant_position = NRAND(90);
mp->antdirection[0] = PI/2.0;
mp->antdirection[1] = PI/2.0;
mp->antdirection[2] = 0;
mp->antdirection[3] = PI/2.0;
mp->antdirection[4] = PI/2.0;
mp->antposition[0][0] = -4.0;
mp->antposition[0][1] = 5.0;
mp->antposition[0][1] = 0.15;
mp->antposition[1][0] = -4.0;
mp->antposition[1][1] = 3.0;
mp->antposition[1][1] = 0.15;
mp->antposition[2][0] = -1.0;
mp->antposition[2][1] = -2.0;
mp->antposition[2][1] = 0.15;
mp->antposition[3][0] = -3.9;
mp->antposition[3][1] = 6.0;
mp->antposition[3][1] = 0.15;
mp->antposition[4][0] = 2.0;
mp->antposition[4][1] = -2.0;
mp->antposition[4][1] = 0.15;
for (i = 0; i < ANTCOUNT; i++) {
mp->antvelocity[i] = 0.02;
mp->antsize[i] = 1.0;
mp->anton[i] = 0;
}
mp->bposition[0][0] = 0;
mp->bposition[0][1] = 8;
mp->bposition[1][0] = 9;
mp->bposition[1][1] = 1;
mp->bposition[2][0] = 1;
mp->bposition[2][1] = 1;
mp->bposition[3][0] = 4;
mp->bposition[3][1] = 8;
mp->bposition[4][0] = 2;
mp->bposition[4][1] = 1;
mp->part[0] = 0;
mp->part[1] = 1;
mp->part[2] = 5;
mp->part[3] = 1;
mp->part[4] = 3;
mp->introduced = 0;
mp->entroducing = 12;
mp->fadeout = 1.0;
mp->mag = 4.0;
mp->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
mp->trackball = gltrackball_init (False);
if ((mp->glx_context = init_GL(mi)) != NULL) {
reshape_antmaze(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glDrawBuffer(GL_BACK);
pinit(mp);
}
else
MI_CLEARWINDOW(mi);
}
static void
device_rotate(ModeInfo *mi)
{
#if 0
GLfloat rot = current_device_rotation();
glRotatef(rot, 0, 0, 1);
if ((rot > 45 && rot < 135) ||
(rot < -45 && rot > -135))
{
GLfloat s = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
glScalef (1/s, s, 1);
}
#endif
}
ENTRYPOINT void draw_antmaze(ModeInfo * mi)
{
double h = (GLfloat) MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
antmazestruct *mp;
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if(!antmaze)
return;
mp = &antmaze[MI_SCREEN(mi)];
MI_IS_DRAWN(mi) = True;
if(!mp->glx_context)
return;
mi->polygon_count = 0;
glXMakeCurrent(display, window, *mp->glx_context);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* first panel */
glPushMatrix();
/* h = ((GLfloat) MI_HEIGHT(mi)/2) / (3*(GLfloat)MI_WIDTH(mi)/4); */
glViewport(MI_WIDTH(mi)/32, MI_HEIGHT(mi)/8, (9*MI_WIDTH(mi))/16, 3*MI_HEIGHT(mi)/4);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* h = (3*MI_HEIGHT(mi)/4) / (3*MI_WIDTH(mi)/4); */
gluPerspective(45, 1/h, 1, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
device_rotate(mi);
glPushMatrix();
/* follow focused ant */
glTranslatef(0.0, 0.0, -mp->mag - 5.0);
glRotatef(20.0+5.0*sin(mp->ant_step/40.0), 1.0, 0.0, 0.0);
/* glTranslatef(0.0, */
/* started ? -mag : -8.0 + 4.0*fabs(sin(ant_step/10.0)), */
/* started ? -mag : -8.0 + 4.0*fabs(sin(ant_step/10.0))); */
gltrackball_rotate(mp->trackball);
glRotatef(mp->ant_step*0.6, 0.0, 1.0, 0.0);
/* glRotatef(90.0, 0.0, 0.0, 1.0); */
/* glTranslatef(-antposition[0][0]-0.5, 0.0, -antposition[focus][1]); */
/*-elevator*/
/* sync */
if(!draw_antmaze_strip(mi)) {
MI_ABORT(mi);
return;
}
glPopMatrix();
glPopMatrix();
h = (GLfloat) (3*MI_HEIGHT(mi)/8) / (GLfloat) (MI_WIDTH(mi)/2);
/* draw overhead */
glPushMatrix();
glViewport((17*MI_WIDTH(mi))/32, MI_HEIGHT(mi)/2, MI_WIDTH(mi)/2, 3*MI_HEIGHT(mi)/8);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
device_rotate(mi);
gluPerspective(45, 1/h, 1, 25.0);
glMatrixMode(GL_MODELVIEW);
/* twist scene */
glTranslatef(0.0, 0.0, -16.0);
glRotatef(60.0, 1.0, 0.0, 0.0);
glRotatef(-15.0 + mp->ant_step/10.0, 0.0, 1.0, 0.0);
gltrackball_rotate(mp->trackball);
/* sync */
if(!draw_antmaze_strip(mi)) {
MI_ABORT(mi);
return;
}
glPopMatrix();
/* draw ant display */
glPushMatrix();
glViewport((5*MI_WIDTH(mi))/8, MI_HEIGHT(mi)/8, (11*MI_WIDTH(mi))/32, 3*MI_HEIGHT(mi)/8);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
device_rotate(mi);
gluPerspective(45, 1/h, 1, 25.0);
glMatrixMode(GL_MODELVIEW);
/* twist scene */
glTranslatef(0.0, 0.0, -1.6);
glRotatef(30.0, 1.0, 0.0, 0.0);
glRotatef(mp->ant_step, 0.0, 1.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
/* /\* draw ant shadow *\/ */
/* glPushMatrix(); */
/* glScalef(1.0, 0.01, 1.0); */
/* glRotatef(90.0, 0.0, 0.0, 1.0); */
/* glRotatef(90.0, 0.0, 1.0, 0.0); */
/* glDisable(GL_LIGHTING); */
/* glColor4fv(MaterialGray6); */
/* /\* slow down first ant *\/ */
/* draw_ant(MaterialGrayB, 0, 1, first_ant_step, mySphere, myCone); */
/* glPopMatrix(); */
/* draw ant body */
glEnable(GL_TEXTURE_2D);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
draw_ant(mi, mp, MaterialGray35, 0, 1, mp->ant_step/2.0, mySphereTex, myCone2);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
/* /\* draw overlay *\/ */
/* glPushMatrix(); */
/* /\* go to ortho mode *\/ */
/* glViewport(MI_WIDTH(mi)/2, MI_HEIGHT(mi)/8, MI_WIDTH(mi)/2, 3*MI_HEIGHT(mi)/8); */
/* glMatrixMode(GL_PROJECTION); */
/* glLoadIdentity(); */
/* glPushMatrix (); */
/* glOrtho(-4.0, 4.0, -3.0, 3.0, -100.0, 100.0); */
/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGrayB); */
/* glColor4fv(MaterialGrayB); */
/* glDisable(GL_LIGHTING); */
/* glEnable(GL_BLEND); */
/* glBegin(GL_QUADS); */
/* glNormal3f(0.0, 0.0, 1.0); */
/* glVertex3f(4.0, 3.0, 0.0); */
/* glVertex3f(2.0, 3.0, 0.0); */
/* glVertex3f(2.0, -3.0, 0.0); */
/* glVertex3f(4.0, -3.0, 0.0); */
/* mi->polygon_count++; */
/* glEnd(); */
/* glEnable(GL_LIGHTING); */
/* glDisable(GL_BLEND); */
/* glPopMatrix(); */
/* glPopMatrix(); */
if (MI_IS_FPS(mi)) {
glViewport(0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
do_fps (mi);
}
glFlush();
glXSwapBuffers(display, window);
update_ants(mp);
mp->step += 0.025;
}
#ifndef STANDALONE
ENTRYPOINT void change_antmaze(ModeInfo * mi)
{
antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
if (!mp->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
pinit();
}
#endif /* !STANDALONE */
ENTRYPOINT void free_antmaze(ModeInfo * mi)
{
antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
if (!mp->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
gltrackball_free (mp->trackball);
free_rotator (mp->rot);
if (mp->checktexture) glDeleteTextures (1, &mp->checktexture);
if (mp->brushedtexture) glDeleteTextures (1, &mp->brushedtexture);
}
XSCREENSAVER_MODULE ("AntMaze", antmaze)
#endif