/* flipflop, Copyright (c) 2003 Kevin Ogden <kogden1@hotmail.com>
* (c) 2006 Sergio Gutiérrez "Sergut" <sergut@gmail.com>
* (c) 2008 Andrew Galante <a.drew7@gmail.com>
*
* 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.
*
*
* 2003 Kevin Odgen First version
* 2006 Sergio Gutiérrez "Sergut" Made several parameters dynamic and selectable
* from the command line: size of the board,
* rotation speed and number of free squares; also
* added the "sticks" mode.
* 2008 Andrew Galante Added -textured option: textures the board with
* an image which gets scrambled as the tiles move
*
*/
#define DEF_MODE "tiles" /* Default mode (options: "tiles", "sticks") */
#define DEF_SIZEX "9" /* Default width of the board */
#define DEF_SIZEY "9" /* Default length of the board */
#define DEF_BOARD_SIZE "0" /* "0" means "no value selected by user". It is changed */
#define DEF_NUMSQUARES "0" /* in function init_flipflop() to its correct value (that */
#define DEF_FREESQUARES "0" /* is a function of the size of the board and the mode)*/
#define DEF_SPIN "0.1" /* Default angular velocity: PI/10 rads/s */
#define DEF_TEXTURED "False" /* Default: do not grab an image for texturing */
#define DEF_STICK_THICK 54 /* Thickness for the sticks mode (over 100) */
#define DEF_STICK_RATIO 80 /* Ratio of sticks/total squares (over 100) */
#define DEF_TILE_THICK 4 /* Thickness for the tiles mode (over 100) */
#define DEF_TILE_RATIO 95 /* Ratio of tiles/total squares (over 100) */
#ifdef STANDALONE
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
# define release_flipflop 0
# include "xlockmore.h"
#else
# include "xlock.h"
#endif /* STANDALONE */
#ifdef USE_GL
#include "gltrackball.h"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
{"-sticks", ".mode", XrmoptionNoArg, "sticks"},
{"-tiles", ".mode", XrmoptionNoArg, "tiles" },
{"-mode", ".mode", XrmoptionSepArg, 0 },
{"-size", ".size", XrmoptionSepArg, 0 },
{"-size-x", ".sizex", XrmoptionSepArg, 0 },
{"-size-y", ".sizey", XrmoptionSepArg, 0 },
{"-count", ".numsquares", XrmoptionSepArg, 0 },
{"-free", ".freesquares", XrmoptionSepArg, 0 },
{"-spin", ".spin", XrmoptionSepArg, 0 },
{"-texture", ".textured", XrmoptionNoArg, "True" },
{"+texture", ".textured", XrmoptionNoArg, "False" },
};
static int wire, clearbits;
static int board_x_size, board_y_size, board_avg_size;
static int numsquares, freesquares;
static float half_thick;
static float spin;
static char* flipflopmode_str="tiles";
static int textured;
static argtype vars[] = {
{ &flipflopmode_str, "mode", "Mode", DEF_MODE, t_String},
{ &board_avg_size, "size", "Integer", DEF_BOARD_SIZE, t_Int},
{ &board_x_size, "sizex", "Integer", DEF_SIZEX, t_Int},
{ &board_y_size, "sizey", "Integer", DEF_SIZEY, t_Int},
{ &numsquares, "numsquares", "Integer", DEF_NUMSQUARES, t_Int},
{ &freesquares, "freesquares", "Integer", DEF_NUMSQUARES, t_Int},
{ &spin, "spin", "Float", DEF_SPIN, t_Float},
{ &textured, "textured", "Bool", DEF_TEXTURED, t_Bool},
};
ENTRYPOINT ModeSpecOpt flipflop_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct flipflop_description =
{"flipflop", "init_flipflop", "draw_flipflop", NULL,
"draw_flipflop", "init_flipflop", "free_flipflop", &flipflop_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Flipflop", 0, NULL};
#endif /* USE_MODULES */
typedef struct {
/* array specifying which squares are where (to avoid collisions) */
/* -1 means empty otherwise integer represents square index 0 - n-1 */
/* occupied[x*board_y_size+y] is the tile [x][y] (i.e. that starts at column x and row y)*/
int *occupied; /* size: size_x * size_y */
/* an array of xpositions of the squares */
int *xpos; /* size: numsquares */
/* array of y positions of the squares */
int *ypos; /* size: numsquares */
/* integer representing the direction of movement of a square */
int *direction; /* 0 not, 1 x+, 2 y+, 3 x-, 4 y-*/ /* size: numsquares */
/* angle of moving square (during a flip) */
float *angle; /* size: numsquares */
/* array of colors for a square (RGB) */
/* eg. color[ 3*3 + 0 ] is the red component of square 3 */
/* eg. color[ 4*3 + 1 ] is the green component of square 4 */
/* eg. color[ 5*3 + 2 ] is the blue component of square 5 */
/* ^-- n is the number of square */
float *color; /* size: numsquares * 3 */
/* array of texcoords for each square */
/* tex[ n*4 + 0 ] is x texture coordinate of square n's left side */
/* tex[ n*4 + 1 ] is y texture coordinate of square n's top side */
/* tex[ n*4 + 2 ] is x texture coordinate of square n's right side */
/* tex[ n*4 + 3 ] is y texture coordinate of square n's bottom side */
float *tex; /* size: numsquares * 4 */
} randsheet;
typedef struct {
GLXContext *glx_context;
Window window;
trackball_state *trackball;
Bool button_down_p;
randsheet *sheet;
float theta; /* angle of rotation of the board */
float flipspeed; /* amount of flip; 1 is a entire flip */
float reldist; /* relative distace of camera from center */
float energy; /* likelyhood that a square will attempt to move */
/* texture rectangle */
float tex_x;
float tex_y;
float tex_width;
float tex_height;
/* id of texture in use */
GLuint texid;
Bool mipmap;
Bool got_texture;
GLfloat anisotropic;
} Flipflopcreen;
static Flipflopcreen *qs = NULL;
#include "grab-ximage.h"
static void randsheet_create( randsheet *rs );
static void randsheet_initialize( randsheet *rs );
static void randsheet_free( randsheet *rs );
static int randsheet_new_move( randsheet* rs );
static void randsheet_move( randsheet *rs, float rot );
static int randsheet_draw( randsheet *rs );
static void setup_lights(void);
static int drawBoard(Flipflopcreen *);
static int display(ModeInfo *mi);
static int draw_sheet(float *tex);
/* configure lighting */
static void
setup_lights(void)
{
/* GLfloat position0[] = { board_avg_size*0.5, board_avg_size*0.1, board_avg_size*0.5, 1.0 }; */
/* GLfloat position0[] = { -board_avg_size*0.5, 0.2*board_avg_size, -board_avg_size*0.5, 1.0 }; */
GLfloat position0[4];
position0[0] = 0;
position0[1] = board_avg_size*0.3;
position0[2] = 0;
position0[3] = 1;
if (wire) return;
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
}
static void get_texture(ModeInfo *);
ENTRYPOINT Bool
flipflop_handle_event (ModeInfo *mi, XEvent *event)
{
Flipflopcreen *c = &qs[MI_SCREEN(mi)];
if (gltrackball_event_handler (event, c->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&c->button_down_p))
return True;
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
if (!textured || c->got_texture)
{
textured = 1;
c->got_texture = False;
get_texture (mi);
return True;
}
}
return False;
}
/* draw board */
static int
drawBoard(Flipflopcreen *c)
{
int i;
for( i=0; i < (c->energy) ; i++ ) {
randsheet_new_move( c->sheet );
}
randsheet_move( c->sheet, c->flipspeed * 3.14159 );
return randsheet_draw( c->sheet );
}
static int
display(ModeInfo *mi)
{
Flipflopcreen *c = &qs[MI_SCREEN(mi)];
GLfloat amb[] = { 0.8, 0.8, 0.8, 1.0 };
int polys = 0;
glClear(clearbits);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.2);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.15/board_avg_size );
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.15/board_avg_size );
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glRotatef(current_device_rotation(), 0, 0, 1);
/** setup perspectif */
glTranslatef(0.0, 0.0, -c->reldist*board_avg_size);
glRotatef(22.5, 1.0, 0.0, 0.0);
gltrackball_rotate (c->trackball);
glRotatef(c->theta*100, 0.0, 1.0, 0.0);
glTranslatef(-0.5*board_x_size, 0.0, -0.5*board_y_size); /* Center the board */
/* set texture */
if(textured)
glBindTexture(GL_TEXTURE_2D, c->texid);
# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
{
GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
int o = (int) current_device_rotation();
if (o != 0 && o != 180 && o != -180)
glScalef (1/h, 1/h, 1/h);
}
# endif
polys = drawBoard(c);
if (!c->button_down_p) {
c->theta += .01 * spin;
}
return polys;
}
ENTRYPOINT void
reshape_flipflop(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0,y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 1.0, 300.0);
glMatrixMode(GL_MODELVIEW);
}
static void
image_loaded_cb (const char *filename, XRectangle *geometry,
int image_width, int image_height,
int texture_width, int texture_height,
void *closure)
{
Flipflopcreen *c = (Flipflopcreen *)closure;
int i, j;
int index = 0;
randsheet *rs = c->sheet;
c->tex_x = (float)geometry->x / (float)texture_width;
c->tex_y = (float)geometry->y / (float)texture_height;
c->tex_width = (float)geometry->width / (float)texture_width;
c->tex_height = (float)geometry->height / (float)texture_height;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(c->mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
if(c->anisotropic >= 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, c->anisotropic);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for(i = 0; i < board_x_size && index < numsquares; i++)
for(j = 0; j < board_y_size && index < numsquares; j++)
{
/* arrange squares to form loaded image */
rs->tex[ index*4 + 0 ] = c->tex_x + c->tex_width / board_x_size * (i + 0);
rs->tex[ index*4 + 1 ] = c->tex_y + c->tex_height / board_y_size * (j + 1);
rs->tex[ index*4 + 2 ] = c->tex_x + c->tex_width / board_x_size * (i + 1);
rs->tex[ index*4 + 3 ] = c->tex_y + c->tex_height / board_y_size * (j + 0);
rs->color[ index*3 + 0 ] = 1;
rs->color[ index*3 + 1 ] = 1;
rs->color[ index*3 + 2 ] = 1;
index++;
}
c->got_texture = True;
}
static void
get_texture(ModeInfo *modeinfo)
{
Flipflopcreen *c = &qs[MI_SCREEN(modeinfo)];
c->got_texture = False;
c->mipmap = True;
load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
*c->glx_context, 0, 0, c->mipmap, c->texid,
image_loaded_cb, c);
}
ENTRYPOINT void
init_flipflop(ModeInfo *mi)
{
int screen;
Flipflopcreen *c;
if (MI_IS_WIREFRAME(mi)) textured = 0;
/* Set all constants to their correct values */
if (board_avg_size != 0) { /* general size specified by user */
board_x_size = board_avg_size;
board_y_size = board_avg_size;
} else {
board_avg_size = (board_x_size + board_y_size) / 2;
}
if ((numsquares == 0) && (freesquares != 0)) {
numsquares = board_x_size * board_y_size - freesquares;
}
if (strcmp(flipflopmode_str, "tiles")) {
textured = 0; /* textures look dumb in stick mode */
half_thick = 1.0 * DEF_STICK_THICK / 100.0;
if (numsquares == 0) { /* No value defined by user */
numsquares = board_x_size * board_y_size * DEF_STICK_RATIO / 100;
}
} else {
half_thick = 1.0 * DEF_TILE_THICK / 100.0;
if (numsquares == 0) { /* No value defined by user */
numsquares = board_x_size * board_y_size * DEF_TILE_RATIO/ 100;;
}
}
if (board_avg_size < 2) {
fprintf (stderr,"%s: the board must be at least 2x2.\n", progname);
exit(1);
}
if ((board_x_size < 1) || (board_y_size < 1) || (numsquares < 1)) {
fprintf (stderr,"%s: the number of elements ('-count') and the dimensions of the board ('-size-x', '-size-y') must be positive integers.\n", progname);
exit(1);
}
if (board_x_size * board_y_size <= numsquares) {
fprintf (stderr,"%s: the number of elements ('-count') that you specified is too big \n for the dimensions of the board ('-size-x', '-size-y'). Nothing will move.\n", progname);
}
screen = MI_SCREEN(mi);
wire = MI_IS_WIREFRAME(mi);
MI_INIT(mi, qs);
c = &qs[screen];
c->window = MI_WINDOW(mi);
c->trackball = gltrackball_init (False);
c->flipspeed = 0.03;
c->reldist = 1;
c->energy = 40;
if((c->glx_context = init_GL(mi)))
reshape_flipflop(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
else
MI_CLEARWINDOW(mi);
/* At this point, all the constants have already been set, */
/* so we can create the board */
c->sheet = (randsheet*) malloc(sizeof(randsheet));
randsheet_create( c->sheet );
clearbits = GL_COLOR_BUFFER_BIT;
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
setup_lights();
glEnable(GL_DEPTH_TEST);
clearbits |= GL_DEPTH_BUFFER_BIT;
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
randsheet_initialize( c->sheet );
if( textured ){
/* check for anisotropic filtering */
if(strstr((char *)glGetString(GL_EXTENSIONS),
"GL_EXT_texture_filter_anisotropic"))
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
else
c->anisotropic = 0;
/* allocate a new texture and get it */
glGenTextures(1, &c->texid);
get_texture(mi);
}
}
ENTRYPOINT void
draw_flipflop(ModeInfo *mi)
{
Flipflopcreen *c = &qs[MI_SCREEN(mi)];
Window w = MI_WINDOW(mi);
Display *disp = MI_DISPLAY(mi);
if(!c->glx_context || (textured && !c->got_texture))
return;
glXMakeCurrent(disp, w, *c->glx_context);
mi->polygon_count = display(mi);
if(mi->fps_p){
do_fps(mi);
}
glFinish();
glXSwapBuffers(disp, w);
}
ENTRYPOINT void
free_flipflop(ModeInfo *mi)
{
Flipflopcreen *c = &qs[MI_SCREEN(mi)];
if (!c->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *c->glx_context);
if(c->trackball) gltrackball_free(c->trackball);
if (c->sheet) {
randsheet_free(c->sheet);
free (c->sheet);
}
if (c->texid) glDeleteTextures (1, &c->texid);
}
/*** ADDED RANDSHEET FUNCTIONS ***/
static int
draw_sheet(float *tex)
{
int polys = 0;
glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
glNormal3f( 0, -1, 0 );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, -half_thick, half_thick );
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, -half_thick, half_thick );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, -half_thick, 1-half_thick);
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, -half_thick, 1-half_thick );
polys++;
if (wire) { glEnd(); glBegin (GL_LINE_LOOP); }
/* back */
glNormal3f( 0, 1, 0 );
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, half_thick, 1-half_thick );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, half_thick, 1-half_thick);
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, half_thick, half_thick );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, half_thick, half_thick );
polys++;
if (wire) { glEnd(); return polys; }
/* 4 edges!!! weee.... */
glNormal3f( 0, 0, -1 );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, half_thick, half_thick );
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, half_thick, half_thick );
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, -half_thick, half_thick );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, -half_thick, half_thick );
polys++;
glNormal3f( 0, 0, 1 );
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, half_thick, 1-half_thick );
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, -half_thick, 1-half_thick );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, -half_thick, 1-half_thick );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, half_thick, 1-half_thick );
polys++;
glNormal3f( 1, 0, 0 );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, half_thick, 1-half_thick );
glTexCoord2f(tex[2], tex[1]);
glVertex3f( 1-half_thick, -half_thick, 1-half_thick );
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, -half_thick, half_thick );
glTexCoord2f(tex[2], tex[3]);
glVertex3f( 1-half_thick, half_thick, half_thick );
polys++;
glNormal3f( -1, 0, 0 );
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, half_thick, 1-half_thick );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, half_thick, half_thick );
glTexCoord2f(tex[0], tex[3]);
glVertex3f( half_thick, -half_thick, half_thick );
glTexCoord2f(tex[0], tex[1]);
glVertex3f( half_thick, -half_thick, 1-half_thick );
polys++;
glEnd();
return polys;
}
/* Reserve memory for the randsheet */
static void
randsheet_create( randsheet *rs )
{
rs -> occupied = (int*) malloc(board_x_size*board_y_size * sizeof(int));
rs -> xpos = (int*) malloc(numsquares * sizeof(int));
rs -> ypos = (int*) malloc(numsquares * sizeof(int));
rs -> direction = (int*) malloc(numsquares * sizeof(int));
rs -> angle = (float*) malloc(numsquares * sizeof(float));
rs -> color = (float*) malloc(numsquares*3 * sizeof(float));
rs -> tex = (float*) malloc(numsquares*4 * sizeof(float));
}
/* Free reserved memory for the randsheet */
static void
randsheet_free( randsheet *rs )
{
free(rs->occupied);
free(rs->xpos);
free(rs->ypos);
free(rs->direction);
free(rs->angle);
free(rs->color);
free(rs->tex);
}
static void
randsheet_initialize( randsheet *rs )
{
int i, j, index;
index = 0;
/* put the moving sheets on the board */
for( i = 0; i < board_x_size; i++ )
{
for( j = 0; j < board_y_size; j++ )
{
/* initially fill up a corner with the moving squares */
if( index < numsquares )
{
rs->occupied[ i * board_y_size + j ] = index;
rs->xpos[ index ] = i;
rs->ypos[ index ] = j;
/* have the square colors start out as a pattern */
rs->color[ index*3 + 0 ] = ((i+j)%3 == 0)||((i+j+1)%3 == 0);
rs->color[ index*3 + 1 ] = ((i+j+1)%3 == 0);
rs->color[ index*3 + 2 ] = ((i+j+2)%3 == 0);
index++;
}
/* leave everything else empty*/
else
{
rs->occupied[ i * board_y_size + j ] = -1;
}
}
}
/* initially everything is at rest */
for( i=0; i<numsquares; i++ )
{
rs->direction[ i ] = 0;
rs->angle[ i ] = 0;
}
}
/* Pick and random square and direction and try to move it. */
/* May not actually move anything, just attempt a random move. */
/* Returns true if move was sucessful. */
/* This could probably be implemented faster in a dequeue */
/* to avoid trying to move a square which is already moving */
/* but speed is most likely bottlenecked by rendering anyway... */
static int
randsheet_new_move( randsheet* rs )
{
int i, j;
int num, dir;
/* pick a random square */
num = random( ) % numsquares;
i = rs->xpos[ num ];
j = rs->ypos[ num ];
/* pick a random direction */
dir = ( random( )% 4 ) + 1;
if( rs->direction[ num ] == 0 )
{
switch( dir )
{
case 1:
/* move up in x */
if( ( i + 1 ) < board_x_size )
{
if( rs->occupied[ (i + 1) * board_y_size + j ] == -1 )
{
rs->direction[ num ] = dir;
rs->occupied[ (i + 1) * board_y_size + j ] = num;
rs->occupied[ i * board_y_size + j ] = -1;
return 1;
}
}
return 0;
break;
case 2:
/* move up in y */
if( ( j + 1 ) < board_y_size )
{
if( rs->occupied[ i * board_y_size + (j + 1) ] == -1 )
{
rs->direction[ num ] = dir;
rs->occupied[ i * board_y_size + (j + 1) ] = num;
rs->occupied[ i * board_y_size + j ] = -1;
return 1;
}
}
return 0;
break;
case 3:
/* move down in x */
if( ( i - 1 ) >= 0 )
{
if( rs->occupied[ (i - 1) * board_y_size + j ] == -1 )
{
rs->direction[ num ] = dir;
rs->occupied[ (i - 1) * board_y_size + j ] = num;
rs->occupied[ i * board_y_size + j ] = -1;
return 1;
}
}
return 0;
break;
case 4:
/* move down in y */
if( ( j - 1 ) >= 0 )
{
if( rs->occupied[ i * board_y_size + (j - 1) ] == -1 )
{
rs->direction[ num ] = dir;
rs->occupied[ i * board_y_size + (j - 1) ] = num;
rs->occupied[ i * board_y_size + j ] = -1;
return 1;
}
}
return 0;
break;
default:
break;
}
}
return 0;
}
/* move a single frame. */
/* Pass in the angle in rads the square rotates in a frame. */
static void
randsheet_move( randsheet *rs, float rot )
{
int index;
float tmp;
for( index = 0 ; index < numsquares; index++ )
{
switch( rs->direction[ index ] )
{
case 0:
/* not moving */
break;
case 1:
/* move up in x */
if( textured && rs->angle[ index ] == 0 )
{
tmp = rs->tex[ index * 4 + 0 ];
rs->tex[ index * 4 + 0 ] = rs->tex[ index * 4 + 2 ];
rs->tex[ index * 4 + 2 ] = tmp;
}
rs->angle[ index ] += rot;
/* check to see if we have finished moving */
if( rs->angle[ index ] >= M_PI )
{
rs->xpos[ index ] += 1;
rs->direction[ index ] = 0;
rs->angle[ index ] = 0;
}
break;
case 2:
/* move up in y */
if( textured && rs->angle[ index ] == 0 )
{
tmp = rs->tex[ index * 4 + 1 ];
rs->tex[ index * 4 + 1 ] = rs->tex[ index * 4 + 3 ];
rs->tex[ index * 4 + 3 ] = tmp;
}
rs->angle[ index ] += rot;
/* check to see if we have finished moving */
if( rs->angle[ index ] >= M_PI )
{
rs->ypos[ index ] += 1;
rs->direction[ index ] = 0;
rs->angle[ index ] = 0;
}
break;
case 3:
/* down in x */
rs->angle[ index ] += rot;
/* check to see if we have finished moving */
if( rs->angle[ index ] >= M_PI )
{
rs->xpos[ index ] -= 1;
rs->direction[ index ] = 0;
rs->angle[ index ] = 0;
if( textured )
{
tmp = rs->tex[ index * 4 + 0 ];
rs->tex[ index * 4 + 0 ] = rs->tex[ index * 4 + 2 ];
rs->tex[ index * 4 + 2 ] = tmp;
}
}
break;
case 4:
/* down in y */
rs->angle[ index ] += rot;
/* check to see if we have finished moving */
if( rs->angle[ index ] >= M_PI )
{
rs->ypos[ index ] -= 1;
rs->direction[ index ] = 0;
rs->angle[ index ] = 0;
if( textured )
{
tmp = rs->tex[ index * 4 + 1 ];
rs->tex[ index * 4 + 1 ] = rs->tex[ index * 4 + 3 ];
rs->tex[ index * 4 + 3 ] = tmp;
}
}
break;
default:
break;
}
}
}
/* draw all the moving squares */
static int
randsheet_draw( randsheet *rs )
{
int i, j, polys = 0;
int index;
/* for all moving squares ... */
for( index = 0; index < numsquares; index++ )
{
/* set color */
glColor3f( rs->color[ index*3 + 0 ],
rs->color[ index*3 + 1 ],
rs->color[ index*3 + 2 ] );
/* find x and y position */
i = rs->xpos[ index ];
j = rs->ypos[ index ];
glPushMatrix();
switch( rs->direction[ index ] )
{
case 0:
/* not moving */
/* front */
glTranslatef( i, 0, j );
break;
case 1:
glTranslatef( i+1, 0, j );
glRotatef( 180 - rs->angle[ index ]*180/M_PI, 0, 0, 1 );
break;
case 2:
glTranslatef( i, 0, j+1 );
glRotatef( 180 - rs->angle[ index ]*180/M_PI, -1, 0, 0 );
break;
case 3:
glTranslatef( i, 0, j );
glRotatef( rs->angle[ index ]*180/M_PI, 0, 0, 1 );
break;
case 4:
glTranslatef( i, 0, j );
glRotatef( rs->angle[ index ]*180/M_PI, -1, 0, 0 );
break;
default:
break;
}
polys += draw_sheet( rs->tex + index*4 );
glPopMatrix();
}
return polys;
}
/**** END RANDSHEET_BAK FUNCTIONS ***/
XSCREENSAVER_MODULE ("FlipFlop", flipflop)
#endif /* USE_GL */