/* -*- Mode: C; tab-width: 4 -*- */
/* glhanoi, Copyright (c) 2005, 2009 Dave Atkinson <da@davea.org.uk>
* except noise function code Copyright (c) 2002 Ken Perlin
* Modified by Lars Huttar (c) 2010, to generalize to 4 or more poles
*
* 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.
*/
#include <assert.h>
#include "rotator.h"
#define DEF_LIGHT "True"
#define DEF_FOG "False"
#define DEF_TEXTURE "True"
#define DEF_POLES "0" /* choose random value */
#define DEF_SPEED "1"
#define DEF_TRAILS "2"
#define DEFAULTS "*delay: 15000\n" \
"*count: 0\n" \
"*showFPS: False\n" \
"*wireframe: False\n"
# define release_glhanoi 0
/* polygon resolution of poles and disks */
#define NSLICE 32
#define NLOOPS 1
/* How long to wait at start and finish (seconds). */
#define START_DURATION 1.0
#define FINISH_DURATION 1.0
#define BASE_LENGTH 30.0
#define BOARD_SQUARES 8
/* Don't draw trail lines till they're this old (sec).
Helps trails not be "attached" to the disks. */
#define TRAIL_START_DELAY 0.1
#define MAX_CAMERA_RADIUS 250.0
#define MIN_CAMERA_RADIUS 75.0
#define MARBLE_SCALE 1.01
#undef BELLRAND
/* Return a double precision number in [0...n], with bell curve distribution. */
#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
enum {
MARBLE_TEXURE,
N_TEXTURES
};
#define MARBLE_TEXTURE_SIZE 256
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
#include <math.h>
#include "xlockmore.h"
#ifdef USE_GL /* whole file */
typedef struct timeval glhtime;
static double getTime(void)
{
struct timeval t;
#ifdef GETTIMEOFDAY_TWO_ARGS
gettimeofday(&t, NULL);
#else /* !GETTIMEOFDAY_TWO_ARGS */
gettimeofday(&t);
#endif /* !GETTIMEOFDAY_TWO_ARGS */
return t.tv_sec + t.tv_usec / 1000000.0;
}
typedef enum {
START,
MOVE_DISK,
MOVE_FINISHED,
FINISHED,
MONEY_SHOT,
INVALID = -1
} State;
typedef struct {
int id;
GLuint displayList;
GLfloat position[3];
GLfloat rotation[3];
GLfloat color[4];
GLfloat base0;
GLfloat base1;
GLfloat height;
GLfloat xmin, xmax, ymin, zmin, zmax;
GLfloat u1, u2;
GLfloat t1, t2;
GLfloat ucostheta, usintheta;
GLfloat dx, dz;
GLdouble rotAngle; /* degree of "flipping" so far, during travel */
GLdouble phi; /* angle of motion in xz plane */
GLfloat speed;
int polys;
} Disk;
typedef struct {
Disk **data;
int count;
int size;
GLfloat position[3];
} Pole;
/* A SubProblem is a recursive subdivision of the problem, and means
"Move nDisks disks from src pole to dst pole, using the poles indicated in 'available'." */
typedef struct {
int nDisks;
int src, dst;
unsigned long available; /* a bitmask of poles that have no smaller disks on them */
} SubProblem;
typedef struct {
GLfloat position[3];
double startTime, endTime;
Bool isEnd;
} TrailPoint;
typedef struct {
GLXContext *glx_context;
State state;
Bool wire;
Bool fog;
Bool light;
Bool layoutLinear;
GLfloat trailDuration;
double startTime;
double lastTime;
double duration;
int numberOfDisks;
int numberOfPoles;
int numberOfMoves;
int maxDiskIdx;
int magicNumber;
Disk *currentDisk;
int move;
/* src, tmp, dst: index of pole that is source / storage / destination for
current move */
int src;
int tmp;
int dst;
int oldsrc;
int oldtmp;
int olddst;
GLfloat speed; /* coefficient for how fast the disks move */
SubProblem *solveStack;
int solveStackSize, solveStackIdx;
Pole *pole;
float boardSize;
float baseLength;
float baseWidth;
float baseHeight;
float poleRadius;
float poleHeight;
float poleOffset;
float poleDist; /* distance of poles from center, for round layout */
float diskHeight;
float maxDiskRadius;
float *diskPos; /* pre-computed disk positions on rods */
Disk *disk;
GLint floorList;
GLint baseList;
GLint poleList;
int floorpolys, basepolys, polepolys;
int trailQSize;
TrailPoint *trailQ;
int trailQFront, trailQBack;
GLfloat camera[3];
GLfloat centre[3];
rotator *the_rotator;
Bool button_down_p;
Bool texture;
GLuint textureNames[N_TEXTURES];
int drag_x;
int drag_y;
int noise_initted;
int p[512];
} glhcfg;
static glhcfg *glhanoi_cfg = NULL;
static Bool fog;
static Bool light;
static Bool texture;
static GLfloat trails;
static int poles;
static GLfloat speed;
static XrmOptionDescRec opts[] = {
{"-light", ".glhanoi.light", XrmoptionNoArg, "true"},
{"+light", ".glhanoi.light", XrmoptionNoArg, "false"},
{"-fog", ".glhanoi.fog", XrmoptionNoArg, "true"},
{"+fog", ".glhanoi.fog", XrmoptionNoArg, "false"},
{"-texture", ".glhanoi.texture", XrmoptionNoArg, "true"},
{"+texture", ".glhanoi.texture", XrmoptionNoArg, "false"},
{"-trails", ".glhanoi.trails", XrmoptionSepArg, 0},
{"-poles", ".glhanoi.poles", XrmoptionSepArg, 0 },
{"-speed", ".glhanoi.speed", XrmoptionSepArg, 0 }
};
static argtype vars[] = {
{&light, "light", "Light", DEF_LIGHT, t_Bool},
{&fog, "fog", "Fog", DEF_FOG, t_Bool},
{&texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
{&trails, "trails", "Trails", DEF_TRAILS, t_Float},
{&poles, "poles", "Poles", DEF_POLES, t_Int},
{&speed, "speed", "Speed", DEF_SPEED, t_Float}
};
static OptionStruct desc[] = {
{"+/-light", "whether to light the scene"},
{"+/-fog", "whether to apply fog to the scene"},
{"+/-texture", "whether to apply texture to the scene"},
{"-trails t", "how long of disk trails to show (sec.)"},
{"-poles r", "number of poles to move disks between"},
{"-speed s", "speed multiplier"}
};
ENTRYPOINT ModeSpecOpt glhanoi_opts = { countof(opts), opts, countof(vars), vars, desc };
#ifdef USE_MODULES
ModStruct glhanoi_description = {
"glhanoi", "init_glhanoi", "draw_glhanoi", NULL,
"draw_glhanoi", "init_glhanoi", "free_glhanoi", &glhanoi_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Towers of Hanoi", 0, NULL
};
#endif
static const GLfloat cBlack[] = { 0.0, 0.0, 0.0, 1.0 };
static const GLfloat cWhite[] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat poleColor[] = { 0.545, 0.137, 0.137 };
static const GLfloat baseColor[] = { 0.34, 0.34, 0.48 };
/* static const GLfloat baseColor[] = { 0.545, 0.137, 0.137 }; */
static const GLfloat fogcolor[] = { 0.5, 0.5, 0.5 };
static GLfloat trailColor[] = { 1.0, 1.0, 1.0, 0.5 };
static const float left[] = { 1.0, 0.0, 0.0 };
static const float up[] = { 0.0, 1.0, 0.0 };
static const float front[] = { 0.0, 0.0, 1.0 };
static const float right[] = { -1.0, 0.0, 0.0 };
static const float down[] = { 0.0, -1.0, 0.0 };
static const float back[] = { 0.0, 0.0, -1.0 };
static const GLfloat pos0[4] = { 50.0, 50.0, 50.0, 0.0 };
static const GLfloat amb0[4] = { 0.0, 0.0, 0.0, 1.0 };
static const GLfloat dif0[4] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat spc0[4] = { 0.0, 1.0, 1.0, 1.0 };
static const GLfloat pos1[4] = { -50.0, 50.0, -50.0, 0.0 };
static const GLfloat amb1[4] = { 0.0, 0.0, 0.0, 1.0 };
static const GLfloat dif1[4] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat spc1[4] = { 1.0, 1.0, 1.0, 1.0 };
static float g = 3.0 * 9.80665; /* hmm, looks like we need more gravity, Scotty... */
static void checkAllocAndExit(Bool item, char *descr) {
if (!item) {
fprintf(stderr, "%s: unable to allocate memory for %s\n",
progname, descr);
exit(EXIT_FAILURE);
}
}
#define DOPUSH(X, Y) (((X)->count) >= ((X)->size)) ? NULL : ((X)->data[(X)->count++] = (Y))
#define DOPOP(X) (X)->count <= 0 ? NULL : ((X)->data[--((X)->count)])
/* push disk d onto pole idx */
static Disk *push(glhcfg *glhanoi, int idx, Disk * d)
{
return DOPUSH(&glhanoi->pole[idx], d);
}
/* pop the top disk from pole idx */
static Disk *pop(glhcfg *glhanoi, int idx)
{
return DOPOP(&glhanoi->pole[idx]);
}
static inline void swap(int *x, int *y)
{
*x = *x ^ *y;
*y = *x ^ *y;
*x = *x ^ *y;
}
/*
* magic - it's magic...
* Return 1 if the number of trailing zeroes on i is even, unless i is 1 or 0.
*/
static int magic(int i)
{
int count = 0;
if(i <= 1)
return 0;
while((i & 0x01) == 0) {
i >>= 1;
count++;
}
return count % 2 == 0;
}
static float distance(float *p0, float *p1)
{
float x, y, z;
x = p1[0] - p0[0];
y = p1[1] - p0[1];
z = p1[2] - p0[2];
return (float)sqrt(x * x + y * y + z * z);
}
/* What is this for?
= c / (a b - 0.25 (a^2 + 2 a b + b^2) )
= c / (-0.25 (a^2 - 2 a b + b^2) )
= c / (-0.25 ((a - b)(a - b)))
= -4 c / (a - b)^2
static GLfloat A(GLfloat a, GLfloat b, GLfloat c)
{
GLfloat sum = a + b;
return c / (a * b - 0.25 * sum * sum);
}
*/
static void moveSetup(glhcfg *glhanoi, Disk * disk)
{
float h, ymax;
float u;
int src = glhanoi->src;
int dst = glhanoi->dst;
GLfloat theta;
GLfloat sintheta, costheta;
double dh;
double dx, dz; /* total x and z distances from src to dst */
Pole *poleSrc, *poleDst;
poleSrc = &(glhanoi->pole[src]);
poleDst = &(glhanoi->pole[dst]);
disk->xmin = poleSrc->position[0];
/* glhanoi->poleOffset * (src - (glhanoi->numberOfPoles - 1.0f) * 0.5); */
disk->xmax = poleDst->position[0];
/* disk->xmax = glhanoi->poleOffset * (dst - (glhanoi->numberOfPoles - 1.0f) * 0.5); */
disk->ymin = glhanoi->poleHeight;
disk->zmin = poleSrc->position[2];
disk->zmax = poleDst->position[2];
dx = disk->xmax - disk->xmin;
dz = disk->zmax - disk->zmin;
if(glhanoi->state != FINISHED) {
double xxx = ((dx < 0) ? 180.0 : -180.0);
if(random() % 6 == 0) {
disk->rotAngle = xxx * (2 - 2 * random() % 2) * (random() % 3 + 1);
} else {
disk->rotAngle = xxx;
}
if(random() % 4 == 0) {
/* Backflip */
disk->rotAngle = -disk->rotAngle;
}
} else {
disk->rotAngle = -180.0;
}
disk->base0 = glhanoi->diskPos[poleSrc->count];
disk->base1 = (glhanoi->state == FINISHED) ?
disk->base0 : glhanoi->diskPos[poleDst->count];
/* horizontal distance to travel? */
/* was: absx = sqrt(disk->xmax - disk->xmin); */
dh = distance(poleSrc->position, poleDst->position);
/* absx = sqrt(dh); */
ymax = glhanoi->poleHeight + dh;
if(glhanoi->state == FINISHED) {
ymax += dh * (double)(glhanoi->numberOfDisks - disk->id);
}
h = ymax - disk->ymin;
/* A(a, b, c) = -4 c / (a - b)^2 */
/* theta = atan(4 h / (b - a)) */
theta = atan(4 * h / dh);
if(theta < 0.0)
theta += M_PI;
costheta = cos(theta);
sintheta = sin(theta);
u = (float)
sqrt(fabs
(-g /
/* (2.0 * A(disk->xmin, disk->xmax, h) * costheta * costheta))); */
(2.0 * -4 * h / (dh * dh) * costheta * costheta)));
disk->usintheta = u * sintheta;
disk->ucostheta = u * costheta;
/* Not to be confused: disk->dx is the per-time-unit portion of dx */
disk->dx = disk->ucostheta * dx / dh;
disk->dz = disk->ucostheta * dz / dh;
disk->t1 =
(-u + sqrt(u * u + 2.0 * g * fabs(disk->ymin - disk->base0))) / g;
disk->u1 = u + g * disk->t1;
disk->t2 = 2.0 * disk->usintheta / g;
disk->u2 = disk->usintheta - g * disk->t2;
/* Compute direction of travel, in the XZ plane. */
disk->phi = atan(dz / dx);
disk->phi *= 180.0 / M_PI; /* convert radians to degrees */
}
/* For debugging: show a value as a string of ones and zeroes
static const char *byteToBinary(int x) {
static char b[9];
int i, z;
for (z = 128, i = 0; z > 0; z >>= 1, i++) {
b[i] = ((x & z) == z) ? '1' : '0';
}
b[i] = '\0';
return b;
}
*/
static void pushMove(glhcfg *glhanoi, int n, int src, int dst, int avail) {
SubProblem *sp = &(glhanoi->solveStack[glhanoi->solveStackIdx++]);
if (glhanoi->solveStackIdx > glhanoi->solveStackSize) {
fprintf(stderr, "solveStack overflow: pushed index %d: %d from %d to %d, using %d\n",
glhanoi->solveStackIdx, n, src, dst, avail);
exit(EXIT_FAILURE);
}
sp->nDisks = n;
sp->src = src;
sp->dst = dst;
sp->available = avail & ~((unsigned long)(1 << src))
& ~((unsigned long)(1 << dst));
/*
fprintf(stderr, "Debug: > pushed solveStack %d: %d from %d to %d, using %s\n",
glhanoi->solveStackIdx - 1, n, src, dst, byteToBinary(sp->available));
*/
}
static Bool solveStackEmpty(glhcfg *glhanoi) {
return (glhanoi->solveStackIdx < 1);
}
static SubProblem *popMove(glhcfg *glhanoi) {
SubProblem *sp;
if (solveStackEmpty(glhanoi)) return (SubProblem *)NULL;
sp = &(glhanoi->solveStack[--glhanoi->solveStackIdx]);
/* fprintf(stderr, "Debug: < popped solveStack %d: %d from %d to %d, using %s\n",
glhanoi->solveStackIdx, sp->nDisks, sp->src, sp->dst, byteToBinary(sp->available)); */
return sp;
}
/* Return number of bits set in b */
static int numBits(unsigned long b) {
int count = 0;
while (b) {
count += b & 0x1u;
b >>= 1;
}
return count;
}
/* Return index (power of 2) of least significant 1 bit. */
static int bitScan(unsigned long b) {
int count;
for (count = 0; b; count++, b >>= 1) {
if (b & 0x1u) return count;
}
return -1;
}
/* A bit pattern representing all poles */
#define ALL_POLES ((1 << glhanoi->numberOfPoles) - 1)
#define REMOVE_BIT(a, b) ((a) & ~(1 << (b)))
#define ADD_BIT(a, b) ((a) | (1 << (b)))
static void makeMove(glhcfg *glhanoi)
{
if (glhanoi->numberOfPoles == 3) {
int fudge = glhanoi->move + 2;
int magicNumber = magic(fudge);
glhanoi->currentDisk = pop(glhanoi, glhanoi->src);
moveSetup(glhanoi, glhanoi->currentDisk);
push(glhanoi, glhanoi->dst, glhanoi->currentDisk);
fudge = fudge % 2;
if(fudge == 1 || magicNumber) {
swap(&glhanoi->src, &glhanoi->tmp);
}
if(fudge == 0 || glhanoi->magicNumber) {
swap(&glhanoi->dst, &glhanoi->tmp);
}
glhanoi->magicNumber = magicNumber;
} else {
SubProblem sp;
int tmp = 0;
if (glhanoi->move == 0) {
/* Initialize the solution stack. Original problem:
move all disks from pole 0 to furthest pole,
using all other poles. */
pushMove(glhanoi, glhanoi->numberOfDisks, 0,
glhanoi->numberOfPoles - 1,
REMOVE_BIT(REMOVE_BIT(ALL_POLES, 0), glhanoi->numberOfPoles - 1));
}
while (!solveStackEmpty(glhanoi)) {
int k, numAvail;
sp = *popMove(glhanoi);
if (sp.nDisks == 1) {
/* We have a single, concrete move to do. */
/* moveSetup uses glhanoi->src, dst. */
glhanoi->src = sp.src;
glhanoi->dst = sp.dst;
glhanoi->tmp = tmp; /* Probably unnecessary */
glhanoi->currentDisk = pop(glhanoi, sp.src);
moveSetup(glhanoi, glhanoi->currentDisk);
push(glhanoi, sp.dst, glhanoi->currentDisk);
return;
} else {
/* Divide and conquer, using Frame-Stewart algorithm, until we get to base case */
if (sp.nDisks == 1) break;
numAvail = numBits(sp.available);
if (numAvail < 2) k = sp.nDisks - 1;
else if(numAvail >= sp.nDisks - 2) k = 1;
/* heuristic for optimal k: sqrt(2n) (see http://www.cs.wm.edu/~pkstoc/boca.pdf) */
else k = (int)(sqrt(2 * sp.nDisks));
if (k >= sp.nDisks) k = sp.nDisks - 1;
else if (k < 1) k = 1;
tmp = bitScan(sp.available);
/* fprintf(stderr, "Debug: k is %d, tmp is %d\n", k, tmp); */
if (tmp == -1) {
fprintf(stderr, "Error: n > 1 (%d) and no poles available\n",
sp.nDisks);
}
/* Push on moves in reverse order, since this is a stack. */
pushMove(glhanoi, k, tmp, sp.dst,
REMOVE_BIT(ADD_BIT(sp.available, sp.src), tmp));
pushMove(glhanoi, sp.nDisks - k, sp.src, sp.dst,
REMOVE_BIT(sp.available, tmp));
pushMove(glhanoi, k, sp.src, tmp,
REMOVE_BIT(ADD_BIT(sp.available, sp.dst), tmp));
/* Repeat until we've found a move we can make. */
}
}
}
}
static double lerp(double alpha, double start, double end)
{
return start + alpha * (end - start);
}
static void upfunc(GLdouble t, Disk * d)
{
d->position[0] = d->xmin;
d->position[1] = d->base0 + (d->u1 - 0.5 * g * t) * t;
d->position[2] = d->zmin;
d->rotation[1] = 0.0;
}
static void parafunc(GLdouble t, Disk * d)
{
/* ##was: d->position[0] = d->xmin + d->ucostheta * t; */
d->position[0] = d->xmin + d->dx * t;
d->position[2] = d->zmin + d->dz * t;
d->position[1] = d->ymin + (d->usintheta - 0.5 * g * t) * t;
d->rotation[1] = d->rotAngle * t / d->t2;
/* d->rotAngle * (d->position[0] - d->xmin) / (d->xmax - d->xmin); */
}
static void downfunc(GLdouble t, Disk * d)
{
d->position[0] = d->xmax;
d->position[1] = d->ymin + (d->u2 - 0.5 * g * t) * t;
d->position[2] = d->zmax;
d->rotation[1] = 0.0;
}
#define normalizeQ(i) ((i) >= glhanoi->trailQSize ? (i) - glhanoi->trailQSize : (i))
#define normalizeQNeg(i) ((i) < 0 ? (i) + glhanoi->trailQSize : (i))
/* Add trail point at position posn at time t onto back of trail queue.
Removes old trails if necessary to make room. */
static void enQTrail(glhcfg *glhanoi, GLfloat *posn)
{
if (glhanoi->trailQSize && glhanoi->state != MONEY_SHOT) {
TrailPoint *tp = &(glhanoi->trailQ[glhanoi->trailQBack]);
double t = getTime();
tp->position[0] = posn[0];
tp->position[1] = posn[1] + glhanoi->diskHeight;
/* Slight jitter to prevent clashing with other trails */
tp->position[2] = posn[2] + (glhanoi->move % 23) * 0.01;
tp->startTime = t + TRAIL_START_DELAY;
tp->endTime = t + TRAIL_START_DELAY + glhanoi->trailDuration;
tp->isEnd = False;
/* Update queue back/front indices */
glhanoi->trailQBack = normalizeQ(glhanoi->trailQBack + 1);
if (glhanoi->trailQBack == glhanoi->trailQFront)
glhanoi->trailQFront = normalizeQ(glhanoi->trailQFront + 1);
}
}
/* Mark last trailpoint in queue as the end of a trail. */
/* was: #define endTrail(glh) ((glh)->trailQ[(glh)->trailQBack].isEnd = True) */
static void endTrail(glhcfg *glhanoi) {
if (glhanoi->trailQSize)
glhanoi->trailQ[normalizeQNeg(glhanoi->trailQBack - 1)].isEnd = True;
}
/* Update disk d's position and rotation based on time t.
Returns true iff move is finished. */
static Bool computePosition(glhcfg *glhanoi, GLfloat t, Disk * d)
{
Bool finished = False;
if(t < d->t1) {
upfunc(t, d);
} else if(t < d->t1 + d->t2) {
parafunc(t - d->t1, d);
enQTrail(glhanoi, d->position);
} else {
downfunc(t - d->t1 - d->t2, d);
if(d->position[1] <= d->base1) {
d->position[1] = d->base1;
finished = True;
endTrail(glhanoi);
}
}
return finished;
}
static void updateView(glhcfg *glhanoi)
{
double longitude, latitude, radius;
double a, b, c, A, B;
get_position(glhanoi->the_rotator, NULL, NULL, &radius,
!glhanoi->button_down_p);
get_rotation(glhanoi->the_rotator, &longitude, &latitude, NULL,
!glhanoi->button_down_p);
longitude += glhanoi->camera[0];
latitude += glhanoi->camera[1];
radius += glhanoi->camera[2];
/* FUTURE: tweak this to be smooth: */
longitude = longitude - floor(longitude);
latitude = latitude - floor(latitude);
radius = radius - floor(radius);
if(latitude > 0.5) {
latitude = 1.0 - latitude;
}
if(radius > 0.5) {
radius = 1.0 - radius;
}
b = glhanoi->centre[1];
c = (MIN_CAMERA_RADIUS +
radius * (MAX_CAMERA_RADIUS - MIN_CAMERA_RADIUS));
A = M_PI / 4.0 * (1.0 - latitude);
a = sqrt(b * b + c * c - 2.0 * b * c * cos(A));
B = asin(sin(A) * b / a);
glRotatef(-B * 180 / M_PI, 1.0, 0.0, 0.0);
glTranslatef(0.0f, 0.0f,
-(MIN_CAMERA_RADIUS +
radius * (MAX_CAMERA_RADIUS - MIN_CAMERA_RADIUS)));
glRotatef(longitude * 360.0, 0.0f, 1.0f, 0.0f);
glRotatef(latitude * 180.0, cos(longitude * 2.0 * M_PI), 0.0,
sin(longitude * 2.0 * M_PI));
}
static void changeState(glhcfg *glhanoi, State state)
{
glhanoi->state = state;
glhanoi->startTime = getTime();
}
static Bool finishedHanoi(glhcfg *glhanoi) {
/* use different criteria depending on algorithm */
return (glhanoi->numberOfPoles == 3 ?
glhanoi->move >= glhanoi->numberOfMoves :
solveStackEmpty(glhanoi));
}
static void update_glhanoi(glhcfg *glhanoi)
{
double t = getTime() - glhanoi->startTime;
int i;
Bool done;
switch (glhanoi->state) {
case START:
if(t < glhanoi->duration) {
break;
}
glhanoi->move = 0;
if(glhanoi->numberOfDisks % 2 == 0) {
swap(&glhanoi->tmp, &glhanoi->dst);
}
glhanoi->magicNumber = 1;
makeMove(glhanoi);
changeState(glhanoi, MOVE_DISK);
break;
case MOVE_DISK:
if(computePosition(glhanoi, t * glhanoi->currentDisk->speed, glhanoi->currentDisk)) {
changeState(glhanoi, MOVE_FINISHED);
}
break;
case MOVE_FINISHED:
++glhanoi->move;
if(!finishedHanoi(glhanoi)) {
makeMove(glhanoi);
changeState(glhanoi, MOVE_DISK);
} else {
glhanoi->duration = FINISH_DURATION;
changeState(glhanoi, FINISHED);
}
break;
case FINISHED:
if (t < glhanoi->duration)
break;
glhanoi->src = glhanoi->olddst;
glhanoi->dst = glhanoi->oldsrc;
for(i = 0; i < glhanoi->numberOfDisks; ++i) {
Disk *disk = pop(glhanoi, glhanoi->src);
assert(disk != NULL);
moveSetup(glhanoi, disk);
}
for(i = glhanoi->maxDiskIdx; i >= 0; --i) {
push(glhanoi, glhanoi->dst, &glhanoi->disk[i]);
}
changeState(glhanoi, MONEY_SHOT);
break;
case MONEY_SHOT:
done = True;
for(i = glhanoi->maxDiskIdx; i >= 0; --i) {
double delay = 0.25 * i;
int finished;
if(t - delay < 0) {
done = False;
continue;
}
finished = computePosition(glhanoi, t - delay, &glhanoi->disk[i]);
glhanoi->disk[i].rotation[1] = 0.0;
if(!finished) {
done = False;
}
}
if(done) {
glhanoi->src = glhanoi->oldsrc;
glhanoi->tmp = glhanoi->oldtmp;
glhanoi->dst = glhanoi->olddst;
changeState(glhanoi, START);
}
break;
case INVALID:
default:
fprintf(stderr, "Invalid state\n");
break;
}
}
static void HSVtoRGBf(GLfloat h, GLfloat s, GLfloat v,
GLfloat * r, GLfloat * g, GLfloat * b)
{
if(s == 0.0) {
*r = v;
*g = v;
*b = v;
} else {
GLfloat i, f, p, q, t;
if(h >= 360.0) {
h = 0.0;
}
h /= 60.0; /* h now in [0,6). */
i = floor((double)h); /* i now largest integer <= h */
f = h - i; /* f is no fractional part of h */
p = v * (1.0 - s);
q = v * (1.0 - (s * f));
t = v * (1.0 - (s * (1.0 - f)));
switch ((int)i) {
case 0:
*r = v;
*g = t;
*b = p;
break;
case 1:
*r = q;
*g = v;
*b = p;
break;
case 2:
*r = p;
*g = v;
*b = t;
break;
case 3:
*r = p;
*g = q;
*b = v;
break;
case 4:
*r = t;
*g = p;
*b = v;
break;
case 5:
*r = v;
*g = p;
*b = q;
break;
}
}
}
static void HSVtoRGBv(GLfloat * hsv, GLfloat * rgb)
{
HSVtoRGBf(hsv[0], hsv[1], hsv[2], &rgb[0], &rgb[1], &rgb[2]);
}
static void setMaterial(const GLfloat color[3], const GLfloat hlite[3], int shininess)
{
glColor3fv(color);
glMaterialfv(GL_FRONT, GL_SPECULAR, hlite);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glMateriali(GL_FRONT, GL_SHININESS, shininess); /* [0,128] */
}
/*
* drawTube: I know all this stuff is available in gluQuadrics
* but I'd originally intended to texture the poles with a 3D wood
* texture, but I was having difficulty getting wood... what? Why
* are all you Amercians laughing..? Anyway, I don't know if enough
* people's hardware supports 3D textures, so I didn't bother (xorg
* ATI server doesn't :-( )
*/
static int drawTube(GLdouble bottomRadius, GLdouble topRadius,
GLdouble bottomThickness, GLdouble topThickness,
GLdouble height, GLuint nSlice, GLuint nLoop)
{
int polys = 0;
GLfloat y;
GLfloat *cosCache = malloc(sizeof(GLfloat) * nSlice);
GLfloat *sinCache = malloc(sizeof(GLfloat) * nSlice);
GLint slice;
GLuint loop;
GLint lastSlice = nSlice - 1;
GLfloat radius;
GLfloat innerRadius;
if(bottomThickness > bottomRadius) {
bottomThickness = bottomRadius;
}
if(topThickness > topRadius) {
topThickness = topRadius;
}
if(bottomThickness < 0.0) {
bottomThickness = 0.0;
}
if(topThickness < 0.0) {
topThickness = 0.0;
}
/* if(topRadius >= bottomRadius) {
maxRadius = topRadius;
} else {
maxRadius = bottomRadius;
} */
/* bottom */
y = 0.0;
radius = bottomRadius;
innerRadius = bottomRadius - bottomThickness;
/* innerTexCoordSize = texCoordSize * innerRadius / maxRadius; */
/* outerTexCoordSize = texCoordSize * radius / maxRadius; */
/* yTexCoord = minTexCoord; */
glBegin(GL_QUAD_STRIP);
glNormal3f(0.0, -1.0, 0.0);
/* glTexCoord3f(midTexCoord, yTexCoord, midTexCoord + innerTexCoordSize); */
glVertex3f(0.0, y, innerRadius);
/* glTexCoord3f(midTexCoord, yTexCoord, midTexCoord + outerTexCoordSize); */
glVertex3f(0.0, y, radius);
for(slice = lastSlice; slice >= 0; --slice) {
GLfloat theta = 2.0 * M_PI * (double)slice / nSlice;
cosCache[slice] = cos(theta);
sinCache[slice] = sin(theta);
/* glTexCoord3f(midTexCoord + sinCache[slice] * innerTexCoordSize, */
/* yTexCoord, */
/* midTexCoord + cosCache[slice] * innerTexCoordSize); */
glVertex3f(innerRadius * sinCache[slice], y,
innerRadius * cosCache[slice]);
/* glTexCoord3f(midTexCoord + sinCache[slice] * outerTexCoordSize, */
/* yTexCoord, */
/* midTexCoord + cosCache[slice] * outerTexCoordSize); */
glVertex3f(radius * sinCache[slice], y, radius * cosCache[slice]);
polys++;
}
glEnd();
/* middle */
for(loop = 0; loop < nLoop; ++loop) {
GLfloat lowerRadius =
bottomRadius + (topRadius -
bottomRadius) * (float)loop / (nLoop);
GLfloat upperRadius =
bottomRadius + (topRadius - bottomRadius) * (float)(loop +
1) /
(nLoop);
GLfloat lowerY = height * (float)loop / (nLoop);
GLfloat upperY = height * (float)(loop + 1) / (nLoop);
GLfloat factor = (topRadius - topThickness) -
(bottomRadius - bottomThickness);
/* outside */
glBegin(GL_QUAD_STRIP);
for(slice = 0; slice < nSlice; ++slice) {
glNormal3f(sinCache[slice], 0.0, cosCache[slice]);
glVertex3f(upperRadius * sinCache[slice], upperY,
upperRadius * cosCache[slice]);
glVertex3f(lowerRadius * sinCache[slice], lowerY,
lowerRadius * cosCache[slice]);
polys++;
}
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(0.0, upperY, upperRadius);
glVertex3f(0.0, lowerY, lowerRadius);
polys++;
glEnd();
/* inside */
lowerRadius = bottomRadius - bottomThickness +
factor * (float)loop / (nLoop);
upperRadius = bottomRadius - bottomThickness +
factor * (float)(loop + 1) / (nLoop);
glBegin(GL_QUAD_STRIP);
glNormal3f(0.0, 0.0, -1.0);
glVertex3f(0.0, upperY, upperRadius);
glVertex3f(0.0, lowerY, lowerRadius);
for(slice = lastSlice; slice >= 0; --slice) {
glNormal3f(-sinCache[slice], 0.0, -cosCache[slice]);
glVertex3f(upperRadius * sinCache[slice], upperY,
upperRadius * cosCache[slice]);
glVertex3f(lowerRadius * sinCache[slice], lowerY,
lowerRadius * cosCache[slice]);
polys++;
}
glEnd();
}
/* top */
y = height;
radius = topRadius;
innerRadius = topRadius - topThickness;
glBegin(GL_QUAD_STRIP);
glNormal3f(0.0, 1.0, 0.0);
for(slice = 0; slice < nSlice; ++slice) {
glVertex3f(innerRadius * sinCache[slice], y,
innerRadius * cosCache[slice]);
glVertex3f(radius * sinCache[slice], y, radius * cosCache[slice]);
polys++;
}
glVertex3f(0.0, y, innerRadius);
glVertex3f(0.0, y, radius);
glEnd();
free (cosCache);
free (sinCache);
return polys;
}
static int drawPole(GLfloat radius, GLfloat length)
{
return drawTube(radius, radius, radius, radius, length, NSLICE, NLOOPS);
}
static int drawDisk3D(GLdouble inner_radius, GLdouble outer_radius,
GLdouble height)
{
return drawTube(outer_radius, outer_radius, outer_radius - inner_radius,
outer_radius - inner_radius, height, NSLICE, NLOOPS);
}
/* used for drawing base */
static int drawCuboid(GLfloat length, GLfloat width, GLfloat height)
{
GLfloat xmin = -length / 2.0f;
GLfloat xmax = length / 2.0f;
GLfloat zmin = -width / 2.0f;
GLfloat zmax = width / 2.0f;
GLfloat ymin = 0.0f;
GLfloat ymax = height;
int polys = 0;
glBegin(GL_QUADS);
/* front */
glNormal3fv(front);
glVertex3f(xmin, ymin, zmax); /* 0 */
glVertex3f(xmax, ymin, zmax); /* 1 */
glVertex3f(xmax, ymax, zmax); /* 2 */
glVertex3f(xmin, ymax, zmax); /* 3 */
polys++;
/* right */
glNormal3fv(right);
glVertex3f(xmax, ymin, zmax); /* 1 */
glVertex3f(xmax, ymin, zmin); /* 5 */
glVertex3f(xmax, ymax, zmin); /* 6 */
glVertex3f(xmax, ymax, zmax); /* 2 */
polys++;
/* back */
glNormal3fv(back);
glVertex3f(xmax, ymin, zmin); /* 5 */
glVertex3f(xmin, ymin, zmin); /* 4 */
glVertex3f(xmin, ymax, zmin); /* 7 */
glVertex3f(xmax, ymax, zmin); /* 6 */
polys++;
/* left */
glNormal3fv(left);
glVertex3f(xmin, ymin, zmin); /* 4 */
glVertex3f(xmin, ymin, zmax); /* 0 */
glVertex3f(xmin, ymax, zmax); /* 3 */
glVertex3f(xmin, ymax, zmin); /* 7 */
polys++;
/* top */
glNormal3fv(up);
glVertex3f(xmin, ymax, zmax); /* 3 */
glVertex3f(xmax, ymax, zmax); /* 2 */
glVertex3f(xmax, ymax, zmin); /* 6 */
glVertex3f(xmin, ymax, zmin); /* 7 */
polys++;
/* bottom */
glNormal3fv(down);
glVertex3f(xmin, ymin, zmin); /* 4 */
glVertex3f(xmax, ymin, zmin); /* 5 */
glVertex3f(xmax, ymin, zmax); /* 1 */
glVertex3f(xmin, ymin, zmax); /* 0 */
polys++;
glEnd();
return polys;
}
/* Set normal vector in xz plane, based on rotation around center. */
static void setNormalV(glhcfg *glhanoi, GLfloat theta, int y1, int y2, int r1) {
if (y1 == y2) /* up/down */
glNormal3f(0.0, y1 ? 1.0 : -1.0, 0.0);
else if (!r1) /* inward */
glNormal3f(-cos(theta), 0.0, -sin(theta));
else /* outward */
glNormal3f(cos(theta), 0.0, sin(theta));
}
/* y1, r1, y2, r2 are indices into y, r, beg, end */
static int drawBaseStrip(glhcfg *glhanoi, int y1, int r1, int y2, int r2,
GLfloat y[2], GLfloat r[2], GLfloat beg[2][2], GLfloat end[2][2]) {
int i;
GLfloat theta, costh, sinth, x[2], z[2];
GLfloat theta1 = (M_PI * 2) / (glhanoi->numberOfPoles + 1);
glBegin(GL_QUAD_STRIP);
/* beginning edge */
glVertex3f(beg[r1][0], y[y1], beg[r1][1]);
glVertex3f(beg[r2][0], y[y2], beg[r2][1]);
setNormalV(glhanoi, theta1, y1, y2, r1);
for (i = 1; i < glhanoi->numberOfPoles; i++) {
theta = theta1 * (i + 0.5);
costh = cos(theta);
sinth = sin(theta);
x[0] = costh * r[0];
x[1] = costh * r[1];
z[0] = sinth * r[0];
z[1] = sinth * r[1];
glVertex3f(x[r1], y[y1], z[r1]);
glVertex3f(x[r2], y[y2], z[r2]);
setNormalV(glhanoi, theta1 * (i + 1), y1, y2, r1);
}
/* end edge */
glVertex3f(end[r1][0], y[y1], end[r1][1]);
glVertex3f(end[r2][0], y[y2], end[r2][1]);
setNormalV(glhanoi, glhanoi->numberOfPoles, y1, y2, r1);
glEnd();
return glhanoi->numberOfPoles;
}
/* Draw base such that poles are distributed around a regular polygon. */
static int drawRoundBase(glhcfg *glhanoi) {
int polys = 0;
GLfloat theta, sinth, costh;
/*
r[0] = (minimum) inner radius of base at vertices
r[1] = (minimum) outer radius of base at vertices
y[0] = bottom of base
y[1] = top of base */
GLfloat r[2], y[2];
/* positions of end points: beginning, end.
beg[0] is inner corner of beginning of base, beg[1] is outer corner.
beg[i][0] is x, [i][1] is z. */
GLfloat beg[2][2], end[2][2], begNorm, endNorm;
/* ratio of radius at base vertices to ratio at poles */
GLfloat longer = 1.0 / cos(M_PI / (glhanoi->numberOfPoles + 1));
r[0] = (glhanoi->poleDist - glhanoi->maxDiskRadius) * longer;
r[1] = (glhanoi->poleDist + glhanoi->maxDiskRadius) * longer;
y[0] = 0;
y[1] = glhanoi->baseHeight;
/* compute beg, end. Make the ends square. */
theta = M_PI * 2 / (glhanoi->numberOfPoles + 1);
costh = cos(theta);
sinth = sin(theta);
beg[0][0] = (glhanoi->poleDist - glhanoi->maxDiskRadius) * costh +
glhanoi->maxDiskRadius * sinth;
beg[1][0] = (glhanoi->poleDist + glhanoi->maxDiskRadius) * costh +
glhanoi->maxDiskRadius * sinth;
beg[0][1] = (glhanoi->poleDist - glhanoi->maxDiskRadius) * sinth -
glhanoi->maxDiskRadius * costh;
beg[1][1] = (glhanoi->poleDist + glhanoi->maxDiskRadius) * sinth -
glhanoi->maxDiskRadius * costh;
begNorm = theta - M_PI * 0.5;
theta = M_PI * 2 * glhanoi->numberOfPoles / (glhanoi->numberOfPoles + 1);
costh = cos(theta);
sinth = sin(theta);
end[0][0] = (glhanoi->poleDist - glhanoi->maxDiskRadius) * costh -
glhanoi->maxDiskRadius * sinth;
end[1][0] = (glhanoi->poleDist + glhanoi->maxDiskRadius) * costh -
glhanoi->maxDiskRadius * sinth;
end[0][1] = (glhanoi->poleDist - glhanoi->maxDiskRadius) * sinth +
glhanoi->maxDiskRadius * costh;
end[1][1] = (glhanoi->poleDist + glhanoi->maxDiskRadius) * sinth +
glhanoi->maxDiskRadius * costh;
endNorm = theta + M_PI * 0.5;
/* bottom: never seen
polys = drawBaseStrip(glhanoi, 0, 0, 0, 1, y, r, beg, end); */
/* outside edge */
polys += drawBaseStrip(glhanoi, 0, 1, 1, 1, y, r, beg, end);
/* top */
polys += drawBaseStrip(glhanoi, 1, 1, 1, 0, y, r, beg, end);
/* inside edge */
polys += drawBaseStrip(glhanoi, 1, 0, 0, 0, y, r, beg, end);
/* Draw ends */
glBegin(GL_QUADS);
glVertex3f(beg[0][0], y[1], beg[0][1]);
glVertex3f(beg[1][0], y[1], beg[1][1]);
glVertex3f(beg[1][0], y[0], beg[1][1]);
glVertex3f(beg[0][0], y[0], beg[0][1]);
glNormal3f(cos(begNorm), 0, sin(begNorm));
glVertex3f(end[0][0], y[0], end[0][1]);
glVertex3f(end[1][0], y[0], end[1][1]);
glVertex3f(end[1][0], y[1], end[1][1]);
glVertex3f(end[0][0], y[1], end[0][1]);
glNormal3f(cos(endNorm), 0, sin(endNorm));
polys += 2;
glEnd();
return polys;
}
static int drawDisks(glhcfg *glhanoi)
{
int i;
int polys = 0;
glPushMatrix();
glTranslatef(0.0f, glhanoi->baseHeight, 0.0f);
for(i = glhanoi->maxDiskIdx; i >= 0; i--) {
Disk *disk = &glhanoi->disk[i];
GLfloat *pos = disk->position;
GLfloat *rot = disk->rotation;
glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]);
if(rot[1] != 0.0) {
glTranslatef(0.0, glhanoi->diskHeight / 2.0, 0.0);
/* rotate around different axis depending on phi */
if (disk->phi != 0.0)
glRotatef(-disk->phi, 0.0, 1.0, 0.0);
glRotatef(rot[1], 0.0, 0.0, 1.0);
if (disk->phi != 0.0)
glRotatef(disk->phi, 0.0, 1.0, 0.0);
glTranslatef(0.0, -glhanoi->diskHeight / 2.0, 0.0);
}
glCallList(disk->displayList);
polys += disk->polys;
glPopMatrix();
}
glPopMatrix();
return polys;
}
static GLfloat getDiskRadius(glhcfg *glhanoi, int i)
{
GLfloat retVal = glhanoi->maxDiskRadius *
((GLfloat) i + 3.0) / (glhanoi->numberOfDisks + 3.0);
return retVal;
}
static void initData(glhcfg *glhanoi)
{
int i;
GLfloat sinPiOverNP;
glhanoi->baseLength = BASE_LENGTH;
if (glhanoi->layoutLinear) {
glhanoi->maxDiskRadius = glhanoi->baseLength /
(2 * 0.95 * glhanoi->numberOfPoles);
} else {
sinPiOverNP = sin(M_PI / (glhanoi->numberOfPoles + 1));
glhanoi->maxDiskRadius = (sinPiOverNP * glhanoi->baseLength * 0.5 * 0.95) / (1 + sinPiOverNP);
}
glhanoi->poleDist = glhanoi->baseLength * 0.5 - glhanoi->maxDiskRadius;
glhanoi->poleRadius = glhanoi->maxDiskRadius / (glhanoi->numberOfDisks + 3.0);
/* fprintf(stderr, "Debug: baseL = %f, maxDiskR = %f, poleR = %f\n",
glhanoi->baseLength, glhanoi->maxDiskRadius, glhanoi->poleRadius); */
glhanoi->baseWidth = 2.0 * glhanoi->maxDiskRadius;
glhanoi->poleOffset = 2.0 * getDiskRadius(glhanoi, glhanoi->maxDiskIdx);
glhanoi->diskHeight = 2.0 * glhanoi->poleRadius;
glhanoi->baseHeight = 2.0 * glhanoi->poleRadius;
glhanoi->poleHeight = glhanoi->numberOfDisks *
glhanoi->diskHeight + glhanoi->poleRadius;
/* numberOfMoves only applies if numberOfPoles = 3 */
glhanoi->numberOfMoves = (1 << glhanoi->numberOfDisks) - 1;
/* use golden ratio */
glhanoi->boardSize = glhanoi->baseLength * 0.5 * (1.0 + sqrt(5.0));
glhanoi->pole = (Pole *)calloc(glhanoi->numberOfPoles, sizeof(Pole));
checkAllocAndExit(!!glhanoi->pole, "poles");
for(i = 0; i < glhanoi->numberOfPoles; i++) {
checkAllocAndExit(
!!(glhanoi->pole[i].data = calloc(glhanoi->numberOfDisks, sizeof(Disk *))),
"disk stack");
glhanoi->pole[i].size = glhanoi->numberOfDisks;
}
checkAllocAndExit(
!!(glhanoi->diskPos = calloc(glhanoi->numberOfDisks, sizeof(double))),
"diskPos");
if (glhanoi->trailQSize) {
glhanoi->trailQ = (TrailPoint *)calloc(glhanoi->trailQSize, sizeof(TrailPoint));
checkAllocAndExit(!!glhanoi->trailQ, "trail queue");
} else glhanoi->trailQ = (TrailPoint *)NULL;
glhanoi->trailQFront = glhanoi->trailQBack = 0;
glhanoi->the_rotator = make_rotator(0.1, 0.025, 0, 1, 0.005, False);
/* or glhanoi->the_rotator = make_rotator(0.025, 0.025, 0.025, 0.5, 0.005, False); */
glhanoi->button_down_p = False;
glhanoi->src = glhanoi->oldsrc = 0;
glhanoi->tmp = glhanoi->oldtmp = 1;
glhanoi->dst = glhanoi->olddst = glhanoi->numberOfPoles - 1;
if (glhanoi->numberOfPoles > 3) {
glhanoi->solveStackSize = glhanoi->numberOfDisks + 2;
glhanoi->solveStack = (SubProblem *)calloc(glhanoi->solveStackSize, sizeof(SubProblem));
checkAllocAndExit(!!glhanoi->solveStack, "solving stack");
glhanoi->solveStackIdx = 0;
}
}
static void initView(glhcfg *glhanoi)
{
glhanoi->camera[0] = 0.0;
glhanoi->camera[1] = 0.0;
glhanoi->camera[2] = 0.0;
glhanoi->centre[0] = 0.0;
glhanoi->centre[1] = glhanoi->poleHeight * 3.0;
glhanoi->centre[2] = 0.0;
}
/*
* noise_improved.c - based on ImprovedNoise.java
* JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN.
*/
static double fade(double t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
static double grad(int hash, double x, double y, double z)
{
int h = hash & 15; /* CONVERT LO 4 BITS OF HASH CODE */
double u = h < 8 ? x : y, /* INTO 12 GRADIENT DIRECTIONS. */
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
static const int permutation[] = { 151, 160, 137, 91, 90, 15,
131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142,
8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26,
197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237,
149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60,
211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198,
173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118,
126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189,
28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70,
221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108,
110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251,
34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145,
235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184,
84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61,
156, 180
};
static void initNoise(glhcfg *glhanoi)
{
int i;
for(i = 0; i < 256; i++)
glhanoi->p[256 + i] = glhanoi->p[i] = permutation[i];
}
static double improved_noise(glhcfg *glhanoi, double x, double y, double z)
{
double u, v, w;
int A, AA, AB, B, BA, BB;
int X = (int)floor(x) & 255, /* FIND UNIT CUBE THAT */
Y = (int)floor(y) & 255, /* CONTAINS POINT. */
Z = (int)floor(z) & 255;
if(!glhanoi->noise_initted) {
initNoise(glhanoi);
glhanoi->noise_initted = 1;
}
x -= floor(x); /* FIND RELATIVE X,Y,Z */
y -= floor(y); /* OF POINT IN CUBE. */
z -= floor(z);
u = fade(x), /* COMPUTE FADE CURVES */
v = fade(y), /* FOR EACH OF X,Y,Z. */
w = fade(z);
A = glhanoi->p[X] + Y;
AA = glhanoi->p[A] + Z;
AB = glhanoi->p[A + 1] + Z, /* HASH COORDINATES OF */
B = glhanoi->p[X + 1] + Y;
BA = glhanoi->p[B] + Z;
BB = glhanoi->p[B + 1] + Z; /* THE 8 CUBE CORNERS, */
return lerp(w, lerp(v, lerp(u, grad(glhanoi->p[AA], x, y, z),/* AND ADD */
grad(glhanoi->p[BA], x - 1, y, z)),/* BLENDED */
lerp(u, grad(glhanoi->p[AB], x, y - 1, z),/* RESULTS */
grad(glhanoi->p[BB], x - 1, y - 1, z))),/* FROM 8 CORNERS */
lerp(v, lerp(u, grad(glhanoi->p[AA + 1], x, y, z - 1), grad(glhanoi->p[BA + 1], x - 1, y, z - 1)), /* OF CUBE */
lerp(u, grad(glhanoi->p[AB + 1], x, y - 1, z - 1),
grad(glhanoi->p[BB + 1], x - 1, y - 1, z - 1))));
}
/*
* end noise_improved.c - based on ImprovedNoise.java
*/
struct tex_col_t {
GLuint *colours;
/* GLfloat *points; */
unsigned int ncols;
};
typedef struct tex_col_t tex_col_t;
static GLubyte *makeTexture(glhcfg *glhanoi, int x_size, int y_size, int z_size,
GLuint(*texFunc) (glhcfg *, double, double, double,
tex_col_t *), tex_col_t * colours)
{
int i, j, k;
GLubyte *textureData;
GLuint *texturePtr;
double x, y, z;
double xi, yi, zi;
if((textureData =
calloc(x_size * y_size * z_size, sizeof(GLuint))) == NULL) {
return NULL;
}
xi = 1.0 / x_size;
yi = 1.0 / y_size;
zi = 1.0 / z_size;
z = 0.0;
texturePtr = (void *)textureData;
for(k = 0; k < z_size; k++, z += zi) {
y = 0.0;
for(j = 0; j < y_size; j++, y += yi) {
x = 0.0;
for(i = 0; i < x_size; i++, x += xi) {
*texturePtr = texFunc(glhanoi, x, y, z, colours);
++texturePtr;
}
}
}
return textureData;
}
static void freeTexCols(tex_col_t*p)
{
free(p->colours);
free(p);
}
static tex_col_t *makeMarbleColours(void)
{
tex_col_t *marbleColours;
int ncols = 2;
marbleColours = malloc(sizeof(tex_col_t));
if(marbleColours == NULL) return NULL;
marbleColours->colours = calloc(sizeof(GLuint), ncols);
if(marbleColours->colours == NULL) return NULL;
marbleColours->ncols = ncols;
marbleColours->colours[0] = 0x3f3f3f3f;
marbleColours->colours[1] = 0xffffffff;
return marbleColours;
}
static double turb(glhcfg *glhanoi, double x, double y, double z, int octaves)
{
int oct, freq = 1;
double r = 0.0;
for(oct = 0; oct < octaves; ++oct) {
r += fabs(improved_noise(glhanoi, freq * x, freq * y, freq * z)) / freq;
freq <<= 1;
}
return r / 2.0;
}
static void perturb(glhcfg *glhanoi, double *x, double *y, double *z, double scale)
{
double t = scale * turb(glhanoi, *x, *y, *z, 4);
*x += t;
*y += t;
*z += t;
}
static double f_m(double x, double y, double z)
{
return sin(3.0 * M_PI * x);
}
static GLuint C_m(double x, const tex_col_t * tex_cols)
{
int r = tex_cols->colours[0] & 0xff;
int g = tex_cols->colours[0] >> 8 & 0xff;
int b = tex_cols->colours[0] >> 16 & 0xff;
double factor;
int r1, g1, b1;
x = x - floor(x);
factor = (1.0 + sin(2.0 * M_PI * x)) / 2.0;
r1 = (tex_cols->colours[1] & 0xff);
g1 = (tex_cols->colours[1] >> 8 & 0xff);
b1 = (tex_cols->colours[1] >> 16 & 0xff);
r += (int)(factor * (r1 - r));
g += (int)(factor * (g1 - g));
b += (int)(factor * (b1 - b));
return 0xff000000 | (b << 16) | (g << 8) | r;
}
static GLuint makeMarbleTexture(glhcfg *glhanoi, double x, double y, double z, tex_col_t * colours)
{
perturb(glhanoi, &x, &y, &z, MARBLE_SCALE);
return C_m(f_m(x, y, z), colours);
}
static void setTexture(glhcfg *glhanoi, int n)
{
glBindTexture(GL_TEXTURE_2D, glhanoi->textureNames[n]);
}
/* returns 1 on failure, 0 on success */
static int makeTextures(glhcfg *glhanoi)
{
GLubyte *marbleTexture;
tex_col_t *marbleColours;
glGenTextures(N_TEXTURES, glhanoi->textureNames);
if((marbleColours = makeMarbleColours()) == NULL) {
return 1;
}
if((marbleTexture =
makeTexture(glhanoi, MARBLE_TEXTURE_SIZE, MARBLE_TEXTURE_SIZE, 1,
makeMarbleTexture, marbleColours)) == NULL) {
return 1;
}
glBindTexture(GL_TEXTURE_2D, glhanoi->textureNames[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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, GL_RGBA,
MARBLE_TEXTURE_SIZE, MARBLE_TEXTURE_SIZE, 0,
GL_RGBA, GL_UNSIGNED_BYTE, marbleTexture);
free(marbleTexture);
freeTexCols(marbleColours);
return 0;
}
static void initFloor(glhcfg *glhanoi)
{
int i, j;
float tileSize = glhanoi->boardSize / BOARD_SQUARES;
float x0, x1, z0, z1;
float tx0, tx1, tz0, tz1;
const float *col = cWhite;
float texIncr = 1.0 / BOARD_SQUARES;
glhanoi->floorpolys = 0;
checkAllocAndExit(!!(glhanoi->floorList = glGenLists(1)), "floor display list");
glNewList(glhanoi->floorList, GL_COMPILE);
x0 = -glhanoi->boardSize / 2.0;
tx0 = 0.0f;
setMaterial(col, cWhite, 128);
setTexture(glhanoi, 0);
glNormal3fv(up);
for(i = 0; i < BOARD_SQUARES; i++, x0 += tileSize, tx0 += texIncr) {
x1 = x0 + tileSize;
tx1 = tx0 + texIncr;
z0 = -glhanoi->boardSize / 2.0;
tz0 = 0.0f;
for(j = 0; j < BOARD_SQUARES; j++, z0 += tileSize, tz0 += texIncr) {
int colIndex = (i + j) & 0x1;
z1 = z0 + tileSize;
tz1 = tz0 + texIncr;
if(colIndex)
col = cWhite;
else
col = cBlack;
setMaterial(col, cWhite, 100);
glBegin(GL_QUADS);
glTexCoord2d(tx0, tz0);
glVertex3f(x0, 0.0, z0);
glTexCoord2d(tx0, tz1);
glVertex3f(x0, 0.0, z1);
glTexCoord2d(tx1, tz1);
glVertex3f(x1, 0.0, z1);
glTexCoord2d(tx1, tz0);
glVertex3f(x1, 0.0, z0);
glhanoi->floorpolys++;
glEnd();
}
}
glEndList();
}
static void initBase(glhcfg *glhanoi)
{
checkAllocAndExit(!!(glhanoi->baseList = glGenLists(1)), "tower bases display list");
glNewList(glhanoi->baseList, GL_COMPILE);
setMaterial(baseColor, cWhite, 50);
if (glhanoi->layoutLinear) {
glhanoi->basepolys = drawCuboid(glhanoi->baseLength, glhanoi->baseWidth,
glhanoi->baseHeight);
} else {
glhanoi->basepolys = drawRoundBase(glhanoi);
}
glEndList();
}
static void initTowers(glhcfg *glhanoi)
{
int i;
checkAllocAndExit(!!(glhanoi->poleList = glGenLists(1)), "poles display list\n");
glNewList(glhanoi->poleList, GL_COMPILE);
/* glTranslatef(-glhanoi->poleOffset * (glhanoi->numberOfPoles - 1.0f) * 0.5f, glhanoi->baseHeight, 0.0f); */
setMaterial(poleColor, cWhite, 50);
for (i = 0; i < glhanoi->numberOfPoles; i++) {
GLfloat *p = glhanoi->pole[i].position;
GLfloat rad = (M_PI * 2.0 * (i + 1)) / (glhanoi->numberOfPoles + 1);
p[1] = glhanoi->baseHeight;
if (glhanoi->layoutLinear) {
/* Linear: */
p[0] = -glhanoi->poleOffset * ((glhanoi->numberOfPoles - 1) * 0.5f - i);
p[2] = 0.0f;
} else {
/* Circular layout: */
p[0] = cos(rad) * glhanoi->poleDist;
p[2] = sin(rad) * glhanoi->poleDist;
}
glPushMatrix();
glTranslatef(p[0], p[1], p[2]);
glhanoi->polepolys = drawPole(glhanoi->poleRadius, glhanoi->poleHeight);
glPopMatrix();
}
glEndList();
}
/* Parameterized hue based on input 0.0 - 1.0. */
static double cfunc(double x)
{
#define COMP <
if(x < 2.0 / 7.0) {
return (1.0 / 12.0) / (1.0 / 7.0) * x;
}
if(x < 3.0 / 7.0) {
/* (7x - 1) / 6 */
return (1.0 + 1.0 / 6.0) * x - 1.0 / 6.0;
}
if(x < 4.0 / 7.0) {
return (2.0 + 1.0 / 3.0) * x - 2.0 / 3.0;
}
if(x < 5.0 / 7.0) {
return (1.0 / 12.0) / (1.0 / 7.0) * x + 1.0 / 3.0;
}
return (1.0 / 12.0) / (1.0 / 7.0) * x + 1.0 / 3.0;
}
static void initDisks(glhcfg *glhanoi)
{
int i;
glhanoi->disk = (Disk *) calloc(glhanoi->numberOfDisks, sizeof(Disk));
checkAllocAndExit(!!glhanoi->disk, "disks");
for(i = glhanoi->maxDiskIdx; i >= 0; i--) {
GLfloat height = (GLfloat) (glhanoi->maxDiskIdx - i);
double f = cfunc((GLfloat) i / (GLfloat) glhanoi->numberOfDisks);
GLfloat diskColor = f * 360.0;
GLfloat color[3];
Disk *disk = &glhanoi->disk[i];
disk->id = i;
disk->position[0] = glhanoi->pole[0].position[0]; /* -glhanoi->poleOffset * (glhanoi->numberOfPoles - 1.0f) * 0.5; */
disk->position[1] = glhanoi->diskHeight * height;
disk->position[2] = glhanoi->pole[0].position[2];
disk->rotation[0] = 0.0;
disk->rotation[1] = 0.0;
disk->rotation[2] = 0.0;
disk->polys = 0;
/* make smaller disks move faster */
disk->speed = lerp(((double)glhanoi->numberOfDisks - i) / glhanoi->numberOfDisks,
1.0, glhanoi->speed);
/* fprintf(stderr, "disk id: %d, alpha: %0.2f, speed: %0.2f\n", disk->id,
((double)(glhanoi->maxDiskIdx - i)) / glhanoi->numberOfDisks, disk->speed); */
color[0] = diskColor;
color[1] = 1.0f;
color[2] = 1.0f;
HSVtoRGBv(color, color);
checkAllocAndExit(!!(disk->displayList = glGenLists(1)), "disk display list");
glNewList(disk->displayList, GL_COMPILE);
setMaterial(color, cWhite, 100.0);
disk->polys += drawDisk3D(glhanoi->poleRadius,
getDiskRadius(glhanoi, i),
glhanoi->diskHeight);
/*fprintf(stderr, "Debug: disk %d has radius %f\n", i,
getDiskRadius(glhanoi, i)); */
glEndList();
}
for(i = glhanoi->maxDiskIdx; i >= 0; --i) {
GLfloat height = (GLfloat) (glhanoi->maxDiskIdx - i);
int h = glhanoi->maxDiskIdx - i;
glhanoi->diskPos[h] = glhanoi->diskHeight * height;
push(glhanoi, glhanoi->src, &glhanoi->disk[i]);
}
}
static void initLights(Bool state)
{
if(state) {
glLightfv(GL_LIGHT0, GL_POSITION, pos0);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif0);
glLightfv(GL_LIGHT0, GL_SPECULAR, spc0);
glLightfv(GL_LIGHT1, GL_POSITION, pos1);
glLightfv(GL_LIGHT1, GL_AMBIENT, amb1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, dif1);
glLightfv(GL_LIGHT1, GL_SPECULAR, spc1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
} else {
glDisable(GL_LIGHTING);
}
}
static int drawFloor(glhcfg *glhanoi)
{
glCallList(glhanoi->floorList);
return glhanoi->floorpolys;
}
static int drawTowers(glhcfg *glhanoi)
{
glCallList(glhanoi->baseList);
glCallList(glhanoi->poleList);
return glhanoi->basepolys + glhanoi->polepolys;
}
static int drawTrails1(glhcfg *glhanoi, double t, double thickness, double alpha) {
int i, prev = -1, lines = 0;
Bool fresh = False;
GLfloat trailDurInv = 1.0f / glhanoi->trailDuration;
glLineWidth(thickness);
glBegin(GL_LINES);
for (i = glhanoi->trailQFront;
i != glhanoi->trailQBack;
i = normalizeQ(i + 1)) {
TrailPoint *tqi = &(glhanoi->trailQ[i]);
if (!fresh && t > tqi->endTime) {
glhanoi->trailQFront = normalizeQ(i + 1);
} else {
if (tqi->startTime > t) break;
/* Found trails that haven't timed out. */
if (!fresh) fresh = True;
if (prev > -1) {
/* Fade to invisible with age */
trailColor[3] = alpha * (tqi->endTime - t) * trailDurInv;
/* Can't use setMaterial(trailColor, cBlack, 0) because our color needs an alpha value. */
glColor4fv(trailColor);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, trailColor);
/* FUTURE: to really do this right, trails should be drawn in back-to-front
order, so that blending is done correctly.
Currently it looks poor when a faded trail is in front of, or coincident with,
a bright trail but is drawn first.
I think for now it's good enough to recommend shorter trails so they
never/rarely overlap.
A jitter per trail arc would also mitigate this problem, to a lesser degree. */
glVertex3fv(glhanoi->trailQ[prev].position);
glVertex3fv(glhanoi->trailQ[i].position);
lines++;
}
if (glhanoi->trailQ[i].isEnd)
prev = -1;
else
prev = i;
}
}
glEnd();
return lines;
}
static int drawTrails(glhcfg *glhanoi) {
int lines = 0;
double t = getTime();
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMaterialfv(GL_FRONT, GL_SPECULAR, cBlack);
glMateriali(GL_FRONT, GL_SHININESS, 0);
/* Draw them twice, with different widths and opacities, to make them smoother. */
lines = drawTrails1(glhanoi, t, 1.0, 0.75);
lines += drawTrails1(glhanoi, t, 2.5, 0.5);
glDisable (GL_BLEND);
/* fprintf(stderr, "Drew trails: %d lines\n", lines); */
return lines;
}
/* Window management, etc
*/
ENTRYPOINT void reshape_glhanoi(ModeInfo * mi, int width, int height)
{
glhcfg *glhanoi = &glhanoi_cfg[MI_SCREEN(mi)];
double 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;
}
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *glhanoi->glx_context);
glViewport(0, y, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, 1/h, 1.0,
2 * MAX_CAMERA_RADIUS);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT);
}
ENTRYPOINT void init_glhanoi(ModeInfo * mi)
{
glhcfg *glhanoi;
MI_INIT(mi, glhanoi_cfg);
glhanoi = &glhanoi_cfg[MI_SCREEN(mi)];
glhanoi->glx_context = init_GL(mi);
glhanoi->numberOfDisks = MI_BATCHCOUNT(mi);
if (glhanoi->numberOfDisks <= 1)
glhanoi->numberOfDisks = 3 + (int) BELLRAND(9);
/* magicnumber is a bitfield, so we can't have more than 31 discs
on a system with 4-byte ints. */
if (glhanoi->numberOfDisks >= 8 * sizeof(int))
glhanoi->numberOfDisks = (8 * sizeof(int)) - 1;
glhanoi->maxDiskIdx = glhanoi->numberOfDisks - 1;
glhanoi->numberOfPoles = get_integer_resource(MI_DISPLAY(mi), "poles", "Integer");
/* Set a number of poles from 3 to numberOfDisks + 1, biased toward lower values,
with probability decreasing linearly. */
if (glhanoi->numberOfPoles <= 2)
glhanoi->numberOfPoles = 3 +
(int)((1 - sqrt(frand(1.0))) * (glhanoi->numberOfDisks - 1));
glhanoi->wire = MI_IS_WIREFRAME(mi);
# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
glhanoi->wire = 0;
# endif
glhanoi->light = light;
glhanoi->fog = fog;
glhanoi->texture = texture;
glhanoi->speed = speed;
glhanoi->trailDuration = trails;
/* set trailQSize based on 60 fps (a maximum, more or less) */
/* FUTURE: Should clamp framerate to 60 fps? See flurry.c's draw_flurry().
The only bad effect if we don't is that trail-ends could
show "unnatural" pauses at high fps. */
glhanoi->trailQSize = (int)(trails * 60.0);
reshape_glhanoi(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if(glhanoi->wire) {
glhanoi->light = False;
glhanoi->fog = False;
glhanoi->texture = False;
}
initLights(!glhanoi->wire && glhanoi->light);
checkAllocAndExit(!makeTextures(glhanoi), "textures\n");
/* Choose linear or circular layout. Could make this a user option. */
glhanoi->layoutLinear = (glhanoi->numberOfPoles == 3);
initData(glhanoi);
initView(glhanoi);
initFloor(glhanoi);
initBase(glhanoi);
initTowers(glhanoi);
initDisks(glhanoi);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
if(glhanoi->fog) {
glClearColor(fogcolor[0], fogcolor[1], fogcolor[2], 1.0);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogcolor);
glFogf(GL_FOG_DENSITY, 0.35f);
glHint(GL_FOG_HINT, GL_NICEST);
glFogf(GL_FOG_START, MIN_CAMERA_RADIUS);
glFogf(GL_FOG_END, MAX_CAMERA_RADIUS / 1.9);
glEnable(GL_FOG);
}
glhanoi->duration = START_DURATION;
changeState(glhanoi, START);
}
ENTRYPOINT void draw_glhanoi(ModeInfo * mi)
{
glhcfg *glhanoi = &glhanoi_cfg[MI_SCREEN(mi)];
Display *dpy = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
if(!glhanoi->glx_context)
return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *glhanoi->glx_context);
glPolygonMode(GL_FRONT, glhanoi->wire ? GL_LINE : GL_FILL);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mi->polygon_count = 0;
glLoadIdentity();
glRotatef(current_device_rotation(), 0, 0, 1);
update_glhanoi(glhanoi);
updateView(glhanoi);
# 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
if(!glhanoi->wire && glhanoi->texture) {
glEnable(GL_TEXTURE_2D);
}
mi->polygon_count += drawFloor(glhanoi);
glDisable(GL_TEXTURE_2D);
mi->polygon_count += drawTowers(glhanoi);
mi->polygon_count += drawDisks(glhanoi);
if (glhanoi->trailQSize) {
/* No polygons, just lines. So ignore the return count. */
(void)drawTrails(glhanoi);
}
if(mi->fps_p) {
do_fps(mi);
}
glFinish();
glXSwapBuffers(dpy, window);
}
ENTRYPOINT Bool glhanoi_handle_event(ModeInfo * mi, XEvent * event)
{
glhcfg *glhanoi = &glhanoi_cfg[MI_SCREEN(mi)];
/* #### this is all wrong on iOS -- should be using gltrackball. */
if(event->xany.type == ButtonPress && event->xbutton.button == Button1) {
glhanoi->button_down_p = True;
glhanoi->drag_x = event->xbutton.x;
glhanoi->drag_y = event->xbutton.y;
return True;
} else if(event->xany.type == ButtonRelease
&& event->xbutton.button == Button1) {
glhanoi->button_down_p = False;
return True;
} else if(event->xany.type == ButtonPress &&
(event->xbutton.button == Button4
|| event->xbutton.button == Button5)) {
switch (event->xbutton.button) {
case Button4:
glhanoi->camera[2] += 0.01;
break;
case Button5:
glhanoi->camera[2] -= 0.01;
break;
default:
fprintf(stderr,
"glhanoi: unknown button in mousewheel handler\n");
}
return True;
} else if(event->xany.type == MotionNotify
&& glhanoi_cfg->button_down_p) {
int x_diff, y_diff;
x_diff = event->xbutton.x - glhanoi->drag_x;
y_diff = event->xbutton.y - glhanoi->drag_y;
glhanoi->camera[0] = (float)x_diff / (float)MI_WIDTH(mi);
glhanoi->camera[1] = (float)y_diff / (float)MI_HEIGHT(mi);
return True;
}
#if 0 /* #### doesn't work */
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
changeState(glhanoi, START);
return True;
}
#endif
return False;
}
ENTRYPOINT void free_glhanoi(ModeInfo * mi)
{
glhcfg *glh = &glhanoi_cfg[MI_SCREEN(mi)];
int i;
int j;
if (!glh->glx_context) return;
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *glh->glx_context);
free_rotator (glh->the_rotator);
if (glh->pole) {
for (i = 0; i < glh->numberOfPoles; i++)
if (glh->pole[i].data) free (glh->pole[i].data);
free (glh->pole);
}
if (glh->diskPos) free (glh->diskPos);
if (glh->trailQ) free (glh->trailQ);
if (glh->solveStack) free (glh->solveStack);
glDeleteLists(glh->floorList, 1);
glDeleteLists(glh->baseList, 1);
glDeleteLists(glh->poleList, 1);
glDeleteLists(glh->textureNames[0], 2);
for(j = 0; j < glh->numberOfDisks; ++j) {
glDeleteLists(glh->disk[j].displayList, 1);
}
free(glh->disk);
glDeleteTextures (N_TEXTURES, glh->textureNames);
}
XSCREENSAVER_MODULE ("GLHanoi", glhanoi)
#endif /* USE_GL */