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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/cube21.c
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diff --git a/hacks/glx/cube21.c b/hacks/glx/cube21.c
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+/*-
+ * 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.
+ *
+ * Cube 21 - a Rubik-like puzzle. It changes its shape and has more than
+ * 200 configurations. It is known better as Square-1, but it is called
+ * Cube 21 in the Czech republic, where it was invented in 1992.
+ *
+ * This file is derived from cage.c,
+ * "cage --- the Impossible Cage, an Escher like scene",
+ * by Marcelo F. Vienna,
+ * parts from gltext.c by Jamie Zawinski
+ *
+ * Vaclav (Vasek) Potocek
+ * vasek.potocek@post.cz
+ */
+
+/* TODO:
+ * some simple "solve mode"
+ * use rotator
+ */
+
+/*-
+ * Texture mapping is only available on RGBA contexts, Mono and color index
+ * visuals DO NOT support texture mapping in OpenGL.
+ *
+ * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture
+ * mapping should work on PseudoColor, DirectColor, TrueColor using Mesa. Mono
+ * is not officially supported for both OpenGL and Mesa, but seems to not crash
+ * Mesa.
+ *
+ * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
+ */
+
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n"
+
+# define free_cube21 0
+# define release_cube21 0
+#include "xlockmore.h"
+
+#include "gltrackball.h"
+
+#ifdef USE_GL
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_TEXTURE "True"
+#define DEF_RANDOMIZE "True"
+#define DEF_SPINSPEED "1.0"
+#define DEF_ROTSPEED "3.0"
+#define DEF_WANDERSPEED "0.02"
+#define DEF_WAIT "40.0"
+#define DEF_CUBESIZE "0.7"
+#define DEF_COLORMODE "six"
+
+#ifdef Pi
+#undef Pi
+#endif
+#define Pi M_PI
+
+#define SHUFFLE 100
+
+#define COS15 0.9659258263
+#define SIN15 0.2588190451
+#define COS30 0.8660254038
+#define SIN30 0.5000000000
+
+#define TEX_WIDTH 128
+#define TEX_HEIGHT 128
+#define TEX_GRAY 0.7, 0.7
+#define BORDER 3
+#define BORDER2 9
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#define rnd01() (random()%2)
+#define rndcolor() (frand(0.5)+0.3)
+
+/*************************************************************************/
+
+static Bool spin, wander, rndstart, tex;
+static float spinspeed, tspeed, wspeed, twait, size;
+static char *colmode_s;
+static int colmode;
+
+static argtype vars[] = {
+ { &spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ { &wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ { &rndstart, "randomize", "Randomize", DEF_RANDOMIZE, t_Bool},
+ { &tex, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ { &spinspeed, "spinspeed", "SpinSpeed", DEF_SPINSPEED, t_Float},
+ { &tspeed, "rotspeed", "RotSpeed", DEF_ROTSPEED, t_Float},
+ { &wspeed, "wanderspeed", "WanderSpeed", DEF_WANDERSPEED, t_Float},
+ { &twait, "wait", "Wait", DEF_WAIT, t_Float},
+ { &size, "cubesize", "CubeSize", DEF_CUBESIZE, t_Float},
+ { &colmode_s, "colormode", "ColorMode", DEF_COLORMODE, t_String}
+};
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-randomize", ".randomize", XrmoptionNoArg, "True" },
+ { "+randomize", ".randomize", XrmoptionNoArg, "False" },
+ { "-texture", ".texture", XrmoptionNoArg, "True" },
+ { "+texture", ".texture", XrmoptionNoArg, "False" },
+ { "-spinspeed", ".spinspeed", XrmoptionSepArg, 0 },
+ { "-wanderspeed", ".wanderspeed", XrmoptionSepArg, 0 },
+ { "-rotspeed", ".rotspeed", XrmoptionSepArg, 0 },
+ { "-wait", ".wait", XrmoptionSepArg, 0 },
+ { "-cubesize", ".cubesize", XrmoptionSepArg, 0 },
+ { "-colormode", ".colormode", XrmoptionSepArg, 0 }
+};
+
+ENTRYPOINT ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+#ifdef USE_MODULES
+ModStruct cube21_description =
+{ "cube21", "init_cube21", "draw_cube21", NULL,
+ "draw_cube21", "change_cube21", NULL, &cube21_opts,
+ 25000, 1, 1, 1, 1.0, 4, "",
+ "Shows randomly shuffling Cube 21", 0, NULL
+};
+#endif
+
+typedef enum {
+ CUBE21_STATE_BASIC,
+ CUBE21_PAUSE1 = CUBE21_STATE_BASIC,
+ CUBE21_ROT_BASE,
+ CUBE21_ROT_TOP = CUBE21_ROT_BASE,
+ CUBE21_ROT_BOTTOM,
+ CUBE21_PAUSE2,
+ CUBE21_HALF_BASE,
+ CUBE21_HALF1 = CUBE21_HALF_BASE,
+ CUBE21_HALF2
+} cube21_state;
+
+typedef enum {
+ CUBE21_COLOR_WHITE,
+ CUBE21_COLOR_RANDOM,
+ CUBE21_COLOR_SILVER,
+ CUBE21_COLOR_TWORND,
+ CUBE21_COLOR_CLASSIC,
+ CUBE21_COLOR_SIXRND
+} cube21_cmode;
+
+typedef int pieces_t[2][13];
+typedef int cind_t[5][12];
+typedef GLfloat col_t[6][3];
+
+typedef struct {
+ GLXContext *glx_context;
+ GLfloat ratio;
+ cube21_state state; /* type of "rotation" - shuffling */
+ GLfloat xrot, yrot; /* "spin" - object rotation around axis */
+ GLfloat posarg; /* position argument (for sine function) */
+ GLfloat t, tmax; /* rotation clock */
+ int hf[2], fr[2]; /* half flipped / face rotated flags */
+ int rface, ramount; /* selected face and amount of rotation in multiplies of 30deg */
+ int pieces[2][13]; /* locations of "narrow" and "wide" pieces */
+ int cind[5][12]; /* color indices */
+ GLfloat colors[6][3]; /* color map */
+
+ Bool wire, cmat;
+ unsigned char texture[TEX_HEIGHT][TEX_WIDTH];
+
+ GLfloat texp, texq, posc[6];
+ GLfloat color_inner[4];
+
+ Bool button_down_p;
+ trackball_state *trackball;
+
+} cube21_conf;
+
+static cube21_conf *cube21 = NULL;
+
+static const GLfloat shininess = 20.0;
+static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
+static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0};
+static const GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0};
+static const GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0};
+static const GLfloat zpos = -18.0;
+
+/*************************************************************************/
+
+static void find_matches(pieces_t pieces, int matches[12], int s)
+{
+ int i, j = 1;
+ for(i = 1; i<6; i++) {
+ if(pieces[s][i] && pieces[s][i+6]) {
+ matches[j++] = i;
+ }
+ }
+ matches[0] = j;
+ for(i = 1; i<matches[0]; i++) {
+ matches[j++] = matches[i]-6;
+ }
+ matches[j++] = 6;
+ matches[0] = j;
+}
+
+static void rot_face(pieces_t pieces, cind_t colors, int s, int o)
+{
+ int i;
+ int tmp[12], tmpc[2][12];
+ int c0 = 2*s, c1 = c0+1;
+ for(i = 0; i<12; i++) {
+ tmp[i] = pieces[s][i];
+ tmpc[0][i] = colors[c0][i];
+ tmpc[1][i] = colors[c1][i];
+ }
+ if(o<0) o += 12;
+ for(i = 0; i<12; i++, o++) {
+ if(o==12) o = 0;
+ pieces[s][i] = tmp[o];
+ colors[c0][i] = tmpc[0][o];
+ colors[c1][i] = tmpc[1][o];
+ }
+}
+
+static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s)
+{
+ int ss = 6*s, i, j, k, t;
+ for(i = 0; i<6; i++) {
+ j = ss+i; k = ss+6-i;
+ t = pieces[0][j];
+ pieces[0][j] = pieces[1][k];
+ pieces[1][k] = t;
+ k--;
+ t = colors[0][j];
+ colors[0][j] = colors[2][k];
+ colors[2][k] = t;
+ t = colors[1][j];
+ colors[1][j] = colors[3][k];
+ colors[3][k] = t;
+ }
+ hf[s] ^= 1;
+}
+
+static void randomize(cube21_conf *cp)
+{
+ int i, j, s;
+ int matches[12];
+ for(i = 0; i<SHUFFLE; i++) {
+ s = rnd01();
+ find_matches(cp->pieces, matches, s);
+ j = matches[0]-1;
+ j = random()%j;
+ j = matches[j+1];
+ rot_face(cp->pieces, cp->cind, s, j);
+ s = rnd01();
+ rot_halves(cp->pieces, cp->cind, cp->hf, s);
+ }
+}
+
+static void finish(cube21_conf *cp)
+{
+ int j, s;
+ int matches[12];
+ switch(cp->state) {
+ case CUBE21_PAUSE1:
+ s = rnd01();
+ find_matches(cp->pieces, matches, s);
+ j = matches[0]-1;
+ j = random()%j;
+ j = matches[j+1];
+ if(j==6 && rnd01()) j = -6;
+ cp->state = CUBE21_ROT_BASE+s;
+ cp->tmax = 30.0*abs(j);
+ cp->fr[0] = cp->fr[1] = 0;
+ cp->rface = s;
+ cp->ramount = j;
+ break;
+ case CUBE21_ROT_TOP:
+ case CUBE21_ROT_BOTTOM:
+ rot_face(cp->pieces, cp->cind, s = cp->rface, cp->ramount);
+ cp->fr[s] = 1;
+ s ^= 1;
+ if(!cp->fr[s] && rnd01()) {
+ find_matches(cp->pieces, matches, s);
+ j = matches[0]-1;
+ j = random()%j;
+ j = matches[j+1];
+ if(j==6 && rnd01()) j = -6;
+ cp->state = CUBE21_ROT_BASE+s;
+ cp->tmax = 30.0*abs(j);
+ cp->rface = s;
+ cp->ramount = j;
+ break;
+ } else {
+ cp->state = CUBE21_PAUSE2;
+ cp->tmax = twait;
+ break;
+ }
+ case CUBE21_PAUSE2:
+ s = rnd01();
+ cp->ramount = -rnd01(); /* 0 or -1, only sign is significant in this case */
+ cp->state = CUBE21_HALF_BASE+s;
+ cp->tmax = 180.0;
+ cp->rface = s;
+ break;
+ case CUBE21_HALF1:
+ case CUBE21_HALF2:
+ rot_halves(cp->pieces, cp->cind, cp->hf, cp->rface);
+ cp->state = CUBE21_PAUSE1;
+ cp->tmax = twait;
+ break;
+ }
+ cp->t = 0;
+}
+
+static void draw_narrow_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, col_t colors)
+{
+ GLfloat s1 = cp->posc[0]*s;
+ glBegin(GL_TRIANGLES);
+ glNormal3f(0.0, 0.0, s);
+ if(cp->cmat) glColor3fv(colors[c1]);
+ glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
+ glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[1], 0.0, s);
+ glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[2], cp->posc[3], s);
+ mi->polygon_count++;
+ glNormal3f(0.0, 0.0, -s);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s1);
+ glVertex3f(cp->posc[1], 0.0, s1);
+ glVertex3f(cp->posc[2], cp->posc[3], s1);
+ mi->polygon_count++;
+ glEnd();
+ glBegin(GL_QUADS);
+ glNormal3f(0.0, -1.0, 0.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s);
+ glVertex3f(cp->posc[1], 0.0, s);
+ glVertex3f(cp->posc[1], 0.0, s1);
+ glVertex3f(0.0, 0.0, s1);
+ mi->polygon_count++;
+ glNormal3f(COS15, SIN15, 0.0);
+ if(cp->cmat) glColor3fv(colors[c2]);
+ glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, s);
+ glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s);
+ glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s1);
+ glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[1], 0.0, s1);
+ mi->polygon_count++;
+ glNormal3f(-SIN30, COS30, 0.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s);
+ glVertex3f(cp->posc[2], cp->posc[3], s);
+ glVertex3f(cp->posc[2], cp->posc[3], s1);
+ glVertex3f(0.0, 0.0, s1);
+ mi->polygon_count++;
+ glEnd();
+ glRotatef(30.0, 0.0, 0.0, 1.0);
+}
+
+static void draw_wide_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, int c3, col_t colors)
+{
+ GLfloat s1 = cp->posc[0]*s;
+ glBegin(GL_TRIANGLES);
+ glNormal3f(0.0, 0.0, s);
+ if(cp->cmat) glColor3fv(colors[c1]);
+ glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
+ glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[1], 0.0, s);
+ glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
+ glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
+ glTexCoord2f(0.0, cp->texp); glVertex3f(cp->posc[3], cp->posc[2], s);
+ glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s);
+ glNormal3f(0.0, 0.0, -s);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s1);
+ glVertex3f(cp->posc[1], 0.0, s1);
+ glVertex3f(cp->posc[4], cp->posc[5], s1);
+ glVertex3f(cp->posc[4], cp->posc[5], s1);
+ glVertex3f(cp->posc[3], cp->posc[2], s1);
+ glVertex3f(0.0, 0.0, s1);
+ glEnd();
+ glBegin(GL_QUADS);
+ glNormal3f(0.0, -1.0, 0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s);
+ glVertex3f(cp->posc[1], 0.0, s);
+ glVertex3f(cp->posc[1], 0.0, s1);
+ glVertex3f(0.0, 0.0, s1);
+ glNormal3f(COS15, -SIN15, 0.0);
+ if(cp->cmat) glColor3fv(colors[c2]);
+ glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, s);
+ glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s);
+ glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s1);
+ glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[1], 0.0, s1);
+ glNormal3f(SIN15, COS15, 0.0);
+ if(cp->cmat) glColor3fv(colors[c3]);
+ glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s);
+ glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s);
+ glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s1);
+ glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s1);
+ glNormal3f(-COS30, SIN30, 0.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(0.0, 0.0, s);
+ glVertex3f(cp->posc[3], cp->posc[2], s);
+ glVertex3f(cp->posc[3], cp->posc[2], s1);
+ glVertex3f(0.0, 0.0, s1);
+ glEnd();
+ glRotatef(60.0, 0.0, 0.0, 1.0);
+}
+
+static void draw_middle_piece(cube21_conf *cp, int s, cind_t cind, col_t colors)
+{
+ s *= 6;
+ glBegin(GL_QUADS);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glNormal3f(0.0, 0.0, 1.0);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
+ glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
+ glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
+ glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
+ glNormal3f(0.0, 0.0, -1.0);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
+ glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
+ glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
+ glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
+ glNormal3f(0.0, -1.0, 0.0);
+ glTexCoord2f(TEX_GRAY);
+ glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
+ glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
+ glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
+ glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
+ glNormal3f(COS15, -SIN15, 0.0);
+ if(cp->cmat) glColor3fv(colors[cind[4][s]]);
+ glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, cp->posc[0]);
+ glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
+ glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
+ glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, -cp->posc[0]);
+ glNormal3f(SIN15, COS15, 0.0);
+ if(cp->cmat) glColor3fv(colors[cind[4][s+1]]);
+ glTexCoord2f(0.0, 0.5); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]);
+ glTexCoord2f(cp->texq, 0.5); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
+ glTexCoord2f(cp->texq, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
+ glTexCoord2f(0.0, 0.75); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]);
+ glNormal3f(-COS15, SIN15, 0.0);
+ if(cp->cmat) glColor3fv(colors[cind[4][s+4]]);
+ glTexCoord2f(0.0, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]);
+ glTexCoord2f(1.0, 0.75); glVertex3f(-cp->posc[1], 0.0, cp->posc[0]);
+ glTexCoord2f(1.0, 1.0); glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]);
+ glEnd();
+}
+
+static void draw_middle(cube21_conf *cp)
+{
+ if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ draw_middle_piece(cp, 0, cp->cind, cp->colors);
+ if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ glRotatef(180.0, 0.0, 0.0, 1.0);
+ if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ draw_middle_piece(cp, 1, cp->cind, cp->colors);
+ if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
+}
+
+static void draw_half_face(ModeInfo *mi, cube21_conf *cp, int s, int o)
+{
+ int i, s1 = 1-s*2, s2 = s*2;
+ for(i = o; i<o+6; i++) {
+ if(cp->pieces[s][i+1])
+ draw_narrow_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors);
+ else {
+ draw_wide_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors);
+ i++;
+ }
+ }
+}
+
+static void draw_top_face(ModeInfo *mi, cube21_conf *cp)
+{
+ draw_half_face(mi, cp, 0, 0);
+ draw_half_face(mi, cp, 0, 6);
+}
+
+static void draw_bottom_face(ModeInfo *mi, cube21_conf *cp)
+{
+ draw_half_face(mi, cp, 1, 0);
+ draw_half_face(mi, cp, 1, 6);
+}
+
+static Bool draw_main(ModeInfo *mi, cube21_conf *cp)
+{
+ GLfloat theta = cp->ramount<0?cp->t:-cp->t;
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+ if(wander)
+ glTranslatef(3.0*cp->ratio*sin(13.0*cp->posarg), 3.0*sin(17.0*cp->posarg), zpos);
+ else
+ glTranslatef(0, 0, zpos);
+ glScalef(size, size, size);
+
+# 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
+
+ glRotatef(cp->xrot, 1.0, 0.0, 0.0);
+ glRotatef(cp->yrot, 0.0, 1.0, 0.0);
+
+ gltrackball_rotate (cp->trackball);
+
+ if(cp->wire) glColor3f(0.7, 0.7, 0.7);
+ switch(cp->state) {
+ case CUBE21_PAUSE1:
+ case CUBE21_PAUSE2:
+ draw_top_face(mi, cp);
+ draw_bottom_face(mi, cp);
+ draw_middle(cp);
+ break;
+ case CUBE21_ROT_TOP:
+ glRotatef(theta, 0.0, 0.0, 1.0);
+ draw_top_face(mi, cp);
+ glRotatef(-theta, 0.0, 0.0, 1.0);
+ draw_bottom_face(mi, cp);
+ draw_middle(cp);
+ break;
+ case CUBE21_ROT_BOTTOM:
+ draw_top_face(mi, cp);
+ glRotatef(theta, 0.0, 0.0, 1.0);
+ draw_bottom_face(mi, cp);
+ glRotatef(-theta, 0.0, 0.0, 1.0);
+ draw_middle(cp);
+ break;
+ case CUBE21_HALF1:
+ glRotatef(theta, 0.0, 1.0, 0.0);
+ case CUBE21_HALF2:
+ draw_half_face(mi, cp, 0, 0);
+ glRotatef(-180.0, 0.0, 0.0, 1.0);
+ draw_half_face(mi, cp, 1, 0);
+ glRotatef(-180.0, 0.0, 0.0, 1.0);
+ if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ draw_middle_piece(cp, 0, cp->cind, cp->colors);
+ if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ if(cp->state==CUBE21_HALF1)
+ glRotatef(-theta, 0.0, 1.0, 0.0);
+ else
+ glRotatef(theta, 0.0, 1.0, 0.0);
+ glRotatef(180.0, 0.0, 0.0, 1.0);
+ draw_half_face(mi, cp, 0, 6);
+ glRotatef(-180.0, 0.0, 0.0, 1.0);
+ draw_half_face(mi, cp, 1, 6);
+ glRotatef(-180.0, 0.0, 0.0, 1.0);
+ if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0);
+ draw_middle_piece(cp, 1, cp->cind, cp->colors);
+ break;
+ }
+ if(spin) {
+ if((cp->xrot += spinspeed)>360.0) cp->xrot -= 360.0;
+ if((cp->yrot += spinspeed)>360.0) cp->yrot -= 360.0;
+ }
+ if(wander)
+ if((cp->posarg += wspeed/1000.0)>360.0) cp->posarg -= 360.0;
+ if((cp->t += tspeed)>cp->tmax) finish(cp);
+ return True;
+}
+
+static void parse_colmode(void)
+{
+ if(!colmode_s) {
+ colmode = CUBE21_COLOR_WHITE;
+ return;
+ }
+ if(strstr(colmode_s, "se") || strstr(colmode_s, "sil")) colmode = CUBE21_COLOR_SILVER;
+ else if(strstr(colmode_s, "ce") || strstr(colmode_s, "cla")) colmode = CUBE21_COLOR_CLASSIC;
+ else if(strstr(colmode_s, "2") || strstr(colmode_s, "two")) colmode = CUBE21_COLOR_TWORND;
+ else if(strstr(colmode_s, "6") || strstr(colmode_s, "six")) colmode = CUBE21_COLOR_SIXRND;
+ else if(strstr(colmode_s, "1") || strstr(colmode_s, "ran") || strstr(colmode_s, "rnd")) colmode = CUBE21_COLOR_RANDOM;
+ else colmode = CUBE21_COLOR_WHITE;
+}
+
+static void init_posc(cube21_conf *cp)
+{
+ cp->texp = (1.0-tan(Pi/12.0))/2.0;
+ cp->texq = 1.0-cp->texp;
+ /* Some significant non-trivial coordinates
+ * of the object. We need them exactly at GLfloat precision
+ * for the edges to line up perfectly. */
+ cp->posc[0] = tan(Pi/12); /* 0.268 */
+ cp->posc[1] = 1.0/cos(Pi/12); /* 1.035 */
+ cp->posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */
+ cp->posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */
+ cp->posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */
+ cp->posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */
+}
+
+static void draw_horz_line(cube21_conf *cp, int x1, int x2, int y)
+{
+ int x, y0 = y, w;
+ if(y<BORDER) y = -y;
+ else y = -BORDER;
+ for(; y<BORDER; y++) {
+ if(y0+y>=TEX_HEIGHT) break;
+ w = y*y*255/BORDER2;
+ for(x=x1; x<=x2; x++)
+ if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w;
+ }
+}
+
+static void draw_vert_line(cube21_conf *cp, int x, int y1, int y2)
+{
+ int x0 = x, y, w;
+ if(x<BORDER) x = -x;
+ else x = -BORDER;
+ for(; x<BORDER; x++) {
+ if(x0+x>=TEX_WIDTH) break;
+ w = x*x*255/BORDER2;
+ for(y=y1; y<=y2; y++)
+ if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w;
+ }
+}
+
+static void draw_slanted_horz(cube21_conf *cp, int x1, int y1, int x2, int y2)
+{
+ int x, y, dx = x2-x1, dy = y2-y1, y0, w;
+ for(x=x1; x<=x2; x++) {
+ y0 = y1+(y2-y1)*(x-x1)/(x2-x1);
+ for(y=-1-BORDER; y<2+BORDER; y++) {
+ w = dx*(y0+y-y1)-dy*(x-x1);
+ w = w*w/(dx*dx+dy*dy);
+ w = w*255/BORDER2;
+ if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w;
+ }
+ }
+}
+
+static void draw_slanted_vert(cube21_conf *cp, int x1, int y1, int x2, int y2)
+{
+ int x, y, dx = x2-x1, dy = y2-y1, x0, w;
+ for(y=y1; y<=y2; y++) {
+ x0 = x1+(x2-x1)*(y-y1)/(y2-y1);
+ for(x=-1-BORDER; x<2+BORDER; x++) {
+ w = dy*(x0+x-x1)-dx*(y-y1);
+ w = w*w/(dy*dy+dx*dx);
+ w = w*255/BORDER2;
+ if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w;
+ }
+ }
+}
+
+static void make_texture(cube21_conf *cp)
+{
+ int x, y, x0, y0;
+ float grayp[2] = {TEX_GRAY};
+ for(y=0; y<TEX_HEIGHT; y++)
+ for(x=0; x<TEX_WIDTH; x++)
+ cp->texture[y][x] = 255;
+ draw_horz_line(cp, 0, TEX_WIDTH-1, 0);
+ draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texp*TEX_HEIGHT);
+ draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texq*TEX_HEIGHT);
+ draw_horz_line(cp, 0, cp->texq*TEX_WIDTH, TEX_HEIGHT/2);
+ draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT*3/4);
+ draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT-1);
+ draw_vert_line(cp, 0, 0, TEX_HEIGHT-1);
+ draw_vert_line(cp, cp->texq*TEX_WIDTH, 0, TEX_HEIGHT*3/4);
+ draw_vert_line(cp, TEX_WIDTH-1, 0, TEX_HEIGHT-1);
+ draw_slanted_horz(cp, 0, cp->texp*TEX_HEIGHT, TEX_WIDTH/2, TEX_HEIGHT/2);
+ draw_slanted_vert(cp, cp->texp*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2);
+ draw_slanted_vert(cp, cp->texq*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2);
+ x0 = grayp[0]*TEX_WIDTH;
+ y0 = grayp[1]*TEX_HEIGHT;
+ for(y=-1; y<=1; y++)
+ for(x=-1; x<=1; x++)
+ cp->texture[y0+y][x0+x] = 100;
+}
+
+/* It doesn't look good */
+/*#define MIPMAP*/
+
+static void init_gl(ModeInfo *mi)
+{
+ cube21_conf *cp = &cube21[MI_SCREEN(mi)];
+#ifdef MIPMAP
+ int status;
+#endif
+ parse_colmode();
+ cp->wire = MI_IS_WIREFRAME(mi);
+ cp->cmat = !cp->wire && (colmode != CUBE21_COLOR_WHITE);
+ if(MI_IS_MONO(mi)) {
+ tex = False;
+ cp->cmat = False;
+ }
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ cp->wire = 0;
+# endif
+
+ if(cp->wire) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ return;
+ }
+ if(!tex)
+ cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 0.4;
+ else
+ cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 1.0;
+
+ glClearDepth(1.0);
+ glDrawBuffer(GL_BACK);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glShadeModel(GL_FLAT);
+ glDepthFunc(GL_LESS);
+ 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);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_COLOR_MATERIAL);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+ if(!tex) return;
+ glEnable(GL_TEXTURE_2D);
+#ifdef MIPMAP
+ clear_gl_error();
+ status = gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEX_WIDTH, TEX_HEIGHT,
+ GL_LUMINANCE, GL_UNSIGNED_BYTE, texture);
+ if (status) {
+ const char *s = gluErrorString(status);
+ fprintf (stderr, "%s: error mipmapping texture: %s\n", progname, (s?s:"(unknown)"));
+ exit (1);
+ }
+ check_gl_error("mipmapping");
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, 1, TEX_WIDTH, TEX_HEIGHT,
+ 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, cp->texture);
+#endif
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#ifdef MIPMAP
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+#else
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+#endif
+}
+
+static void init_cp(cube21_conf *cp)
+{
+ int i, j;
+ GLfloat ce_colors[6][3] = {
+ {1.0, 1.0, 1.0},
+ {1.0, 0.5, 0.0},
+ {0.0, 0.9, 0.0},
+ {0.8, 0.0, 0.0},
+ {0.1, 0.1, 1.0},
+ {0.9, 0.9, 0.0}
+ };
+ cp->state = CUBE21_STATE_BASIC;
+ cp->xrot = -65.0; cp->yrot = 185.0;
+ cp->posarg = (wspeed?random()%360:0.0);
+ cp->t = 0.0; cp->tmax = twait;
+ cp->hf[0] = cp->hf[1] = 0;
+ cp->fr[0] = cp->fr[1] = 0;
+ for(i=0;i<13;i++)
+ cp->pieces[0][i] = cp->pieces[1][i] = (i%3==1?0:1);
+ switch(colmode) {
+ case CUBE21_COLOR_RANDOM:
+ case CUBE21_COLOR_TWORND:
+ case CUBE21_COLOR_SIXRND:
+ for(i=0; i<6; i++)
+ for(j=0; j<3; j++)
+ cp->colors[i][j] = rndcolor();
+ break;
+ case CUBE21_COLOR_SILVER:
+ cp->colors[0][0] = 1.0;
+ cp->colors[0][1] = 1.0;
+ cp->colors[0][2] = 1.0;
+ cp->colors[1][0] = rndcolor();
+ cp->colors[1][1] = rndcolor();
+ cp->colors[1][2] = rndcolor();
+ break;
+ case CUBE21_COLOR_CLASSIC:
+ for(i=0; i<6; i++)
+ for(j=0; j<3; j++)
+ cp->colors[i][j] = 0.2+0.7*ce_colors[i][j];
+ break;
+ }
+ switch(colmode) {
+ case CUBE21_COLOR_SILVER:
+ case CUBE21_COLOR_TWORND:
+ for(i=0; i<5; i++)
+ for(j=0; j<12; j++)
+ if(i==0) cp->cind[i][j] = 0;
+ else if(i==2) cp->cind[i][j] = 1;
+ else cp->cind[i][j] = ((j+5)%12)>=6?1:0;
+ break;
+ case CUBE21_COLOR_CLASSIC:
+ case CUBE21_COLOR_SIXRND:
+ for(i=0; i<5; i++)
+ for(j=0; j<12; j++)
+ if(i==0) cp->cind[i][j] = 4;
+ else if(i==2) cp->cind[i][j] = 5;
+ else cp->cind[i][j] = ((j+5)%12)/3;
+ break;
+ case CUBE21_COLOR_RANDOM:
+ for(i=0; i<5; i++)
+ for(j=0; j<12; j++)
+ cp->cind[i][j] = 0;
+ break;
+ }
+ if(rndstart) randomize(cp);
+}
+
+/*************************************************************************/
+
+ENTRYPOINT void reshape_cube21(ModeInfo *mi, int width, int height)
+{
+ cube21_conf *cp = &cube21[MI_SCREEN(mi)];
+ int y = 0;
+ if(!height) height = 1;
+ cp->ratio = (GLfloat)width/(GLfloat)height;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ cp->ratio = width / (GLfloat) height;
+ cp->posarg = 0;
+ }
+
+ glViewport(0, y, (GLint) width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(30.0, cp->ratio, 1.0, 100.0);
+ glMatrixMode(GL_MODELVIEW);
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+ENTRYPOINT Bool
+cube21_handle_event (ModeInfo *mi, XEvent *event)
+{
+ cube21_conf *cp = &cube21[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, cp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &cp->button_down_p))
+ return True;
+
+ return False;
+}
+
+
+ENTRYPOINT void init_cube21(ModeInfo *mi)
+{
+ cube21_conf *cp;
+ MI_INIT(mi, cube21);
+ cp = &cube21[MI_SCREEN(mi)];
+
+ cp->trackball = gltrackball_init (False);
+
+ if(!cp->texp) {
+ init_posc(cp);
+ make_texture(cp);
+ }
+
+#ifdef HAVE_MOBILE
+ size *= 2;
+#endif
+
+ if ((cp->glx_context = init_GL(mi)) != NULL) {
+ init_gl(mi);
+ init_cp(cp);
+ reshape_cube21(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void draw_cube21(ModeInfo * mi)
+{
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ cube21_conf *cp;
+ if (!cube21) return;
+ cp = &cube21[MI_SCREEN(mi)];
+ MI_IS_DRAWN(mi) = True;
+ if (!cp->glx_context) return;
+ mi->polygon_count = 0;
+ glXMakeCurrent(display, window, *(cp->glx_context));
+ if (!draw_main(mi, cp)) {
+ MI_ABORT(mi);
+ return;
+ }
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glFlush();
+ glXSwapBuffers(display, window);
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void change_cube21(ModeInfo * mi)
+{
+ cube21_conf *cp = &cube21[MI_SCREEN(mi)];
+ if (!cp->glx_context) return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context));
+ init_gl(mi);
+}
+#endif /* !STANDALONE */
+
+
+XSCREENSAVER_MODULE ("Cube21", cube21)
+
+#endif