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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/glhanoi.c
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diff --git a/hacks/glx/glhanoi.c b/hacks/glx/glhanoi.c
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+/* -*- 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();
+ 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)
+{
+ int i;
+ int j;
+ glhcfg *glh = &glhanoi_cfg[MI_SCREEN(mi)];
+ if (glh->glx_context) {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(glh->glx_context));
+ 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);
+ for(i = 0; i < glh->numberOfPoles; i++) {
+ if(glh->pole[i].data != NULL) {
+ free(glh->pole[i].data);
+ }
+ }
+ }
+}
+
+XSCREENSAVER_MODULE ("GLHanoi", glhanoi)
+
+#endif /* USE_GL */