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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/rubik.c
downloadxscreensaver-d3a98cf6cbc3bd0b9efc570f58e8812c03931c18.tar.gz
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+/* -*- Mode: C; tab-width: 4 -*- */
+/* rubik --- Shows an auto-solving Rubik's cube */
+
+#if 0
+static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore";
+#endif
+
+/*-
+ * 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.
+ *
+ * This mode shows an auto-solving rubik's cube "puzzle". If somebody
+ * intends to make a game or something based on this code, please let me
+ * know first, my e-mail address is provided in this comment. Marcelo.
+ *
+ * Thanks goes also to Brian Paul for making it possible and inexpensive
+ * to use OpenGL at home.
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistakes.
+ *
+ * My e-mail address is
+ * mfvianna@centroin.com.br
+ *
+ * Marcelo F. Vianna (Jul-31-1997)
+ *
+ * Revision History:
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 27-Apr-1999: LxMxN stuff added.
+ * 26-Sep-1998: Added some more movement (the cube does not stay in the screen
+ * center anymore. Also fixed the scale problem immediately after
+ * shuffling when the puzzle is solved.
+ * 08-Aug-1997: Now has some internals from xrubik by David Bagley
+ * This should make it easier to add features.
+ * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being
+ * shuffled and then being solved. A mode specific option was
+ * added:
+ * "+/-hideshuffling" to provide the original behavior (in which
+ * only the solution is shown).
+ * The color labels corners are now rounded.
+ * Optimized the cubit() routine using glLists.
+ * 01-Aug-1997: Shuffling now avoids movements that undoes the previous
+ * movement and three consecutive identical moves (which is
+ * pretty stupid).
+ * improved the "cycles" option in replacement of David's hack,
+ * now rp->anglestep is a GLfloat, so this option selects the
+ * "exact" number of frames that a rotation (movement) takes to
+ * complete.
+ * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle,
+ * instead, it randomly shuffle the cube and then make the
+ * movements in the reverse order.
+ * The mode was written in 1 day (I got sick and had the day off).
+ * There was not much to do since I could not leave home... :)
+ */
+
+/*-
+ * Color labels mapping:
+ * =====================
+ *
+ * +-----------+
+ * |0--> |
+ * || |
+ * |v TOP(0) |
+ * | |
+ * | 8|
+ * +-----------+-----------+-----------+
+ * |0--> |0--> |0--> |
+ * || || || |
+ * |v LEFT(1) |v FRONT(2) |v RIGHT(3) |
+ * | | | |
+ * | 8| 8| 8|
+ * +-----------+-----------+-----------+
+ * |0--> |
+ * || |
+ * |v BOTTOM(4)|
+ * | |
+ * | 8|
+ * +-----------+ +---+---+---+
+ * |0--> | | 0 | 1 | 2 |
+ * || | |--xxxxx(N)-+
+ * |v BACK(5) | | 3 | 4 | 5 |
+ * | | +---+---+---+
+ * | 8| | 6 | 7 | 8 |
+ * +-----------+ +---+---+---+
+ *
+ * Map to 3d
+ * FRONT => X, Y
+ * BACK => X, Y
+ * LEFT => Z, Y
+ * RIGHT => Z, Y
+ * TOP => X, Z
+ * BOTTOM => X, Z
+ */
+
+#ifdef STANDALONE
+# define MODE_rubik
+# define DEFAULTS "*delay: 20000 \n" \
+ "*count: -30 \n" \
+ "*showFPS: False \n" \
+ "*cycles: 20 \n" \
+ "*size: -6 \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_rubik 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+# include "vis.h"
+#endif /* !STANDALONE */
+
+#include "gltrackball.h"
+
+#ifdef MODE_rubik
+
+#define DEF_SIZEX "0"
+#define DEF_SIZEY "0"
+#define DEF_SIZEZ "0"
+#define DEF_HIDESHUFFLING "False"
+
+static int sizex;
+static int sizey;
+static int sizez;
+static Bool hideshuffling;
+
+static XrmOptionDescRec opts[] =
+{
+ {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0},
+ {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0},
+ {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0},
+ {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"},
+ {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"}
+};
+
+static argtype vars[] =
+{
+ {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int},
+ {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int},
+ {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int},
+ {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
+};
+
+static OptionStruct desc[] =
+{
+ {"-sizex num", "number of cubies along x axis (overrides size)"},
+ {"-sizey num", "number of cubies along y axis (overrides size)"},
+ {"-sizez num", "number of cubies along z axis (overrides size)"},
+ {"-/+hideshuffling", "turn on/off hidden shuffle phase"}
+};
+
+ENTRYPOINT ModeSpecOpt rubik_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
+
+#ifdef USE_MODULES
+ModStruct rubik_description =
+{"rubik", "init_rubik", "draw_rubik", (char *) NULL,
+ "draw_rubik", "change_rubik", "free_rubik", &rubik_opts,
+ 10000, -30, 5, -6, 64, 1.0, "",
+ "Shows an auto-solving Rubik's Cube", 0, NULL};
+
+#endif
+
+#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
+#define sqr(A) ((A)*(A))
+
+#ifndef Pi
+#define Pi M_PI
+#endif
+
+
+#define ACTION_SOLVE 1
+#define ACTION_SHUFFLE 0
+
+#define DELAY_AFTER_SHUFFLING 5
+#define DELAY_AFTER_SOLVING 20
+
+/*************************************************************************/
+
+#define MINSIZE 2
+#define MAXSIZEX (rp->sizex)
+#define MAXSIZEY (rp->sizey)
+#define MAXSIZEZ (rp->sizez)
+#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */
+#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ)))
+#define MAXSIZEXY (MAXSIZEX*MAXSIZEY)
+#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ)
+#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX)
+#define LASTX (MAXSIZEX-1)
+#define LASTY (MAXSIZEY-1)
+#define LASTZ (MAXSIZEZ-1)
+/* These are not likely to change but... */
+#define FIRSTX 0
+#define FIRSTY 0
+#define FIRSTZ 0
+
+#define Scale4Window (0.9/AVSIZE)
+#define Scale4Iconic (2.1/AVSIZE)
+
+#define MAXORIENT 4 /* Number of orientations of a square */
+#define MAXFACES 6 /* Number of faces */
+
+/* Directions relative to the face of a cubie */
+#define TOP 0
+#define RIGHT 1
+#define BOTTOM 2
+#define LEFT 3
+#define CW (MAXORIENT+1)
+#define HALF (MAXORIENT+2)
+#define CCW (2*MAXORIENT-1)
+
+#define TOP_FACE 0
+#define LEFT_FACE 1
+#define FRONT_FACE 2
+#define RIGHT_FACE 3
+#define BOTTOM_FACE 4
+#define BACK_FACE 5
+#define NO_FACE (MAXFACES)
+#define NO_ROTATION (2*MAXORIENT)
+#define NO_DEPTH MAXMAXSIZE
+
+#define REVX(a) (MAXSIZEX - a - 1)
+#define REVY(a) (MAXSIZEY - a - 1)
+#define REVZ(a) (MAXSIZEZ - a - 1)
+
+#define CUBELEN 0.50
+#define CUBEROUND (CUBELEN-0.05)
+#define STICKERLONG (CUBEROUND-0.05)
+#define STICKERSHORT (STICKERLONG-0.05)
+#define STICKERDEPTH (CUBELEN+0.01)
+
+#define ObjCubit 0
+#define MaxObj 1
+typedef struct _RubikLoc {
+ int face;
+ int rotation; /* Not used yet */
+} RubikLoc;
+
+typedef struct _RubikRowNext {
+ int face, direction, sideFace;
+} RubikRowNext;
+
+typedef struct _RubikMove {
+ int face, direction;
+ int position;
+} RubikMove;
+
+typedef struct _RubikSlice {
+ int face, rotation;
+ int depth;
+} RubikSlice;
+
+/*-
+ * Pick a face and a direction on face the next face and orientation
+ * is then known.
+ */
+static const RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
+{
+ {
+ {5, TOP},
+ {3, RIGHT},
+ {2, TOP},
+ {1, LEFT}},
+ {
+ {0, RIGHT},
+ {2, TOP},
+ {4, LEFT},
+ {5, BOTTOM}},
+ {
+ {0, TOP},
+ {3, TOP},
+ {4, TOP},
+ {1, TOP}},
+ {
+ {0, LEFT},
+ {5, BOTTOM},
+ {4, RIGHT},
+ {2, TOP}},
+ {
+ {2, TOP},
+ {3, LEFT},
+ {5, TOP},
+ {1, RIGHT}},
+ {
+ {4, TOP},
+ {3, BOTTOM},
+ {0, TOP},
+ {1, BOTTOM}}
+};
+
+/*-
+ * Examine cubie 0 on each face, its 4 movements (well only 2 since the
+ * other 2 will be opposites) and translate it into slice movements).
+ * CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2
+ */
+static const RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] =
+{
+ {
+ {1, CCW},
+ {2, CW},
+ },
+ {
+ {2, CW},
+ {0, CCW},
+ },
+ {
+ {1, CCW},
+ {0, CCW},
+ },
+ {
+ {2, CCW},
+ {0, CCW},
+ },
+ {
+ {1, CCW},
+ {2, CCW},
+ },
+ {
+ {1, CCW},
+ {0, CW},
+ }
+};
+
+/*-
+ * Rotate face clockwise by a number of orients, then the top of the
+ * face then points to this face
+ */
+static const int rowToRotate[MAXFACES][MAXORIENT] =
+{
+ {3, 2, 1, 5},
+ {2, 4, 5, 0},
+ {3, 4, 1, 0},
+ {5, 4, 2, 0},
+ {3, 5, 1, 2},
+ {3, 0, 1, 4}
+};
+
+/*
+ * This translates a clockwise move to something more manageable
+ */
+static const RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */
+{
+ {1, LEFT, TOP},
+ {0, BOTTOM, RIGHT},
+ {0, RIGHT, BOTTOM},
+ {0, TOP, LEFT},
+ {1, RIGHT, BOTTOM},
+ {0, LEFT, TOP}
+};
+
+typedef struct {
+ GLint WindH, WindW;
+ GLfloat step;
+ RubikMove *moves;
+ int storedmoves;
+ int degreeTurn;
+ int shufflingmoves;
+ int sizex, sizey, sizez;
+ float avsize, avsizeSq;
+ int action;
+ int done;
+ GLfloat anglestep;
+ RubikLoc *cubeLoc[MAXFACES];
+ RubikLoc *rowLoc[MAXORIENT];
+ RubikMove movement;
+ GLfloat rotatestep;
+ GLfloat PX, PY, VX, VY;
+ GLXContext *glx_context;
+ Bool button_down_p;
+ trackball_state *trackball;
+} rubikstruct;
+
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialRed[] = {0.5, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.0, 0.5, 0.0, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.5, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialOrange[] = {0.9, 0.45, 0.36, 1.0};
+
+#if 0
+static float MaterialMagenta[] = {0.7, 0.0, 0.7, 1.0};
+static float MaterialCyan[] = {0.0, 0.7, 0.7, 1.0};
+
+#endif
+static const float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
+static const float MaterialGray3[] = {0.3, 0.3, 0.3, 1.0};
+static const float MaterialGray4[] = {0.4, 0.4, 0.4, 1.0};
+static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0};
+static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0};
+static const float MaterialGray7[] = {0.7, 0.7, 0.7, 1.0};
+
+static rubikstruct *rubik = (rubikstruct *) NULL;
+
+
+static void
+pickcolor(int C, int mono)
+{
+ switch (C) {
+ case TOP_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
+ break;
+ case LEFT_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+ break;
+ case FRONT_FACE:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+ break;
+ case RIGHT_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen);
+ break;
+ case BOTTOM_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange);
+ break;
+ case BACK_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
+ break;
+#if 0
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta);
+#endif
+ }
+}
+
+static void
+faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn)
+{
+ switch (face) {
+ case 0: /* TOP */
+ case 4: /* BOTTOM */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEZ;
+ break;
+ case 1: /* LEFT */
+ case 3: /* RIGHT */
+ *sizeOfRow = MAXSIZEZ;
+ *sizeOfColumn = MAXSIZEY;
+ break;
+ case 2: /* FRONT */
+ case 5: /* BACK */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEY;
+ break;
+ default: abort();
+ }
+}
+
+static Bool
+checkFaceSquare(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow == sizeOfColumn);
+ /* Cubes can be made square with a 4x2 face where 90 degree turns
+ * should be permitted but that is kind of complicated for me.
+ * This can be done in 2 ways where the side of the cubies are
+ * the same size and one where one side (the side with half the
+ * number of cubies) is twice the size of the other. The first is
+ * complicated because faces of cubies can go under other faces.
+ * The second way is similar to "banded cubes" where scotch tape
+ * restricts the moves of some cubes. Here you have to keep track
+ * of the restrictions and show banded cubies graphically as one
+ * cube.
+ */
+}
+
+static int
+sizeFace(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow * sizeOfColumn);
+}
+
+static int
+sizeRow(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return sizeOfRow;
+}
+
+static Bool
+draw_stickerless_cubit(rubikstruct *rp, unsigned long *polysP)
+{
+ glBegin(GL_QUADS);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Put sticker here */
+ glNormal3f(0.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ (*polysP)++;
+ glNormal3f(0.00, 0.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(-1.00, 0.00, 0.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(1.00, 0.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
+ glNormal3f(0.00, -1.00, 0.00);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(0.00, 1.00, 0.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
+
+ /* Edges of cubit */
+ glNormal3f(-1.00, -1.00, 0.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(1.00, 1.00, 0.00);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(-1.00, 1.00, 0.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(1.00, -1.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(0.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(0.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
+ glNormal3f(0.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ (*polysP)++;
+ glNormal3f(0.00, 1.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(-1.00, 0.00, -1.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(1.00, 0.00, 1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ (*polysP)++;
+ glNormal3f(1.00, 0.00, -1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
+ glNormal3f(-1.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
+ glEnd();
+ glBegin(GL_TRIANGLES);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Corners of cubit */
+ glNormal3f(1.00, 1.00, 1.00);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
+ glNormal3f(-1.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(-1.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glNormal3f(1.00, -1.00, -1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(1.00, -1.00, 1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
+ glNormal3f(-1.00, 1.00, -1.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ (*polysP)++;
+ glNormal3f(-1.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ (*polysP)++;
+ glNormal3f(1.00, 1.00, -1.00);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
+ glEnd();
+ return True;
+}
+
+static Bool
+draw_cubit(ModeInfo * mi,
+ int back, int front, int left, int right, int bottom, int top,
+ unsigned long *polysP)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int mono = MI_IS_MONO(mi);
+
+ if (!draw_stickerless_cubit(rp, polysP))
+ return False;
+ if (back != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(back, mono);
+ glNormal3f(0.00, 0.00, -1.00);
+ glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH);
+ (*polysP)++;
+ glEnd();
+ }
+ if (front != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(front, mono);
+ glNormal3f(0.00, 0.00, 1.00);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH);
+ (*polysP)++;
+ glEnd();
+ }
+ if (left != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(left, mono);
+ glNormal3f(-1.00, 0.00, 0.00);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT);
+ (*polysP)++;
+ glEnd();
+ }
+ if (right != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(right, mono);
+ glNormal3f(1.00, 0.00, 0.00);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
+ (*polysP)++;
+ glEnd();
+ }
+ if (bottom != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(bottom, mono);
+ glNormal3f(0.00, -1.00, 0.00);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
+ (*polysP)++;
+ glEnd();
+ }
+ if (top != NO_FACE) {
+ glBegin(GL_POLYGON);
+ pickcolor(top, mono);
+ glNormal3f(0.00, 1.00, 0.00);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG);
+ (*polysP)++;
+ glEnd();
+ }
+ return True;
+}
+
+/* Convert move to weird general notation */
+static void
+convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice)
+{
+ RubikLoc plane;
+ int sizeOfRow, sizeOfColumn;
+
+ plane = rotateSlice[(int) move.face][move.direction % 2];
+ (*slice).face = plane.face;
+ (*slice).rotation = plane.rotation;
+
+ faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn);
+ if (plane.face == 1 || /* VERTICAL */
+ (plane.face == 2 && (move.face == 1 || move.face == 3))) {
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfRow - 1 - move.position %
+ sizeOfRow;
+ else
+ (*slice).depth = move.position % sizeOfRow;
+ } else { /* (plane.face == 0 || *//* HORIZONTAL *//*
+ (plane.face == 2 && (move.face == 0 || move.face == 4))) */
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfColumn - 1 - move.position /
+ sizeOfRow;
+ else
+ (*slice).depth = move.position / sizeOfRow;
+ }
+ /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */
+ if (move.direction / 2)
+ (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW;
+}
+
+/* Assume the size is at least 2, or its just not challenging... */
+static Bool
+draw_cube(ModeInfo * mi)
+{
+#define S1 1
+#define SX ((GLint)S1*(MAXSIZEX-1))
+#define SY ((GLint)S1*(MAXSIZEY-1))
+#define SZ ((GLint)S1*(MAXSIZEZ-1))
+#define HALFX (((GLfloat)MAXSIZEX-1.0)/2.0)
+#define HALFY (((GLfloat)MAXSIZEY-1.0)/2.0)
+#define HALFZ (((GLfloat)MAXSIZEZ-1.0)/2.0)
+#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0)
+#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0)
+#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0)
+#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t,&mi->polygon_count)) return False
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ RubikSlice slice;
+ GLfloat rotatestep;
+ int i, j, k;
+
+ if (rp->movement.face == NO_FACE) {
+ slice.face = NO_FACE;
+ slice.rotation = NO_ROTATION;
+ slice.depth = NO_DEPTH;
+ } else {
+ convertMove(rp, rp->movement, &slice);
+ }
+ rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep;
+
+
+/*-
+ * The glRotatef() routine transforms the coordinate system for every future
+ * vertex specification (this is not so simple, but by now comprehending this
+ * is sufficient). So if you want to rotate the inner slice, you can draw
+ * one slice, rotate the anglestep for the centerslice, draw the inner slice,
+ * rotate reversely and draw the other slice.
+ * There is a sequence for drawing cubies for each axis being moved...
+ */
+ switch (slice.face) {
+ case NO_FACE:
+ case TOP_FACE: /* BOTTOM_FACE too */
+ glPushMatrix();
+ if (slice.depth == MAXSIZEY - 1)
+ glRotatef(rotatestep, 0, HALFY, 0);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ glPopMatrix();
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glPushMatrix();
+ if (slice.depth == REVY(j))
+ glRotatef(rotatestep, 0, HALFY, 0);
+ glTranslatef(-HALFX, MIDY(j), -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ /* Center */
+ glTranslatef(0, 0, SZ);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ glPopMatrix();
+ }
+ if (slice.depth == 0)
+ glRotatef(rotatestep, 0, HALFY, 0);
+
+ glTranslatef(-HALFX, HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
+ break;
+ case LEFT_FACE: /* RIGHT_FACE too */
+ /* rotatestep is negative because the RIGHT face is the default here */
+ glPushMatrix();
+ if (slice.depth == 0)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
+ glPopMatrix();
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glPushMatrix();
+ if (slice.depth == i)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+ glTranslatef(MIDX(i), -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ /* Center */
+ glTranslatef(0, SY, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ glPopMatrix();
+ }
+ if (slice.depth == MAXSIZEX - 1)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+ glTranslatef(HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
+ break;
+ case FRONT_FACE: /* BACK_FACE too */
+ glPushMatrix();
+ if (slice.depth == MAXSIZEZ - 1)
+ glRotatef(rotatestep, 0, 0, HALFZ);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
+ glPopMatrix();
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glPushMatrix();
+ if (slice.depth == REVZ(k))
+ glRotatef(rotatestep, 0, 0, HALFZ);
+ glTranslatef(-HALFX, -HALFY, MIDZ(k));
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ /* Center */
+ glTranslatef(SX, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ glPopMatrix();
+ }
+ if (slice.depth == 0)
+ glRotatef(rotatestep, 0, 0, HALFZ);
+ glTranslatef(-HALFX, -HALFY, HALFZ);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
+ break;
+ }
+ return True;
+#undef S1
+}
+
+/* From David Bagley's xrubik. Used by permission. ;) */
+static void
+readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
+{
+ int g, sizeOfRow;
+
+ sizeOfRow = sizeRow(rp, face);
+ if (dir == TOP || dir == BOTTOM)
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g] =
+ rp->cubeLoc[face][g * sizeOfRow + h];
+ else /* dir == RIGHT || dir == LEFT */
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g] =
+ rp->cubeLoc[face][h * sizeOfRow + g];
+}
+
+static void
+rotateRC(rubikstruct * rp, int rotate, int orient, int size)
+{
+ int g;
+
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g].rotation =
+ (rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT;
+}
+
+static void
+reverseRC(rubikstruct * rp, int orient, int size)
+{
+ int g;
+ RubikLoc temp;
+
+ for (g = 0; g < size / 2; g++) {
+ temp = rp->rowLoc[orient][size - 1 - g];
+ rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g];
+ rp->rowLoc[orient][g] = temp;
+ }
+}
+
+static void
+writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
+{
+ int g, position, sizeOfRow;
+
+ sizeOfRow = sizeRow(rp, face);
+ if (dir == TOP || dir == BOTTOM) {
+ for (g = 0; g < size; g++) {
+ position = g * sizeOfRow + h;
+ rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
+ /* DrawSquare(face, position); */
+ }
+ } else { /* dir == RIGHT || dir == LEFT */
+ for (g = 0; g < size; g++) {
+ position = h * sizeOfRow + g;
+ rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
+ /* DrawSquare(face, position); */
+ }
+ }
+}
+
+static Bool
+rotateFace(rubikstruct * rp, int face, int direction)
+{
+ int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane;
+ RubikLoc *faceLoc;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ sizeOnPlane = sizeOfRow * sizeOfColumn;
+ if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ /* Read Face */
+ for (position = 0; position < sizeOnPlane; position++)
+ faceLoc[position] = rp->cubeLoc[face][position];
+ /* Write Face */
+ for (position = 0; position < sizeOnPlane; position++) {
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
+ if (direction == CW)
+ rp->cubeLoc[face][position] =
+ faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j];
+ else if (direction == CCW)
+ rp->cubeLoc[face][position] =
+ faceLoc[i * sizeOfRow + sizeOfColumn - j - 1];
+ else /* (direction == HALF) */
+ rp->cubeLoc[face][position] =
+ faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow];
+ rp->cubeLoc[face][position].rotation =
+ (rp->cubeLoc[face][position].rotation +
+ direction - MAXORIENT) % MAXORIENT;
+ /* DrawSquare(face, position); */
+ }
+ if (faceLoc != NULL)
+ (void) free((void *) faceLoc);
+ return True;
+}
+
+/* Yeah this is big and ugly */
+static void
+slideRC(int face, int direction, int h, int sizeOnOppAxis,
+ int *newFace, int *newDirection, int *newH,
+ int *rotate, Bool *reverse)
+{
+ *newFace = slideNextRow[face][direction].face;
+ *rotate = slideNextRow[face][direction].rotation;
+ *newDirection = (*rotate + direction) % MAXORIENT;
+ switch (*rotate) {
+ case TOP:
+ *newH = h;
+ *reverse = False;
+ break;
+ case RIGHT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = h;
+ *reverse = True;
+ }
+ break;
+ case BOTTOM:
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = True;
+ break;
+ case LEFT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = h;
+ *reverse = True;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
+ }
+ break;
+ default:
+ (void) printf("slideRC: rotate %d\n", *rotate);
+ *newH = 0;
+ *reverse = False;
+ }
+}
+
+static Bool
+moveRubik(rubikstruct * rp, int face, int direction, int position)
+{
+ int newFace, newDirection, rotate, reverse;
+ int h, k, newH;
+ int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ if (direction == CW || direction == CCW) {
+ direction = (direction == CCW) ?
+ (rotateToRow[face].direction + 2) % MAXORIENT :
+ rotateToRow[face].direction;
+ if (rotateToRow[face].sideFace == RIGHT) {
+ i = j = sizeOfColumn - 1;
+ } else if (rotateToRow[face].sideFace == BOTTOM) {
+ i = j = sizeOfRow - 1;
+ } else {
+ i = j = 0;
+ }
+ face = rotateToRow[face].face;
+ position = j * sizeOfRow + i;
+ }
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
+ h = (direction == TOP || direction == BOTTOM) ? i : j;
+ if (direction == TOP || direction == BOTTOM) {
+ sizeOnAxis = sizeOfColumn;
+ sizeOnOppAxis = sizeOfRow;
+ } else {
+ sizeOnAxis = sizeOfRow;
+ sizeOnOppAxis = sizeOfColumn;
+ }
+ /* rotate sides CW or CCW or HALF) */
+
+ if (h == sizeOnOppAxis - 1) {
+ newDirection = (direction == TOP || direction == BOTTOM) ?
+ TOP : RIGHT;
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ }
+ }
+ if (h == 0) {
+ newDirection = (direction == TOP || direction == BOTTOM) ?
+ BOTTOM : LEFT;
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
+ }
+ }
+ /* Slide rows or columns */
+ readRC(rp, face, direction, h, 0, sizeOnAxis);
+ if (rp->degreeTurn == 180) {
+ int sizeOnDepthAxis;
+
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis;
+ readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis);
+ rotateRC(rp, rotate, 0, sizeOnAxis);
+ if (reverse == True)
+ reverseRC(rp, 0, sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ for (k = 2; k <= MAXORIENT + 1; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT && k != MAXORIENT + 1)
+ readRC(rp, newFace, newDirection, newH, k,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ rotateRC(rp, rotate, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ rotateRC(rp, rotate, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
+ if (reverse == True) {
+ reverseRC(rp, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ reverseRC(rp, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
+ }
+ writeRC(rp, newFace, newDirection, newH, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ } else {
+ for (k = 1; k <= MAXORIENT; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT)
+ readRC(rp, newFace, newDirection, newH, k, sizeOnAxis);
+ rotateRC(rp, rotate, k - 1, sizeOnAxis);
+ if (reverse == True)
+ reverseRC(rp, k - 1, sizeOnAxis);
+ writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ }
+ return True;
+}
+
+#ifdef DEBUG
+static void
+printCube(rubikstruct * rp)
+{
+ int face, position, sizeOfRow, sizeOfColumn;
+
+ for (face = 0; face < MAXFACES; face++) {
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ for (position = 0; position < sizeOfRow * sizeOfColumn; position++) {
+ (void) printf("%d %d ", rp->cubeLoc[face][position].face,
+ rp->cubeLoc[face][position].rotation);
+ if (!((position + 1) % sizeOfRow))
+ (void) printf("\n");
+ }
+ (void) printf("\n");
+ }
+ (void) printf("\n");
+}
+
+#endif
+
+static Bool
+evalmovement(ModeInfo * mi, RubikMove movement)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+
+#ifdef DEBUG
+ printCube(rp);
+#endif
+ if (movement.face < 0 || movement.face >= MAXFACES)
+ return True;
+ if (!moveRubik(rp, movement.face, movement.direction, movement.position))
+ return False;
+ return True;
+}
+
+static Bool
+compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp)
+{
+ RubikSlice slice1, slice2;
+
+ convertMove(rp, move1, &slice1);
+ convertMove(rp, move2, &slice2);
+ if (slice1.face == slice2.face &&
+ slice1.depth == slice2.depth) {
+ if (slice1.rotation == slice2.rotation) { /* CW or CCW */
+ if (!opp)
+ return True;
+ } else {
+ if (opp)
+ return True;
+ }
+ }
+ return False;
+}
+
+static Bool
+shuffle(ModeInfo * mi)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int i, face, position;
+ RubikMove move;
+
+ if (sizex)
+ i = sizex;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+
+ if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */
+ MAXSIZEX = MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEX = i;
+ if (sizey)
+ i = sizey;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */
+ MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEY = i;
+ if (sizez)
+ i = sizez;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ MAXSIZEZ = i;
+ }
+ }
+
+ for (face = 0; face < MAXFACES; face++) {
+ if (rp->cubeLoc[face] != NULL)
+ (void) free((void *) rp->cubeLoc[face]);
+ if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ for (position = 0; position < sizeFace(rp, face); position++) {
+ rp->cubeLoc[face][position].face = face;
+ rp->cubeLoc[face][position].rotation = TOP;
+ }
+ }
+ for (i = 0; i < MAXORIENT; i++) {
+ if (rp->rowLoc[i] != NULL)
+ (void) free((void *) rp->rowLoc[i]);
+ /* The following is reused so make it the biggest size */
+ if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ }
+ rp->storedmoves = MI_COUNT(mi);
+ if (rp->storedmoves < 0) {
+ if (rp->moves != NULL)
+ (void) free((void *) rp->moves);
+ rp->moves = (RubikMove *) NULL;
+ rp->storedmoves = NRAND(-rp->storedmoves) + 1;
+ }
+ if ((rp->storedmoves) && (rp->moves == NULL))
+ if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1,
+ sizeof (RubikMove))) == NULL) {
+ return False;
+ }
+ if (MI_CYCLES(mi) <= 1) {
+ rp->anglestep = 90.0;
+ } else {
+ rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi));
+ }
+
+ for (i = 0; i < rp->storedmoves; i++) {
+ Bool condition;
+
+ do {
+ move.face = NRAND(MAXFACES);
+ move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */
+ move.position = NRAND(sizeFace(rp, move.face));
+ rp->degreeTurn = (checkFaceSquare(rp,
+ rowToRotate[move.face][move.direction])) ? 90 : 180;
+ condition = True;
+ if (i > 0) { /* avoid immediate undoing moves */
+ if (compare_moves(rp, move, rp->moves[i - 1], True))
+ condition = False;
+ if (rp->degreeTurn == 180 &&
+ compare_moves(rp, move, rp->moves[i - 1], False))
+ condition = False;
+ }
+ if (i > 1) /* avoid 3 consecutive identical moves */
+ if (compare_moves(rp, move, rp->moves[i - 1], False) &&
+ compare_moves(rp, move, rp->moves[i - 2], False))
+ condition = False;
+ /*
+ * Still some silly moves being made....
+ */
+ } while (!condition);
+ if (hideshuffling)
+ if (!evalmovement(mi, move))
+ return False;
+ rp->moves[i] = move;
+ }
+ rp->VX = 0.005;
+ if (NRAND(100) < 50)
+ rp->VX *= -1;
+ rp->VY = 0.005;
+ if (NRAND(100) < 50)
+ rp->VY *= -1;
+ rp->movement.face = NO_FACE;
+ rp->rotatestep = 0;
+ rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
+ rp->shufflingmoves = 0;
+ rp->done = 0;
+ return True;
+}
+
+ENTRYPOINT void
+reshape_rubik(ModeInfo * mi, int width, int height)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width;
+ y = -height/2;
+ }
+
+ glViewport(0, y, rp->WindW = (GLint) width, rp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+ENTRYPOINT Bool
+rubik_handle_event (ModeInfo *mi, XEvent *event)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, rp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &rp->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ rp->done = 1;
+ return True;
+ }
+
+ return False;
+}
+
+
+static Bool
+pinit(ModeInfo * mi)
+{
+ glClearDepth(1.0);
+ glColor3f(1.0, 1.0, 1.0);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glShadeModel(GL_FLAT);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ return (shuffle(mi));
+}
+
+ENTRYPOINT void
+free_rubik(ModeInfo *mi)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int i;
+
+ for (i = 0; i < MAXFACES; i++)
+ if (rp->cubeLoc[i] != NULL) {
+ (void) free((void *) rp->cubeLoc[i]);
+ rp->cubeLoc[i] = (RubikLoc *) NULL;
+ }
+ for (i = 0; i < MAXORIENT; i++)
+ if (rp->rowLoc[i] != NULL) {
+ (void) free((void *) rp->rowLoc[i]);
+ rp->rowLoc[i] = (RubikLoc *) NULL;
+ }
+ if (rp->moves != NULL) {
+ (void) free((void *) rp->moves);
+ rp->moves = (RubikMove *) NULL;
+ }
+}
+
+ENTRYPOINT void
+init_rubik(ModeInfo * mi)
+{
+ rubikstruct *rp;
+
+ MI_INIT (mi, rubik);
+ rp = &rubik[MI_SCREEN(mi)];
+ rp->step = NRAND(90);
+ rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+ rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+
+ rp->trackball = gltrackball_init (True);
+
+ if ((rp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ if (!pinit(mi)) {
+ free_rubik(mi);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void
+draw_rubik(ModeInfo * mi)
+{
+ Bool bounced = False;
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ rubikstruct *rp;
+
+ if (rubik == NULL)
+ return;
+ rp = &rubik[MI_SCREEN(mi)];
+ if (rp->cubeLoc[0] == NULL)
+ return;
+
+ MI_IS_DRAWN(mi) = True;
+ if (!rp->glx_context)
+ return;
+
+ mi->polygon_count = 0;
+ glXMakeCurrent(display, window, *(rp->glx_context));
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ glTranslatef(0.0, 0.0, -10.0);
+
+ rp->PX += rp->VX;
+ rp->PY += rp->VY;
+
+ if (rp->PY < -1) {
+ rp->PY += (-1) - (rp->PY);
+ rp->VY = -rp->VY;
+ bounced = True;
+ }
+ if (rp->PY > 1) {
+ rp->PY -= (rp->PY) - 1;
+ rp->VY = -rp->VY;
+ bounced = True;
+ }
+ if (rp->PX < -1) {
+ rp->PX += (-1) - (rp->PX);
+ rp->VX = -rp->VX;
+ bounced = True;
+ }
+ if (rp->PX > 1) {
+ rp->PX -= (rp->PX) - 1;
+ rp->VX = -rp->VX;
+ bounced = True;
+ }
+ if (bounced) {
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001;
+ rp->VY += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001;
+ if (rp->VX > 0.006)
+ rp->VX = 0.006;
+ if (rp->VY > 0.006)
+ rp->VY = 0.006;
+ if (rp->VX < -0.006)
+ rp->VX = -0.006;
+ if (rp->VY < -0.006)
+ rp->VY = -0.006;
+ }
+ if (!MI_IS_ICONIC(mi)) {
+ glTranslatef(rp->PX, rp->PY, 0);
+ glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window);
+ } else {
+ glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
+ }
+
+# 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, h, 1); /* #### not quite right */
+ h = 1.8;
+ glScalef (h, h, h);
+ }
+ }
+# endif
+
+ gltrackball_rotate (rp->trackball);
+
+ glRotatef(rp->step * 100, 1, 0, 0);
+ glRotatef(rp->step * 95, 0, 1, 0);
+ glRotatef(rp->step * 90, 0, 0, 1);
+
+ if (!draw_cube(mi)) {
+ MI_ABORT(mi);
+ return;
+ }
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glXSwapBuffers(display, window);
+
+ if (rp->action == ACTION_SHUFFLE) {
+ if (rp->done) {
+ if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) {
+ rp->movement.face = NO_FACE;
+ rp->rotatestep = 0;
+ rp->action = ACTION_SOLVE;
+ rp->done = 0;
+ }
+ } else {
+ if (rp->movement.face == NO_FACE) {
+ if (rp->shufflingmoves < rp->storedmoves) {
+ rp->rotatestep = 0;
+ rp->movement = rp->moves[rp->shufflingmoves];
+ } else {
+ rp->rotatestep = 0;
+ rp->done = 1;
+ }
+ } else {
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
+ rp->rotatestep += rp->anglestep;
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(mi);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+ rp->shufflingmoves++;
+ rp->movement.face = NO_FACE;
+ }
+ }
+ }
+ } else {
+ if (rp->done) {
+ if (++rp->rotatestep > DELAY_AFTER_SOLVING)
+ if (!shuffle(mi)) {
+ free_rubik(mi);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+ } else {
+ if (rp->movement.face == NO_FACE) {
+ if (rp->storedmoves > 0) {
+ rp->rotatestep = 0;
+ rp->movement = rp->moves[rp->storedmoves - 1];
+ rp->movement.direction = (rp->movement.direction +
+ (MAXORIENT / 2)) % MAXORIENT;
+ } else {
+ rp->rotatestep = 0;
+ rp->done = 1;
+ }
+ } else {
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
+ rp->rotatestep += rp->anglestep;
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(mi);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+ rp->storedmoves--;
+ rp->movement.face = NO_FACE;
+ }
+ }
+ }
+ }
+
+ glPopMatrix();
+
+ glFlush();
+
+ rp->step += 0.002;
+}
+
+#ifndef STANDALONE
+ENTRYPOINT void
+change_rubik(ModeInfo * mi)
+{
+ rubikstruct *rp;
+
+ if (rubik == NULL)
+ return;
+ rp = &rubik[MI_SCREEN(mi)];
+
+ if (!rp->glx_context)
+ return;
+ if (!pinit(mi)) {
+ free_rubik(mi);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+}
+#endif /* !STANDALONE */
+
+#endif
+
+XSCREENSAVER_MODULE ("Rubik", rubik)