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-rw-r--r--hacks/glx/antmaze.c1611
1 files changed, 0 insertions, 1611 deletions
diff --git a/hacks/glx/antmaze.c b/hacks/glx/antmaze.c
deleted file mode 100644
index fe9905f..0000000
--- a/hacks/glx/antmaze.c
+++ /dev/null
@@ -1,1611 +0,0 @@
-/*
- * 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.
- *
- * Copyright 2004 Blair Tennessy
- * tennessy@cs.ubc.ca
- */
-
-#if 0
-static const char sccsid[] = "@(#)antmaze.c 5.01 2001/03/01 xlockmore";
-#endif
-
-#ifdef STANDALONE
-# define MODE_antmaze
-# define DEFAULTS "*delay: 20000 \n" \
- "*showFPS: False \n" \
- "*fpsSolid: True \n"
-
-# define release_antmaze 0
-# include "xlockmore.h" /* from the xscreensaver distribution */
-#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
-#endif /* !STANDALONE */
-
-#ifdef MODE_antmaze
-
-
-#include "sphere.h"
-#include "tube.h"
-#include "rotator.h"
-#include "gltrackball.h"
-
-#define DEF_SOLIDANTMAZE "False"
-#define DEF_NOANTS "False"
-
-static int solidantmaze;
-static int noants;
-
-static XrmOptionDescRec opts[] =
-{
- {"-solidantmaze", ".antmaze.solidantmaze", XrmoptionNoArg, "on"},
- {"+solidantmaze", ".antmaze.solidantmaze", XrmoptionNoArg, "off"},
- {"-noants", ".antmaze.noants", XrmoptionNoArg, "on"},
- {"+noants", ".antmaze.noants", XrmoptionNoArg, "off"}
-};
-static argtype vars[] =
-{
- {&solidantmaze, "solidantmaze", "Solidantmaze", DEF_SOLIDANTMAZE, t_Bool},
- {&noants, "noants", "Noants", DEF_NOANTS, t_Bool}
-};
-
-static OptionStruct desc[] =
-{
- {"-/+solidantmaze", "select between a SOLID or a NET Antmaze Strip"},
- {"-/+noants", "turn on/off walking ants"}
-};
-
-ENTRYPOINT ModeSpecOpt antmaze_opts =
-{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
-
-#ifdef USE_MODULES
-ModStruct antmaze_description =
-{"antmaze", "init_antmaze", "draw_antmaze", NULL,
- "draw_antmaze", "change_antmaze", NULL, &antmaze_opts,
- 1000, 1, 1, 1, 4, 1.0, "",
- "draws some ants", 0, NULL};
-
-#endif
-
-#define Scale4Window 0.3
-#define Scale4Iconic 0.4
-
-#define sqr(A) ((A)*(A))
-
-#ifndef Pi
-#define Pi M_PI
-#endif
-
-#define ObjAntmazeStrip 0
-#define ObjAntBody 1
-#define MaxObj 2
-
-/*************************************************************************/
-
-#include "ants.h"
-
-#define ANTCOUNT 5
-#define PI M_PI
-
-#define EPSILON 0.01
-#define BOARDSIZE 10
-#define BOARDCOUNT 2
-#define PARTS 20
-
-#define checkImageWidth 64
-#define checkImageHeight 64
-
-typedef struct {
- GLint WindH, WindW;
- GLfloat step;
- GLfloat ant_position;
- GLXContext *glx_context;
- rotator *rot;
- trackball_state *trackball;
- Bool button_down_p;
-
- int focus;
- int currentboard;
-
- double antdirection[ANTCOUNT];
- double antposition[ANTCOUNT][3];
- int anton[ANTCOUNT];
-
- double antvelocity[ANTCOUNT];
- double antsize[ANTCOUNT];
- int bposition[ANTCOUNT][2];
- int board[BOARDCOUNT][10][10];
-
- int part[ANTCOUNT];
- double antpath[ANTCOUNT][PARTS][2];
- int antpathlength[ANTCOUNT];
-
- GLubyte checkers[checkImageWidth][checkImageHeight][3];
-
- GLuint checktexture, brushedtexture;
- double elevator;
-
- double ant_step;
- double first_ant_step;
- int started;
- int introduced;
- int entroducing;
-
- double fadeout;
- double fadeoutspeed;
-
- int mag;
-
-} antmazestruct;
-
-static antmazestruct *antmaze = (antmazestruct *) NULL;
-
-
-static const GLfloat MaterialRed[] = {0.6, 0.0, 0.0, 1.0};
-/*static const GLfloat MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};*/
-static const GLfloat MaterialGray8[] = {0.8, 0.8, 0.8, 1.0};
-static const GLfloat MaterialGray35[] = {0.30, 0.30, 0.30, 1.0};
-static const GLfloat MaterialGray4[] = {0.40, 0.40, 0.40, 1.0};
-static const GLfloat MaterialOrange[] = {1.0, 0.69, 0.00, 1.0};
-static const GLfloat MaterialGreen[] = {0.1, 0.4, 0.2, 1.0};
-
-/* lighting variables */
-static const GLfloat front_shininess[] = {60.0};
-static const GLfloat front_specular[] = {0.8, 0.8, 0.8, 1.0};
-static const GLfloat ambient[] = {0.1, 0.1, 0.1, 1.0};
-/*static const GLfloat ambient2[] = {0.0, 0.0, 0.0, 0.0};*/
-static const GLfloat diffuse[] = {0.8, 0.8, 0.8, 1.0};
-static const GLfloat position0[] = {1.0, 5.0, 1.0, 1.0};
-static const GLfloat position1[] = {-1.0, -5.0, 1.0, 1.0};
-/*static const GLfloat lmodel_ambient[] = {0.8, 0.8, 0.8, 1.0};*/
-/*static const GLfloat lmodel_twoside[] = {GL_TRUE};*/
-/*static const GLfloat spotlight_ambient[] = { 0.0, 0.0, 0.0, 1.0 };*/
-/*static const GLfloat spotlight_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };*/
-
-#define NUM_SCENES 2
-
-/* filled sphere */
-static Bool mySphere(float radius)
-{
-#if 0
- GLUquadricObj *quadObj;
-
- if((quadObj = gluNewQuadric()) == 0)
- return False;
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
- gluSphere(quadObj, radius, 16, 16);
- gluDeleteQuadric(quadObj);
-#else
- glPushMatrix();
- glScalef (radius, radius, radius);
- glRotatef (90, 1, 0, 0);
- unit_sphere (16, 16, False);
- glPopMatrix();
-#endif
- return True;
-}
-
-#if 0
-/* silhouette sphere */
-static Bool mySphere2(float radius)
-{
- GLUquadricObj *quadObj;
-
- if((quadObj = gluNewQuadric()) == 0)
- return False;
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_SILHOUETTE);
- gluSphere(quadObj, radius, 16, 8);
- gluDeleteQuadric(quadObj);
-
- return True;
-}
-#endif
-
-/* textured sphere */
-static Bool mySphereTex(float radius)
-{
-#if 0
- GLUquadricObj *quadObj;
-
- if((quadObj = gluNewQuadric()) == 0)
- return False;
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
- gluQuadricTexture(quadObj, GL_TRUE);
- gluQuadricNormals(quadObj, GLU_SMOOTH);
- gluSphere(quadObj, radius, 32, 16);
- gluDeleteQuadric(quadObj);
-#else
- glPushMatrix();
- glScalef (radius, radius, radius);
- glRotatef (90, 1, 0, 0);
- unit_sphere (32, 16, False);
- glPopMatrix();
-#endif
-
- return True;
-}
-
-/* filled cone */
-static Bool myCone(float radius)
-{
-#if 0
- GLUquadricObj *quadObj;
-
- if ((quadObj = gluNewQuadric()) == 0)
- return False;
- gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
- gluCylinder(quadObj, radius, 0, radius * 2, 8, 1);
- gluDeleteQuadric(quadObj);
-#else
- cone (0, 0, 0,
- 0, 0, radius * 2,
- radius, 0,
- 8, True, True, False);
-#endif
- return True;
-}
-
-/* no cone */
-static Bool myCone2(float radius) { return True; }
-
-#define MATERIALS 4
-static const float *antmaterial[ANTCOUNT] =
- {MaterialRed, MaterialGray35, MaterialGray4, MaterialOrange, MaterialGreen};
-
-static const float *materials[MATERIALS] =
- {MaterialRed, MaterialGray35, MaterialGray4, MaterialOrange};
-
-
-static void makeCheckImage(antmazestruct *mp)
-{
- int i, j;
-
- for (i = 0; i < checkImageWidth; i++) {
- for (j = 0; j < checkImageHeight; j++) {
- if(((((i&0x8)==0)^((j&0x8)))==0)) {
- int c = 102 + random()%32;
- mp->checkers[i][j][0] = c;
- mp->checkers[i][j][1] = c;
- mp->checkers[i][j][2] = c;
- }
- else {
- int c = 153 + random()%32;
- mp->checkers[i][j][0] = c;/*153;*/
- mp->checkers[i][j][1] = c;/*c;*//*0;*/
- mp->checkers[i][j][2] = c;/*c;*//*0;*/
- }
- }
- }
-
- glGenTextures(1, &mp->checktexture);
- glBindTexture(GL_TEXTURE_2D, mp->checktexture);
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_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, 3, checkImageWidth,
- checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
- &mp->checkers[0][0]);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
-
-static void makeBrushedImage(antmazestruct *mp)
-{
- int i, j, c;
-
- for(i = 0; i < checkImageWidth; ++i)
- for(j = 0; j < checkImageHeight; ++j) {
-
- c = 102+102*fabs(sin(2.0*i / Pi)*sin(2.0*j/Pi)) + random()%51;
-
-/* c = (i+j)%8==0 || (i+j+5)%8==0 ? 153 : 102; */
-
- mp->checkers[i][j][0] = c;
- mp->checkers[i][j][1] = c;
- mp->checkers[i][j][2] = c;
- }
-
-/* for (i = 0; i < checkImageWidth; i++) { */
-/* for (j = 0; j < checkImageHeight; j++) { */
-/* int c = 102 + pow((random()%1000)/1000.0, 4)*103; */
-/* checkers[i][j][0] = c; */
-/* checkers[i][j][1] = c; */
-/* checkers[i][j][2] = c; */
-/* } */
-/* } */
-
-/* /\* smooth *\/ */
-/* for (i = 0; i < checkImageWidth; i++) { */
-/* for (j = 0; j < checkImageHeight; j++) { */
-/* int a = checkers[(i+checkImageWidth+1)%checkImageWidth][j][0] + */
-/* 4*checkers[i][j][0] + checkers[(i+1)%checkImageWidth][j][0]; */
-/* a /= 6; */
-/* checkers[i][j][0] = a; */
-/* checkers[i][j][1] = a; */
-/* checkers[i][j][2] = a; */
-/* } */
-/* } */
-
- glGenTextures(1, &mp->brushedtexture);
- glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_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, 3, checkImageWidth,
- checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
- &mp->checkers[0][0]);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
-
-#if 0
-static void draw_wall(ModeInfo *mi, double x1, double z1, double x2, double z2)
-{
- float x = fabs(x2 - x1)/2.0;
-
- glBegin(GL_QUADS);
-
- /* draw top */
- glNormal3f(0.0, 1.0, 0.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x1, 1.0, z1+0.25);
- glTexCoord2f(x, 0.0);
- glVertex3f(x2, 1.0, z2+0.25);
- glTexCoord2f(x, 0.25);
- glVertex3f(x2, 1.0, z2-0.25);
- glTexCoord2f(0.0, 0.25);
- glVertex3f(x1, 1.0, z1-0.25);
- mi->polygon_count++;
-
- /* draw sides */
- glNormal3f(0.0, 0.0, 1.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x1, 0.0, z1+0.25);
- glTexCoord2f(x, 0.0);
- glVertex3f(x2, 0.0, z2+0.25);
- glTexCoord2f(x, 0.5);
- glVertex3f(x2, 1.0, z2+0.25);
- glTexCoord2f(0.0, 0.5);
- glVertex3f(x1, 1.0, z1+0.25);
- mi->polygon_count++;
-
- glNormal3f(0.0, 0.0, -1.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x1, 0.0, z1-0.25);
- glTexCoord2f(x, 0.0);
- glVertex3f(x2, 0.0, z2-0.25);
- glTexCoord2f(x, 0.5);
- glVertex3f(x2, 1.0, z2-0.25);
- glTexCoord2f(0.0, 0.5);
- glVertex3f(x1, 1.0, z1-0.25);
- mi->polygon_count++;
-
- /* draw ends */
- glNormal3f(1.0, 0.0, 0.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x2, 0.0, z2+0.25);
- glTexCoord2f(0.25, 0.0);
- glVertex3f(x2, 0.0, z2-0.25);
- glTexCoord2f(0.25, 0.5);
- glVertex3f(x2, 1.0, z2-0.25);
- glTexCoord2f(0.0, 0.5);
- glVertex3f(x2, 1.0, z2+0.25);
- mi->polygon_count++;
-
- glNormal3f(-1.0, 0.0, 0.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x1, 0.0, z1-0.25);
- glTexCoord2f(0.25, 0.0);
- glVertex3f(x1, 0.0, z1+0.25);
- glTexCoord2f(0.25, 0.5);
- glVertex3f(x1, 1.0, z1+0.25);
- glTexCoord2f(0.0, 0.5);
- glVertex3f(x1, 1.0, z1-0.25);
- mi->polygon_count++;
-
- glEnd();
-}
-#endif
-
-static void draw_board(ModeInfo *mi, antmazestruct *mp)
-{
-
- int i, j;
- double h = 0.5;
- double stf = 0.0625;
-
- glBindTexture(GL_TEXTURE_2D, mp->checktexture);
-
- glBegin(GL_QUADS);
-
- for(i = 0; i < BOARDSIZE; ++i)
- for(j = 0; j < BOARDSIZE; ++j) {
- if(mp->board[mp->currentboard][j][i]) {
-
-/* /\* draw top *\/ */
-/* glNormal3f(0.0, 1.0, 0.0); */
-/* glTexCoord2f(0.0 + stf, 0.0 + stf); */
-/* glVertex3f(i-0.5, h, j+0.5); */
-/* glTexCoord2f(1.0 + stf, 0.0 + stf); */
-/* glVertex3f(i+0.5, h, j+0.5); */
-/* glTexCoord2f(1.0 + stf, 1.0 + stf); */
-/* glVertex3f(i+0.5, h, j-0.5); */
-/* glTexCoord2f(0.0 + stf, 1.0 + stf); */
-/* glVertex3f(i-0.5, h, j-0.5); */
-
- /* draw top */
- glNormal3f(0.0, 1.0, 0.0);
- glTexCoord2f(0.0 + stf, 0.0 + stf);
- glVertex3f(i-0.5, h, j+0.5);
- glTexCoord2f(1.0 + stf, 0.0 + stf);
- glVertex3f(i+0.5, h, j+0.5);
- glTexCoord2f(1.0 + stf, 1.0 + stf);
- glVertex3f(i+0.5, h, j-0.5);
- glTexCoord2f(0.0 + stf, 1.0 + stf);
- glVertex3f(i-0.5, h, j-0.5);
- mi->polygon_count++;
-
- /* draw south face */
- if(j == 9 || !mp->board[mp->currentboard][j+1][i]) {
- glNormal3f(0.0, 0.0, 1.0);
- glTexCoord2f(0.0 + stf, 0.0 + stf);
- glVertex3f(i-0.5, 0.0, j+0.5);
- glTexCoord2f(1.0 + stf, 0.0 + stf);
- glVertex3f(i+0.5, 0.0, j+0.5);
- glTexCoord2f(1.0 + stf, h + stf);
- glVertex3f(i+0.5, h, j+0.5);
- glTexCoord2f(0.0 + stf, h + stf);
- glVertex3f(i-0.5, h, j+0.5);
- mi->polygon_count++;
- }
-
- /* draw north face */
- if(j == 0 || !mp->board[mp->currentboard][j-1][i]) {
- glNormal3f(0.0, 0.0, -1.0);
- glTexCoord2f(0.0 + stf, 0.0 + stf);
- glVertex3f(i+0.5, 0.0, j-0.5);
- glTexCoord2f(1.0 + stf, 0.0 + stf);
- glVertex3f(i-0.5, 0.0, j-0.5);
- glTexCoord2f(1.0 + stf, h + stf);
- glVertex3f(i-0.5, h, j-0.5);
- glTexCoord2f(0.0 + stf, h + stf);
- glVertex3f(i+0.5, h, j-0.5);
- mi->polygon_count++;
- }
-
- /* draw east face */
- if(i == 9 || !mp->board[mp->currentboard][j][i+1]) {
- glNormal3f(1.0, 0.0, 0.0);
- glTexCoord2f(0.0 + stf, 0.0 + stf);
- glVertex3f(i+0.5, 0.0, j+0.5);
- glTexCoord2f(1.0 + stf, 0.0 + stf);
- glVertex3f(i+0.5, 0.0, j-0.5);
- glTexCoord2f(1.0 + stf, h + stf);
- glVertex3f(i+0.5, h, j-0.5);
- glTexCoord2f(0.0 + stf, h + stf);
- glVertex3f(i+0.5, h, j+0.5);
- mi->polygon_count++;
- }
-
- /* draw west face */
- if(i == 0 || !mp->board[mp->currentboard][j][i-1]) {
- glNormal3f(-1.0, 0.0, 0.0);
- glTexCoord2f(0.0 + stf, 0.0 + stf);
- glVertex3f(i-0.5, 0.0, j-0.5);
- glTexCoord2f(1.0 + stf, 0.0 + stf);
- glVertex3f(i-0.5, 0.0, j+0.5);
- glTexCoord2f(1.0 + stf, h + stf);
- glVertex3f(i-0.5, h, j+0.5);
- glTexCoord2f(0.0 + stf, h + stf);
- glVertex3f(i-0.5, h, j-0.5);
- mi->polygon_count++;
- }
- }
- else {
- double tx = 2.0;
- glNormal3f(0.0, 1.0, 0.0);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(i-0.5, 0.0, j+0.5);
- glTexCoord2f(tx, 0.0);
- glVertex3f(i+0.5, 0.0, j+0.5);
- glTexCoord2f(tx, tx);
- glVertex3f(i+0.5, 0.0, j-0.5);
- glTexCoord2f(0.0, tx);
- glVertex3f(i-0.5, 0.0, j-0.5);
- mi->polygon_count++;
- }
- }
- glEnd();
-
-/* /\* draw elevator *\/ */
-/* glBindTexture(GL_TEXTURE_2D, brushedtexture); */
-
-/* glBegin(GL_QUADS); */
-
-/* glNormal3f(0.0, 1.0, 0.0); */
-
-/* if(pastfirst) { */
-/* /\* source *\/ */
-/* glTexCoord2f(0.0, 0.0); */
-/* glVertex3f(0.5, 0.0, BOARDSIZE - 0.5 + 0.2); */
-/* glTexCoord2f(1.0, 0.0); */
-/* glVertex3f(1.5, 0.0, BOARDSIZE - 0.5 + 0.2); */
-/* glTexCoord2f(1.0, 1.5); */
-/* glVertex3f(1.5, 0.0, BOARDSIZE + 1.0 + 0.2); */
-/* glTexCoord2f(0.0, 1.5); */
-/* glVertex3f(0.5, 0.0, BOARDSIZE + 1.0 + 0.2); */
-/* mi->polygon_count++; */
-/* } */
-
-/* /\* destination *\/ */
-/* glTexCoord2f(0.0, 0.0); */
-/* glVertex3f(BOARDSIZE - 2.5, elevator, -2.0 - 0.2); */
-/* glTexCoord2f(1.0, 0.0); */
-/* glVertex3f(BOARDSIZE - 1.5, elevator, -2.0 - 0.2); */
-/* glTexCoord2f(1.0, 1.5); */
-/* glVertex3f(BOARDSIZE - 1.5, elevator, -0.5 - 0.2); */
-/* glTexCoord2f(0.0, 1.5); */
-/* glVertex3f(BOARDSIZE - 2.5, elevator, -0.5 - 0.2); */
-/* mi->polygon_count++; */
-
-/* glEnd(); */
-
-/* for(i = 0; i < BOARDSIZE; ++i) */
-/* for(j = 0; j < BOARDSIZE; ++j) { */
-/* if(board[j][i]) { */
-
-/* /\* draw brushed boxtop *\/ */
-/* glNormal3f(0.0, 1.0, 0.0); */
-/* glTexCoord2f(0.0 + stf, 0.0 + stf); */
-/* glVertex3f(i-0.5 + stf, h+0.001, j+0.5 - stf); */
-/* glTexCoord2f(1.0 + stf, 0.0 + stf); */
-/* glVertex3f(i+0.5 - stf, h+0.001, j+0.5 - stf); */
-/* glTexCoord2f(1.0 + stf, 1.0 + stf); */
-/* glVertex3f(i+0.5 - stf, h+0.001, j-0.5 + stf); */
-/* glTexCoord2f(0.0 + stf, 1.0 + stf); */
-/* glVertex3f(i-0.5 + stf, h+0.001, j-0.5 + stf); */
-/* mi->polygon_count++; */
-/* } */
-/* } */
-
-/* glEnd(); */
-}
-
-static void build_board(antmazestruct *mp, int b)
-{
- int i, j;
-
- for(i = 0; i < BOARDSIZE; ++i)
- for(j = 0; j < BOARDSIZE; ++j)
- mp->board[b][i][j] = 1;
-
-/* for(i = 0; i < BOARDSIZE; ++i) { */
-/* board[0][i] = 1; */
-/* board[i][0] = 1; */
-/* board[BOARDSIZE-1][BOARDSIZE-i] = 1; */
-/* board[BOARDSIZE-i][BOARDSIZE-1] = 1; */
-/* } */
-
-/* board[0][BOARDSIZE-2] = 0; */
-/* board[BOARDSIZE-1][1] = 0; */
-
-
- mp->board[b][BOARDSIZE-1][1] = 0;
- mp->board[b][0][BOARDSIZE-2] = 0;
-
- /* build the ant paths */
- if(mp->currentboard == b) {
- for(i = 0; i < ANTCOUNT; ++i) {
- int sx = BOARDSIZE-2;
- int sy = 1;
-
- for(j = 0; ; ++j) {
- mp->board[b][sx][sy] = 0;
- mp->antpath[i][j][0] = sy - 5.0;
- mp->antpath[i][j][1] = sx - 5.0;
-
- if(random()%2) {
- if(sx > 1)
- sx -= 1;
- else if(sy < BOARDSIZE-2)
- sy += 1;
- else
- break;
- }
- else {
- if(sy < BOARDSIZE-2)
- sy += 1;
- else if(sx > 1)
- sx -= 1;
- else
- break;
- }
- }
-
- ++j;
- mp->antpath[i][j][0] = BOARDSIZE-7.0;
- mp->antpath[i][j][1] = -7.0;
- mp->antpathlength[i] = j;
- }
- }
-
-/* for(i = 0; i < 20; ++i) { */
-/* int x = 1 + random()%(BOARDSIZE-2); */
-/* int y = 1 + random()%(BOARDSIZE-2); */
-/* board[x][y] = 1; */
-/* } */
-}
-
-/* compute nearness */
-static int near(double a[2], double b[2])
-{
- return fabs(a[0] - b[0]) < 0.5 && fabs(a[1] - b[1]) < 0.5;
-}
-
-static double sign(double d)
-{
- return d < 0.0 ? -1.0 : 1.0;
-}
-
-static double min(double a, double b)
-{
- return a < b ? a : b;
-}
-
-/* draw method for ant */
-static Bool draw_ant(ModeInfo *mi, antmazestruct *mp,
- const float *Material, int mono, int shadow,
- float ant_step, Bool (*sphere)(float), Bool (*cone)(float))
-{
-
- float cos1 = cos(mp->ant_step);
- float cos2 = cos(mp->ant_step + 2 * Pi / 3);
- float cos3 = cos(mp->ant_step + 4 * Pi / 3);
- float sin1 = sin(mp->ant_step);
- float sin2 = sin(mp->ant_step + 2 * Pi / 3);
- float sin3 = sin(mp->ant_step + 4 * Pi / 3);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mono ? MaterialGray5 : Material);
-
-/* glEnable(GL_CULL_FACE); */
-
- glPushMatrix();
- glScalef(1, 1.3, 1);
- if(!((*sphere)(0.18)))
- return False;
- glScalef(1, 1 / 1.3, 1);
- glTranslatef(0.00, 0.30, 0.00);
- if(!((*sphere)(0.2)))
- return False;
-
- glTranslatef(-0.05, 0.17, 0.05);
- glRotatef(-90, 1, 0, 0);
- glRotatef(-25, 0, 1, 0);
- if(!((*cone)(0.05)))
- return False;
- glTranslatef(0.00, 0.10, 0.00);
- if(!((*cone)(0.05)))
- return False;
- glRotatef(25, 0, 1, 0);
- glRotatef(90, 1, 0, 0);
-
- glScalef(1, 1.3, 1);
- glTranslatef(0.15, -0.65, 0.05);
- if(!((*sphere)(0.25)))
- return False;
- glScalef(1, 1 / 1.3, 1);
- glPopMatrix();
-
-/* glDisable(GL_CULL_FACE); */
-
- glDisable(GL_LIGHTING);
-
- /* ANTENNAS */
- glBegin(GL_LINES);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.30, 0.00);
- glColor3fv(MaterialGray);
- glVertex3f(0.40, 0.70, 0.40);
- mi->polygon_count++;
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.30, 0.00);
- glColor3fv(MaterialGray);
- glVertex3f(0.40, 0.70, -0.40);
- mi->polygon_count++;
- glEnd();
-
- if(!shadow) {
- glBegin(GL_POINTS);
- glColor3fv(mono ? MaterialGray6 : MaterialRed);
- glVertex3f(0.40, 0.70, 0.40);
- mi->polygon_count++;
- glVertex3f(0.40, 0.70, -0.40);
- mi->polygon_count++;
- glEnd();
- }
-
- /* LEFT-FRONT ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.05, 0.18);
- glVertex3f(0.35 + 0.05 * cos1, 0.15, 0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
- mi->polygon_count++;
- glEnd();
-
- /* LEFT-CENTER ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.00, 0.18);
- glVertex3f(0.35 + 0.05 * cos2, 0.00, 0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
- mi->polygon_count++;
- glEnd();
-
- /* LEFT-BACK ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, -0.05, 0.18);
- glVertex3f(0.35 + 0.05 * cos3, -0.15, 0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
- mi->polygon_count++;
- glEnd();
-
- /* RIGHT-FRONT ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.05, -0.18);
- glVertex3f(0.35 - 0.05 * sin1, 0.15, -0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
- mi->polygon_count++;
- glEnd();
-
- /* RIGHT-CENTER ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, 0.00, -0.18);
- glVertex3f(0.35 - 0.05 * sin2, 0.00, -0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
- mi->polygon_count++;
- glEnd();
-
- /* RIGHT-BACK ARM */
- glBegin(GL_LINE_STRIP);
- glColor3fv(mono ? MaterialGray5 : Material);
- glVertex3f(0.00, -0.05, -0.18);
- glVertex3f(0.35 - 0.05 * sin3, -0.15, -0.25);
- mi->polygon_count++;
- glColor3fv(MaterialGray);
- glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
- mi->polygon_count++;
- glEnd();
-
- if(!shadow) {
- glBegin(GL_POINTS);
- glColor3fv(mono ? MaterialGray8 : MaterialGray35);
- glVertex3f(-0.20 + 0.05 * cos1, 0.25 + 0.1 * sin1, 0.45);
- glVertex3f(-0.20 + 0.05 * cos2, 0.00 + 0.1 * sin2, 0.45);
- glVertex3f(-0.20 + 0.05 * cos3, -0.25 + 0.1 * sin3, 0.45);
- glVertex3f(-0.20 - 0.05 * sin1, 0.25 + 0.1 * cos1, -0.45);
- glVertex3f(-0.20 - 0.05 * sin2, 0.00 + 0.1 * cos2, -0.45);
- glVertex3f(-0.20 - 0.05 * sin3, -0.25 + 0.1 * cos3, -0.45);
- mi->polygon_count += 6;
- glEnd();
- }
-
- glEnable(GL_LIGHTING);
-
- return True;
-}
-
-static Bool draw_antmaze_strip(ModeInfo * mi)
-{
- antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
- int i;
- int mono = MI_IS_MONO(mi);
-
-/* glMatrixMode(GL_MODELVIEW); */
-/* glLoadIdentity(); */
-/* glPushMatrix(); */
-
- glEnable(GL_LIGHTING);
-/* glDisable(GL_BLEND); */
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
-
- /* set light */
-/* double l1 = 1.0 - (elevator < 1.0 ? elevator : 2.0 - elevator); */
-/* GLfloat df[4] = {0.8*l1, 0.8*l1, 0.8*l1, 1.0}; */
-/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
-/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
-
- /* draw board */
- if(mp->elevator < 1.0) {
- glEnable(GL_TEXTURE_2D);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
- glTranslatef(-(BOARDSIZE-1)/2.0, 0.0, -(BOARDSIZE-1)/2.0);
- draw_board(mi, mp);
- glTranslatef(BOARDSIZE/2.0, 0.0, BOARDSIZE/2.0);
- glDisable(GL_TEXTURE_2D);
- }
-
- mp->introduced--;
-
- glTranslatef(0.0, -0.1, 0.0);
-
- for(i = 0; i < ANTCOUNT; ++i) {
-
-/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
-/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
-
- if(!mp->anton[i]) { continue; }
-
- /* determine location, move to goal */
- glPushMatrix();
- glTranslatef(0.0, 0.01, 0.0);
- glTranslatef(mp->antposition[i][0], mp->antposition[i][2], mp->antposition[i][1]);
-/* glScalef(1.0, 0.01, 1.0); */
- glScalef(0.6, 0.01, 0.6);
- glRotatef(180.0 + mp->antdirection[i]*180.0/PI, 0.0, 1.0, 0.0);
- glRotatef(90.0, 0.0, 0.0, 1.0);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4fv(MaterialGrayB);
-
- glScalef(mp->antsize[i], mp->antsize[i], mp->antsize[i]);
-
- /* slow down first ant */
- if(i == 0 && mp->part[i] == mp->antpathlength[i])
- draw_ant(mi, mp, MaterialGrayB, mono, 1, mp->first_ant_step, mySphere, myCone);
- else
- draw_ant(mi, mp, MaterialGrayB, mono, 1, mp->ant_step, mySphere, myCone);
-
- glPopMatrix();
-
- glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
-
- glPushMatrix();
-/* glTranslatef(0.0, 0.18, 0.0); */
- glTranslatef(0.0, 0.12, 0.0);
- glTranslatef(mp->antposition[i][0], mp->antposition[i][2], mp->antposition[i][1]);
- glRotatef(180.0 + mp->antdirection[i]*180.0/PI, 0.0, 1.0, 0.0);
- glRotatef(90.0, 0.0, 0.0, 1.0);
- glScalef(0.6, 0.6, 0.6);
-
- glScalef(mp->antsize[i], mp->antsize[i], mp->antsize[i]);
-
-/* glEnable(GL_TEXTURE_2D); */
-/* glBindTexture(GL_TEXTURE_2D, brushedtexture); */
-
-/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); */
-
- /* slow down first ant */
- if(i == 0 && mp->part[i] == mp->antpathlength[i] && mp->elevator > 0.0) {
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
- draw_ant(mi, mp, antmaterial[i], mono, 1, mp->first_ant_step, mySphere, myCone);
- }
- else {
-/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
-/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
- draw_ant(mi, mp, antmaterial[i], mono, 1, mp->ant_step, mySphereTex, myCone);
- glDisable(GL_TEXTURE_2D);
- }
-
-
-/* draw_ant(mi, antmaterial[i], mono, 0, ant_step, mySphereTex, myCone); */
-/* glDisable(GL_TEXTURE_2D); */
- glPopMatrix();
- }
-
-/* glPopMatrix(); */
-
-/* /\* now draw overlay *\/ */
-/* glDisable(GL_LIGHTING); */
-/* glDisable(GL_BLEND); */
-
-/* /\* go to ortho mode *\/ */
-/* glMatrixMode(GL_PROJECTION); */
-/* glPushMatrix(); */
-/* glLoadIdentity(); */
-/* glOrtho(-4.0, 4.0, -3.0, 3.0, -100.0, 100.0); */
-
-/* /\* translate to corner *\/ */
-/* glTranslatef(4.0-1.2, 3.0-1.2, 0.0); */
-
-/* glDisable(GL_LIGHTING); */
-/* glEnable(GL_BLEND); */
-
-/* /\* draw the 2d board *\/ */
-/* glBegin(GL_QUADS); */
-/* { */
-/* int i, j; */
-/* double sz = 1.0; */
-/* for(i = 0; i < BOARDSIZE; ++i) */
-/* for(j = 0; j < BOARDSIZE; ++j) { */
-/* int par = board[i][j]; */
-/* glColor4f(par ? 0.4 : 0.6, */
-/* par ? 0.4 : 0.6, */
-/* par ? 0.4 : 0.6, */
-/* 0.5); */
-/* glNormal3f(0.0, 0.0, 1.0); */
-/* glVertex3f((sz*(i+1))/BOARDSIZE, (sz*(j+1))/BOARDSIZE, 0.0); */
-/* glVertex3f((sz*i)/BOARDSIZE, (sz*(j+1))/BOARDSIZE, 0.0); */
-/* glVertex3f((sz*i)/BOARDSIZE, (sz*j)/BOARDSIZE, 0.0); */
-/* glVertex3f((sz*(i+1))/BOARDSIZE, (sz*j)/BOARDSIZE, 0.0); */
-/* mi->polygon_count++; */
-/* } */
-/* } */
-/* glEnd(); */
-
-/* glPopMatrix(); */
-
-
- /* but the step size is the same! */
- mp->ant_step += 0.18;
-/* if(ant_step > 2*Pi) { */
-/* ant_step = 0.0; */
-/* } */
-
- if(mp->ant_step > 5*Pi)
- mp->started = 1;
-
- mp->ant_position += 1;
- return True;
-}
-#undef AntmazeDivisions
-#undef AntmazeTransversals
-
-ENTRYPOINT void reshape_antmaze(ModeInfo * mi, int width, int height)
-{
- double h = (GLfloat) height / (GLfloat) width;
- int size = (width / 512) + 1;
- antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
-
- glViewport(0, 0, mp->WindW = (GLint) width, mp->WindH = (GLint) height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- gluPerspective(45, 1/h, 1, 25.0);
-
- glMatrixMode(GL_MODELVIEW);
-/* glLineWidth(3.0); */
- glLineWidth(size);
- glPointSize(size);
-}
-
-static void update_ants(antmazestruct *mp)
-{
- int i;
- GLfloat df[4];
- df[0] = df[1] = df[2] = 0.8*mp->fadeout;
- df[3] = 1.0;
-
- /* fade out */
- if(mp->fadeoutspeed < -0.00001) {
-
- if(mp->fadeout <= 0.0) {
- /* switch boards: rebuild old board, increment current */
- mp->currentboard = (mp->currentboard+1)%BOARDCOUNT;
- build_board(mp, mp->currentboard);
- mp->fadeoutspeed = 0.02;
- }
-
- mp->fadeout += mp->fadeoutspeed;
-
- glLightfv(GL_LIGHT0, GL_DIFFUSE, df);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, df);
- }
-
- /* fade in */
- if(mp->fadeoutspeed > 0.0001) {
- mp->fadeout += mp->fadeoutspeed;
- if(mp->fadeout >= 1.0) {
- mp->fadeout = 1.0;
- mp->fadeoutspeed = 0.0;
- mp->entroducing = 12;
- }
- glLightfv(GL_LIGHT0, GL_DIFFUSE, df);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, df);
- }
-
- for(i = 0; i < ANTCOUNT; ++i) {
-
- if(!mp->anton[i] && mp->elevator < 1.0) {
-
- /* turn on ant */
- if(mp->entroducing > 0 && mp->introduced <= 0 && random()%100 == 0) {
- mp->anton[i] = 1;
- mp->part[i] = 0;
- mp->antsize[i] = 0.0;
- mp->antposition[i][0] = -4.0;
- mp->antposition[i][1] = 5.0;
- mp->antdirection[i] = PI/2.0;
- mp->bposition[i][0] = 0;
- mp->bposition[i][1] = 8;
- mp->introduced = 300;
- mp->entroducing--;
- }
-
- continue;
- }
-
- if(mp->part[i] == 0 && mp->antsize[i] < 1.0) {
- mp->antsize[i] += 0.02;
- continue;
- }
-
- if(mp->part[i] > mp->antpathlength[i] && mp->antsize[i] > 0.0) {
- mp->antsize[i] -= 0.02;
- if(mp->antvelocity[i] > 0.0) {
- mp->antvelocity[i] -= 0.02;
- }
- else { mp->antvelocity[i] = 0.0; }
-
- continue;
- }
-
- if(mp->part[i] > mp->antpathlength[i] && mp->antsize[i] <= 0.0) {
- mp->antvelocity[i] = 0.02;
-
- /* if(i != 0) { */
- antmaterial[i] = materials[random()%MATERIALS];
- /* } */
-
- mp->antdirection[i] = PI/2.0;
- mp->bposition[i][0] = 0;
- mp->bposition[i][1] = 8;
- mp->part[i] = 0;
-
- mp->antsize[i] = 0.0;
-
- mp->anton[i] = 0;
-
- mp->antposition[i][0] = -4.0;
- mp->antposition[i][1] = 5.0;
-
- /* /\* reset camera *\/ */
- /* if(i == focus) { */
- /* started = 0; */
- /* ant_step = 0.0; */
- /* } */
-
- /* check for the end */
- if(mp->entroducing <= 0) {
- int ao = 0, z = 0;
- for(z = 0; z < ANTCOUNT; ++z) {
- if(mp->anton[z]) { ao = 1; break; }
- }
-
- if(ao == 0) {
- mp->fadeoutspeed = -0.02;
- }
- }
-
- }
-
- /* near goal, bend path towards next step */
- if(near(mp->antposition[i], mp->antpath[i][mp->part[i]])) {
-
- ++mp->part[i];
-
-/* /\* special first ant *\/ */
-/* if(i == 0 && part[i] > antpathlength[i]) { */
-/* if(fir) */
-/* first_ant_step = ant_step; */
-
-/* antvelocity[i] = 0.0; */
-/* /\* antposition[i][2] += 0.025; *\/ */
-/* elevator += 0.025; */
-
-/* /\* set light *\/ */
-/* double l1 = 1.0 - (elevator < 1.0 ? elevator : 2.0 - elevator); */
-/* GLfloat df[4] = {0.8*l1, 0.8*l1, 0.8*l1, 1.0}; */
-/* glLightfv(GL_LIGHT0, GL_DIFFUSE, df); */
-/* glLightfv(GL_LIGHT1, GL_DIFFUSE, df); */
-
-/* /\* draw next board *\/ */
-/* if(elevator > 1.0) { */
-
-/* if(makenew == 1) { */
-/* int re; */
-
-/* /\* switch boards: rebuild old board, increment current *\/ */
-/* currentboard = (currentboard+1)%BOARDCOUNT; */
-/* build_board(currentboard); */
-
-/* for(re = 1; re < ANTCOUNT; ++re) { */
-/* anton[re] = 0; */
-/* antmaterial[re] = materials[random()%MATERIALS]; */
-/* } */
-
-/* makenew = 0; */
-
-/* } */
-
-/* /\* draw the other board *\/ */
-/* glEnable(GL_TEXTURE_2D); */
-/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6); */
-
-/* glPushMatrix(); */
-/* glTranslatef(-(-(BOARDSIZE-3.5)+(BOARDSIZE-1)/2.0), 0.0, */
-/* -(2.4+BOARDSIZE+(BOARDSIZE-1)/2.0)); */
-/* draw_board(mi, mp); */
-/* glPopMatrix(); */
-/* glDisable(GL_TEXTURE_2D); */
-/* } */
-/* /\* reset *\/ */
-/* if(elevator > 2.0) { */
-/* antposition[i][0] = -4.0;/\*-= -(-(BOARDSIZE-3.5)+(BOARDSIZE-1)/2.0);*\//\*= -4.0;*\/ */
-/* antposition[i][1] = 5.5;/\*-(2.4+BOARDSIZE+(BOARDSIZE-1)/2.0);*\/ */
-/* /\* antposition[i][2] = 0.15; *\/ */
-/* antdirection[i] = PI/2.0; */
-/* bposition[i][0] = 0; */
-/* bposition[i][1] = 8; */
-/* part[i] = 0; */
-/* antvelocity[i] = 0.02; */
-/* fir = 0; */
-/* antmaterial[i] = MaterialRed; */
-
-/* makenew = 1; */
-
-/* elevator = 0.0; */
-/* introduced = 200; */
-/* } */
-/* else { */
-/* part[i]--; */
-/* } */
-/* } */
-
- }
-
- /* move toward goal, correct ant direction if required */
- else {
-
- /* difference */
- double dx = mp->antpath[i][mp->part[i]][0] - mp->antposition[i][0];
- double dz = - mp->antpath[i][mp->part[i]][1] + mp->antposition[i][1];
- double theta, ideal;
-
- if(dz > EPSILON)
- theta = atan(dz/dx);
- else
- theta = dx > EPSILON ? 0.0 : PI;
-
- ideal = theta - mp->antdirection[i];
- if(ideal < -Pi/2.0)
- ideal += Pi;
-
- /* compute correction */
- {
- double dt = sign(ideal) * min(fabs(ideal), PI/90.0);
- mp->antdirection[i] += dt;
- if(mp->antdirection[i] > 2.0*PI)
- mp->antdirection[i] = 0.0;
- }
- }
-
- mp->antposition[i][0] += mp->antvelocity[i] * cos(mp->antdirection[i]);
- mp->antposition[i][1] += mp->antvelocity[i] * sin(-mp->antdirection[i]);
- }
-}
-
-static void pinit(antmazestruct *mp)
-{
- glClearDepth(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);
-
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
-
- glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.05);
- glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.001);
- glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);
-
-
-/* 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_NORMALIZE);
- glFrontFace(GL_CCW);
- glCullFace(GL_BACK);
-
- /* antmaze */
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
-
- glShadeModel(GL_SMOOTH);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_TEXTURE_2D);
-
- /* setup textures */
- makeCheckImage(mp);
- makeBrushedImage(mp);
-
- build_board(mp, 0);
- build_board(mp, 1);
-
-/* makeCheckImage(); */
-/* glPixelStorei(GL_UNPACK_ALIGNMENT, 1); */
-/* glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, */
-/* checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, checkers); */
-/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); */
-/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); */
-
-/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); */
-/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); */
-/* glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); */
- glEnable(GL_TEXTURE_2D);
-
-/* glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); */
-/* glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); */
-}
-
-#define MAX_MAGNIFICATION 10
-#define max(a, b) a < b ? b : a
-#define min(a, b) a < b ? a : b
-
-ENTRYPOINT Bool antmaze_handle_event (ModeInfo *mi, XEvent *event)
-{
- antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
-
- if (gltrackball_event_handler (event, mp->trackball,
- MI_WIDTH (mi), MI_HEIGHT (mi),
- &mp->button_down_p))
- return True;
-
- if (event->xany.type == ButtonPress)
- {
- switch(event->xbutton.button) {
-
- case Button3:
- mp->focus = (mp->focus + 1) % ANTCOUNT;
- return True;
-
- case Button4:
- mp->mag = max(mp->mag-1, 1);
- return True;
-
- case Button5:
- mp->mag = min(mp->mag+1, MAX_MAGNIFICATION);
- return True;
- }
- }
-
- return False;
-}
-
-ENTRYPOINT void init_antmaze(ModeInfo * mi)
-{
- double rot_speed = 0.3;
- int i;
-
- antmazestruct *mp;
-
- MI_INIT(mi, antmaze);
- mp = &antmaze[MI_SCREEN(mi)];
- mp->step = NRAND(90);
- mp->ant_position = NRAND(90);
-
-
- mp->antdirection[0] = PI/2.0;
- mp->antdirection[1] = PI/2.0;
- mp->antdirection[2] = 0;
- mp->antdirection[3] = PI/2.0;
- mp->antdirection[4] = PI/2.0;
-
- mp->antposition[0][0] = -4.0;
- mp->antposition[0][1] = 5.0;
- mp->antposition[0][1] = 0.15;
-
- mp->antposition[1][0] = -4.0;
- mp->antposition[1][1] = 3.0;
- mp->antposition[1][1] = 0.15;
-
- mp->antposition[2][0] = -1.0;
- mp->antposition[2][1] = -2.0;
- mp->antposition[2][1] = 0.15;
-
- mp->antposition[3][0] = -3.9;
- mp->antposition[3][1] = 6.0;
- mp->antposition[3][1] = 0.15;
-
- mp->antposition[4][0] = 2.0;
- mp->antposition[4][1] = -2.0;
- mp->antposition[4][1] = 0.15;
-
-
-
- for (i = 0; i < ANTCOUNT; i++) {
- mp->antvelocity[i] = 0.02;
- mp->antsize[i] = 1.0;
- mp->anton[i] = 0;
- }
-
- mp->bposition[0][0] = 0;
- mp->bposition[0][1] = 8;
-
- mp->bposition[1][0] = 9;
- mp->bposition[1][1] = 1;
-
- mp->bposition[2][0] = 1;
- mp->bposition[2][1] = 1;
-
- mp->bposition[3][0] = 4;
- mp->bposition[3][1] = 8;
-
- mp->bposition[4][0] = 2;
- mp->bposition[4][1] = 1;
-
- mp->part[0] = 0;
- mp->part[1] = 1;
- mp->part[2] = 5;
- mp->part[3] = 1;
- mp->part[4] = 3;
-
- mp->introduced = 0;
- mp->entroducing = 12;
- mp->fadeout = 1.0;
- mp->mag = 4.0;
-
- mp->rot = make_rotator (rot_speed, rot_speed, rot_speed, 1, 0, True);
- mp->trackball = gltrackball_init (False);
-
- if ((mp->glx_context = init_GL(mi)) != NULL) {
- reshape_antmaze(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- glDrawBuffer(GL_BACK);
- pinit(mp);
- }
- else
- MI_CLEARWINDOW(mi);
-}
-
-static void
-device_rotate(ModeInfo *mi)
-{
-#if 0
- GLfloat rot = current_device_rotation();
- glRotatef(rot, 0, 0, 1);
- if ((rot > 45 && rot < 135) ||
- (rot < -45 && rot > -135))
- {
- GLfloat s = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
- glScalef (1/s, s, 1);
- }
-#endif
-}
-
-
-ENTRYPOINT void draw_antmaze(ModeInfo * mi)
-{
- double h = (GLfloat) MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
-
- antmazestruct *mp;
-
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
-
- if(!antmaze)
- return;
- mp = &antmaze[MI_SCREEN(mi)];
-
- MI_IS_DRAWN(mi) = True;
-
- if(!mp->glx_context)
- return;
-
- mi->polygon_count = 0;
- glXMakeCurrent(display, window, *mp->glx_context);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* first panel */
- glPushMatrix();
-/* h = ((GLfloat) MI_HEIGHT(mi)/2) / (3*(GLfloat)MI_WIDTH(mi)/4); */
- glViewport(MI_WIDTH(mi)/32, MI_HEIGHT(mi)/8, (9*MI_WIDTH(mi))/16, 3*MI_HEIGHT(mi)/4);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
-/* h = (3*MI_HEIGHT(mi)/4) / (3*MI_WIDTH(mi)/4); */
- gluPerspective(45, 1/h, 1, 25.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- device_rotate(mi);
-
- glPushMatrix();
-
- /* follow focused ant */
- glTranslatef(0.0, 0.0, -mp->mag - 5.0);
- glRotatef(20.0+5.0*sin(mp->ant_step/40.0), 1.0, 0.0, 0.0);
-/* glTranslatef(0.0, */
-/* started ? -mag : -8.0 + 4.0*fabs(sin(ant_step/10.0)), */
-/* started ? -mag : -8.0 + 4.0*fabs(sin(ant_step/10.0))); */
-
- gltrackball_rotate(mp->trackball);
-
- glRotatef(mp->ant_step*0.6, 0.0, 1.0, 0.0);
-
-/* glRotatef(90.0, 0.0, 0.0, 1.0); */
-
-/* glTranslatef(-antposition[0][0]-0.5, 0.0, -antposition[focus][1]); */
- /*-elevator*/
-
- /* sync */
- if(!draw_antmaze_strip(mi)) {
- MI_ABORT(mi);
- return;
- }
-
- glPopMatrix();
- glPopMatrix();
-
- h = (GLfloat) (3*MI_HEIGHT(mi)/8) / (GLfloat) (MI_WIDTH(mi)/2);
-
- /* draw overhead */
- glPushMatrix();
- glViewport((17*MI_WIDTH(mi))/32, MI_HEIGHT(mi)/2, MI_WIDTH(mi)/2, 3*MI_HEIGHT(mi)/8);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- device_rotate(mi);
- gluPerspective(45, 1/h, 1, 25.0);
- glMatrixMode(GL_MODELVIEW);
-
- /* twist scene */
- glTranslatef(0.0, 0.0, -16.0);
- glRotatef(60.0, 1.0, 0.0, 0.0);
- glRotatef(-15.0 + mp->ant_step/10.0, 0.0, 1.0, 0.0);
- gltrackball_rotate(mp->trackball);
-
- /* sync */
- if(!draw_antmaze_strip(mi)) {
- MI_ABORT(mi);
- return;
- }
-
- glPopMatrix();
-
- /* draw ant display */
- glPushMatrix();
- glViewport((5*MI_WIDTH(mi))/8, MI_HEIGHT(mi)/8, (11*MI_WIDTH(mi))/32, 3*MI_HEIGHT(mi)/8);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- device_rotate(mi);
- gluPerspective(45, 1/h, 1, 25.0);
- glMatrixMode(GL_MODELVIEW);
-
- /* twist scene */
- glTranslatef(0.0, 0.0, -1.6);
- glRotatef(30.0, 1.0, 0.0, 0.0);
- glRotatef(mp->ant_step, 0.0, 1.0, 0.0);
- glRotatef(90.0, 0.0, 0.0, 1.0);
-
-/* /\* draw ant shadow *\/ */
-/* glPushMatrix(); */
-/* glScalef(1.0, 0.01, 1.0); */
-/* glRotatef(90.0, 0.0, 0.0, 1.0); */
-/* glRotatef(90.0, 0.0, 1.0, 0.0); */
-/* glDisable(GL_LIGHTING); */
-/* glColor4fv(MaterialGray6); */
-
-/* /\* slow down first ant *\/ */
-/* draw_ant(MaterialGrayB, 0, 1, first_ant_step, mySphere, myCone); */
-/* glPopMatrix(); */
-
- /* draw ant body */
- glEnable(GL_TEXTURE_2D);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
- glBindTexture(GL_TEXTURE_2D, mp->brushedtexture);
- draw_ant(mi, mp, MaterialGray35, 0, 1, mp->ant_step/2.0, mySphereTex, myCone2);
- glDisable(GL_TEXTURE_2D);
-
- glPopMatrix();
-
-/* /\* draw overlay *\/ */
-/* glPushMatrix(); */
-
-/* /\* go to ortho mode *\/ */
-/* glViewport(MI_WIDTH(mi)/2, MI_HEIGHT(mi)/8, MI_WIDTH(mi)/2, 3*MI_HEIGHT(mi)/8); */
-
-/* glMatrixMode(GL_PROJECTION); */
-/* glLoadIdentity(); */
-
-/* glPushMatrix (); */
-/* glOrtho(-4.0, 4.0, -3.0, 3.0, -100.0, 100.0); */
-
-/* glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGrayB); */
-/* glColor4fv(MaterialGrayB); */
-
-/* glDisable(GL_LIGHTING); */
-/* glEnable(GL_BLEND); */
-
-/* glBegin(GL_QUADS); */
-/* glNormal3f(0.0, 0.0, 1.0); */
-/* glVertex3f(4.0, 3.0, 0.0); */
-/* glVertex3f(2.0, 3.0, 0.0); */
-/* glVertex3f(2.0, -3.0, 0.0); */
-/* glVertex3f(4.0, -3.0, 0.0); */
-/* mi->polygon_count++; */
-/* glEnd(); */
-
-/* glEnable(GL_LIGHTING); */
-/* glDisable(GL_BLEND); */
-
-/* glPopMatrix(); */
-/* glPopMatrix(); */
-
- if (MI_IS_FPS(mi)) {
- glViewport(0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
- do_fps (mi);
- }
- glFlush();
-
- glXSwapBuffers(display, window);
-
- update_ants(mp);
-
- mp->step += 0.025;
-}
-
-#ifndef STANDALONE
-ENTRYPOINT void change_antmaze(ModeInfo * mi)
-{
- antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
-
- if (!mp->glx_context)
- return;
-
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
- pinit();
-}
-#endif /* !STANDALONE */
-
-ENTRYPOINT void free_antmaze(ModeInfo * mi)
-{
- antmazestruct *mp = &antmaze[MI_SCREEN(mi)];
- if (!mp->glx_context) return;
- glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *mp->glx_context);
- gltrackball_free (mp->trackball);
- free_rotator (mp->rot);
- if (mp->checktexture) glDeleteTextures (1, &mp->checktexture);
- if (mp->brushedtexture) glDeleteTextures (1, &mp->brushedtexture);
-}
-
-XSCREENSAVER_MODULE ("AntMaze", antmaze)
-
-#endif