From d3a98cf6cbc3bd0b9efc570f58e8812c03931c18 Mon Sep 17 00:00:00 2001 From: Simon Rettberg Date: Tue, 16 Oct 2018 10:08:48 +0200 Subject: Original 5.40 --- hacks/glx/cube21.c | 941 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 941 insertions(+) create mode 100644 hacks/glx/cube21.c (limited to 'hacks/glx/cube21.c') diff --git a/hacks/glx/cube21.c b/hacks/glx/cube21.c new file mode 100644 index 0000000..451a523 --- /dev/null +++ b/hacks/glx/cube21.c @@ -0,0 +1,941 @@ +/*- + * Permission to use, copy, modify, and distribute this software and its + * documentation for any purpose and without fee is hereby granted, + * provided that the above copyright notice appear in all copies and that + * both that copyright notice and this permission notice appear in + * supporting documentation. + * + * This file is provided AS IS with no warranties of any kind. The author + * shall have no liability with respect to the infringement of copyrights, + * trade secrets or any patents by this file or any part thereof. In no + * event will the author be liable for any lost revenue or profits or + * other special, indirect and consequential damages. + * + * Cube 21 - a Rubik-like puzzle. It changes its shape and has more than + * 200 configurations. It is known better as Square-1, but it is called + * Cube 21 in the Czech republic, where it was invented in 1992. + * + * This file is derived from cage.c, + * "cage --- the Impossible Cage, an Escher like scene", + * by Marcelo F. Vienna, + * parts from gltext.c by Jamie Zawinski + * + * Vaclav (Vasek) Potocek + * vasek.potocek@post.cz + */ + +/* TODO: + * some simple "solve mode" + * use rotator + */ + +/*- + * Texture mapping is only available on RGBA contexts, Mono and color index + * visuals DO NOT support texture mapping in OpenGL. + * + * BUT Mesa do implements RGBA contexts in pseudo color visuals, so texture + * mapping should work on PseudoColor, DirectColor, TrueColor using Mesa. Mono + * is not officially supported for both OpenGL and Mesa, but seems to not crash + * Mesa. + * + * In real OpenGL, PseudoColor DO NOT support texture map (as far as I know). + */ + +#define DEFAULTS "*delay: 20000 \n" \ + "*showFPS: False \n" \ + "*wireframe: False \n" + +# define free_cube21 0 +# define release_cube21 0 +#include "xlockmore.h" + +#include "gltrackball.h" + +#ifdef USE_GL + +#define DEF_SPIN "True" +#define DEF_WANDER "True" +#define DEF_TEXTURE "True" +#define DEF_RANDOMIZE "True" +#define DEF_SPINSPEED "1.0" +#define DEF_ROTSPEED "3.0" +#define DEF_WANDERSPEED "0.02" +#define DEF_WAIT "40.0" +#define DEF_CUBESIZE "0.7" +#define DEF_COLORMODE "six" + +#ifdef Pi +#undef Pi +#endif +#define Pi M_PI + +#define SHUFFLE 100 + +#define COS15 0.9659258263 +#define SIN15 0.2588190451 +#define COS30 0.8660254038 +#define SIN30 0.5000000000 + +#define TEX_WIDTH 128 +#define TEX_HEIGHT 128 +#define TEX_GRAY 0.7, 0.7 +#define BORDER 3 +#define BORDER2 9 + +#undef countof +#define countof(x) (sizeof((x))/sizeof((*x))) + +#define rnd01() (random()%2) +#define rndcolor() (frand(0.5)+0.3) + +/*************************************************************************/ + +static Bool spin, wander, rndstart, tex; +static float spinspeed, tspeed, wspeed, twait, size; +static char *colmode_s; +static int colmode; + +static argtype vars[] = { + { &spin, "spin", "Spin", DEF_SPIN, t_Bool}, + { &wander, "wander", "Wander", DEF_WANDER, t_Bool}, + { &rndstart, "randomize", "Randomize", DEF_RANDOMIZE, t_Bool}, + { &tex, "texture", "Texture", DEF_TEXTURE, t_Bool}, + { &spinspeed, "spinspeed", "SpinSpeed", DEF_SPINSPEED, t_Float}, + { &tspeed, "rotspeed", "RotSpeed", DEF_ROTSPEED, t_Float}, + { &wspeed, "wanderspeed", "WanderSpeed", DEF_WANDERSPEED, t_Float}, + { &twait, "wait", "Wait", DEF_WAIT, t_Float}, + { &size, "cubesize", "CubeSize", DEF_CUBESIZE, t_Float}, + { &colmode_s, "colormode", "ColorMode", DEF_COLORMODE, t_String} +}; + +static XrmOptionDescRec opts[] = { + { "-spin", ".spin", XrmoptionNoArg, "True" }, + { "+spin", ".spin", XrmoptionNoArg, "False" }, + { "-wander", ".wander", XrmoptionNoArg, "True" }, + { "+wander", ".wander", XrmoptionNoArg, "False" }, + { "-randomize", ".randomize", XrmoptionNoArg, "True" }, + { "+randomize", ".randomize", XrmoptionNoArg, "False" }, + { "-texture", ".texture", XrmoptionNoArg, "True" }, + { "+texture", ".texture", XrmoptionNoArg, "False" }, + { "-spinspeed", ".spinspeed", XrmoptionSepArg, 0 }, + { "-wanderspeed", ".wanderspeed", XrmoptionSepArg, 0 }, + { "-rotspeed", ".rotspeed", XrmoptionSepArg, 0 }, + { "-wait", ".wait", XrmoptionSepArg, 0 }, + { "-cubesize", ".cubesize", XrmoptionSepArg, 0 }, + { "-colormode", ".colormode", XrmoptionSepArg, 0 } +}; + +ENTRYPOINT ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL}; + +#ifdef USE_MODULES +ModStruct cube21_description = +{ "cube21", "init_cube21", "draw_cube21", NULL, + "draw_cube21", "change_cube21", NULL, &cube21_opts, + 25000, 1, 1, 1, 1.0, 4, "", + "Shows randomly shuffling Cube 21", 0, NULL +}; +#endif + +typedef enum { + CUBE21_STATE_BASIC, + CUBE21_PAUSE1 = CUBE21_STATE_BASIC, + CUBE21_ROT_BASE, + CUBE21_ROT_TOP = CUBE21_ROT_BASE, + CUBE21_ROT_BOTTOM, + CUBE21_PAUSE2, + CUBE21_HALF_BASE, + CUBE21_HALF1 = CUBE21_HALF_BASE, + CUBE21_HALF2 +} cube21_state; + +typedef enum { + CUBE21_COLOR_WHITE, + CUBE21_COLOR_RANDOM, + CUBE21_COLOR_SILVER, + CUBE21_COLOR_TWORND, + CUBE21_COLOR_CLASSIC, + CUBE21_COLOR_SIXRND +} cube21_cmode; + +typedef int pieces_t[2][13]; +typedef int cind_t[5][12]; +typedef GLfloat col_t[6][3]; + +typedef struct { + GLXContext *glx_context; + GLfloat ratio; + cube21_state state; /* type of "rotation" - shuffling */ + GLfloat xrot, yrot; /* "spin" - object rotation around axis */ + GLfloat posarg; /* position argument (for sine function) */ + GLfloat t, tmax; /* rotation clock */ + int hf[2], fr[2]; /* half flipped / face rotated flags */ + int rface, ramount; /* selected face and amount of rotation in multiplies of 30deg */ + int pieces[2][13]; /* locations of "narrow" and "wide" pieces */ + int cind[5][12]; /* color indices */ + GLfloat colors[6][3]; /* color map */ + + Bool wire, cmat; + unsigned char texture[TEX_HEIGHT][TEX_WIDTH]; + + GLfloat texp, texq, posc[6]; + GLfloat color_inner[4]; + + Bool button_down_p; + trackball_state *trackball; + +} cube21_conf; + +static cube21_conf *cube21 = NULL; + +static const GLfloat shininess = 20.0; +static const GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0}; +static const GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0}; +static const GLfloat position0[] = {1.0, 1.0, 1.0, 0.0}; +static const GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0}; +static const GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0}; +static const GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0}; +static const GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0}; +static const GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0}; +static const GLfloat zpos = -18.0; + +/*************************************************************************/ + +static void find_matches(pieces_t pieces, int matches[12], int s) +{ + int i, j = 1; + for(i = 1; i<6; i++) { + if(pieces[s][i] && pieces[s][i+6]) { + matches[j++] = i; + } + } + matches[0] = j; + for(i = 1; ipieces, matches, s); + j = matches[0]-1; + j = random()%j; + j = matches[j+1]; + rot_face(cp->pieces, cp->cind, s, j); + s = rnd01(); + rot_halves(cp->pieces, cp->cind, cp->hf, s); + } +} + +static void finish(cube21_conf *cp) +{ + int j, s; + int matches[12]; + switch(cp->state) { + case CUBE21_PAUSE1: + s = rnd01(); + find_matches(cp->pieces, matches, s); + j = matches[0]-1; + j = random()%j; + j = matches[j+1]; + if(j==6 && rnd01()) j = -6; + cp->state = CUBE21_ROT_BASE+s; + cp->tmax = 30.0*abs(j); + cp->fr[0] = cp->fr[1] = 0; + cp->rface = s; + cp->ramount = j; + break; + case CUBE21_ROT_TOP: + case CUBE21_ROT_BOTTOM: + rot_face(cp->pieces, cp->cind, s = cp->rface, cp->ramount); + cp->fr[s] = 1; + s ^= 1; + if(!cp->fr[s] && rnd01()) { + find_matches(cp->pieces, matches, s); + j = matches[0]-1; + j = random()%j; + j = matches[j+1]; + if(j==6 && rnd01()) j = -6; + cp->state = CUBE21_ROT_BASE+s; + cp->tmax = 30.0*abs(j); + cp->rface = s; + cp->ramount = j; + break; + } else { + cp->state = CUBE21_PAUSE2; + cp->tmax = twait; + break; + } + case CUBE21_PAUSE2: + s = rnd01(); + cp->ramount = -rnd01(); /* 0 or -1, only sign is significant in this case */ + cp->state = CUBE21_HALF_BASE+s; + cp->tmax = 180.0; + cp->rface = s; + break; + case CUBE21_HALF1: + case CUBE21_HALF2: + rot_halves(cp->pieces, cp->cind, cp->hf, cp->rface); + cp->state = CUBE21_PAUSE1; + cp->tmax = twait; + break; + } + cp->t = 0; +} + +static void draw_narrow_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, col_t colors) +{ + GLfloat s1 = cp->posc[0]*s; + glBegin(GL_TRIANGLES); + glNormal3f(0.0, 0.0, s); + if(cp->cmat) glColor3fv(colors[c1]); + glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[2], cp->posc[3], s); + mi->polygon_count++; + glNormal3f(0.0, 0.0, -s); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s1); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(cp->posc[2], cp->posc[3], s1); + mi->polygon_count++; + glEnd(); + glBegin(GL_QUADS); + glNormal3f(0.0, -1.0, 0.0); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s); + glVertex3f(cp->posc[1], 0.0, s); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(0.0, 0.0, s1); + mi->polygon_count++; + glNormal3f(COS15, SIN15, 0.0); + if(cp->cmat) glColor3fv(colors[c2]); + glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[2], cp->posc[3], s1); + glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[1], 0.0, s1); + mi->polygon_count++; + glNormal3f(-SIN30, COS30, 0.0); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s); + glVertex3f(cp->posc[2], cp->posc[3], s); + glVertex3f(cp->posc[2], cp->posc[3], s1); + glVertex3f(0.0, 0.0, s1); + mi->polygon_count++; + glEnd(); + glRotatef(30.0, 0.0, 0.0, 1.0); +} + +static void draw_wide_piece(ModeInfo *mi, cube21_conf *cp, GLfloat s, int c1, int c2, int c3, col_t colors) +{ + GLfloat s1 = cp->posc[0]*s; + glBegin(GL_TRIANGLES); + glNormal3f(0.0, 0.0, s); + if(cp->cmat) glColor3fv(colors[c1]); + glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); + glTexCoord2f(cp->texp, 0.0); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(0.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(0.0, cp->texp); glVertex3f(cp->posc[3], cp->posc[2], s); + glTexCoord2f(0.5, 0.5); glVertex3f(0.0, 0.0, s); + glNormal3f(0.0, 0.0, -s); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s1); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(cp->posc[4], cp->posc[5], s1); + glVertex3f(cp->posc[4], cp->posc[5], s1); + glVertex3f(cp->posc[3], cp->posc[2], s1); + glVertex3f(0.0, 0.0, s1); + glEnd(); + glBegin(GL_QUADS); + glNormal3f(0.0, -1.0, 0); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s); + glVertex3f(cp->posc[1], 0.0, s); + glVertex3f(cp->posc[1], 0.0, s1); + glVertex3f(0.0, 0.0, s1); + glNormal3f(COS15, -SIN15, 0.0); + if(cp->cmat) glColor3fv(colors[c2]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[4], cp->posc[5], s1); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[1], 0.0, s1); + glNormal3f(SIN15, COS15, 0.0); + if(cp->cmat) glColor3fv(colors[c3]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s); + glTexCoord2f(cp->texq, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s); + glTexCoord2f(1.0, 0.0); glVertex3f(cp->posc[3], cp->posc[2], s1); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], s1); + glNormal3f(-COS30, SIN30, 0.0); + if(cp->cmat) glColor3fv(cp->color_inner); + glTexCoord2f(TEX_GRAY); + glVertex3f(0.0, 0.0, s); + glVertex3f(cp->posc[3], cp->posc[2], s); + glVertex3f(cp->posc[3], cp->posc[2], s1); + glVertex3f(0.0, 0.0, s1); + glEnd(); + glRotatef(60.0, 0.0, 0.0, 1.0); +} + +static void draw_middle_piece(cube21_conf *cp, int s, cind_t cind, col_t colors) +{ + s *= 6; + glBegin(GL_QUADS); + if(cp->cmat) glColor3fv(cp->color_inner); + glNormal3f(0.0, 0.0, 1.0); + glTexCoord2f(TEX_GRAY); + glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); + glNormal3f(0.0, 0.0, -1.0); + glTexCoord2f(TEX_GRAY); + glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); + glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); + glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); + glNormal3f(0.0, -1.0, 0.0); + glTexCoord2f(TEX_GRAY); + glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); + glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); + glNormal3f(COS15, -SIN15, 0.0); + if(cp->cmat) glColor3fv(colors[cind[4][s]]); + glTexCoord2f(cp->texq, cp->texp); glVertex3f(cp->posc[1], 0.0, cp->posc[0]); + glTexCoord2f(1.0, cp->texp); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glTexCoord2f(1.0, cp->texq); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); + glTexCoord2f(cp->texq, cp->texq); glVertex3f(cp->posc[1], 0.0, -cp->posc[0]); + glNormal3f(SIN15, COS15, 0.0); + if(cp->cmat) glColor3fv(colors[cind[4][s+1]]); + glTexCoord2f(0.0, 0.5); glVertex3f(cp->posc[4], cp->posc[5], cp->posc[0]); + glTexCoord2f(cp->texq, 0.5); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glTexCoord2f(cp->texq, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); + glTexCoord2f(0.0, 0.75); glVertex3f(cp->posc[4], cp->posc[5], -cp->posc[0]); + glNormal3f(-COS15, SIN15, 0.0); + if(cp->cmat) glColor3fv(colors[cind[4][s+4]]); + glTexCoord2f(0.0, 0.75); glVertex3f(-cp->posc[5], cp->posc[4], cp->posc[0]); + glTexCoord2f(1.0, 0.75); glVertex3f(-cp->posc[1], 0.0, cp->posc[0]); + glTexCoord2f(1.0, 1.0); glVertex3f(-cp->posc[1], 0.0, -cp->posc[0]); + glTexCoord2f(0.0, 1.0); glVertex3f(-cp->posc[5], cp->posc[4], -cp->posc[0]); + glEnd(); +} + +static void draw_middle(cube21_conf *cp) +{ + if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); + draw_middle_piece(cp, 0, cp->cind, cp->colors); + if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); + glRotatef(180.0, 0.0, 0.0, 1.0); + if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); + draw_middle_piece(cp, 1, cp->cind, cp->colors); + if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); +} + +static void draw_half_face(ModeInfo *mi, cube21_conf *cp, int s, int o) +{ + int i, s1 = 1-s*2, s2 = s*2; + for(i = o; ipieces[s][i+1]) + draw_narrow_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors); + else { + draw_wide_piece(mi, cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors); + i++; + } + } +} + +static void draw_top_face(ModeInfo *mi, cube21_conf *cp) +{ + draw_half_face(mi, cp, 0, 0); + draw_half_face(mi, cp, 0, 6); +} + +static void draw_bottom_face(ModeInfo *mi, cube21_conf *cp) +{ + draw_half_face(mi, cp, 1, 0); + draw_half_face(mi, cp, 1, 6); +} + +static Bool draw_main(ModeInfo *mi, cube21_conf *cp) +{ + GLfloat theta = cp->ramount<0?cp->t:-cp->t; + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glLoadIdentity(); + if(wander) + glTranslatef(3.0*cp->ratio*sin(13.0*cp->posarg), 3.0*sin(17.0*cp->posarg), zpos); + else + glTranslatef(0, 0, zpos); + glScalef(size, size, size); + +# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ + { + GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi); + int o = (int) current_device_rotation(); + if (o != 0 && o != 180 && o != -180) + glScalef (1/h, 1/h, 1/h); + } +# endif + + glRotatef(cp->xrot, 1.0, 0.0, 0.0); + glRotatef(cp->yrot, 0.0, 1.0, 0.0); + + gltrackball_rotate (cp->trackball); + + if(cp->wire) glColor3f(0.7, 0.7, 0.7); + switch(cp->state) { + case CUBE21_PAUSE1: + case CUBE21_PAUSE2: + draw_top_face(mi, cp); + draw_bottom_face(mi, cp); + draw_middle(cp); + break; + case CUBE21_ROT_TOP: + glRotatef(theta, 0.0, 0.0, 1.0); + draw_top_face(mi, cp); + glRotatef(-theta, 0.0, 0.0, 1.0); + draw_bottom_face(mi, cp); + draw_middle(cp); + break; + case CUBE21_ROT_BOTTOM: + draw_top_face(mi, cp); + glRotatef(theta, 0.0, 0.0, 1.0); + draw_bottom_face(mi, cp); + glRotatef(-theta, 0.0, 0.0, 1.0); + draw_middle(cp); + break; + case CUBE21_HALF1: + glRotatef(theta, 0.0, 1.0, 0.0); + case CUBE21_HALF2: + draw_half_face(mi, cp, 0, 0); + glRotatef(-180.0, 0.0, 0.0, 1.0); + draw_half_face(mi, cp, 1, 0); + glRotatef(-180.0, 0.0, 0.0, 1.0); + if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); + draw_middle_piece(cp, 0, cp->cind, cp->colors); + if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0); + if(cp->state==CUBE21_HALF1) + glRotatef(-theta, 0.0, 1.0, 0.0); + else + glRotatef(theta, 0.0, 1.0, 0.0); + glRotatef(180.0, 0.0, 0.0, 1.0); + draw_half_face(mi, cp, 0, 6); + glRotatef(-180.0, 0.0, 0.0, 1.0); + draw_half_face(mi, cp, 1, 6); + glRotatef(-180.0, 0.0, 0.0, 1.0); + if(cp->hf[1]) glRotatef(180.0, 0.0, 1.0, 0.0); + draw_middle_piece(cp, 1, cp->cind, cp->colors); + break; + } + if(spin) { + if((cp->xrot += spinspeed)>360.0) cp->xrot -= 360.0; + if((cp->yrot += spinspeed)>360.0) cp->yrot -= 360.0; + } + if(wander) + if((cp->posarg += wspeed/1000.0)>360.0) cp->posarg -= 360.0; + if((cp->t += tspeed)>cp->tmax) finish(cp); + return True; +} + +static void parse_colmode(void) +{ + if(!colmode_s) { + colmode = CUBE21_COLOR_WHITE; + return; + } + if(strstr(colmode_s, "se") || strstr(colmode_s, "sil")) colmode = CUBE21_COLOR_SILVER; + else if(strstr(colmode_s, "ce") || strstr(colmode_s, "cla")) colmode = CUBE21_COLOR_CLASSIC; + else if(strstr(colmode_s, "2") || strstr(colmode_s, "two")) colmode = CUBE21_COLOR_TWORND; + else if(strstr(colmode_s, "6") || strstr(colmode_s, "six")) colmode = CUBE21_COLOR_SIXRND; + else if(strstr(colmode_s, "1") || strstr(colmode_s, "ran") || strstr(colmode_s, "rnd")) colmode = CUBE21_COLOR_RANDOM; + else colmode = CUBE21_COLOR_WHITE; +} + +static void init_posc(cube21_conf *cp) +{ + cp->texp = (1.0-tan(Pi/12.0))/2.0; + cp->texq = 1.0-cp->texp; + /* Some significant non-trivial coordinates + * of the object. We need them exactly at GLfloat precision + * for the edges to line up perfectly. */ + cp->posc[0] = tan(Pi/12); /* 0.268 */ + cp->posc[1] = 1.0/cos(Pi/12); /* 1.035 */ + cp->posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */ + cp->posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */ + cp->posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */ + cp->posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */ +} + +static void draw_horz_line(cube21_conf *cp, int x1, int x2, int y) +{ + int x, y0 = y, w; + if(y=TEX_HEIGHT) break; + w = y*y*255/BORDER2; + for(x=x1; x<=x2; x++) + if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w; + } +} + +static void draw_vert_line(cube21_conf *cp, int x, int y1, int y2) +{ + int x0 = x, y, w; + if(x=TEX_WIDTH) break; + w = x*x*255/BORDER2; + for(y=y1; y<=y2; y++) + if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w; + } +} + +static void draw_slanted_horz(cube21_conf *cp, int x1, int y1, int x2, int y2) +{ + int x, y, dx = x2-x1, dy = y2-y1, y0, w; + for(x=x1; x<=x2; x++) { + y0 = y1+(y2-y1)*(x-x1)/(x2-x1); + for(y=-1-BORDER; y<2+BORDER; y++) { + w = dx*(y0+y-y1)-dy*(x-x1); + w = w*w/(dx*dx+dy*dy); + w = w*255/BORDER2; + if(cp->texture[y0+y][x]>w) cp->texture[y0+y][x] = w; + } + } +} + +static void draw_slanted_vert(cube21_conf *cp, int x1, int y1, int x2, int y2) +{ + int x, y, dx = x2-x1, dy = y2-y1, x0, w; + for(y=y1; y<=y2; y++) { + x0 = x1+(x2-x1)*(y-y1)/(y2-y1); + for(x=-1-BORDER; x<2+BORDER; x++) { + w = dy*(x0+x-x1)-dx*(y-y1); + w = w*w/(dy*dy+dx*dx); + w = w*255/BORDER2; + if(cp->texture[y][x0+x]>w) cp->texture[y][x0+x] = w; + } + } +} + +static void make_texture(cube21_conf *cp) +{ + int x, y, x0, y0; + float grayp[2] = {TEX_GRAY}; + for(y=0; ytexture[y][x] = 255; + draw_horz_line(cp, 0, TEX_WIDTH-1, 0); + draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texp*TEX_HEIGHT); + draw_horz_line(cp, cp->texq*TEX_WIDTH, TEX_WIDTH-1, cp->texq*TEX_HEIGHT); + draw_horz_line(cp, 0, cp->texq*TEX_WIDTH, TEX_HEIGHT/2); + draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT*3/4); + draw_horz_line(cp, 0, TEX_WIDTH-1, TEX_HEIGHT-1); + draw_vert_line(cp, 0, 0, TEX_HEIGHT-1); + draw_vert_line(cp, cp->texq*TEX_WIDTH, 0, TEX_HEIGHT*3/4); + draw_vert_line(cp, TEX_WIDTH-1, 0, TEX_HEIGHT-1); + draw_slanted_horz(cp, 0, cp->texp*TEX_HEIGHT, TEX_WIDTH/2, TEX_HEIGHT/2); + draw_slanted_vert(cp, cp->texp*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2); + draw_slanted_vert(cp, cp->texq*TEX_WIDTH, 0, TEX_WIDTH/2, TEX_HEIGHT/2); + x0 = grayp[0]*TEX_WIDTH; + y0 = grayp[1]*TEX_HEIGHT; + for(y=-1; y<=1; y++) + for(x=-1; x<=1; x++) + cp->texture[y0+y][x0+x] = 100; +} + +/* It doesn't look good */ +/*#define MIPMAP*/ + +static void init_gl(ModeInfo *mi) +{ + cube21_conf *cp = &cube21[MI_SCREEN(mi)]; +#ifdef MIPMAP + int status; +#endif + parse_colmode(); + cp->wire = MI_IS_WIREFRAME(mi); + cp->cmat = !cp->wire && (colmode != CUBE21_COLOR_WHITE); + if(MI_IS_MONO(mi)) { + tex = False; + cp->cmat = False; + } + +# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */ + cp->wire = 0; +# endif + + if(cp->wire) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + return; + } + if(!tex) + cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 0.4; + else + cp->color_inner[0] = cp->color_inner[1] = cp->color_inner[2] = 1.0; + + glClearDepth(1.0); + glDrawBuffer(GL_BACK); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glShadeModel(GL_FLAT); + glDepthFunc(GL_LESS); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, position0); + glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); + glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, position1); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); + glEnable(GL_NORMALIZE); + glEnable(GL_COLOR_MATERIAL); + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular); + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); + if(!tex) return; + glEnable(GL_TEXTURE_2D); +#ifdef MIPMAP + clear_gl_error(); + status = gluBuild2DMipmaps(GL_TEXTURE_2D, 1, TEX_WIDTH, TEX_HEIGHT, + GL_LUMINANCE, GL_UNSIGNED_BYTE, texture); + if (status) { + const char *s = gluErrorString(status); + fprintf (stderr, "%s: error mipmapping texture: %s\n", progname, (s?s:"(unknown)")); + exit (1); + } + check_gl_error("mipmapping"); +#else + glTexImage2D(GL_TEXTURE_2D, 0, 1, TEX_WIDTH, TEX_HEIGHT, + 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, cp->texture); +#endif + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef MIPMAP + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); +#else + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +#endif +} + +static void init_cp(cube21_conf *cp) +{ + int i, j; + GLfloat ce_colors[6][3] = { + {1.0, 1.0, 1.0}, + {1.0, 0.5, 0.0}, + {0.0, 0.9, 0.0}, + {0.8, 0.0, 0.0}, + {0.1, 0.1, 1.0}, + {0.9, 0.9, 0.0} + }; + cp->state = CUBE21_STATE_BASIC; + cp->xrot = -65.0; cp->yrot = 185.0; + cp->posarg = (wspeed?random()%360:0.0); + cp->t = 0.0; cp->tmax = twait; + cp->hf[0] = cp->hf[1] = 0; + cp->fr[0] = cp->fr[1] = 0; + for(i=0;i<13;i++) + cp->pieces[0][i] = cp->pieces[1][i] = (i%3==1?0:1); + switch(colmode) { + case CUBE21_COLOR_RANDOM: + case CUBE21_COLOR_TWORND: + case CUBE21_COLOR_SIXRND: + for(i=0; i<6; i++) + for(j=0; j<3; j++) + cp->colors[i][j] = rndcolor(); + break; + case CUBE21_COLOR_SILVER: + cp->colors[0][0] = 1.0; + cp->colors[0][1] = 1.0; + cp->colors[0][2] = 1.0; + cp->colors[1][0] = rndcolor(); + cp->colors[1][1] = rndcolor(); + cp->colors[1][2] = rndcolor(); + break; + case CUBE21_COLOR_CLASSIC: + for(i=0; i<6; i++) + for(j=0; j<3; j++) + cp->colors[i][j] = 0.2+0.7*ce_colors[i][j]; + break; + } + switch(colmode) { + case CUBE21_COLOR_SILVER: + case CUBE21_COLOR_TWORND: + for(i=0; i<5; i++) + for(j=0; j<12; j++) + if(i==0) cp->cind[i][j] = 0; + else if(i==2) cp->cind[i][j] = 1; + else cp->cind[i][j] = ((j+5)%12)>=6?1:0; + break; + case CUBE21_COLOR_CLASSIC: + case CUBE21_COLOR_SIXRND: + for(i=0; i<5; i++) + for(j=0; j<12; j++) + if(i==0) cp->cind[i][j] = 4; + else if(i==2) cp->cind[i][j] = 5; + else cp->cind[i][j] = ((j+5)%12)/3; + break; + case CUBE21_COLOR_RANDOM: + for(i=0; i<5; i++) + for(j=0; j<12; j++) + cp->cind[i][j] = 0; + break; + } + if(rndstart) randomize(cp); +} + +/*************************************************************************/ + +ENTRYPOINT void reshape_cube21(ModeInfo *mi, int width, int height) +{ + cube21_conf *cp = &cube21[MI_SCREEN(mi)]; + int y = 0; + if(!height) height = 1; + cp->ratio = (GLfloat)width/(GLfloat)height; + + if (width > height * 5) { /* tiny window: show middle */ + height = width; + y = -height/2; + cp->ratio = width / (GLfloat) height; + cp->posarg = 0; + } + + glViewport(0, y, (GLint) width, (GLint) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(30.0, cp->ratio, 1.0, 100.0); + glMatrixMode(GL_MODELVIEW); + glClear(GL_COLOR_BUFFER_BIT); +} + +ENTRYPOINT Bool +cube21_handle_event (ModeInfo *mi, XEvent *event) +{ + cube21_conf *cp = &cube21[MI_SCREEN(mi)]; + + if (gltrackball_event_handler (event, cp->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &cp->button_down_p)) + return True; + + return False; +} + + +ENTRYPOINT void init_cube21(ModeInfo *mi) +{ + cube21_conf *cp; + MI_INIT(mi, cube21); + cp = &cube21[MI_SCREEN(mi)]; + + cp->trackball = gltrackball_init (False); + + if(!cp->texp) { + init_posc(cp); + make_texture(cp); + } + +#ifdef HAVE_MOBILE + size *= 2; +#endif + + if ((cp->glx_context = init_GL(mi)) != NULL) { + init_gl(mi); + init_cp(cp); + reshape_cube21(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + } else { + MI_CLEARWINDOW(mi); + } +} + +ENTRYPOINT void draw_cube21(ModeInfo * mi) +{ + Display *display = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); + cube21_conf *cp; + if (!cube21) return; + cp = &cube21[MI_SCREEN(mi)]; + MI_IS_DRAWN(mi) = True; + if (!cp->glx_context) return; + mi->polygon_count = 0; + glXMakeCurrent(display, window, *(cp->glx_context)); + if (!draw_main(mi, cp)) { + MI_ABORT(mi); + return; + } + if (MI_IS_FPS(mi)) do_fps (mi); + glFlush(); + glXSwapBuffers(display, window); +} + +#ifndef STANDALONE +ENTRYPOINT void change_cube21(ModeInfo * mi) +{ + cube21_conf *cp = &cube21[MI_SCREEN(mi)]; + if (!cp->glx_context) return; + glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(cp->glx_context)); + init_gl(mi); +} +#endif /* !STANDALONE */ + + +XSCREENSAVER_MODULE ("Cube21", cube21) + +#endif -- cgit v1.2.3-55-g7522