/*- * 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 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 */ ENTRYPOINT void free_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); gltrackball_free (cp->trackball); } XSCREENSAVER_MODULE ("Cube21", cube21) #endif