3 * plays through a chess game ending. enjoy.
5 * version 1.0 - June 6, 2002
7 * Copyright (C) 2002-2008 Blair Tennessy (tennessb@unbc.ca)
9 * Permission to use, copy, modify, distribute, and sell this software and its
10 * documentation for any purpose is hereby granted without fee, provided that
11 * the above copyright notice appear in all copies and that both that
12 * copyright notice and this permission notice appear in supporting
13 * documentation. No representations are made about the suitability of this
14 * software for any purpose. It is provided "as is" without express or
19 #define DEFAULTS "*delay: 20000 \n" \
20 "*showFPS: False \n" \
21 "*wireframe: False \n" \
23 # define refresh_chess 0
24 # include "xlockmore.h"
35 #include "gltrackball.h"
36 #include "chessmodels.h"
37 #include "chessgames.h"
40 #define countof(x) (sizeof((x))/sizeof((*x)))
42 #define DEF_ROTATE "True"
43 #define DEF_REFLECTIONS "True"
44 #define DEF_SHADOWS "True"
45 #define DEF_SMOOTH "True"
46 #define DEF_CLASSIC "False"
49 static XrmOptionDescRec opts[] = {
50 {"+rotate", ".chess.rotate", XrmoptionNoArg, "false" },
51 {"-rotate", ".chess.rotate", XrmoptionNoArg, "true" },
52 {"+reflections", ".chess.reflections", XrmoptionNoArg, "false" },
53 {"-reflections", ".chess.reflections", XrmoptionNoArg, "true" },
54 {"+shadows", ".chess.shadows", XrmoptionNoArg, "false" },
55 {"-shadows", ".chess.shadows", XrmoptionNoArg, "true" },
56 {"+smooth", ".chess.smooth", XrmoptionNoArg, "false" },
57 {"-smooth", ".chess.smooth", XrmoptionNoArg, "true" },
58 {"+classic", ".chess.classic", XrmoptionNoArg, "false" },
59 {"-classic", ".chess.classic", XrmoptionNoArg, "true" },
62 static int rotate, reflections, smooth, shadows, classic;
64 static argtype vars[] = {
65 {&rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool},
66 {&reflections, "reflections", "Reflections", DEF_REFLECTIONS, t_Bool},
67 {&shadows, "shadows", "Shadows", DEF_SHADOWS, t_Bool},
68 {&smooth, "smooth", "Smooth", DEF_SMOOTH, t_Bool},
69 {&classic, "classic", "Classic", DEF_CLASSIC, t_Bool},
72 ENTRYPOINT ModeSpecOpt chess_opts = {countof(opts), opts, countof(vars), vars, NULL};
75 ModStruct chess_description =
76 {"chess", "init_chess", "draw_chess", "release_chess",
77 "draw_chess", "init_chess", NULL, &chess_opts,
78 1000, 1, 2, 1, 4, 1.0, "",
83 #define checkImageWidth 16
84 #define checkImageHeight 16
87 GLXContext *glx_context;
89 trackball_state *trackball;
95 /** definition of white/black (orange/gray) colors */
98 GLubyte checkImage[checkImageWidth][checkImageHeight][3];
99 GLuint piecetexture, boardtexture;
101 int mpiece, tpiece, steps, done;
102 double from[2], to[2];
104 int moving, take, mc, count, wire;
108 GLfloat position2[4];
116 int poly_counts[PIECES]; /* polygon count of each type of piece */
121 static Chesscreen *qs = NULL;
123 static const GLfloat MaterialShadow[] = {0.0, 0.0, 0.0, 0.3};
126 /* i prefer silvertip */
127 static const GLfloat whites[WHITES][3] =
136 static void build_colors(Chesscreen *cs)
140 int newwhite = cs->oldwhite;
141 while(newwhite == cs->oldwhite)
142 newwhite = random()%WHITES;
143 cs->oldwhite = newwhite;
145 cs->colors[0][0] = whites[cs->oldwhite][0];
146 cs->colors[0][1] = whites[cs->oldwhite][1];
147 cs->colors[0][2] = whites[cs->oldwhite][2];
150 /* build piece texture */
151 static void make_piece_texture(Chesscreen *cs)
155 for (i = 0; i < checkImageWidth; i++) {
156 for (j = 0; j < checkImageHeight; j++) {
157 c = ((j%2) == 0 || i%2 == 0) ? 240 : 180+random()%16;
158 cs->checkImage[i][j][0] = (GLubyte) c;
159 cs->checkImage[i][j][1] = (GLubyte) c;
160 cs->checkImage[i][j][2] = (GLubyte) c;
164 glGenTextures(1, &cs->piecetexture);
165 glBindTexture(GL_TEXTURE_2D, cs->piecetexture);
167 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
168 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
169 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
170 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
171 glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
172 checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
173 &cs->checkImage[0][0]);
176 /* build board texture (uniform noise in [180,180+50]) */
177 static void make_board_texture(Chesscreen *cs)
181 for (i = 0; i < checkImageWidth; i++) {
182 for (j = 0; j < checkImageHeight; j++) {
183 c = 180 + random()%51;
184 cs->checkImage[i][j][0] = (GLubyte) c;
185 cs->checkImage[i][j][1] = (GLubyte) c;
186 cs->checkImage[i][j][2] = (GLubyte) c;
190 glGenTextures(1, &cs->boardtexture);
191 glBindTexture(GL_TEXTURE_2D, cs->boardtexture);
193 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
194 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
195 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
196 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
197 glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
198 checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
199 &cs->checkImage[0][0]);
202 /** handle X event (trackball) */
203 ENTRYPOINT Bool chess_handle_event (ModeInfo *mi, XEvent *event)
205 Chesscreen *cs = &qs[MI_SCREEN(mi)];
207 if(event->xany.type == ButtonPress && event->xbutton.button == Button1) {
208 cs->button_down_p = True;
209 gltrackball_start (cs->trackball,
210 event->xbutton.x, event->xbutton.y,
211 MI_WIDTH (mi), MI_HEIGHT (mi));
214 else if(event->xany.type == ButtonRelease
215 && event->xbutton.button == Button1) {
216 cs->button_down_p = False;
219 else if (event->xany.type == ButtonPress &&
220 (event->xbutton.button == Button4 ||
221 event->xbutton.button == Button5 ||
222 event->xbutton.button == Button6 ||
223 event->xbutton.button == Button7))
225 gltrackball_mousewheel (cs->trackball, event->xbutton.button, 5,
226 !event->xbutton.state);
229 else if(event->xany.type == MotionNotify && cs->button_down_p) {
230 gltrackball_track (cs->trackball,
231 event->xmotion.x, event->xmotion.y,
232 MI_WIDTH (mi), MI_HEIGHT (mi));
239 static const GLfloat diffuse2[] = {1.0, 1.0, 1.0, 1.0};
240 /*static const GLfloat ambient2[] = {0.7, 0.7, 0.7, 1.0};*/
241 static const GLfloat shininess[] = {60.0};
242 static const GLfloat specular[] = {0.4, 0.4, 0.4, 1.0};
244 /* configure lighting */
245 static void setup_lights(Chesscreen *cs)
247 glEnable(GL_LIGHTING);
248 glLightfv(GL_LIGHT0, GL_POSITION, cs->position);
249 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse2);
252 /* glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient2); */
254 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
255 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
257 glLightfv(GL_LIGHT1, GL_SPECULAR, diffuse2);
258 glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse2);
263 static void drawPieces(ModeInfo *mi, Chesscreen *cs)
267 for(i = 0; i < BOARDSIZE; ++i) {
268 for(j = 0; j < BOARDSIZE; ++j) {
269 if(cs->game.board[i][j]) {
270 int c = cs->game.board[i][j]/PIECES;
271 glColor3fv(cs->colors[c]);
272 glCallList(cs->game.board[i][j]%PIECES);
273 mi->polygon_count += cs->poly_counts[cs->game.board[i][j]%PIECES];
276 glTranslatef(1.0, 0.0, 0.0);
279 glTranslatef(-1.0*BOARDSIZE, 0.0, 1.0);
282 glTranslatef(0.0, 0.0, -1.0*BOARDSIZE);
286 static void drawPiecesShadow(ModeInfo *mi, Chesscreen *cs)
290 for(i = 0; i < BOARDSIZE; ++i) {
291 for(j = 0; j < BOARDSIZE; ++j) {
292 if(cs->game.board[i][j]) {
293 glColor4f(0.0, 0.0, 0.0, 0.4);
294 glCallList(cs->game.board[i][j]%PIECES);
295 mi->polygon_count += cs->poly_counts[cs->game.board[i][j]%PIECES];
298 glTranslatef(1.0, 0.0, 0.0);
301 glTranslatef(-1.0*BOARDSIZE, 0.0, 1.0);
304 glTranslatef(0.0, 0.0, -1.0*BOARDSIZE);
307 /* draw a moving piece */
308 static void drawMovingPiece(ModeInfo *mi, Chesscreen *cs, int shadow)
310 int piece = cs->mpiece % PIECES;
314 if(shadow) glColor4fv(MaterialShadow);
315 else glColor3fv(cs->colors[cs->mpiece/PIECES]);
317 /** assume a queening. should be more general */
318 if((cs->mpiece == PAWN && fabs(cs->to[0]) < 0.01) ||
319 (cs->mpiece == BPAWN && fabs(cs->to[0]-7.0) < 0.01)) {
320 glTranslatef(cs->from[1]+cs->steps*cs->dx, 0.0, cs->from[0]+cs->steps*cs->dz);
322 glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->mpiece/7][0],
323 shadow ? MaterialShadow[1] : cs->colors[cs->mpiece/7][1],
324 shadow ? MaterialShadow[2] : cs->colors[cs->mpiece/7][2],
325 (fabs(50.0-cs->steps))/50.0);
327 piece = cs->steps < 50 ? PAWN : QUEEN;
331 cs->mpiece = cs->mpiece == PAWN ? QUEEN : BQUEEN;
333 else if(cs->mpiece % PIECES == KNIGHT) {
337 glTranslatef(cs->steps < 50 ? cs->from[1] : cs->to[1], 0.0,
338 cs->steps < 50 ? cs->from[0] : cs->to[0]);
340 mult = cs->steps < 10
341 ? (1.0 - cs->steps / 10.0) : 100 - cs->steps < 10
342 ? (1.0 - (100 - cs->steps) / 10.0) : 0.0;
344 shine[0] = mult*shininess[0];
345 spec[0] = mult*specular[0];
346 spec[1] = mult*specular[1];
347 spec[2] = mult*specular[2];
349 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine);
350 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
352 glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->mpiece/7][0],
353 shadow ? MaterialShadow[1] : cs->colors[cs->mpiece/7][1],
354 shadow ? MaterialShadow[2] : cs->colors[cs->mpiece/7][2],
355 fabs(49-cs->steps)/49.0);
357 glScalef(fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0);
360 glTranslatef(cs->from[1]+cs->steps*cs->dx, 0.0, cs->from[0]+cs->steps*cs->dz);
366 mi->polygon_count += cs->poly_counts[cs->mpiece % PIECES];
368 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
369 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
377 /** code to squish a taken piece */
378 static void drawTakePiece(ModeInfo *mi, Chesscreen *cs, int shadow)
383 glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->tpiece/7][0],
384 shadow ? MaterialShadow[1] : cs->colors[cs->tpiece/7][1],
385 shadow ? MaterialShadow[2] : cs->colors[cs->tpiece/7][2],
386 (100-1.6*cs->steps)/100.0);
388 glTranslatef(cs->to[1], 0.0, cs->to[0]);
390 if(cs->mpiece % PIECES == KNIGHT)
391 glScalef(1.0+cs->steps/100.0, 1.0, 1.0+cs->steps/100.0);
393 glScalef(1.0, 1 - cs->steps/50.0 > 0.01 ? 1 - cs->steps/50.0 : 0.01, 1.0);
394 glCallList(cs->tpiece % 7);
395 mi->polygon_count += cs->poly_counts[cs->tpiece % PIECES];
402 static void drawBoard(ModeInfo *mi, Chesscreen *cs)
408 for(i = 0; i < BOARDSIZE; ++i)
409 for(j = 0; j < BOARDSIZE; ++j) {
410 double ma1 = (i+j)%2 == 0 ? cs->mod*i : 0.0;
411 double mb1 = (i+j)%2 == 0 ? cs->mod*j : 0.0;
412 double ma2 = (i+j)%2 == 0 ? cs->mod*(i+1.0) : 0.01;
413 double mb2 = (i+j)%2 == 0 ? cs->mod*(j+1.0) : 0.01;
415 /*glColor3fv(colors[(i+j)%2]);*/
416 glColor4f(cs->colors[(i+j)%2][0], cs->colors[(i+j)%2][1],
417 cs->colors[(i+j)%2][2], 0.65);
419 glNormal3f(0.0, 1.0, 0.0);
420 /* glTexCoord2f(mod*i, mod*(j+1.0)); */
421 glTexCoord2f(ma1, mb2);
422 glVertex3f(i, 0.0, j + 1.0);
423 /* glTexCoord2f(mod*(i+1.0), mod*(j+1.0)); */
424 glTexCoord2f(ma2, mb2);
425 glVertex3f(i + 1.0, 0.0, j + 1.0);
426 glTexCoord2f(ma2, mb1);
427 /* glTexCoord2f(mod*(i+1.0), mod*j); */
428 glVertex3f(i + 1.0, 0.0, j);
429 glTexCoord2f(ma1, mb1);
430 /* glTexCoord2f(mod*i, mod*j); */
431 glVertex3f(i, 0.0, j);
436 /* chop underneath board */
437 /* glColor3f(0, 0, 0); */
438 /* glNormal3f(0, -1, 0); */
439 /* glVertex3f(0, 0, BOARDSIZE); */
440 /* glVertex3f(0, 0, 0); */
441 /* glVertex3f(BOARDSIZE, 0, 0); */
442 /* glVertex3f(BOARDSIZE, 0, BOARDSIZE); */
446 static void draw_pieces(ModeInfo *mi, Chesscreen *cs, int wire)
449 glEnable(GL_TEXTURE_2D);
450 glBindTexture(GL_TEXTURE_2D, cs->piecetexture);
451 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
453 glColor4f(0.5, 0.5, 0.5, 1.0);
454 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
458 if(cs->moving) drawMovingPiece(mi, cs, 0);
459 if(cs->take) drawTakePiece(mi, cs, 0);
460 glDisable(GL_TEXTURE_2D);
463 static void draw_shadow_pieces(ModeInfo *mi, Chesscreen *cs, int wire)
466 glEnable(GL_TEXTURE_2D);
467 glBindTexture(GL_TEXTURE_2D, cs->piecetexture);
468 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
471 /* use the stencil */
472 glDisable(GL_LIGHTING);
473 glDisable(GL_COLOR_MATERIAL);
474 glDisable(GL_DEPTH_TEST);
475 glDisable(GL_TEXTURE_2D);
478 glClear(GL_STENCIL_BUFFER_BIT);
479 glColorMask(0,0,0,0);
480 glEnable(GL_STENCIL_TEST);
482 glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFFL);
483 glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
487 glTranslatef(0.0, 0.001, 0.0);
489 /* draw the pieces */
490 drawPiecesShadow(mi, cs);
491 if(cs->moving) drawMovingPiece(mi, cs, shadows);
492 if(cs->take) drawTakePiece(mi, cs, shadows);
497 /* turn on drawing into colour buffer */
498 glColorMask(1,1,1,1);
500 /* programming with effect */
501 glDisable(GL_LIGHTING);
502 glDisable(GL_COLOR_MATERIAL);
503 glDisable(GL_TEXTURE_2D);
505 /* now draw the union of the shadows */
509 want to keep alpha values (alpha is involved in transition
510 effects of the active pieces).
513 glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFFL);
514 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
518 glColor4fv(MaterialShadow);
520 /* draw the board generously to fill the shadows */
523 glVertex3f(-1.0, 0.0, -1.0);
524 glVertex3f(-1.0, 0.0, BOARDSIZE + 1.0);
525 glVertex3f(1.0 + BOARDSIZE, 0.0, BOARDSIZE + 1.0);
526 glVertex3f(1.0 + BOARDSIZE, 0.0, -1.0);
530 glDisable(GL_STENCIL_TEST);
532 /* "pop" attributes */
533 glEnable(GL_TEXTURE_2D);
534 glEnable(GL_COLOR_MATERIAL);
535 glEnable(GL_LIGHTING);
536 glEnable(GL_CULL_FACE);
545 /* create a matrix that will project the desired shadow */
546 static void shadowmatrix(GLfloat shadowMat[4][4],
547 GLfloat groundplane[4],
552 /* find dot product between light position vector and ground plane normal */
553 dot = groundplane[X] * lightpos[X] +
554 groundplane[Y] * lightpos[Y] +
555 groundplane[Z] * lightpos[Z] +
556 groundplane[W] * lightpos[W];
558 shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
559 shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
560 shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
561 shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
563 shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
564 shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
565 shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
566 shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
568 shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
569 shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
570 shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
571 shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
573 shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
574 shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
575 shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
576 shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
579 /** reflectionboard */
580 static void draw_reflections(ModeInfo *mi, Chesscreen *cs)
584 glEnable(GL_STENCIL_TEST);
585 glStencilFunc(GL_ALWAYS, 1, 1);
586 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
587 glColorMask(0,0,0,0);
588 glDisable(GL_CULL_FACE);
590 glDisable(GL_DEPTH_TEST);
593 /* only draw white squares */
594 for(i = 0; i < BOARDSIZE; ++i) {
595 for(j = (BOARDSIZE+i) % 2; j < BOARDSIZE; j += 2) {
596 glVertex3f(i, 0.0, j + 1.0);
597 glVertex3f(i + 1.0, 0.0, j + 1.0);
598 glVertex3f(i + 1.0, 0.0, j);
599 glVertex3f(i, 0.0, j);
604 glEnable(GL_DEPTH_TEST);
606 glColorMask(1, 1, 1, 1);
607 glStencilFunc(GL_EQUAL, 1, 1);
608 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
611 glScalef(1.0, -1.0, 1.0);
612 glTranslatef(0.5, 0.0, 0.5);
614 glLightfv(GL_LIGHT0, GL_POSITION, cs->position);
615 draw_pieces(mi, cs, cs->wire);
618 glDisable(GL_STENCIL_TEST);
619 glLightfv(GL_LIGHT0, GL_POSITION, cs->position);
621 glEnable(GL_CULL_FACE);
623 glColorMask(1,1,1,1);
626 /** draws the scene */
627 static void display(ModeInfo *mi, Chesscreen *cs)
629 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
631 mi->polygon_count = 0;
633 glMatrixMode(GL_MODELVIEW);
636 /** setup perspectiv */
637 glTranslatef(0.0, 0.0, -1.5*BOARDSIZE);
638 glRotatef(30.0, 1.0, 0.0, 0.0);
639 gltrackball_rotate (cs->trackball);
640 glRotatef(cs->theta*100, 0.0, 1.0, 0.0);
641 glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE);
643 /* cs->position[0] = 4.0 + 1.0*-sin(cs->theta*100*M_PI/180.0); */
644 /* cs->position[2] = 4.0 + 1.0* cos(cs->theta*100*M_PI/180.0); */
645 /* cs->position[1] = 5.0; */
647 /* this is the lone light that the shadow matrix is generated from */
648 cs->position[0] = 1.0;
649 cs->position[2] = 1.0;
650 cs->position[1] = 16.0;
652 cs->position2[0] = 4.0 + 8.0*-sin(cs->theta*100*M_PI/180.0);
653 cs->position2[2] = 4.0 + 8.0* cos(cs->theta*100*M_PI/180.0);
656 glEnable(GL_LIGHTING);
657 glLightfv(GL_LIGHT0, GL_POSITION, cs->position);
658 glLightfv(GL_LIGHT1, GL_POSITION, cs->position2);
662 /** draw board, pieces */
664 glEnable(GL_LIGHTING);
665 glEnable(GL_COLOR_MATERIAL);
667 if(reflections && !cs->wire) {
668 draw_reflections(mi, cs);
672 glEnable(GL_TEXTURE_2D);
673 glBindTexture(GL_TEXTURE_2D, cs->boardtexture);
675 glDisable(GL_TEXTURE_2D);
680 shadowmatrix(m, cs->ground, cs->position);
682 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
684 glDisable(GL_LIGHTING);
685 glDisable(GL_DEPTH_TEST);
687 /* display ant shadow */
689 glTranslatef(0.0, 0.001, 0.0);
691 glTranslatef(0.5, 0.01, 0.5);
692 draw_shadow_pieces(mi, cs, cs->wire);
695 glEnable(GL_LIGHTING);
697 glEnable(GL_DEPTH_TEST);
706 glTranslatef(0.5, 0.0, 0.5);
707 draw_pieces(mi, cs, cs->wire);
710 glDisable(GL_COLOR_MATERIAL);
711 glDisable(GL_LIGHTING);
714 if (!cs->button_down_p)
718 /** reshape handler */
719 ENTRYPOINT void reshape_chess(ModeInfo *mi, int width, int height)
721 GLfloat h = (GLfloat) height / (GLfloat) width;
722 glViewport(0,0, width, height);
723 glMatrixMode(GL_PROJECTION);
725 gluPerspective(45, 1/h, 2.0, 30.0);
726 glMatrixMode(GL_MODELVIEW);
729 /** initialization handler */
730 ENTRYPOINT void init_chess(ModeInfo *mi)
733 int screen = MI_SCREEN(mi);
736 !(qs = (Chesscreen *) calloc(MI_NUM_SCREENS(mi), sizeof(Chesscreen))))
740 cs->window = MI_WINDOW(mi);
741 cs->wire = MI_IS_WIREFRAME(mi);
742 cs->trackball = gltrackball_init ();
746 cs->colors[0][0] = 1.0;
747 cs->colors[0][1] = 0.5;
748 cs->colors[0][2] = 0.0;
750 cs->colors[1][0] = 0.6;
751 cs->colors[1][1] = 0.6;
752 cs->colors[1][2] = 0.6;
758 /* cs->position[0] = 0.0; */
759 /* cs->position[1] = 5.0; */
760 /* cs->position[2] = 5.0; */
761 /* cs->position[3] = 1.0; */
763 cs->position[0] = 0.0;
764 cs->position[1] = 24.0;
765 cs->position[2] = 2.0;
766 cs->position[3] = 1.0;
769 cs->position2[0] = 5.0;
770 cs->position2[1] = 5.0;
771 cs->position2[2] = 5.0;
772 cs->position2[3] = 1.0;
777 cs->ground[3] = -0.00001;
782 if((cs->glx_context = init_GL(mi)))
783 reshape_chess(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
787 glClearColor(0.0, 0.0, 0.0, 0.0);
790 glDepthFunc(GL_LEQUAL);
792 glEnable(GL_CULL_FACE);
795 make_piece_texture(cs);
796 make_board_texture(cs);
798 gen_model_lists( classic, cs->poly_counts);
802 glColorMaterial(GL_FRONT, GL_DIFFUSE);
803 glShadeModel(smooth ? GL_SMOOTH : GL_FLAT);
804 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
805 glEnable(GL_DEPTH_TEST);
808 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
811 /** does dirty work drawing scene, moving pieces */
812 ENTRYPOINT void draw_chess(ModeInfo *mi)
814 Chesscreen *cs = &qs[MI_SCREEN(mi)];
815 Window w = MI_WINDOW(mi);
816 Display *disp = MI_DISPLAY(mi);
821 glXMakeCurrent(disp, w, *(cs->glx_context));
823 /** code for moving a piece */
824 if(cs->moving && ++cs->steps == 100) {
825 cs->moving = cs->count = cs->steps = cs->take = 0;
826 cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]] = cs->mpiece;
829 if(cs->mc == cs->game.movecount) {
835 if(++cs->count == 100) {
837 cs->mpiece = cs->game.board[cs->game.moves[cs->mc][0]][cs->game.moves[cs->mc][1]];
838 cs->game.board[cs->game.moves[cs->mc][0]][cs->game.moves[cs->mc][1]] = NONE;
840 if((cs->tpiece = cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]])) {
841 cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]] = NONE;
845 cs->from[0] = cs->game.moves[cs->mc][0];
846 cs->from[1] = cs->game.moves[cs->mc][1];
847 cs->to[0] = cs->game.moves[cs->mc][2];
848 cs->to[1] = cs->game.moves[cs->mc][3];
850 cs->dz = (cs->to[0] - cs->from[0]) / 100;
851 cs->dx = (cs->to[1] - cs->from[1]) / 100;
855 else if(cs->done == 1) {
856 int newgame = cs->oldgame;
857 while(newgame == cs->oldgame)
858 newgame = random()%GAMES;
861 cs->mod = 0.6 + (random()%20)/10.0;
864 cs->oldgame = newgame;
865 cs->game = games[cs->oldgame];
878 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION,
879 cs->done == 1 ? 1.0+0.1*cs->count : 100.0/cs->count);
880 glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION,
881 cs->done == 1 ? 1.0+0.1*cs->count : 100.0/cs->count);
882 glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.14);
883 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.14);
888 if(mi->fps_p) do_fps(mi);
890 glXSwapBuffers(disp, w);
894 ENTRYPOINT void release_chess(ModeInfo *mi)
903 XSCREENSAVER_MODULE_2 ("Endgame", endgame, chess)