/* flipflop, Copyright (c) 2003 Kevin Ogden <kogden1@hotmail.com>
+ * (c) 2006 Sergio GutiƩrrez "Sergut" <sergut@gmail.com>
+ * (c) 2008 Andrew Galante <a.drew7@gmail.com>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
+ *
+ *
+ * 2003 Kevin Odgen First version
+ * 2006 Sergio GutiƩrrez "Sergut" Made several parameters dynamic and selectable
+ * from the command line: size of the board,
+ * rotation speed and number of free squares; also
+ * added the "sticks" mode.
+ * 2008 Andrew Galante Added -textured option: textures the board with
+ * an image which gets scrambled as the tiles move
+ *
*/
-#include <X11/Intrinsic.h>
+#define DEF_MODE "tiles" /* Default mode (options: "tiles", "sticks") */
+#define DEF_SIZEX "9" /* Default width of the board */
+#define DEF_SIZEY "9" /* Default length of the board */
-#include <math.h>
-#include <sys/time.h>
-#include <stdio.h>
-#include <stdlib.h>
+#define DEF_BOARD_SIZE "0" /* "0" means "no value selected by user". It is changed */
+#define DEF_NUMSQUARES "0" /* in function init_flipflop() to its correct value (that */
+#define DEF_FREESQUARES "0" /* is a function of the size of the board and the mode)*/
-#define BOARDSIZE 9
-#define NUMSQUARES 76
-#define HALFTHICK 0.04
+#define DEF_SPIN "0.1" /* Default angular velocity: PI/10 rads/s */
+
+#define DEF_TEXTURED "False" /* Default: do not grab an image for texturing */
+
+#define DEF_STICK_THICK 54 /* Thickness for the sticks mode (over 100) */
+#define DEF_STICK_RATIO 80 /* Ratio of sticks/total squares (over 100) */
+#define DEF_TILE_THICK 4 /* Thickness for the tiles mode (over 100) */
+#define DEF_TILE_RATIO 95 /* Ratio of tiles/total squares (over 100) */
#ifdef STANDALONE
-# define PROGCLASS "Flipflop"
-# define HACK_INIT init_flipflop
-# define HACK_DRAW draw_flipflop
-# define HACK_RESHAPE reshape_flipflop
-# define HACK_HANDLE_EVENT flipflop_handle_event
-# define EVENT_MASK PointerMotionMask
-# define flipflop_opts xlockmore_opts
-
-#define DEFAULTS "*delay: 20000 \n" \
- "*showFPS: False \n" \
- "*wireframe: False \n"
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n"
+# define release_flipflop 0
# include "xlockmore.h"
#else
# include "xlock.h"
-#endif
+#endif /* STANDALONE */
#ifdef USE_GL
-#include <GL/glu.h>
#include "gltrackball.h"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
- {"+rotate", ".flipflop.rotate", XrmoptionNoArg, "false" },
- {"-rotate", ".flipflop.rotate", XrmoptionNoArg, "true" },
+ {"-sticks", ".mode", XrmoptionNoArg, "sticks"},
+ {"-tiles", ".mode", XrmoptionNoArg, "tiles" },
+ {"-mode", ".mode", XrmoptionSepArg, 0 },
+ {"-size", ".size", XrmoptionSepArg, 0 },
+ {"-size-x", ".sizex", XrmoptionSepArg, 0 },
+ {"-size-y", ".sizey", XrmoptionSepArg, 0 },
+ {"-count", ".numsquares", XrmoptionSepArg, 0 },
+ {"-free", ".freesquares", XrmoptionSepArg, 0 },
+ {"-spin", ".spin", XrmoptionSepArg, 0 },
+ {"-texture", ".textured", XrmoptionNoArg, "True" },
+ {"+texture", ".textured", XrmoptionNoArg, "False" },
};
-
-
-static int rotate, wire, clearbits;
+static int wire, clearbits;
+static int board_x_size, board_y_size, board_avg_size;
+static int numsquares, freesquares;
+static float half_thick;
+static float spin;
+static char* flipflopmode_str="tiles";
+static int textured;
static argtype vars[] = {
- { &rotate, "rotate", "Rotate", "True", t_Bool},
+ { &flipflopmode_str, "mode", "Mode", DEF_MODE, t_String},
+ { &board_avg_size, "size", "Integer", DEF_BOARD_SIZE, t_Int},
+ { &board_x_size, "sizex", "Integer", DEF_SIZEX, t_Int},
+ { &board_y_size, "sizey", "Integer", DEF_SIZEY, t_Int},
+ { &numsquares, "numsquares", "Integer", DEF_NUMSQUARES, t_Int},
+ { &freesquares, "freesquares", "Integer", DEF_NUMSQUARES, t_Int},
+ { &spin, "spin", "Float", DEF_SPIN, t_Float},
+ { &textured, "textured", "Bool", DEF_TEXTURED, t_Bool},
};
-ModeSpecOpt flipflop_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt flipflop_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct flipflop_description =
-{"flipflop", "init_flipflop", "draw_flipflop", "release_flipflop",
- "draw_flipflop", "init_flipflop", NULL, &flipflop_opts,
- 1000, 1, 2, 1, 4, 1.0, "",
- "Flipflop", 0, NULL};
+ {"flipflop", "init_flipflop", "draw_flipflop", NULL,
+ "draw_flipflop", "init_flipflop", "free_flipflop", &flipflop_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "Flipflop", 0, NULL};
-#endif
+#endif /* USE_MODULES */
typedef struct {
- GLXContext *glx_context;
- Window window;
- trackball_state *trackball;
- Bool button_down_p;
-} Flipflopcreen;
+ /* array specifying which squares are where (to avoid collisions) */
+ /* -1 means empty otherwise integer represents square index 0 - n-1 */
+ /* occupied[x*board_y_size+y] is the tile [x][y] (i.e. that starts at column x and row y)*/
+ int *occupied; /* size: size_x * size_y */
+ /* an array of xpositions of the squares */
+ int *xpos; /* size: numsquares */
+ /* array of y positions of the squares */
+ int *ypos; /* size: numsquares */
+ /* integer representing the direction of movement of a square */
+ int *direction; /* 0 not, 1 x+, 2 y+, 3 x-, 4 y-*/ /* size: numsquares */
+ /* angle of moving square (during a flip) */
+ float *angle; /* size: numsquares */
+ /* array of colors for a square (RGB) */
+ /* eg. color[ 3*3 + 0 ] is the red component of square 3 */
+ /* eg. color[ 4*3 + 1 ] is the green component of square 4 */
+ /* eg. color[ 5*3 + 2 ] is the blue component of square 5 */
+ /* ^-- n is the number of square */
+ float *color; /* size: numsquares * 3 */
+ /* array of texcoords for each square */
+ /* tex[ n*4 + 0 ] is x texture coordinate of square n's left side */
+ /* tex[ n*4 + 1 ] is y texture coordinate of square n's top side */
+ /* tex[ n*4 + 2 ] is x texture coordinate of square n's right side */
+ /* tex[ n*4 + 3 ] is y texture coordinate of square n's bottom side */
+ float *tex; /* size: numsquares * 4 */
+} randsheet;
-static Flipflopcreen *qs = NULL;
+typedef struct {
+ GLXContext *glx_context;
+ Window window;
+ trackball_state *trackball;
+ Bool button_down_p;
-typedef struct{
- /* 2D array specifying which squares are where (to avoid collisions) */
- /* -1 means empty otherwise integer represents square index 0 - n-1 */
- int occupied[ BOARDSIZE ][ BOARDSIZE ];
- /* an array of xpositions of the squares */
- int xpos[ NUMSQUARES ];
- /* array of y positions of the squares */
- int ypos[ NUMSQUARES ];
- /* integer representing the direction of movement of a square */
- int direction[ NUMSQUARES ]; /* 0 not, 1 x+, 2 y+, 3 x-, 4 y-*/
- /* angle of moving square (during a flip) */
- float angle[ NUMSQUARES ];
- /* array of colors for a square. rgb */
- /* eg. color[ 4 ][ 0 ] is the red component of square 4 */
- /* eg. color[ 5 ][ 2 ] is the blue component of square 5 */
- float color[ NUMSQUARES ][ 3 ];
- /* n is the number of square */
-} randsheet;
+ randsheet *sheet;
+
+ float theta; /* angle of rotation of the board */
+ float flipspeed; /* amount of flip; 1 is a entire flip */
+ float reldist; /* relative distace of camera from center */
+ float energy; /* likelyhood that a square will attempt to move */
+
+ /* texture rectangle */
+ float tex_x;
+ float tex_y;
+ float tex_width;
+ float tex_height;
+ /* id of texture in use */
+ GLuint texid;
-/*** ADDED RANDSHEET VARS ***/
+ Bool mipmap;
+ Bool got_texture;
-static randsheet MyRandSheet;
+ GLfloat anisotropic;
+
+} Flipflopcreen;
-static double theta = 0.0;
-/* amount which the square flips. 1 is a entire flip */
-static float flipspeed = 0.03;
-/* relative distace of camera from center */
-static float reldist = 1;
-/* likelehood a square will attempt a move */
-static float energy = 40;
+static Flipflopcreen *qs = NULL;
+#include "grab-ximage.h"
+static void randsheet_create( randsheet *rs );
static void randsheet_initialize( randsheet *rs );
-static int randsheet_new_move( randsheet* rs );
-static int randsheet_new_move( randsheet* rs );
+static void randsheet_free( randsheet *rs );
+static int randsheet_new_move( randsheet* rs );
static void randsheet_move( randsheet *rs, float rot );
-static void randsheet_draw( randsheet *rs );
+static int randsheet_draw( randsheet *rs );
static void setup_lights(void);
-static void drawBoard(void);
-static void display(Flipflopcreen *c);
-static void draw_sheet(void);
+static int drawBoard(Flipflopcreen *);
+static int display(ModeInfo *mi);
+static int draw_sheet(float *tex);
/* configure lighting */
static void
setup_lights(void)
{
-/* GLfloat position0[] = { BOARDSIZE*0.5, BOARDSIZE*0.1, BOARDSIZE*0.5, 1.0 }; */
+ /* GLfloat position0[] = { board_avg_size*0.5, board_avg_size*0.1, board_avg_size*0.5, 1.0 }; */
+
+ /* GLfloat position0[] = { -board_avg_size*0.5, 0.2*board_avg_size, -board_avg_size*0.5, 1.0 }; */
+ GLfloat position0[4];
+ position0[0] = 0;
+ position0[1] = board_avg_size*0.3;
+ position0[2] = 0;
+ position0[3] = 1;
-/* GLfloat position0[] = { -BOARDSIZE*0.5, 0.2*BOARDSIZE, -BOARDSIZE*0.5, 1.0 }; */
- GLfloat position0[] = { 0, BOARDSIZE*0.3, 0, 1.0 };
+ if (wire) return;
- if (wire) return;
+ glEnable(GL_LIGHTING);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glEnable(GL_LIGHT0);
+}
- glEnable(GL_LIGHTING);
- glLightfv(GL_LIGHT0, GL_POSITION, position0);
- glEnable(GL_LIGHT0);
- }
+static void get_texture(ModeInfo *);
-Bool
+
+ENTRYPOINT Bool
flipflop_handle_event (ModeInfo *mi, XEvent *event)
{
- Flipflopcreen *c = &qs[MI_SCREEN(mi)];
+ Flipflopcreen *c = &qs[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
+ if (gltrackball_event_handler (event, c->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &c->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
- c->button_down_p = True;
- gltrackball_start (c->trackball,
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- c->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
- {
- gltrackball_mousewheel (c->trackball, event->xbutton.button, 5,
- !event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- c->button_down_p)
- {
- gltrackball_track (c->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
+ if (!textured || c->got_texture)
+ {
+ textured = 1;
+ c->got_texture = False;
+ get_texture (mi);
+ return True;
+ }
}
- return False;
+ return False;
}
/* draw board */
-static void
-drawBoard(void)
+static int
+drawBoard(Flipflopcreen *c)
{
- int i;
- for( i=0; i < (energy) ; i++ )
- randsheet_new_move( &MyRandSheet );
- randsheet_move( &MyRandSheet, flipspeed * 3.14159 );
- randsheet_draw( &MyRandSheet );
+ int i;
+ for( i=0; i < (c->energy) ; i++ ) {
+ randsheet_new_move( c->sheet );
+ }
+ randsheet_move( c->sheet, c->flipspeed * 3.14159 );
+ return randsheet_draw( c->sheet );
}
-static void
-display(Flipflopcreen *c)
+static int
+display(ModeInfo *mi)
{
- GLfloat amb[] = { 0.8, 0.8, 0.8, 1.0 };
+ Flipflopcreen *c = &qs[MI_SCREEN(mi)];
+ GLfloat amb[] = { 0.8, 0.8, 0.8, 1.0 };
+ int polys = 0;
- glClear(clearbits);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ glClear(clearbits);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.2);
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.15/board_avg_size );
+ glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.15/board_avg_size );
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.2);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.15/BOARDSIZE );
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.15/BOARDSIZE );
- glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glRotatef(current_device_rotation(), 0, 0, 1);
- /** setup perspectif */
- glTranslatef(0.0, 0.0, -reldist*BOARDSIZE);
- glRotatef(22.5, 1.0, 0.0, 0.0);
- gltrackball_rotate (c->trackball);
- glRotatef(theta*100, 0.0, 1.0, 0.0);
- glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE);
+ /** setup perspectif */
+ glTranslatef(0.0, 0.0, -c->reldist*board_avg_size);
+ glRotatef(22.5, 1.0, 0.0, 0.0);
+ gltrackball_rotate (c->trackball);
+ glRotatef(c->theta*100, 0.0, 1.0, 0.0);
+ glTranslatef(-0.5*board_x_size, 0.0, -0.5*board_y_size); /* Center the board */
- drawBoard();
+ /* set texture */
+ if(textured)
+ glBindTexture(GL_TEXTURE_2D, c->texid);
- if (!c->button_down_p)
- theta += .001;
+# 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
+
+ polys = drawBoard(c);
+
+ if (!c->button_down_p) {
+ c->theta += .01 * spin;
+ }
+ return polys;
}
-void
+ENTRYPOINT void
reshape_flipflop(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
- glViewport(0,0, width, height);
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport(0,y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1/h, 1.0, 300.0);
glMatrixMode(GL_MODELVIEW);
}
-void
+static void
+image_loaded_cb (const char *filename, XRectangle *geometry,
+ int image_width, int image_height,
+ int texture_width, int texture_height,
+ void *closure)
+{
+ Flipflopcreen *c = (Flipflopcreen *)closure;
+ int i, j;
+ int index = 0;
+ randsheet *rs = c->sheet;
+
+ c->tex_x = (float)geometry->x / (float)texture_width;
+ c->tex_y = (float)geometry->y / (float)texture_height;
+ c->tex_width = (float)geometry->width / (float)texture_width;
+ c->tex_height = (float)geometry->height / (float)texture_height;
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ (c->mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
+
+ if(c->anisotropic >= 1)
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, c->anisotropic);
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ for(i = 0; i < board_x_size && index < numsquares; i++)
+ for(j = 0; j < board_y_size && index < numsquares; j++)
+ {
+ /* arrange squares to form loaded image */
+ rs->tex[ index*4 + 0 ] = c->tex_x + c->tex_width / board_x_size * (i + 0);
+ rs->tex[ index*4 + 1 ] = c->tex_y + c->tex_height / board_y_size * (j + 1);
+ rs->tex[ index*4 + 2 ] = c->tex_x + c->tex_width / board_x_size * (i + 1);
+ rs->tex[ index*4 + 3 ] = c->tex_y + c->tex_height / board_y_size * (j + 0);
+ rs->color[ index*3 + 0 ] = 1;
+ rs->color[ index*3 + 1 ] = 1;
+ rs->color[ index*3 + 2 ] = 1;
+ index++;
+ }
+
+ c->got_texture = True;
+}
+
+static void
+get_texture(ModeInfo *modeinfo)
+{
+ Flipflopcreen *c = &qs[MI_SCREEN(modeinfo)];
+
+ c->got_texture = False;
+ c->mipmap = True;
+ load_texture_async (modeinfo->xgwa.screen, modeinfo->window,
+ *c->glx_context, 0, 0, c->mipmap, c->texid,
+ image_loaded_cb, c);
+}
+
+ENTRYPOINT void
init_flipflop(ModeInfo *mi)
{
- int screen = MI_SCREEN(mi);
- Flipflopcreen *c;
- wire = MI_IS_WIREFRAME(mi);
+ int screen;
+ Flipflopcreen *c;
- if(!qs &&
- !(qs = (Flipflopcreen *) calloc(MI_NUM_SCREENS(mi), sizeof(Flipflopcreen))))
- return;
+ if (MI_IS_WIREFRAME(mi)) textured = 0;
- c = &qs[screen];
- c->window = MI_WINDOW(mi);
- c->trackball = gltrackball_init ();
+ /* Set all constants to their correct values */
+ if (board_avg_size != 0) { /* general size specified by user */
+ board_x_size = board_avg_size;
+ board_y_size = board_avg_size;
+ } else {
+ board_avg_size = (board_x_size + board_y_size) / 2;
+ }
+ if ((numsquares == 0) && (freesquares != 0)) {
+ numsquares = board_x_size * board_y_size - freesquares;
+ }
+ if (strcmp(flipflopmode_str, "tiles")) {
+ textured = 0; /* textures look dumb in stick mode */
+ half_thick = 1.0 * DEF_STICK_THICK / 100.0;
+ if (numsquares == 0) { /* No value defined by user */
+ numsquares = board_x_size * board_y_size * DEF_STICK_RATIO / 100;
+ }
+ } else {
+ half_thick = 1.0 * DEF_TILE_THICK / 100.0;
+ if (numsquares == 0) { /* No value defined by user */
+ numsquares = board_x_size * board_y_size * DEF_TILE_RATIO/ 100;;
+ }
+ }
+ if (board_avg_size < 2) {
+ fprintf (stderr,"%s: the board must be at least 2x2.\n", progname);
+ exit(1);
+ }
+ if ((board_x_size < 1) || (board_y_size < 1) || (numsquares < 1)) {
+ fprintf (stderr,"%s: the number of elements ('-count') and the dimensions of the board ('-size-x', '-size-y') must be positive integers.\n", progname);
+ exit(1);
+ }
+ if (board_x_size * board_y_size <= numsquares) {
+ fprintf (stderr,"%s: the number of elements ('-count') that you specified is too big \n for the dimensions of the board ('-size-x', '-size-y'). Nothing will move.\n", progname);
+ }
+
+ screen = MI_SCREEN(mi);
+ wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT(mi, qs);
+
+ c = &qs[screen];
+ c->window = MI_WINDOW(mi);
+ c->trackball = gltrackball_init (False);
- if((c->glx_context = init_GL(mi)))
- reshape_flipflop(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
- else
- MI_CLEARWINDOW(mi);
+ c->flipspeed = 0.03;
+ c->reldist = 1;
+ c->energy = 40;
- glClearColor(0.0, 0.0, 0.0, 0.0);
+ if((c->glx_context = init_GL(mi)))
+ reshape_flipflop(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ else
+ MI_CLEARWINDOW(mi);
- clearbits = GL_COLOR_BUFFER_BIT;
+ /* At this point, all the constants have already been set, */
+ /* so we can create the board */
+ c->sheet = (randsheet*) malloc(sizeof(randsheet));
+ randsheet_create( c->sheet );
- glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- setup_lights();
+ clearbits = GL_COLOR_BUFFER_BIT;
- glEnable(GL_DEPTH_TEST);
- clearbits |= GL_DEPTH_BUFFER_BIT;
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- randsheet_initialize( &MyRandSheet );
+ glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ setup_lights();
+ glEnable(GL_DEPTH_TEST);
+ clearbits |= GL_DEPTH_BUFFER_BIT;
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ randsheet_initialize( c->sheet );
+ if( textured ){
+ /* check for anisotropic filtering */
+ if(strstr((char *)glGetString(GL_EXTENSIONS),
+ "GL_EXT_texture_filter_anisotropic"))
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &c->anisotropic);
+ else
+ c->anisotropic = 0;
+
+ /* allocate a new texture and get it */
+ glGenTextures(1, &c->texid);
+ get_texture(mi);
+ }
}
-void
+ENTRYPOINT void
draw_flipflop(ModeInfo *mi)
{
- Flipflopcreen *c = &qs[MI_SCREEN(mi)];
- Window w = MI_WINDOW(mi);
- Display *disp = MI_DISPLAY(mi);
+ Flipflopcreen *c = &qs[MI_SCREEN(mi)];
+ Window w = MI_WINDOW(mi);
+ Display *disp = MI_DISPLAY(mi);
- if(!c->glx_context)
- return;
+ if(!c->glx_context || (textured && !c->got_texture))
+ return;
- glXMakeCurrent(disp, w, *(c->glx_context));
+ glXMakeCurrent(disp, w, *(c->glx_context));
- display(c);
+ mi->polygon_count = display(mi);
- if(mi->fps_p){
- do_fps(mi);
- }
+ if(mi->fps_p){
+ do_fps(mi);
+ }
- glFinish();
- glXSwapBuffers(disp, w);
+ glFinish();
+ glXSwapBuffers(disp, w);
}
-void
-release_flipflop(ModeInfo *mi)
+ENTRYPOINT void
+free_flipflop(ModeInfo *mi)
{
- if(qs)
- free((void *) qs);
-
- FreeAllGL(MI);
+ Flipflopcreen *c = &qs[MI_SCREEN(mi)];
+ if (c->sheet) {
+ randsheet_free(c->sheet);
+ free (c->sheet);
+ }
}
/*** ADDED RANDSHEET FUNCTIONS ***/
+static int
+draw_sheet(float *tex)
+{
+ int polys = 0;
+ glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
+
+ glNormal3f( 0, -1, 0 );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, -half_thick, half_thick );
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, -half_thick, half_thick );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, -half_thick, 1-half_thick);
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, -half_thick, 1-half_thick );
+ polys++;
+
+ if (wire) { glEnd(); glBegin (GL_LINE_LOOP); }
+
+ /* back */
+ glNormal3f( 0, 1, 0 );
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, half_thick, 1-half_thick );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, half_thick, 1-half_thick);
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, half_thick, half_thick );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, half_thick, half_thick );
+ polys++;
+
+ if (wire) { glEnd(); return polys; }
+
+ /* 4 edges!!! weee.... */
+ glNormal3f( 0, 0, -1 );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, half_thick, half_thick );
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, half_thick, half_thick );
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, -half_thick, half_thick );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, -half_thick, half_thick );
+ polys++;
+ glNormal3f( 0, 0, 1 );
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, half_thick, 1-half_thick );
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, -half_thick, 1-half_thick );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, -half_thick, 1-half_thick );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, half_thick, 1-half_thick );
+ polys++;
+ glNormal3f( 1, 0, 0 );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, half_thick, 1-half_thick );
+ glTexCoord2f(tex[2], tex[1]);
+ glVertex3f( 1-half_thick, -half_thick, 1-half_thick );
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, -half_thick, half_thick );
+ glTexCoord2f(tex[2], tex[3]);
+ glVertex3f( 1-half_thick, half_thick, half_thick );
+ polys++;
+ glNormal3f( -1, 0, 0 );
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, half_thick, 1-half_thick );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, half_thick, half_thick );
+ glTexCoord2f(tex[0], tex[3]);
+ glVertex3f( half_thick, -half_thick, half_thick );
+ glTexCoord2f(tex[0], tex[1]);
+ glVertex3f( half_thick, -half_thick, 1-half_thick );
+ polys++;
+ glEnd();
+
+ return polys;
+}
+
+/* Reserve memory for the randsheet */
+static void
+randsheet_create( randsheet *rs )
+{
+ rs -> occupied = (int*) malloc(board_x_size*board_y_size * sizeof(int));
+ rs -> xpos = (int*) malloc(numsquares * sizeof(int));
+ rs -> ypos = (int*) malloc(numsquares * sizeof(int));
+ rs -> direction = (int*) malloc(numsquares * sizeof(int));
+ rs -> angle = (float*) malloc(numsquares * sizeof(float));
+ rs -> color = (float*) malloc(numsquares*3 * sizeof(float));
+ rs -> tex = (float*) malloc(numsquares*4 * sizeof(float));
+}
+
+/* Free reserved memory for the randsheet */
static void
-draw_sheet(void)
+randsheet_free( randsheet *rs )
{
- glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
-
- glNormal3f( 0, -1, 0 );
- glVertex3f( HALFTHICK, -HALFTHICK, HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, 1-HALFTHICK);
- glVertex3f( HALFTHICK, -HALFTHICK, 1-HALFTHICK );
-
- if (wire) { glEnd(); glBegin (GL_LINE_LOOP); }
-
- /* back */
- glNormal3f( 0, 1, 0 );
- glVertex3f( HALFTHICK, HALFTHICK, 1-HALFTHICK );
- glVertex3f( 1-HALFTHICK, HALFTHICK, 1-HALFTHICK);
- glVertex3f( 1-HALFTHICK, HALFTHICK, HALFTHICK );
- glVertex3f( HALFTHICK, HALFTHICK, HALFTHICK );
-
- if (wire) { glEnd(); return; }
-
- /* 4 edges!!! weee.... */
- glNormal3f( 0, 0, -1 );
- glVertex3f( HALFTHICK, HALFTHICK, HALFTHICK );
- glVertex3f( 1-HALFTHICK, HALFTHICK, HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, HALFTHICK );
- glVertex3f( HALFTHICK, -HALFTHICK, HALFTHICK );
- glNormal3f( 0, 0, 1 );
- glVertex3f( HALFTHICK, HALFTHICK, 1-HALFTHICK );
- glVertex3f( HALFTHICK, -HALFTHICK, 1-HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, 1-HALFTHICK );
- glVertex3f( 1-HALFTHICK, HALFTHICK, 1-HALFTHICK );
- glNormal3f( 1, 0, 0 );
- glVertex3f( 1-HALFTHICK, HALFTHICK, 1-HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, 1-HALFTHICK );
- glVertex3f( 1-HALFTHICK, -HALFTHICK, HALFTHICK );
- glVertex3f( 1-HALFTHICK, HALFTHICK, HALFTHICK );
- glNormal3f( -1, 0, 0 );
- glVertex3f( HALFTHICK, HALFTHICK, 1-HALFTHICK );
- glVertex3f( HALFTHICK, HALFTHICK, HALFTHICK );
- glVertex3f( HALFTHICK, -HALFTHICK, HALFTHICK );
- glVertex3f( HALFTHICK, -HALFTHICK, 1-HALFTHICK );
- glEnd();
+ free(rs->occupied);
+ free(rs->xpos);
+ free(rs->ypos);
+ free(rs->direction);
+ free(rs->angle);
+ free(rs->color);
+ free(rs->tex);
}
static void
randsheet_initialize( randsheet *rs )
{
- int i, j, index;
- index = 0;
- /* put the moving sheets on the board */
- for( i = 0; i < BOARDSIZE; i++ )
- {
- for( j = 0; j < BOARDSIZE; j++ )
- {
- /* initially fill up a corner with the moving squares */
- if( index < NUMSQUARES )
- {
- rs->occupied[ i ][ j ] = index;
- rs->xpos[ index ] = i;
- rs->ypos[ index ] = j;
- /* have the square colors start out as a pattern */
- rs->color[ index ][ 0 ] = ((i+j)%3 == 0)||((i+j+1)%3 == 0);
- rs->color[ index ][ 1 ] = ((i+j+1)%3 == 0);
- rs->color[ index ][ 2 ] = ((i+j+2)%3 == 0);
- ++index;
- }
- /* leave everything else empty*/
- else
- {
- rs->occupied[ i ][ j ] = -1;
- }
- }
- }
- /* initially everything is at rest */
- for( i=0; i<NUMSQUARES; i++ )
- {
- rs->direction[ i ] = 0;
- rs->angle[ i ] = 0;
- }
+ int i, j, index;
+ index = 0;
+ /* put the moving sheets on the board */
+ for( i = 0; i < board_x_size; i++ )
+ {
+ for( j = 0; j < board_y_size; j++ )
+ {
+ /* initially fill up a corner with the moving squares */
+ if( index < numsquares )
+ {
+ rs->occupied[ i * board_y_size + j ] = index;
+ rs->xpos[ index ] = i;
+ rs->ypos[ index ] = j;
+ /* have the square colors start out as a pattern */
+ rs->color[ index*3 + 0 ] = ((i+j)%3 == 0)||((i+j+1)%3 == 0);
+ rs->color[ index*3 + 1 ] = ((i+j+1)%3 == 0);
+ rs->color[ index*3 + 2 ] = ((i+j+2)%3 == 0);
+ index++;
+ }
+ /* leave everything else empty*/
+ else
+ {
+ rs->occupied[ i * board_y_size + j ] = -1;
+ }
+ }
+ }
+ /* initially everything is at rest */
+ for( i=0; i<numsquares; i++ )
+ {
+ rs->direction[ i ] = 0;
+ rs->angle[ i ] = 0;
+ }
}
/* Pick and random square and direction and try to move it. */
static int
randsheet_new_move( randsheet* rs )
{
- int i, j;
- int num, dir;
- /* pick a random square */
- num = random( ) % NUMSQUARES;
- i = rs->xpos[ num ];
- j = rs->ypos[ num ];
- /* pick a random direction */
- dir = ( random( )% 4 ) + 1;
-
- if( rs->direction[ num ] == 0 )
- {
- switch( dir )
- {
- case 1:
- /* move up in x */
- if( ( i + 1 ) < BOARDSIZE )
- {
- if( rs->occupied[ i + 1 ][ j ] == -1 )
- {
- rs->direction[ num ] = dir;
- rs->occupied[ i + 1 ][ j ] = num;
- rs->occupied[ i ][ j ] = -1;
- return 1;
- }
- }
- return 0;
- break;
- case 2:
- /* move up in y */
- if( ( j + 1 ) < BOARDSIZE )
- {
- if( rs->occupied[ i ][ j + 1 ] == -1 )
- {
- rs->direction[ num ] = dir;
- rs->occupied[ i ][ j + 1 ] = num;
- rs->occupied[ i ][ j ] = -1;
- return 1;
- }
- }
- return 0;
- break;
- case 3:
- /* move down in x */
- if( ( i - 1 ) >= 0 )
- {
- if( rs->occupied[ i - 1][ j ] == -1 )
- {
- rs->direction[ num ] = dir;
- rs->occupied[ i - 1][ j ] = num;
- rs->occupied[ i ][ j ] = -1;
- return 1;
- }
- }
- return 0;
- break;
- case 4:
- /* move down in y */
- if( ( j - 1 ) >= 0 )
- {
- if( rs->occupied[ i ][ j - 1 ] == -1 )
- {
- rs->direction[ num ] = dir;
- rs->occupied[ i ][ j - 1 ] = num;
- rs->occupied[ i ][ j ] = -1;
- return 1;
- }
- }
- return 0;
- break;
- default:
- break;
- }
- }
- return 0;
+ int i, j;
+ int num, dir;
+ /* pick a random square */
+ num = random( ) % numsquares;
+ i = rs->xpos[ num ];
+ j = rs->ypos[ num ];
+ /* pick a random direction */
+ dir = ( random( )% 4 ) + 1;
+
+ if( rs->direction[ num ] == 0 )
+ {
+ switch( dir )
+ {
+ case 1:
+ /* move up in x */
+ if( ( i + 1 ) < board_x_size )
+ {
+ if( rs->occupied[ (i + 1) * board_y_size + j ] == -1 )
+ {
+ rs->direction[ num ] = dir;
+ rs->occupied[ (i + 1) * board_y_size + j ] = num;
+ rs->occupied[ i * board_y_size + j ] = -1;
+ return 1;
+ }
+ }
+ return 0;
+ break;
+ case 2:
+ /* move up in y */
+ if( ( j + 1 ) < board_y_size )
+ {
+ if( rs->occupied[ i * board_y_size + (j + 1) ] == -1 )
+ {
+ rs->direction[ num ] = dir;
+ rs->occupied[ i * board_y_size + (j + 1) ] = num;
+ rs->occupied[ i * board_y_size + j ] = -1;
+ return 1;
+ }
+ }
+ return 0;
+ break;
+ case 3:
+ /* move down in x */
+ if( ( i - 1 ) >= 0 )
+ {
+ if( rs->occupied[ (i - 1) * board_y_size + j ] == -1 )
+ {
+ rs->direction[ num ] = dir;
+ rs->occupied[ (i - 1) * board_y_size + j ] = num;
+ rs->occupied[ i * board_y_size + j ] = -1;
+ return 1;
+ }
+ }
+ return 0;
+ break;
+ case 4:
+ /* move down in y */
+ if( ( j - 1 ) >= 0 )
+ {
+ if( rs->occupied[ i * board_y_size + (j - 1) ] == -1 )
+ {
+ rs->direction[ num ] = dir;
+ rs->occupied[ i * board_y_size + (j - 1) ] = num;
+ rs->occupied[ i * board_y_size + j ] = -1;
+ return 1;
+ }
+ }
+ return 0;
+ break;
+ default:
+ break;
+ }
+ }
+ return 0;
}
/* move a single frame. */
static void
randsheet_move( randsheet *rs, float rot )
{
- int i, j, index;
- for( index = 0 ; index < NUMSQUARES; index++ )
- {
- i = rs->xpos[ index ];
- j = rs->ypos[ index ];
- switch( rs->direction[ index ] )
- {
- case 0:
- /* not moving */
- break;
- case 1:
- /* move up in x */
- rs->angle[ index ] += rot;
- /* check to see if we have finished moving */
- if( rs->angle[ index ] >= M_PI )
- {
- rs->xpos[ index ] += 1;
- rs->direction[ index ] = 0;
- rs->angle[ index ] = 0;
- }
- break;
- case 2:
- /* move up in y */
- rs->angle[ index ] += rot;
- /* check to see if we have finished moving */
- if( rs->angle[ index ] >= M_PI )
- {
- rs->ypos[ index ] += 1;
- rs->direction[ index ] = 0;
- rs->angle[ index ] = 0;
- }
- break;
- case 3:
- /* down in x */
- rs->angle[ index ] += rot;
- /* check to see if we have finished moving */
- if( rs->angle[ index ] >= M_PI )
- {
- rs->xpos[ index ] -= 1;
- rs->direction[ index ] = 0;
- rs->angle[ index ] = 0;
- }
- break;
- case 4:
- /* up in x */
- rs->angle[ index ] += rot;
- /* check to see if we have finished moving */
- if( rs->angle[ index ] >= M_PI )
- {
- rs->ypos[ index ] -= 1;
- rs->direction[ index ] = 0;
- rs->angle[ index ] = 0;
- }
- break;
- default:
- break;
- }
- }
+ int index;
+ float tmp;
+ for( index = 0 ; index < numsquares; index++ )
+ {
+ switch( rs->direction[ index ] )
+ {
+ case 0:
+ /* not moving */
+ break;
+ case 1:
+ /* move up in x */
+ if( textured && rs->angle[ index ] == 0 )
+ {
+ tmp = rs->tex[ index * 4 + 0 ];
+ rs->tex[ index * 4 + 0 ] = rs->tex[ index * 4 + 2 ];
+ rs->tex[ index * 4 + 2 ] = tmp;
+ }
+ rs->angle[ index ] += rot;
+ /* check to see if we have finished moving */
+ if( rs->angle[ index ] >= M_PI )
+ {
+ rs->xpos[ index ] += 1;
+ rs->direction[ index ] = 0;
+ rs->angle[ index ] = 0;
+ }
+ break;
+ case 2:
+ /* move up in y */
+ if( textured && rs->angle[ index ] == 0 )
+ {
+ tmp = rs->tex[ index * 4 + 1 ];
+ rs->tex[ index * 4 + 1 ] = rs->tex[ index * 4 + 3 ];
+ rs->tex[ index * 4 + 3 ] = tmp;
+ }
+ rs->angle[ index ] += rot;
+ /* check to see if we have finished moving */
+ if( rs->angle[ index ] >= M_PI )
+ {
+ rs->ypos[ index ] += 1;
+ rs->direction[ index ] = 0;
+ rs->angle[ index ] = 0;
+ }
+ break;
+ case 3:
+ /* down in x */
+ rs->angle[ index ] += rot;
+ /* check to see if we have finished moving */
+ if( rs->angle[ index ] >= M_PI )
+ {
+ rs->xpos[ index ] -= 1;
+ rs->direction[ index ] = 0;
+ rs->angle[ index ] = 0;
+ if( textured )
+ {
+ tmp = rs->tex[ index * 4 + 0 ];
+ rs->tex[ index * 4 + 0 ] = rs->tex[ index * 4 + 2 ];
+ rs->tex[ index * 4 + 2 ] = tmp;
+ }
+ }
+ break;
+ case 4:
+ /* down in y */
+ rs->angle[ index ] += rot;
+ /* check to see if we have finished moving */
+ if( rs->angle[ index ] >= M_PI )
+ {
+ rs->ypos[ index ] -= 1;
+ rs->direction[ index ] = 0;
+ rs->angle[ index ] = 0;
+ if( textured )
+ {
+ tmp = rs->tex[ index * 4 + 1 ];
+ rs->tex[ index * 4 + 1 ] = rs->tex[ index * 4 + 3 ];
+ rs->tex[ index * 4 + 3 ] = tmp;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
}
- /* draw all the moving squares */
-static void
+/* draw all the moving squares */
+static int
randsheet_draw( randsheet *rs )
{
- int i, j;
- int index;
- /* for all moving squares ... */
- for( index = 0; index < NUMSQUARES; index++ )
- {
- /* set color */
- glColor3f( rs->color[ index ][ 0 ],
- rs->color[ index ][ 1 ],
- rs->color[ index ][ 2 ] );
- /* find x and y position */
- i = rs->xpos[ index ];
- j = rs->ypos[ index ];
- glPushMatrix();
- switch( rs->direction[ index ] )
- {
- case 0:
-
- /* not moving */
- /* front */
- glTranslatef( i, 0, j );
- break;
- case 1:
- glTranslatef( i+1, 0, j );
- glRotatef( 180 - rs->angle[ index ]*180/M_PI, 0, 0, 1 );
-
- break;
- case 2:
- glTranslatef( i, 0, j+1 );
- glRotatef( 180 - rs->angle[ index ]*180/M_PI, -1, 0, 0 );
-
- break;
- case 3:
- glTranslatef( i, 0, j );
- glRotatef( rs->angle[ index ]*180/M_PI, 0, 0, 1 );
- break;
- case 4:
- glTranslatef( i, 0, j );
- glRotatef( rs->angle[ index ]*180/M_PI, -1, 0, 0 );
- break;
- default:
- break;
- }
- draw_sheet();
- glPopMatrix();
-
- }
+ int i, j, polys = 0;
+ int index;
+
+ /* for all moving squares ... */
+ for( index = 0; index < numsquares; index++ )
+ {
+ /* set color */
+ glColor3f( rs->color[ index*3 + 0 ],
+ rs->color[ index*3 + 1 ],
+ rs->color[ index*3 + 2 ] );
+ /* find x and y position */
+ i = rs->xpos[ index ];
+ j = rs->ypos[ index ];
+ glPushMatrix();
+ switch( rs->direction[ index ] )
+ {
+ case 0:
+
+ /* not moving */
+ /* front */
+ glTranslatef( i, 0, j );
+ break;
+ case 1:
+ glTranslatef( i+1, 0, j );
+ glRotatef( 180 - rs->angle[ index ]*180/M_PI, 0, 0, 1 );
+
+ break;
+ case 2:
+ glTranslatef( i, 0, j+1 );
+ glRotatef( 180 - rs->angle[ index ]*180/M_PI, -1, 0, 0 );
+
+ break;
+ case 3:
+ glTranslatef( i, 0, j );
+ glRotatef( rs->angle[ index ]*180/M_PI, 0, 0, 1 );
+ break;
+ case 4:
+ glTranslatef( i, 0, j );
+ glRotatef( rs->angle[ index ]*180/M_PI, -1, 0, 0 );
+ break;
+ default:
+ break;
+ }
+ polys += draw_sheet( rs->tex + index*4 );
+ glPopMatrix();
+
+ }
+ return polys;
}
-/**** END RANDSHEET FUNCTIONS ***/
+/**** END RANDSHEET_BAK FUNCTIONS ***/
+
+XSCREENSAVER_MODULE ("FlipFlop", flipflop)
-#endif
+#endif /* USE_GL */