*/
/* TODO:
- * Future: some simple "solve mode"
- * Future: new light model, less ambient light
- * Maybe: use rotator and trackball
- * Maybe: display lists - seem impossible with colors
+ * some simple "solve mode"
+ * use rotator and trackball
*/
/*-
* In real OpenGL, PseudoColor DO NOT support texture map (as far as I know).
*/
-#define PROGCLASS "Cube21"
-#define HACK_INIT init_cube21
-#define HACK_DRAW draw_cube21
-#define HACK_RESHAPE reshape_cube21
-#define cube21_opts xlockmore_opts
-
-#define DEF_XYSPEED "1.0"
-#define DEF_TSPEED "3.0"
-#define DEF_WSPEED "1.0"
-#define DEF_TWAIT "40.0"
-#define DEF_SIZE "0.7"
-#define DEF_COLMODE "(none)"
-
#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n"
+# define refresh_cube21 0
+# define cube21_handle_event 0
#include "xlockmore.h"
#ifdef USE_GL
-#include <GL/glu.h>
-#include "cube21-tex.h"
+#define DEF_XYSPEED "1.0"
+#define DEF_TSPEED "3.0"
+#define DEF_WSPEED "1.0"
+#define DEF_TWAIT "40.0"
+#define DEF_SIZE "0.7"
+#define DEF_COLMODE "six"
#ifdef Pi
#undef Pi
#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)))
/*************************************************************************/
-static Bool wander, spin, wire, tex, rndstart, cmat;
+static Bool spin, wander, rndstart, tex;
static float spinspeed, tspeed, wspeed, twait, size;
static char *colmode_s;
static int colmode;
{ "-colormode", ".colormode", XrmoptionSepArg, DEF_COLMODE }
};
-ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt cube21_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct cube21_description =
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];
+
} cube21_conf;
static cube21_conf *cube21 = NULL;
-static GLfloat shininess = 20.0;
-static GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
-static GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
-static GLfloat position0[] = {1.0, 1.0, 1.0, 0.0};
-static GLfloat position1[] = {-1.0, -1.0, 1.0, 0.0};
-static GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0};
-static GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0};
-static GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0};
-static GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0};
-static GLfloat color_inner[] = {1.0, 1.0, 1.0};
-static GLfloat texc[8] = {0.0}, posc[6];
-static GLfloat zpos = -18.0;
+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) {
+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[0] = j;
}
-static void rot_face(pieces_t pieces, cind_t colors, int s, int o) {
+static void rot_face(pieces_t pieces, cind_t colors, int s, int o)
+{
int i;
int tmp[12], tmpc[2][12];
int c0 = 2*s, c1 = c0+1;
}
}
-static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s) {
+static void rot_halves(pieces_t pieces, cind_t colors, int hf[2], int s)
+{
int ss = 6*s, i, j, k, t;
for(i = 0; i<6; i++) {
j = ss+i; k = ss+6-i;
hf[s] ^= 1;
}
-static void randomize(cube21_conf *cp) {
+static void randomize(cube21_conf *cp)
+{
int i, j, s;
int matches[12];
for(i = 0; i<SHUFFLE; i++) {
}
}
-static void finish(cube21_conf *cp) {
+static void finish(cube21_conf *cp)
+{
int j, s;
int matches[12];
switch(cp->state) {
cp->t = 0;
}
-static void draw_narrow_piece(GLfloat s, int c1, int c2, col_t colors) {
- GLfloat s1 = posc[0]*s;
+static void draw_narrow_piece(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(cmat) glColor3fv(colors[c1]);
- glTexCoord2f(0.0, 0.25); glVertex3f(0.0, 0.0, s);
- glTexCoord2f(0.5, texc[1]); glVertex3f(posc[1], 0.0, s);
- glTexCoord2f(0.5, texc[2]); glVertex3f(posc[2], posc[3], 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);
glNormal3f(0.0, 0.0, -s);
- if(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s1);
- glVertex3f(posc[1], 0.0, s1);
- glVertex3f(posc[2], posc[3], s1);
+ glVertex3f(cp->posc[1], 0.0, s1);
+ glVertex3f(cp->posc[2], cp->posc[3], s1);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0, -1.0, 0.0);
- if(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
- glVertex3f(posc[1], 0.0, s);
- glVertex3f(posc[1], 0.0, s1);
+ 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(cmat) glColor3fv(colors[c2]);
- glTexCoord2f(0.5, texc[1]); glVertex3f(posc[1], 0.0, s);
- glTexCoord2f(0.5, texc[2]); glVertex3f(posc[2], posc[3], s);
- glTexCoord2f(texc[4], texc[2]); glVertex3f(posc[2], posc[3], s1);
- glTexCoord2f(texc[4], texc[1]); glVertex3f(posc[1], 0.0, s1);
+ 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);
glNormal3f(-SIN30, COS30, 0.0);
- if(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
- glVertex3f(posc[2], posc[3], s);
- glVertex3f(posc[2], posc[3], s1);
+ glVertex3f(cp->posc[2], cp->posc[3], s);
+ glVertex3f(cp->posc[2], cp->posc[3], s1);
glVertex3f(0.0, 0.0, s1);
glEnd();
glRotatef(30.0, 0.0, 0.0, 1.0);
}
-static void draw_wide_piece(GLfloat s, int c1, int c2, int c3, col_t colors) {
- GLfloat s1 = posc[0]*s;
+static void draw_wide_piece(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(cmat) glColor3fv(colors[c1]);
- glTexCoord2f(0.0, 0.25); glVertex3f(0.0, 0.0, s);
- glTexCoord2f(0.5, texc[1]); glVertex3f(posc[1], 0.0, s);
- glTexCoord2f(0.5, 0.0); glVertex3f(posc[4], posc[5], s);
- glTexCoord2f(0.5, 0.0); glVertex3f(posc[4], posc[5], s);
- glTexCoord2f(texc[3], 0.0); glVertex3f(posc[3], posc[2], s);
- glTexCoord2f(0.0, 0.25); glVertex3f(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(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s1);
- glVertex3f(posc[1], 0.0, s1);
- glVertex3f(posc[4], posc[5], s1);
- glVertex3f(posc[4], posc[5], s1);
- glVertex3f(posc[3], posc[2], 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(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
- glVertex3f(posc[1], 0.0, s);
- glVertex3f(posc[1], 0.0, s1);
+ 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(cmat) glColor3fv(colors[c2]);
- glTexCoord2f(0.5, texc[1]); glVertex3f(posc[1], 0.0, s);
- glTexCoord2f(0.5, 0.0); glVertex3f(posc[4], posc[5], s);
- glTexCoord2f(texc[4], 0.0); glVertex3f(posc[4], posc[5], s1);
- glTexCoord2f(texc[4], texc[1]); glVertex3f(posc[1], 0.0, s1);
+ 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(cmat) glColor3fv(colors[c3]);
- glTexCoord2f(0.5, texc[1]); glVertex3f(posc[4], posc[5], s);
- glTexCoord2f(0.5, 0.0); glVertex3f(posc[3], posc[2], s);
- glTexCoord2f(texc[4], 0.0); glVertex3f(posc[3], posc[2], s1);
- glTexCoord2f(texc[4], texc[1]); glVertex3f(posc[4], posc[5], s1);
+ 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(cmat) glColor3fv(color_inner);
- glTexCoord2f(1.0, 1.0);
+ if(cp->cmat) glColor3fv(cp->color_inner);
+ glTexCoord2f(TEX_GRAY);
glVertex3f(0.0, 0.0, s);
- glVertex3f(posc[3], posc[2], s);
- glVertex3f(posc[3], posc[2], s1);
+ 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(int s, cind_t cind, col_t colors) {
+static void draw_middle_piece(cube21_conf *cp, int s, cind_t cind, col_t colors)
+{
s *= 6;
glBegin(GL_QUADS);
- if(cmat) glColor3fv(color_inner);
+ if(cp->cmat) glColor3fv(cp->color_inner);
glNormal3f(0.0, 0.0, 1.0);
- glTexCoord2f(1.0, 1.0);
- glVertex3f(posc[1], 0.0, posc[0]);
- glVertex3f(posc[4], posc[5], posc[0]);
- glVertex3f(-posc[5], posc[4], posc[0]);
- glVertex3f(-posc[1], 0.0, posc[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(1.0, 1.0);
- glVertex3f(posc[1], 0.0, -posc[0]);
- glVertex3f(posc[4], posc[5], -posc[0]);
- glVertex3f(-posc[5], posc[4], -posc[0]);
- glVertex3f(-posc[1], 0.0, -posc[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(1.0, 1.0);
- glVertex3f(-posc[1], 0.0, posc[0]);
- glVertex3f(posc[1], 0.0, posc[0]);
- glVertex3f(posc[1], 0.0, -posc[0]);
- glVertex3f(-posc[1], 0.0, -posc[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(cmat) glColor3fv(colors[cind[4][s]]);
- glTexCoord2f(texc[5], 0.5); glVertex3f(posc[1], 0.0, posc[0]);
- glTexCoord2f(1.0, 0.5); glVertex3f(posc[4], posc[5], posc[0]);
- glTexCoord2f(1.0, texc[7]); glVertex3f(posc[4], posc[5], -posc[0]);
- glTexCoord2f(texc[5], texc[7]); glVertex3f(posc[1], 0.0, -posc[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(cmat) glColor3fv(colors[cind[4][s+1]]);
- glTexCoord2f(0.0, 0.5); glVertex3f(posc[4], posc[5], posc[0]);
- glTexCoord2f(1.0, 0.5); glVertex3f(-posc[5], posc[4], posc[0]);
- glTexCoord2f(1.0, texc[6]); glVertex3f(-posc[5], posc[4], -posc[0]);
- glTexCoord2f(0.0, texc[6]); glVertex3f(posc[4], posc[5], -posc[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(cmat) glColor3fv(colors[cind[4][s+4]]);
- glTexCoord2f(0.0, 0.5); glVertex3f(-posc[5], posc[4], posc[0]);
- glTexCoord2f(texc[5], 0.5); glVertex3f(-posc[1], 0.0, posc[0]);
- glTexCoord2f(texc[5], texc[7]); glVertex3f(-posc[1], 0.0, -posc[0]);
- glTexCoord2f(0.0, texc[7]); glVertex3f(-posc[5], posc[4], -posc[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) {
+static void draw_middle(cube21_conf *cp)
+{
if(cp->hf[0]) glRotatef(180.0, 0.0, 1.0, 0.0);
- draw_middle_piece(0, cp->cind, cp->colors);
+ 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(1, cp->cind, cp->colors);
+ 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(cube21_conf *cp, int s, int o) {
+static void draw_half_face(cube21_conf *cp, int s, int o)
+{
int i, s1 = 1-s*2, s2 = s*2;
for(i = o; i<o+6; i++) {
if(cp->pieces[s][i+1])
- draw_narrow_piece(s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors);
+ draw_narrow_piece(cp, s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->colors);
else {
- draw_wide_piece(s1, cp->cind[s2][i], cp->cind[s2+1][i], cp->cind[s2+1][i+1], cp->colors);
+ draw_wide_piece(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(cube21_conf *cp) {
+static void draw_top_face(cube21_conf *cp)
+{
draw_half_face(cp, 0, 0);
draw_half_face(cp, 0, 6);
}
-static void draw_bottom_face(cube21_conf *cp) {
+static void draw_bottom_face(cube21_conf *cp)
+{
draw_half_face(cp, 1, 0);
draw_half_face(cp, 1, 6);
}
-static Bool draw_main(cube21_conf *cp) {
+static Bool draw_main(cube21_conf *cp)
+{
GLfloat theta = cp->ramount<0?cp->t:-cp->t;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glScalef(size, size, size);
glRotatef(cp->xrot, 1.0, 0.0, 0.0);
glRotatef(cp->yrot, 0.0, 1.0, 0.0);
- if(wire) glColor3f(0.7, 0.7, 0.7);
+ if(cp->wire) glColor3f(0.7, 0.7, 0.7);
switch(cp->state) {
case CUBE21_PAUSE1:
case CUBE21_PAUSE2:
draw_half_face(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(0, cp->cind, cp->colors);
+ 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);
draw_half_face(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(1, cp->cind, cp->colors);
+ draw_middle_piece(cp, 1, cp->cind, cp->colors);
break;
}
if(spin) {
return True;
}
-void parse_colmode(void) {
+static void parse_colmode(void)
+{
if(!colmode_s) {
colmode = CUBE21_COLOR_WHITE;
return;
else colmode = CUBE21_COLOR_WHITE;
}
-static void init_texc(void) {
- GLfloat p = tan(Pi/12);
- if(texc[0]) return;
- /* Some significant non-trivial coordinates of the texture... */
- texc[0] = p; /* 0.268 */
- texc[1] = (1.0-p)/4; /* 0.183 */
- texc[2] = (1.0+p)/4; /* 0.317 */
- texc[3] = p/2; /* 0.134 */
- texc[4] = 1.0-p/2; /* 0.866 = sqrt(3)/2 */
- texc[5] = (1.0+p)/2; /* 0.634 */
- texc[6] = (1.0-p)/2; /* 0.366 */
- texc[7] = (1.0+p)/2; /* = texc[5], but has different purpose */
- /* ...and of the object. We need them exactly at GLfloat precision
+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. */
- posc[0] = p; /* 0.268 */
- posc[1] = 1.0/cos(Pi/12); /* 1.035 */
- posc[2] = cos(Pi/6)/cos(Pi/12); /* 0.897 */
- posc[3] = sin(Pi/6)/cos(Pi/12); /* 0.518 */
- posc[4] = sqrt(2)*cos(Pi/6); /* 1.225 */
- posc[5] = sqrt(2)*sin(Pi/6); /* 0.707 = 1/sqrt(2) */
+ 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<BORDER) y = -y;
+ else y = -BORDER;
+ for(; y<BORDER; y++) {
+ if(y0+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<BORDER) x = -x;
+ else x = -BORDER;
+ for(; x<BORDER; x++) {
+ if(x0+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; y<TEX_HEIGHT; y++)
+ for(x=0; x<TEX_WIDTH; x++)
+ cp->texture[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) {
+static void init_gl(ModeInfo *mi)
+{
+ cube21_conf *cp = &cube21[MI_SCREEN(mi)];
#ifdef MIPMAP
int status;
#endif
parse_colmode();
- wire = MI_IS_WIREFRAME(mi);
- cmat = !wire && (colmode != CUBE21_COLOR_WHITE);
+ cp->wire = MI_IS_WIREFRAME(mi);
+ cp->cmat = !cp->wire && (colmode != CUBE21_COLOR_WHITE);
if(MI_IS_MONO(mi)) {
tex = False;
- cmat = False;
+ cp->cmat = False;
}
- if(wire) {
+ if(cp->wire) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return;
}
- if(!tex) color_inner[0] = color_inner[1] = color_inner[2] = 0.4;
+ 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);
glClearColor(0.0, 0.0, 0.0, 1.0);
glDrawBuffer(GL_BACK);
glEnable(GL_TEXTURE_2D);
#ifdef MIPMAP
clear_gl_error();
- status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, cubetex.width, cubetex.height,
- GL_RGB, GL_UNSIGNED_BYTE, cubetex.pixel_data);
+ 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)"));
}
check_gl_error("mipmapping");
#else
- glTexImage2D(GL_TEXTURE_2D, 0, cubetex.bytes_per_pixel, cubetex.width, cubetex.height,
- 0, GL_RGB, GL_UNSIGNED_BYTE, cubetex.pixel_data);
+ 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);
#endif
}
-static void init_cp(cube21_conf *cp) {
+static void init_cp(cube21_conf *cp)
+{
int i, j;
GLfloat ce_colors[6][3] = {
{1.0, 1.0, 1.0},
/*************************************************************************/
-void reshape_cube21(ModeInfo *mi, int width, int height) {
+ENTRYPOINT void reshape_cube21(ModeInfo *mi, int width, int height)
+{
cube21_conf *cp = &cube21[MI_SCREEN(mi)];
if(!height) height = 1;
cp->ratio = (GLfloat)width/(GLfloat)height;
glClear(GL_COLOR_BUFFER_BIT);
}
-void release_cube21(ModeInfo *mi) {
+ENTRYPOINT void release_cube21(ModeInfo *mi)
+{
if (cube21 != NULL) {
int screen;
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
FreeAllGL(mi);
}
-void init_cube21(ModeInfo *mi) {
+ENTRYPOINT void init_cube21(ModeInfo *mi)
+{
cube21_conf *cp;
if(!cube21) {
cube21 = (cube21_conf *)calloc(MI_NUM_SCREENS(mi), sizeof(cube21_conf));
if(!cube21) return;
}
- init_texc();
cp = &cube21[MI_SCREEN(mi)];
+
+ if(!cp->texp) {
+ init_posc(cp);
+ make_texture(cp);
+ }
+
if ((cp->glx_context = init_GL(mi)) != NULL) {
init_gl(mi);
init_cp(cp);
}
}
-void draw_cube21(ModeInfo * mi) {
+ENTRYPOINT void draw_cube21(ModeInfo * mi)
+{
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
cube21_conf *cp;
glXSwapBuffers(display, window);
}
-void change_cube21(ModeInfo * mi) {
+#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