*
* version 1.0 - May 10, 2002
*
- * Copyright (C) 2002 Blair Tennessy (tennessb@unbc.ca)
+ * Copyright (C) 2002 Blair Tennessy (tennessy@cs.ubc.ca)
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* implied warranty.
*/
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Queens"
-# define HACK_INIT init_queens
-# define HACK_DRAW draw_queens
-# define HACK_RESHAPE reshape_queens
-# define HACK_HANDLE_EVENT queens_handle_event
-# define EVENT_MASK PointerMotionMask
-# define queens_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 refresh_queens 0
# include "xlockmore.h"
#else
# include "xlock.h"
#endif
+#ifdef HAVE_COCOA
+# include "jwxyz.h"
+#else
+# include <X11/Xlib.h>
+# include <GL/gl.h>
+# include <GL/glu.h>
+#endif
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
#ifdef USE_GL
-#include <GL/glu.h>
#include "gltrackball.h"
+#include "chessmodels.h"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
- {"+rotate", ".queens.rotate", XrmoptionNoArg, (caddr_t) "false" },
- {"-rotate", ".queens.rotate", XrmoptionNoArg, (caddr_t) "true" },
+ {"+rotate", ".queens.rotate", XrmoptionNoArg, "false" },
+ {"-rotate", ".queens.rotate", XrmoptionNoArg, "true" },
+ {"+flat", ".queens.flat", XrmoptionNoArg, "false" },
+ {"-flat", ".queens.flat", XrmoptionNoArg, "true" },
};
-int rotate;
+static int rotate, wire, clearbits, flat;
static argtype vars[] = {
- {(caddr_t *) &rotate, "rotate", "Rotate", "True", t_Bool},
+ {&rotate, "rotate", "Rotate", "True", t_Bool},
+ {&flat, "flat", "Flat", "False", t_Bool},
};
-ModeSpecOpt queens_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt queens_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct queens_description =
#endif
+#define NONE 0
+#define MINBOARD 5
+#define MAXBOARD 10
+#define COLORSETS 5
+
typedef struct {
GLXContext *glx_context;
Window window;
trackball_state *trackball;
Bool button_down_p;
-} Queenscreen;
-
-static Queenscreen *qs = NULL;
+ GLfloat position[4];
+ int queen_list;
-#include <math.h>
-#include <sys/time.h>
-#include <stdio.h>
-#include <stdlib.h>
+ int board[MAXBOARD][MAXBOARD];
+ int steps, colorset, BOARDSIZE;
+ double theta;
+ int queen_polys;
-#ifndef M_PI
-#define M_PI 3.14159265
-#endif
+} Queenscreen;
-#define NONE 0
-#define QUEEN 1
-#define MINBOARD 5
-#define MAXBOARD 10
+static Queenscreen *qss = NULL;
/* definition of white/black colors */
-GLfloat colors[2][3] = { {0.5, 0.7, 0.9},
- {0.2, 0.3, 0.6} };
-
-int board[MAXBOARD][MAXBOARD];
-int work = 0, vb = 0, steps = 0, BOARDSIZE = 8; /* 8 cuz its classic */
-
-Bool
+static const GLfloat colors[COLORSETS][2][3] =
+ {
+ {{0.43, 0.54, 0.76}, {0.8, 0.8, 0.8}},
+ {{0.5, 0.7, 0.9}, {0.2, 0.3, 0.6}},
+ {{0.53725490196, 0.360784313725, 0.521568627451}, {0.6, 0.6, 0.6}},
+ {{0.15, 0.77, 0.54}, {0.5, 0.5, 0.5}},
+ {{0.9, 0.45, 0.0}, {0.5, 0.5, 0.5}},
+ };
+
+ENTRYPOINT Bool
queens_handle_event (ModeInfo *mi, XEvent *event)
{
- Queenscreen *c = &qs[MI_SCREEN(mi)];
+ Queenscreen *qs = &qss[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button & Button1)
- {
- 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 == MotionNotify &&
- c->button_down_p)
+ if (gltrackball_event_handler (event, qs->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &qs->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
- gltrackball_track (c->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
+ qs->steps = 1024 - 1;
return True;
}
/* returns true if placing a queen on column c causes a conflict */
-int conflictsCols(int c) {
+static int conflictsCols(Queenscreen *qs, int c)
+{
int i;
- for(i = 0; i < BOARDSIZE; ++i)
- if(board[i][c])
+ for(i = 0; i < qs->BOARDSIZE; ++i)
+ if(qs->board[i][c])
return 1;
return 0;
}
/* returns true if placing a queen on (r,c) causes a diagonal conflict */
-int conflictsDiag(int r, int c) {
+static int conflictsDiag(Queenscreen *qs, int r, int c)
+{
int i;
/* positive slope */
int n = r < c ? r : c;
- for(i = 0; i < BOARDSIZE-abs(r-c); ++i)
- if(board[r-n+i][c-n+i])
+ for(i = 0; i < qs->BOARDSIZE-abs(r-c); ++i)
+ if(qs->board[r-n+i][c-n+i])
return 1;
/* negative slope */
- n = r < BOARDSIZE - (c+1) ? r : BOARDSIZE - (c+1);
- for(i = 0; i < BOARDSIZE-abs(BOARDSIZE - (1+r+c)); ++i)
- if(board[r-n+i][c+n-i])
+ n = r < qs->BOARDSIZE - (c+1) ? r : qs->BOARDSIZE - (c+1);
+ for(i = 0; i < qs->BOARDSIZE-abs(qs->BOARDSIZE - (1+r+c)); ++i)
+ if(qs->board[r-n+i][c+n-i])
return 1;
return 0;
}
/* returns true if placing a queen at (r,c) causes a conflict */
-int conflicts(int r, int c) {
- return !conflictsCols(c) ? conflictsDiag(r, c) : 1;
+static int conflicts(Queenscreen *qs, int r, int c)
+{
+ return !conflictsCols(qs, c) ? conflictsDiag(qs, r, c) : 1;
}
/* clear board */
-void blank(void) {
+static void blank(Queenscreen *qs)
+{
int i, j;
for(i = 0; i < MAXBOARD; ++i)
for(j = 0; j < MAXBOARD; ++j)
- board[i][j] = NONE;
+ qs->board[i][j] = NONE;
}
/* recursively determine solution */
-int findSolution(int row) {
- int col = 0;
-
- if(row == BOARDSIZE)
+static int findSolution(Queenscreen *qs, int row, int col)
+{
+ if(row == qs->BOARDSIZE)
return 1;
- while(col < BOARDSIZE) {
- if(!conflicts(row, col)) {
- board[row][col] = QUEEN;
+ while(col < qs->BOARDSIZE) {
+ if(!conflicts(qs, row, col)) {
+ qs->board[row][col] = 1;
- if(findSolution(row+1))
- return 1;
+ if(findSolution(qs, row+1, 0))
+ return 1;
- board[row][col] = NONE;
+ qs->board[row][col] = 0;
}
++col;
return 0;
}
-/* driver for finding solution */
-void go(void) { findSolution(0); }
+/** driver for finding solution */
+static void go(Queenscreen *qs) { while(!findSolution(qs, 0, random()%qs->BOARDSIZE)); }
+
+/* lighting variables */
+static const GLfloat front_shininess[] = {60.0};
+static const GLfloat front_specular[] = {0.4, 0.4, 0.4, 1.0};
+static const GLfloat ambient[] = {0.3, 0.3, 0.3, 1.0};
+static const GLfloat diffuse[] = {0.8, 0.8, 0.8, 1.0};
/* configure lighting */
-void setup_lights(void) {
- GLfloat position[] = { 4.0, 8.0, 4.0, 1.0 };
+static void setup_lights(Queenscreen *qs)
+{
+ /* setup twoside lighting */
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, qs->position);
glEnable(GL_LIGHTING);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
+
+ /* setup material properties */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
+#define checkImageWidth 8
+#define checkImageHeight 8
+/*static GLubyte checkImage[checkImageWidth][checkImageHeight][3];*/
+
/* return alpha value for fading */
-GLfloat findAlpha(void) {
- return steps < 128 ? steps/128.0 : steps < 512-128 ? 1.0 : (512-steps)/128.0;
+static GLfloat findAlpha(Queenscreen *qs)
+{
+ return qs->steps < 128 ? qs->steps/128.0 : qs->steps < 1024-128 ?1.0:(1024-qs->steps)/128.0;
}
/* draw pieces */
-void drawPieces(void) {
+static int drawPieces(Queenscreen *qs)
+{
int i, j;
-
- for(i = 0; i < BOARDSIZE; ++i) {
- for(j = 0; j < BOARDSIZE; ++j) {
- if(board[i][j]) {
- glColor4f(colors[i%2][0], colors[i%2][1], colors[i%2][2], findAlpha());
- glCallList(QUEEN);
+ int polys = 0;
+
+ for(i = 0; i < qs->BOARDSIZE; ++i) {
+ for(j = 0; j < qs->BOARDSIZE; ++j) {
+ if(qs->board[i][j]) {
+ glColor3fv(colors[qs->colorset][i%2]);
+ glCallList(qs->queen_list);
+ polys += qs->queen_polys;
}
glTranslatef(1.0, 0.0, 0.0);
}
- glTranslatef(-1.0*BOARDSIZE, 0.0, 1.0);
+ glTranslatef(-1.0*qs->BOARDSIZE, 0.0, 1.0);
}
+ return polys;
+}
+
+/** reflectionboard */
+static int draw_reflections(Queenscreen *qs)
+{
+ int i, j;
+ int polys = 0;
+
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 1, 1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glColorMask(0,0,0,0);
+ glDisable(GL_CULL_FACE);
+
+ glDisable(GL_DEPTH_TEST);
+ glBegin(GL_QUADS);
+
+ /* only draw white squares */
+ for(i = 0; i < qs->BOARDSIZE; ++i) {
+ for(j = (qs->BOARDSIZE+i) % 2; j < qs->BOARDSIZE; j += 2) {
+ glVertex3f(i, 0.0, j + 1.0);
+ glVertex3f(i + 1.0, 0.0, j + 1.0);
+ glVertex3f(i + 1.0, 0.0, j);
+ glVertex3f(i, 0.0, j);
+ polys++;
+ }
+ }
+ glEnd();
+ glEnable(GL_DEPTH_TEST);
+
+ glColorMask(1, 1, 1, 1);
+ glStencilFunc(GL_EQUAL, 1, 1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ glPushMatrix();
+ glScalef(1.0, -1.0, 1.0);
+ glTranslatef(0.5, 0.001, 0.5);
+ glLightfv(GL_LIGHT0, GL_POSITION, qs->position);
+ polys += drawPieces(qs);
+ glPopMatrix();
+ glDisable(GL_STENCIL_TEST);
+
+ /* replace lights */
+ glLightfv(GL_LIGHT0, GL_POSITION, qs->position);
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glColorMask(1,1,1,1);
+ return polys;
}
/* draw board */
-void drawBoard(int wire) {
+static int drawBoard(Queenscreen *qs)
+{
int i, j;
+ int polys = 0;
- if (!wire) glBegin(GL_QUADS);
+ glBegin(GL_QUADS);
- for(i = 0; i < BOARDSIZE; ++i)
- for(j = 0; j < BOARDSIZE; ++j) {
- int par = (i-j+BOARDSIZE)%2;
- glColor4f(colors[par][0], colors[par][1], colors[par][2], findAlpha());
+ for(i = 0; i < qs->BOARDSIZE; ++i)
+ for(j = 0; j < qs->BOARDSIZE; ++j) {
+ int par = (i-j+qs->BOARDSIZE)%2;
+ glColor4f(colors[qs->colorset][par][0],
+ colors[qs->colorset][par][1],
+ colors[qs->colorset][par][2],
+ 0.70);
glNormal3f(0.0, 1.0, 0.0);
- if (wire) glBegin(GL_LINE_LOOP);
- glVertex3f(j - 0.5, -0.01, i - 0.5);
- glVertex3f(j + 0.5, -0.01, i - 0.5);
- glVertex3f(j + 0.5, -0.01, i + 0.5);
- glVertex3f(j - 0.5, -0.01, i + 0.5);
- if (wire) glEnd();
+ glVertex3f(i, 0.0, j + 1.0);
+ glVertex3f(i + 1.0, 0.0, j + 1.0);
+ glVertex3f(i + 1.0, 0.0, j);
+ glVertex3f(i, 0.0, j);
+ polys++;
}
- if (!wire) glEnd();
-}
+ glEnd();
+
+ {
+ GLfloat off = 0.01;
+ GLfloat w = qs->BOARDSIZE;
+ GLfloat h = 0.1;
+
+ /* Give the board a slight lip. */
+ /* #### oops, normals are wrong here, but you can't tell */
+
+ glColor3f(0.3, 0.3, 0.3);
+ glBegin (GL_QUADS);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, -h, 0);
+ glVertex3f (0, -h, w);
+ glVertex3f (0, 0, w);
+
+ glVertex3f (0, 0, w);
+ glVertex3f (0, -h, w);
+ glVertex3f (w, -h, w);
+ glVertex3f (w, 0, w);
+
+ glVertex3f (w, 0, w);
+ glVertex3f (w, -h, w);
+ glVertex3f (w, -h, 0);
+ glVertex3f (w, 0, 0);
+
+ glVertex3f (w, 0, 0);
+ glVertex3f (w, -h, 0);
+ glVertex3f (0, -h, 0);
+ glVertex3f (0, 0, 0);
+
+ glVertex3f (0, -h, 0);
+ glVertex3f (w, -h, 0);
+ glVertex3f (w, -h, w);
+ glVertex3f (0, -h, w);
+ glEnd();
+ polys += 4;
+
+ /* Fill in the underside of the board with an invisible black box
+ to hide the reflections that are not on tiles. Probably there's
+ a way to do this with stencils instead.
+ */
+ w -= off*2;
+ h = 5;
+
+ glPushMatrix();
+ glTranslatef (off, 0, off);
+ glDisable(GL_LIGHTING);
+ glColor3f(0,0,0);
+ glBegin (GL_QUADS);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, -h, 0);
+ glVertex3f (0, -h, w);
+ glVertex3f (0, 0, w);
+
+ glVertex3f (0, 0, w);
+ glVertex3f (0, -h, w);
+ glVertex3f (w, -h, w);
+ glVertex3f (w, 0, w);
+
+ glVertex3f (w, 0, w);
+ glVertex3f (w, -h, w);
+ glVertex3f (w, -h, 0);
+ glVertex3f (w, 0, 0);
+
+ glVertex3f (w, 0, 0);
+ glVertex3f (w, -h, 0);
+ glVertex3f (0, -h, 0);
+ glVertex3f (0, 0, 0);
+
+ glVertex3f (0, -h, 0);
+ glVertex3f (w, -h, 0);
+ glVertex3f (w, -h, w);
+ glVertex3f (0, -h, w);
+ glEnd();
+ polys += 4;
+ glPopMatrix();
+ if (!wire)
+ glEnable(GL_LIGHTING);
+ }
-double theta = 0.0;
+ return polys;
+}
-void display(Queenscreen *c, int wire) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+static int display(Queenscreen *qs)
+{
+ int max = 1024;
+ int polys = 0;
+ glClear(clearbits);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- gluLookAt(0.0, 1.0+(0.8*fabs(sin(theta)))*10.0, -1.2*BOARDSIZE,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0);
- glScalef(1, -1, 1);
- gltrackball_rotate (c->trackball); /* Apply mouse-based camera position */
- glScalef(1, -1, 1);
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ /* setup light attenuation */
+ /* #### apparently this does nothing */
+ glEnable(GL_COLOR_MATERIAL);
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.8/(0.01+findAlpha(qs)));
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.06);
+
+ /** setup perspective */
+ glTranslatef(0.0, 0.0, -1.5*qs->BOARDSIZE);
+ glRotatef(30.0, 1.0, 0.0, 0.0);
+ gltrackball_rotate (qs->trackball);
+ glRotatef(qs->theta*100, 0.0, 1.0, 0.0);
+ glTranslatef(-0.5*qs->BOARDSIZE, 0.0, -0.5*qs->BOARDSIZE);
- glRotatef(theta*100, 0.0, 1.0, 0.0);
- glTranslatef(-0.5 * (BOARDSIZE-1), 0.0, -0.5 * (BOARDSIZE-1));
+ /* find light positions */
+ qs->position[0] = qs->BOARDSIZE/2.0 + qs->BOARDSIZE/1.4*-sin(qs->theta*100*M_PI/180.0);
+ qs->position[2] = qs->BOARDSIZE/2.0 + qs->BOARDSIZE/1.4*cos(qs->theta*100*M_PI/180.0);
+ qs->position[1] = 6.0;
- if (!wire) {
+ if(!wire) {
glEnable(GL_LIGHTING);
- glEnable(GL_COLOR_MATERIAL);
+ glLightfv(GL_LIGHT0, GL_POSITION, qs->position);
+ glEnable(GL_LIGHT0);
+ }
+
+ /* Since the lighting attenuation trick up there doesn't seem to be working,
+ let's drop the old board down and drop the new board in. */
+ if (qs->steps < (max/8.0)) {
+ GLfloat y = qs->steps / (max/8.0);
+ y = sin (M_PI/2 * y);
+ glTranslatef (0, 10 - (y * 10), 0);
+ } else if (qs->steps > max-(max/8.0)) {
+ GLfloat y = (qs->steps - (max-(max/8.0))) / (GLfloat) (max/8.0);
+ y = 1 - sin (M_PI/2 * (1-y));
+ glTranslatef (0, -y * 15, 0);
+ }
+
+ /* draw reflections */
+ if(!wire) {
+ polys += draw_reflections(qs);
glEnable(GL_BLEND);
}
+ polys += drawBoard(qs);
+ if(!wire)
+ glDisable(GL_BLEND);
- drawBoard(wire);
- glTranslatef(0.0, 0.01, 0.0);
- drawPieces();
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_BLEND);
- glDisable(GL_LIGHTING);
+ glTranslatef(0.5, 0.0, 0.5);
+ polys += drawPieces(qs);
- theta += .002;
+ /* rotate camera */
+ if(!qs->button_down_p)
+ qs->theta += .002;
/* zero out board, find new solution of size MINBOARD <= i <= MAXBOARD */
- if(++steps == 512) {
- steps = 0;
- blank();
- BOARDSIZE = MINBOARD + (random() % (MAXBOARD - MINBOARD + 1));
- go();
+ if(++qs->steps == max) {
+ qs->steps = 0;
+ blank(qs);
+ qs->BOARDSIZE = MINBOARD + (random() % (MAXBOARD - MINBOARD + 1));
+ qs->colorset = (qs->colorset+1)%COLORSETS;
+ go(qs);
}
+ return polys;
}
-#define piece_size 0.1
#define EPSILON 0.001
-/* Make a revolved piece */
-void revolve_line(double *trace_r, double *trace_h, double max_iheight,
- int rot, int wire) {
- double theta, norm_theta, sin_theta, cos_theta;
- double norm_ptheta = 0.0, sin_ptheta = 0.0, cos_ptheta = 1.0;
- double radius, pradius;
- double max_height = max_iheight, height, pheight;
- double dx, dy, len;
- int npoints, p;
- double dtheta = (2.0*M_PI) / rot;
-
- /* Get the number of points */
- for(npoints = 0;
- fabs(trace_r[npoints]) > EPSILON || fabs(trace_h[npoints]) > EPSILON;
- ++npoints);
-
- /* If less than two points, can not revolve */
- if(npoints < 2)
- return;
-
- /* If the max_height hasn't been defined, find it */
- if(max_height < EPSILON)
- for(p = 0; p < npoints; ++p)
- if(max_height < trace_h[p])
- max_height = trace_h[p];
-
- /* Draw the revolution */
- for(theta = dtheta; rot > 0; --rot) {
- sin_theta = sin(theta);
- cos_theta = cos(theta);
- norm_theta = theta / (2.0 * M_PI);
- pradius = trace_r[0] * piece_size;
- pheight = trace_h[0] * piece_size;
-
- for(p = 0; p < npoints; ++p) {
- radius = trace_r[p] * piece_size;
- height = trace_h[p] * piece_size;
-
- /* Get the normalized lengths of the normal vector */
- dx = radius - pradius;
- dy = height - pheight;
- len = sqrt(dx*dx + dy*dy);
- dx /= len;
- dy /= len;
-
- /* If only triangles required */
- if (fabs(radius) < EPSILON) {
- glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLES);
-
- glNormal3f(dy * sin_ptheta, -dx, dy * cos_ptheta);
- glTexCoord2f(norm_ptheta, pheight / max_height);
- glVertex3f(pradius * sin_ptheta, pheight, pradius * cos_ptheta);
-
- glNormal3f(dy * sin_theta, -dx, dy * cos_theta);
- glTexCoord2f(norm_theta, pheight / max_height);
- glVertex3f(pradius * sin_theta, pheight, pradius * cos_theta);
-
- glTexCoord2f(0.5 * (norm_theta + norm_ptheta),
- height / max_height);
- glVertex3f(0.0, height, 0.0);
-
- glEnd();
- }
-
- else {
- glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
-
- glNormal3f(dy * sin_ptheta, -dx, dy * cos_ptheta);
- glTexCoord2f(norm_ptheta, pheight / max_height);
- glVertex3f(pradius * sin_ptheta, pheight, pradius * cos_ptheta);
-
- glNormal3f(dy * sin_theta, -dx, dy * cos_theta);
- glTexCoord2f(norm_theta, pheight / max_height);
- glVertex3f(pradius * sin_theta, pheight, pradius * cos_theta);
-
- glTexCoord2f(norm_theta, height / max_height);
- glVertex3f(radius * sin_theta, height, radius * cos_theta);
-
- glNormal3f(dy * sin_ptheta, -dx, dy * cos_ptheta);
- glTexCoord2f(norm_ptheta, height / max_height);
- glVertex3f(radius * sin_ptheta, height, radius * cos_ptheta);
-
- glEnd();
- }
-
- pradius = radius;
- pheight = height;
+#if 0
+/** draws cylindermodel */
+static int draw_model(int chunks, const GLfloat model[][3], int r)
+{
+ int i = 0;
+ int polys = 0;
+ glPushMatrix();
+ glRotatef(-90.0, 1.0, 0.0, 0.0);
+
+ for(i = 0; i < chunks; ++i) {
+ if(model[i][0] > EPSILON || model[i][1] > EPSILON) {
+ polys += tube (0, 0, 0,
+ 0, 0, model[i][1],
+ model[i][0], 0,
+ r, False, False, False);
+/* gluCylinder(quadric, model[i][0], model[i][1], model[i][2], r, 1);
+ polys += r;*/
}
-
- sin_ptheta = sin_theta;
- cos_ptheta = cos_theta;
- norm_ptheta = norm_theta;
- theta += dtheta;
+ glTranslatef(0.0, 0.0, model[i][2]);
}
+
+ glPopMatrix();
+ return polys;
}
+#endif
-void draw_queen(int wire) {
- double trace_r[] =
- { 4.8, 4.8, 3.4, 3.4, 1.8, 1.4, 2.9, 1.8, 1.8, 2.0,
- 2.7, 2.4, 1.7, 0.95, 0.7, 0.0, 0.0 }; /*, 0.9, 0.7, 0.0, 0.0};*/
- double trace_h[] =
- { 0.0, 2.2, 4.0, 5.0, 8.0, 11.8, 11.8, 13.6, 15.2, 17.8,
- 19.2, 20.0, 20.0, 20.8, 20.8, 22.0, 0.0 };/*,21.4, 22.0, 22.0, 0.0 };*/
-
- revolve_line(trace_r, trace_h, 0.0, 8, wire);
-}
-
-void reshape_queens(ModeInfo *mi, int width, int height) {
+ENTRYPOINT void reshape_queens(ModeInfo *mi, int width, int height)
+{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0,0, width, height);
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
}
-void init_queens(ModeInfo *mi) {
- GLfloat mat_shininess[] = { 90.0 };
- GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
-
+ENTRYPOINT void init_queens(ModeInfo *mi)
+{
int screen = MI_SCREEN(mi);
- int wire = MI_IS_WIREFRAME(mi);
- Queenscreen *c;
+ Queenscreen *qs;
+ int poly_counts[PIECES];
+ wire = MI_IS_WIREFRAME(mi);
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ wire = 0;
+# endif
- if(!qs &&
- !(qs = (Queenscreen *) calloc(MI_NUM_SCREENS(mi), sizeof(Queenscreen))))
+ if(!qss &&
+ !(qss = (Queenscreen *) calloc(MI_NUM_SCREENS(mi), sizeof(Queenscreen))))
return;
- c = &qs[screen];
- c->window = MI_WINDOW(mi);
- c->trackball = gltrackball_init ();
+ qs = &qss[screen];
+ qs->window = MI_WINDOW(mi);
- if((c->glx_context = init_GL(mi)))
+ if((qs->glx_context = init_GL(mi)))
reshape_queens(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
else
MI_CLEARWINDOW(mi);
- glClearColor(0.0, 0.0, 0.0, 0.0);
+ qs->trackball = gltrackball_init (False);
- setup_lights();
- glNewList(1, GL_COMPILE);
- draw_queen(wire);
- glEndList();
+ qs->BOARDSIZE = 8; /* 8 cuz its classic */
- if (!wire) {
- glColorMaterial(GL_FRONT, GL_DIFFUSE);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_SMOOTH);
- glEnable(GL_DEPTH_TEST);
- }
+ chessmodels_gen_lists(-1, poly_counts);
+ qs->queen_list = QUEEN;
+ qs->queen_polys = poly_counts[QUEEN];
/* find a solution */
- go();
+ go(qs);
}
-void draw_queens(ModeInfo *mi) {
- Queenscreen *c = &qs[MI_SCREEN(mi)];
+ENTRYPOINT void draw_queens(ModeInfo *mi)
+{
+ Queenscreen *qs = &qss[MI_SCREEN(mi)];
Window w = MI_WINDOW(mi);
Display *disp = MI_DISPLAY(mi);
- if(!c->glx_context)
+ if(!qs->glx_context)
return;
- glXMakeCurrent(disp, w, *(c->glx_context));
+ glXMakeCurrent(disp, w, *(qs->glx_context));
+
+ if(flat)
+ glShadeModel(GL_FLAT);
+
+ clearbits = GL_COLOR_BUFFER_BIT;
- display(c, MI_IS_WIREFRAME(mi));
+ glColorMaterial(GL_FRONT, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+
+ if(!wire) {
+ setup_lights(qs);
+ glEnable(GL_DEPTH_TEST);
+ clearbits |= GL_DEPTH_BUFFER_BIT;
+ clearbits |= GL_STENCIL_BUFFER_BIT;
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ }
+ else
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ mi->polygon_count = display(qs);
+ mi->recursion_depth = qs->BOARDSIZE;
if(mi->fps_p) do_fps(mi);
glFinish();
glXSwapBuffers(disp, w);
}
-void release_queens(ModeInfo *mi) {
- if(qs)
- free((void *) qs);
+ENTRYPOINT void release_queens(ModeInfo *mi)
+{
+ if(qss)
+ free((void *) qss);
+ qss = 0;
- FreeAllGL(MI);
+ FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Queens", queens)
+
#endif