#ifdef STANDALONE
# define MODE_rubik
-# define DEFAULTS "*delay: 40000 \n" \
+# define DEFAULTS "*delay: 20000 \n" \
"*count: -30 \n" \
"*showFPS: False \n" \
- "*cycles: 5 \n" \
+ "*cycles: 20 \n" \
"*size: -6 \n"
# define refresh_rubik 0
-# define rubik_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
# include "vis.h"
#endif /* !STANDALONE */
+#include "gltrackball.h"
+
#ifdef MODE_rubik
#define DEF_SIZEX "0"
GLfloat rotatestep;
GLfloat PX, PY, VX, VY;
GLXContext *glx_context;
+ Bool button_down_p;
+ trackball_state *trackball;
} rubikstruct;
static const float front_shininess[] = {60.0};
}
static Bool
-draw_stickerless_cubit(rubikstruct *rp)
+draw_stickerless_cubit(rubikstruct *rp, unsigned long *polysP)
{
glBegin(GL_QUADS);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ (*polysP)++;
glNormal3f(0.00, 0.00, -1.00);
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(-1.00, 0.00, 0.00);
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
glNormal3f(1.00, 0.00, 0.00);
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
glNormal3f(0.00, -1.00, 0.00);
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
glNormal3f(0.00, 1.00, 0.00);
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
/* Edges of cubit */
glNormal3f(-1.00, -1.00, 0.00);
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
glNormal3f(1.00, 1.00, 0.00);
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ (*polysP)++;
glNormal3f(-1.00, 1.00, 0.00);
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
glNormal3f(1.00, -1.00, 0.00);
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
glNormal3f(0.00, -1.00, -1.00);
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ (*polysP)++;
glNormal3f(0.00, 1.00, 1.00);
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
glNormal3f(0.00, -1.00, 1.00);
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ (*polysP)++;
glNormal3f(0.00, 1.00, -1.00);
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(-1.00, 0.00, -1.00);
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(1.00, 0.00, 1.00);
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ (*polysP)++;
glNormal3f(1.00, 0.00, -1.00);
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ (*polysP)++;
glNormal3f(-1.00, 0.00, 1.00);
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
glEnd();
glBegin(GL_TRIANGLES);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
glNormal3f(-1.00, -1.00, -1.00);
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(-1.00, 1.00, 1.00);
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ (*polysP)++;
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
glNormal3f(1.00, -1.00, -1.00);
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(1.00, -1.00, 1.00);
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ (*polysP)++;
glNormal3f(-1.00, 1.00, -1.00);
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ (*polysP)++;
glNormal3f(-1.00, -1.00, 1.00);
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ (*polysP)++;
glNormal3f(1.00, 1.00, -1.00);
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ (*polysP)++;
glEnd();
return True;
}
static Bool
draw_cubit(ModeInfo * mi,
- int back, int front, int left, int right, int bottom, int top)
+ int back, int front, int left, int right, int bottom, int top,
+ unsigned long *polysP)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
int mono = MI_IS_MONO(mi);
- if (!draw_stickerless_cubit(rp))
+ if (!draw_stickerless_cubit(rp, polysP))
return False;
if (back != NO_FACE) {
glBegin(GL_POLYGON);
glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH);
+ (*polysP)++;
glEnd();
}
if (front != NO_FACE) {
glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH);
glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH);
glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH);
+ (*polysP)++;
glEnd();
}
if (left != NO_FACE) {
glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT);
+ (*polysP)++;
glEnd();
}
if (right != NO_FACE) {
glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG);
glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT);
glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
+ (*polysP)++;
glEnd();
}
if (bottom != NO_FACE) {
glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
+ (*polysP)++;
glEnd();
}
if (top != NO_FACE) {
glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT);
glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG);
glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG);
+ (*polysP)++;
glEnd();
}
return True;
#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0)
#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0)
#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0)
-#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t)) return False
+#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t,&mi->polygon_count)) return False
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
RubikSlice slice;
GLfloat rotatestep;
return False;
rp->moves[i] = move;
}
- rp->VX = 0.05;
+ rp->VX = 0.005;
if (NRAND(100) < 50)
rp->VX *= -1;
- rp->VY = 0.05;
+ rp->VY = 0.005;
if (NRAND(100) < 50)
rp->VY *= -1;
rp->movement.face = NO_FACE;
}
+ENTRYPOINT Bool
+rubik_handle_event (ModeInfo *mi, XEvent *event)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, rp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &rp->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ rp->done = 1;
+ return True;
+ }
+
+ return False;
+}
+
+
static Bool
pinit(ModeInfo * mi)
{
glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+ rp->trackball = gltrackball_init (True);
+
if ((rp->glx_context = init_GL(mi)) != NULL) {
reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if (!rp->glx_context)
return;
+ mi->polygon_count = 0;
glXMakeCurrent(display, window, *(rp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
bounced = True;
}
if (bounced) {
- rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
- rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
- if (rp->VX > 0.06)
- rp->VX = 0.06;
- if (rp->VY > 0.06)
- rp->VY = 0.06;
- if (rp->VX < -0.06)
- rp->VX = -0.06;
- if (rp->VY < -0.06)
- rp->VY = -0.06;
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001;
+ rp->VY += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001;
+ if (rp->VX > 0.006)
+ rp->VX = 0.006;
+ if (rp->VY > 0.006)
+ rp->VY = 0.006;
+ if (rp->VX < -0.006)
+ rp->VX = -0.006;
+ if (rp->VY < -0.006)
+ rp->VY = -0.006;
}
if (!MI_IS_ICONIC(mi)) {
glTranslatef(rp->PX, rp->PY, 0);
glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
}
+ gltrackball_rotate (rp->trackball);
+
glRotatef(rp->step * 100, 1, 0, 0);
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);
glFlush();
- rp->step += 0.05;
+ rp->step += 0.002;
}
#ifndef STANDALONE