#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
"*wireframe: False \n" \
+ "*reflections: True \n" \
+ "*shadows: True \n" \
# include "xlockmore.h"
#define countof(x) (sizeof((x))/sizeof((*x)))
static XrmOptionDescRec opts[] = {
- {"+rotate", ".chess.rotate", XrmoptionNoArg, (caddr_t) "false" },
- {"-rotate", ".chess.rotate", XrmoptionNoArg, (caddr_t) "true" },
+ {"+rotate", ".chess.rotate", XrmoptionNoArg, "false" },
+ {"-rotate", ".chess.rotate", XrmoptionNoArg, "true" },
+ {"+reflections", ".chess.reflections", XrmoptionNoArg, "false" },
+ {"-reflections", ".chess.reflections", XrmoptionNoArg, "true" },
+ {"+shadows", ".chess.shadows", XrmoptionNoArg, "false" },
+ {"-shadows", ".chess.shadows", XrmoptionNoArg, "true" },
+ {"+smooth", ".chess.smooth", XrmoptionNoArg, "false" },
+ {"-smooth", ".chess.smooth", XrmoptionNoArg, "true" },
};
-int rotate;
+int rotate, reflections, smooth, shadows;
static argtype vars[] = {
- {(caddr_t *) &rotate, "rotate", "Rotate", "True", t_Bool},
+ {&rotate, "rotate", "Rotate", "True", t_Bool},
+ {&reflections, "reflections", "Reflections", "True", t_Bool},
+ {&shadows, "shadows", "Shadows", "True", t_Bool},
+ {&smooth, "smooth", "Smooth", "True", t_Bool},
};
ModeSpecOpt chess_opts = {countof(opts), opts, countof(vars), vars, NULL};
#define BOARDSIZE 8
+static float MaterialShadow[] = {0.0, 0.0, 0.0, 0.3};
+
+
+
/** definition of white/black (orange/gray) colors */
GLfloat colors[2][3] =
{
{1.0, 0.5, 0.0},
- {0.5, 0.5, 0.5},
+ {0.6, 0.6, 0.6},
};
-/* well, i prefer silver tip */
-GLfloat whites[3][3] =
+#define WHITES 5
+
+/* i prefer silvertip */
+GLfloat whites[WHITES][3] =
{
- {1.0, 0.5, 0.0},
- {0.8, 0.45, 1.0},
- {0.37, 0.56, 0.87},
+ {1.0, 0.55, 0.1},
+ {0.8, 0.52, 0.8},
+ {0.43, 0.54, 0.76},
+ {0.8, 0.8, 0.8},
+ {0.35, 0.60, 0.35},
};
-/* int board[BOARDSIZE][BOARDSIZE]; */
-
#include "chessgames.h"
ChessGame game;
-
-/* void buildBoard(void) { */
-/* board[0][5] = BKING; */
-/* board[1][4] = BPAWN; */
-/* board[1][2] = BPAWN; */
-/* board[1][0] = BPAWN; */
-/* board[2][2] = BPAWN; */
-/* board[2][4] = BPAWN; */
-/* board[2][7] = KNIGHT; */
-/* board[3][0] = PAWN; */
-/* board[3][2] = ROOK; */
-/* board[4][0] = PAWN; */
-/* board[4][4] = KING; */
-/* board[4][5] = PAWN; */
-/* board[6][0] = BPAWN; */
-/* board[6][7] = PAWN; */
-/* board[7][0] = BBISHOP; */
-/* } */
+int oldwhite = -1;
void build_colors(void) {
- int white = random()%3;
- colors[0][0] = whites[white][0];
- colors[0][1] = whites[white][1];
- colors[0][2] = whites[white][2];
+
+ /* find new white */
+ int newwhite = oldwhite;
+ while(newwhite == oldwhite)
+ newwhite = random()%WHITES;
+ oldwhite = newwhite;
+
+ colors[0][0] = whites[oldwhite][0];
+ colors[0][1] = whites[oldwhite][1];
+ colors[0][2] = whites[oldwhite][2];
}
-/* int moves[MOVES][4] = */
-/* { {3, 2, 6, 2}, */
-/* {7, 0, 6, 1}, */
-/* {6, 2, 6, 6}, */
-/* {0, 5, 0, 4}, */
-/* {6, 6, 0, 6}, */
-/* {0, 4, 1, 3}, */
-/* {2, 7, 1, 5}, */
-/* {2, 2, 3, 2}, */
-/* {0, 6, 0, 3}, */
-/* {1, 3, 2, 2}, */
-/* {0, 3, 6, 3}, */
-/* {3, 2, 4, 2}, /\* pawn to bishop 5 *\/ */
-/* {1, 5, 0, 3}, /\* check *\/ */
-/* {2, 2, 3, 2}, */
-/* {0, 3, 2, 4}, /\* takes pawn *\/ */
-/* {3, 2, 2, 2}, */
-/* {2, 4, 0, 3}, */
-/* {2, 2, 3, 2}, */
-/* {6, 3, 6, 1}, /\* rook takes bishop *\/ */
-/* {6, 0, 7, 0}, */
-/* {6, 1, 3, 1}, */
-/* {3, 2, 2, 3}, */
-/* {3, 1, 3, 3}, */
-/* {0, 0, 2, 3}, */
-/* }; */
+/* road texture */
+#define checkImageWidth 16
+#define checkImageHeight 16
+GLubyte checkImage[checkImageWidth][checkImageHeight][3];
+GLuint piecetexture, boardtexture;
+
+/* build piece texture */
+void make_piece_texture(void) {
+ int i, j, c;
+
+ for (i = 0; i < checkImageWidth; i++) {
+ for (j = 0; j < checkImageHeight; j++) {
+ c = ((j%2) == 0 || i%2 == 0) ? 240 : 180+random()%16;
+ checkImage[i][j][0] = (GLubyte) c;
+ checkImage[i][j][1] = (GLubyte) c;
+ checkImage[i][j][2] = (GLubyte) c;
+ }
+ }
+
+ glGenTextures(1, &piecetexture);
+ glBindTexture(GL_TEXTURE_2D, piecetexture);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
+ checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
+ &checkImage[0][0]);
+}
+
+/* build board texture (uniform noise in [180,180+50]) */
+void make_board_texture(void) {
+ int i, j, c;
+
+ for (i = 0; i < checkImageWidth; i++) {
+ for (j = 0; j < checkImageHeight; j++) {
+ c = 180 + random()%51;
+ checkImage[i][j][0] = (GLubyte) c;
+ checkImage[i][j][1] = (GLubyte) c;
+ checkImage[i][j][2] = (GLubyte) c;
+ }
+ }
+
+ glGenTextures(1, &boardtexture);
+ glBindTexture(GL_TEXTURE_2D, boardtexture);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
+ checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
+ &checkImage[0][0]);
+}
/* yay its c */
int mpiece = 0, tpiece, steps = 0, done = 1;
double from[2], to[2];
double dx, dz;
int moving = 0, take = 0, mc = 0, count = 99, wire = 0;
+double theta = 0.0;
/** handle X event (trackball) */
Bool chess_handle_event (ModeInfo *mi, XEvent *event) {
return False;
}
-GLfloat position[] = { 3.0, 7.0, 3.0, 1.0 };
+GLfloat position[] = { 0.0, 5.0, 5.0, 1.0 };
+GLfloat position2[] = { 5.0, 5.0, 5.0, 1.0 };
+GLfloat diffuse2[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat ambient2[] = {0.7, 0.7, 0.7, 1.0};
+GLfloat shininess[] = {60.0};
+GLfloat specular[] = {0.4, 0.4, 0.4, 1.0};
/* configure lighting */
void setup_lights(void) {
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, position);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse2);
glEnable(GL_LIGHT0);
+
+/* glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient2); */
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+
+ glLightfv(GL_LIGHT1, GL_SPECULAR, diffuse2);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse2);
+ glEnable(GL_LIGHT1);
}
-/** draw pieces */
+/* draw pieces */
void drawPieces(void) {
int i, j;
glTranslatef(0.0, 0.0, -1.0*BOARDSIZE);
}
-/** draw a moving piece */
-void drawMovingPiece(void) {
+/* draw pieces */
+void drawPiecesShadow(void) {
+ int i, j;
+
+ for(i = 0; i < BOARDSIZE; ++i) {
+ for(j = 0; j < BOARDSIZE; ++j) {
+ if(game.board[i][j]) {
+ glColor4f(0.0, 0.0, 0.0, 0.4);
+ glCallList(game.board[i][j]%PIECES);
+ }
+
+ glTranslatef(1.0, 0.0, 0.0);
+ }
+
+ glTranslatef(-1.0*BOARDSIZE, 0.0, 1.0);
+ }
+
+ glTranslatef(0.0, 0.0, -1.0*BOARDSIZE);
+}
+
+/* draw a moving piece */
+void drawMovingPiece(int shadow) {
int piece = mpiece % PIECES;
glPushMatrix();
- glColor3fv(colors[mpiece/PIECES]);
+
+ if(shadow) glColor4fv(MaterialShadow);
+ else glColor3fv(colors[mpiece/PIECES]);
/** assume a queening. should be more general */
if((mpiece == PAWN && fabs(to[0]) < 0.01) ||
(mpiece == BPAWN && fabs(to[0]-7.0) < 0.01)) {
glTranslatef(from[1]+steps*dx, 0.0, from[0]+steps*dz);
- glColor4f(colors[mpiece/7][0], colors[mpiece/7][1], colors[mpiece/7][2],
+
+ glColor4f(shadow ? MaterialShadow[0] : colors[mpiece/7][0],
+ shadow ? MaterialShadow[1] : colors[mpiece/7][1],
+ shadow ? MaterialShadow[2] : colors[mpiece/7][2],
(fabs(50.0-steps))/50.0);
+
piece = steps < 50 ? PAWN : QUEEN;
/* what a kludge */
mpiece = mpiece == PAWN ? QUEEN : BQUEEN;
}
else if(mpiece % PIECES == KNIGHT) {
+ GLfloat shine[1];
+ GLfloat spec[4];
+ GLfloat mult;
glTranslatef(steps < 50 ? from[1] : to[1], 0.0,
steps < 50 ? from[0] : to[0]);
- glColor4f(colors[mpiece/7][0], colors[mpiece/7][1], colors[mpiece/7][2],
+ mult = steps < 10
+ ? (1.0 - steps / 10.0) : 100 - steps < 10
+ ? (1.0 - (100 - steps) / 10.0) : 0.0;
+
+ shine[0] = mult*shininess[0];
+ spec[0] = mult*specular[0];
+ spec[1] = mult*specular[1];
+ spec[2] = mult*specular[2];
+ spec[3] = 1.0;
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+
+ glColor4f(shadow ? MaterialShadow[0] : colors[mpiece/7][0],
+ shadow ? MaterialShadow[1] : colors[mpiece/7][1],
+ shadow ? MaterialShadow[2] : colors[mpiece/7][2],
fabs(49-steps)/49.0);
+
glScalef(fabs(49-steps)/49.0, fabs(49-steps)/49.0, fabs(49-steps)/49.0);
}
else
glEnable(GL_BLEND);
glCallList(piece);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+
glPopMatrix();
if(!wire)
}
/** code to squish a taken piece */
-void drawTakePiece(void) {
+void drawTakePiece(int shadow) {
if(!wire)
glEnable(GL_BLEND);
- glColor4f(colors[tpiece/7][0], colors[tpiece/7][1], colors[tpiece/7][2],
+ glColor4f(shadow ? MaterialShadow[0] : colors[tpiece/7][0],
+ shadow ? MaterialShadow[1] : colors[tpiece/7][1],
+ shadow ? MaterialShadow[0] : colors[tpiece/7][2],
(100-1.6*steps)/100.0);
glTranslatef(to[1], 0.0, to[0]);
glDisable(GL_BLEND);
}
+double mod = 1.4;
+
/** draw board */
void drawBoard(void) {
int i, j;
for(i = 0; i < BOARDSIZE; ++i)
for(j = 0; j < BOARDSIZE; ++j) {
+ double ma1 = (i+j)%2 == 0 ? mod*i : 0.0;
+ double mb1 = (i+j)%2 == 0 ? mod*j : 0.0;
+ double ma2 = (i+j)%2 == 0 ? mod*(i+1.0) : 0.01;
+ double mb2 = (i+j)%2 == 0 ? mod*(j+1.0) : 0.01;
+
/*glColor3fv(colors[(i+j)%2]);*/
glColor4f(colors[(i+j)%2][0], colors[(i+j)%2][1],
colors[(i+j)%2][2], 0.65);
+
glNormal3f(0.0, 1.0, 0.0);
+/* glTexCoord2f(mod*i, mod*(j+1.0)); */
+ glTexCoord2f(ma1, mb2);
glVertex3f(i, 0.0, j + 1.0);
+/* glTexCoord2f(mod*(i+1.0), mod*(j+1.0)); */
+ glTexCoord2f(ma2, mb2);
glVertex3f(i + 1.0, 0.0, j + 1.0);
+ glTexCoord2f(ma2, mb1);
+/* glTexCoord2f(mod*(i+1.0), mod*j); */
glVertex3f(i + 1.0, 0.0, j);
+ glTexCoord2f(ma1, mb1);
+/* glTexCoord2f(mod*i, mod*j); */
glVertex3f(i, 0.0, j);
}
glEnd();
}
-double theta = 0.0;
-
void draw_pieces(void) {
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, piecetexture);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glColor4f(0.5, 0.5, 0.5, 1.0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
+
drawPieces();
- if(moving) drawMovingPiece();
- if(take) drawTakePiece();
+ if(moving) drawMovingPiece(0);
+ if(take) drawTakePiece(0);
+ glDisable(GL_TEXTURE_2D);
+}
+
+void draw_shadow_pieces(void) {
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, piecetexture);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+
+ drawPiecesShadow();
+ if(moving) drawMovingPiece(shadows);
+ if(take) drawTakePiece(shadows);
+ glDisable(GL_TEXTURE_2D);
+}
+
+enum {X, Y, Z, W};
+enum {A, B, C, D};
+
+/* create a matrix that will project the desired shadow */
+void shadowmatrix(GLfloat shadowMat[4][4],
+ GLfloat groundplane[4],
+ GLfloat lightpos[4]) {
+ GLfloat dot;
+
+ /* find dot product between light position vector and ground plane normal */
+ dot = groundplane[X] * lightpos[X] +
+ groundplane[Y] * lightpos[Y] +
+ groundplane[Z] * lightpos[Z] +
+ groundplane[W] * lightpos[W];
+
+ shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
+ shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
+ shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
+ shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
+
+ shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
+ shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
+ shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
+ shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
+
+ shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
+ shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
+ shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
+ shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
+
+ shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
+ shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
+ shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
+ shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
}
+GLfloat ground[4] = {0.0, 1.0, 0.0, -0.00001};
+
/** reflectionboard */
void draw_reflections(void) {
int i, j;
glRotatef(theta*100, 0.0, 1.0, 0.0);
glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE);
+ position[0] = 4.0 + 1.0*-sin(theta*100*M_PI/180.0);
+ position[2] = 4.0 + 1.0*cos(theta*100*M_PI/180.0);
+ position[1] = 5.0;
+
+ position2[0] = 4.0 + 8.0*-sin(theta*100*M_PI/180.0);
+ position2[2] = 4.0 + 8.0*cos(theta*100*M_PI/180.0);
+
+ glEnable(GL_LIGHTING);
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+ glLightfv(GL_LIGHT1, GL_POSITION, position2);
+ glEnable(GL_LIGHT0);
+
/** draw board, pieces */
if(!wire) {
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- draw_reflections();
- glEnable(GL_BLEND);
+
+ if(reflections) {
+ draw_reflections();
+ glEnable(GL_BLEND);
+ }
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, boardtexture);
drawBoard();
- glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+
+ if(shadows) {
+ /* render shadows */
+ GLfloat m[4][4];
+ shadowmatrix(m, ground, position);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow);
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+
+ /* display ant shadow */
+ glPushMatrix();
+ glTranslatef(0.0, 0.001, 0.0);
+ glMultMatrixf(m[0]);
+ glTranslatef(0.5, 0.01, 0.5);
+ draw_shadow_pieces();
+ glPopMatrix();
+
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ if(reflections)
+ glDisable(GL_BLEND);
}
else
drawBoard();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
+ make_piece_texture();
+ make_board_texture();
gen_model_lists();
if(!wire) {
setup_lights();
glColorMaterial(GL_FRONT, GL_DIFFUSE);
- glShadeModel(GL_SMOOTH);
+ glShadeModel(smooth ? GL_SMOOTH : GL_FLAT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
}
glPolygonMode(GL_FRONT, GL_LINE);
}
+int oldgame = -1;
+
/** does dirty work drawing scene, moving pieces */
void draw_chess(ModeInfo *mi) {
Chesscreen *c = &qs[MI_SCREEN(mi)];
moving = 1;
}
else if(done == 1) {
- /* copy over new game */
- game = games[random()%GAMES];
+ int newgame = oldgame;
+ while(newgame == oldgame)
+ newgame = random()%GAMES;
+
+ /* mod the mod */
+ mod = 0.6 + (random()%20)/10.0;
+
+ /* same old game */
+ oldgame = newgame;
+ game = games[oldgame];
build_colors();
done = 2;
count = 0;
}
/* set lighting */
- if(done)
+ if(done) {
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION,
done == 1 ? 1.0+0.1*count : 100.0/count);
+ glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION,
+ done == 1 ? 1.0+0.1*count : 100.0/count);
+ glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.14);
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.14);
+ }
display(c);