}
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);
+ }
+
return polys;
}
static int display(Queenscreen *qs)
{
+ int max = 1024;
int polys = 0;
glClear(clearbits);
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);
- glRotatef(-current_device_rotation(), 0, 0, 1);
gltrackball_rotate (qs->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
glRotatef(qs->theta*100, 0.0, 1.0, 0.0);
glTranslatef(-0.5*qs->BOARDSIZE, 0.0, -0.5*qs->BOARDSIZE);
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);
qs->theta += .002;
/* zero out board, find new solution of size MINBOARD <= i <= MAXBOARD */
- if(++qs->steps == 1024) {
+ if(++qs->steps == max) {
qs->steps = 0;
blank(qs);
qs->BOARDSIZE = MINBOARD + (random() % (MAXBOARD - MINBOARD + 1));
qs->BOARDSIZE = 8; /* 8 cuz its classic */
- gen_model_lists(-1, poly_counts);
+ chessmodels_gen_lists(-1, poly_counts);
qs->queen_list = QUEEN;
qs->queen_polys = poly_counts[QUEEN];