X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fendgame.c;h=857183bfb69f5b4ce56abae7eb8a87c5e69d3c41;hp=ecc58b52740eeca5c722cd5b0f128e942dd57e3d;hb=6b1c86cf395f59389e4ece4ea8f4bea2c332745b;hpb=c28aecf9fc41e3a03494bacf7279745425e2fa18 diff --git a/hacks/glx/endgame.c b/hacks/glx/endgame.c index ecc58b52..857183bf 100644 --- a/hacks/glx/endgame.c +++ b/hacks/glx/endgame.c @@ -4,7 +4,7 @@ * * version 1.0 - June 6, 2002 * - * Copyright (C) 2002 Blair Tennessy (tennessb@unbc.ca) + * Copyright (C) 2002-2008 Blair Tennessy (tennessb@unbc.ca) * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -15,21 +15,12 @@ * implied warranty. */ -#include - #ifdef STANDALONE -# define PROGCLASS "Endgame" -# define HACK_INIT init_chess -# define HACK_DRAW draw_chess -# define HACK_RESHAPE reshape_chess -# define HACK_HANDLE_EVENT chess_handle_event -# define EVENT_MASK PointerMotionMask -# define chess_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_chess 0 # include "xlockmore.h" #else @@ -38,25 +29,40 @@ #ifdef USE_GL -#include +#define BOARDSIZE 8 +#define WHITES 5 + #include "gltrackball.h" #include "chessmodels.h" +#include "chessgames.h" #undef countof #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" }, + {"+classic", ".chess.classic", XrmoptionNoArg, "false" }, + {"-classic", ".chess.classic", XrmoptionNoArg, "true" }, }; -int rotate; +static int rotate, reflections, smooth, shadows, classic; 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}, + {&classic, "classic", "Classic", "False", t_Bool}, }; -ModeSpecOpt chess_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt chess_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct chess_description = @@ -67,122 +73,154 @@ ModStruct chess_description = #endif +#define checkImageWidth 16 +#define checkImageHeight 16 + typedef struct { GLXContext *glx_context; Window window; trackball_state *trackball; Bool button_down_p; -} Chesscreen; -static Chesscreen *qs = NULL; + ChessGame game; + int oldwhite; -#include -#include -#include -#include + /** definition of white/black (orange/gray) colors */ + GLfloat colors[2][3]; -#ifndef M_PI -#define M_PI 3.14159265 -#endif + GLubyte checkImage[checkImageWidth][checkImageHeight][3]; + GLuint piecetexture, boardtexture; -#define BOARDSIZE 8 + int mpiece, tpiece, steps, done; + double from[2], to[2]; + double dx, dz; + int moving, take, mc, count, wire; + double theta; -/** definition of white/black (orange/gray) colors */ -GLfloat colors[2][3] = - { - {1.0, 0.5, 0.0}, - {0.5, 0.5, 0.5}, - }; + GLfloat position[4]; + GLfloat position2[4]; + + GLfloat mod; + + GLfloat ground[4]; + + int oldgame; + + int poly_counts[PIECES]; /* polygon count of each type of piece */ + + +} Chesscreen; + +static Chesscreen *qs = NULL; + +static const GLfloat MaterialShadow[] = {0.0, 0.0, 0.0, 0.3}; -GLfloat whites[3][3] = + +/* i prefer silvertip */ +static const 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}, + {0.2, 0.2, 0.2}, + {0.35, 0.60, 0.35}, }; -/* int board[BOARDSIZE][BOARDSIZE]; */ +static void build_colors(Chesscreen *cs) +{ -#include "chessgames.h" + /* find new white */ + int newwhite = cs->oldwhite; + while(newwhite == cs->oldwhite) + newwhite = random()%WHITES; + cs->oldwhite = newwhite; + + cs->colors[0][0] = whites[cs->oldwhite][0]; + cs->colors[0][1] = whites[cs->oldwhite][1]; + cs->colors[0][2] = whites[cs->oldwhite][2]; +} + +/* build piece texture */ +static void make_piece_texture(Chesscreen *cs) +{ + 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; + cs->checkImage[i][j][0] = (GLubyte) c; + cs->checkImage[i][j][1] = (GLubyte) c; + cs->checkImage[i][j][2] = (GLubyte) c; + } + } + + glGenTextures(1, &cs->piecetexture); + glBindTexture(GL_TEXTURE_2D, cs->piecetexture); -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; */ -/* } */ - -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]; + 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, + &cs->checkImage[0][0]); } -/* 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}, */ -/* }; */ - -/* 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; +/* build board texture (uniform noise in [180,180+50]) */ +static void make_board_texture(Chesscreen *cs) +{ + int i, j, c; + + for (i = 0; i < checkImageWidth; i++) { + for (j = 0; j < checkImageHeight; j++) { + c = 180 + random()%51; + cs->checkImage[i][j][0] = (GLubyte) c; + cs->checkImage[i][j][1] = (GLubyte) c; + cs->checkImage[i][j][2] = (GLubyte) c; + } + } + + glGenTextures(1, &cs->boardtexture); + glBindTexture(GL_TEXTURE_2D, cs->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, + &cs->checkImage[0][0]); +} /** handle X event (trackball) */ -Bool chess_handle_event (ModeInfo *mi, XEvent *event) { - Chesscreen *c = &qs[MI_SCREEN(mi)]; +ENTRYPOINT Bool chess_handle_event (ModeInfo *mi, XEvent *event) +{ + Chesscreen *cs = &qs[MI_SCREEN(mi)]; - if(event->xany.type == ButtonPress && event->xbutton.button & Button1) { - c->button_down_p = True; - gltrackball_start (c->trackball, + if(event->xany.type == ButtonPress && event->xbutton.button == Button1) { + cs->button_down_p = True; + gltrackball_start (cs->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; + && event->xbutton.button == Button1) { + cs->button_down_p = False; return True; } - else if(event->xany.type == MotionNotify && c->button_down_p) { - gltrackball_track (c->trackball, + else if (event->xany.type == ButtonPress && + (event->xbutton.button == Button4 || + event->xbutton.button == Button5 || + event->xbutton.button == Button6 || + event->xbutton.button == Button7)) + { + gltrackball_mousewheel (cs->trackball, event->xbutton.button, 5, + !event->xbutton.state); + return True; + } + else if(event->xany.type == MotionNotify && cs->button_down_p) { + gltrackball_track (cs->trackball, event->xmotion.x, event->xmotion.y, MI_WIDTH (mi), MI_HEIGHT (mi)); return True; @@ -191,25 +229,41 @@ Bool chess_handle_event (ModeInfo *mi, XEvent *event) { return False; } -GLfloat position[] = { 3.0, 8.0, 3.0, 1.0 }; +static const GLfloat diffuse2[] = {1.0, 1.0, 1.0, 1.0}; +/*static const GLfloat ambient2[] = {0.7, 0.7, 0.7, 1.0};*/ +static const GLfloat shininess[] = {60.0}; +static const GLfloat specular[] = {0.4, 0.4, 0.4, 1.0}; /* configure lighting */ -void setup_lights(void) { +static void setup_lights(Chesscreen *cs) +{ glEnable(GL_LIGHTING); - glLightfv(GL_LIGHT0, GL_POSITION, position); + glLightfv(GL_LIGHT0, GL_POSITION, cs->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 */ -void drawPieces(void) { +/* draw pieces */ +static void drawPieces(ModeInfo *mi, Chesscreen *cs) +{ int i, j; for(i = 0; i < BOARDSIZE; ++i) { for(j = 0; j < BOARDSIZE; ++j) { - if(game.board[i][j]) { - int c = game.board[i][j]/PIECES; - glColor3fv(colors[c]); - glCallList(game.board[i][j]%PIECES); + if(cs->game.board[i][j]) { + int c = cs->game.board[i][j]/PIECES; + glColor3fv(cs->colors[c]); + glCallList(cs->game.board[i][j]%PIECES); + mi->polygon_count += cs->poly_counts[cs->game.board[i][j]%PIECES]; } glTranslatef(1.0, 0.0, 0.0); @@ -221,82 +275,155 @@ void drawPieces(void) { glTranslatef(0.0, 0.0, -1.0*BOARDSIZE); } -/** draw a moving piece */ -void drawMovingPiece(void) { - int piece = mpiece % PIECES; +/* draw pieces */ +static void drawPiecesShadow(ModeInfo *mi, Chesscreen *cs) +{ + int i, j; + + for(i = 0; i < BOARDSIZE; ++i) { + for(j = 0; j < BOARDSIZE; ++j) { + if(cs->game.board[i][j]) { + glColor4f(0.0, 0.0, 0.0, 0.4); + glCallList(cs->game.board[i][j]%PIECES); + mi->polygon_count += cs->poly_counts[cs->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 */ +static void drawMovingPiece(ModeInfo *mi, Chesscreen *cs, int shadow) +{ + int piece = cs->mpiece % PIECES; glPushMatrix(); - glColor3fv(colors[mpiece/PIECES]); + + if(shadow) glColor4fv(MaterialShadow); + else glColor3fv(cs->colors[cs->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], - (fabs(50.0-steps))/50.0); - piece = steps < 50 ? PAWN : QUEEN; + if((cs->mpiece == PAWN && fabs(cs->to[0]) < 0.01) || + (cs->mpiece == BPAWN && fabs(cs->to[0]-7.0) < 0.01)) { + glTranslatef(cs->from[1]+cs->steps*cs->dx, 0.0, cs->from[0]+cs->steps*cs->dz); + + glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->mpiece/7][0], + shadow ? MaterialShadow[1] : cs->colors[cs->mpiece/7][1], + shadow ? MaterialShadow[2] : cs->colors[cs->mpiece/7][2], + (fabs(50.0-cs->steps))/50.0); + + piece = cs->steps < 50 ? PAWN : QUEEN; /* what a kludge */ - if(steps == 99) - mpiece = mpiece == PAWN ? QUEEN : BQUEEN; + if(cs->steps == 99) + cs->mpiece = cs->mpiece == PAWN ? QUEEN : BQUEEN; } - else if(mpiece % PIECES == KNIGHT) { - 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], - fabs(49-steps)/49.0); - glScalef(fabs(49-steps)/49.0, fabs(49-steps)/49.0, fabs(49-steps)/49.0); + else if(cs->mpiece % PIECES == KNIGHT) { + GLfloat shine[1]; + GLfloat spec[4]; + GLfloat mult; + glTranslatef(cs->steps < 50 ? cs->from[1] : cs->to[1], 0.0, + cs->steps < 50 ? cs->from[0] : cs->to[0]); + + mult = cs->steps < 10 + ? (1.0 - cs->steps / 10.0) : 100 - cs->steps < 10 + ? (1.0 - (100 - cs->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] : cs->colors[cs->mpiece/7][0], + shadow ? MaterialShadow[1] : cs->colors[cs->mpiece/7][1], + shadow ? MaterialShadow[2] : cs->colors[cs->mpiece/7][2], + fabs(49-cs->steps)/49.0); + + glScalef(fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0, fabs(49-cs->steps)/49.0); } else - glTranslatef(from[1]+steps*dx, 0.0, from[0]+steps*dz); + glTranslatef(cs->from[1]+cs->steps*cs->dx, 0.0, cs->from[0]+cs->steps*cs->dz); - if(!wire) + if(!cs->wire) glEnable(GL_BLEND); glCallList(piece); + mi->polygon_count += cs->poly_counts[cs->mpiece % PIECES]; + + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); + glPopMatrix(); - if(!wire) + if(!cs->wire) glDisable(GL_BLEND); } /** code to squish a taken piece */ -void drawTakePiece(void) { - if(!wire) +static void drawTakePiece(ModeInfo *mi, Chesscreen *cs, int shadow) +{ + if(!cs->wire) glEnable(GL_BLEND); - glColor4f(colors[tpiece/7][0], colors[tpiece/7][1], colors[tpiece/7][2], - (100-1.6*steps)/100.0); + glColor4f(shadow ? MaterialShadow[0] : cs->colors[cs->tpiece/7][0], + shadow ? MaterialShadow[1] : cs->colors[cs->tpiece/7][1], + shadow ? MaterialShadow[2] : cs->colors[cs->tpiece/7][2], + (100-1.6*cs->steps)/100.0); - glTranslatef(to[1], 0.0, to[0]); + glTranslatef(cs->to[1], 0.0, cs->to[0]); - if(mpiece % PIECES == KNIGHT) - glScalef(1.0+steps/100.0, 1.0, 1.0+steps/100.0); + if(cs->mpiece % PIECES == KNIGHT) + glScalef(1.0+cs->steps/100.0, 1.0, 1.0+cs->steps/100.0); else - glScalef(1.0, 1 - steps/50.0 > 0.01 ? 1 - steps/50.0 : 0.01, 1.0); - glCallList(tpiece % 7); + glScalef(1.0, 1 - cs->steps/50.0 > 0.01 ? 1 - cs->steps/50.0 : 0.01, 1.0); + glCallList(cs->tpiece % 7); + mi->polygon_count += cs->poly_counts[cs->tpiece % PIECES]; - if(!wire) + if(!cs->wire) glDisable(GL_BLEND); } /** draw board */ -void drawBoard(void) { +static void drawBoard(ModeInfo *mi, Chesscreen *cs) +{ int i, j; glBegin(GL_QUADS); for(i = 0; i < BOARDSIZE; ++i) for(j = 0; j < BOARDSIZE; ++j) { + double ma1 = (i+j)%2 == 0 ? cs->mod*i : 0.0; + double mb1 = (i+j)%2 == 0 ? cs->mod*j : 0.0; + double ma2 = (i+j)%2 == 0 ? cs->mod*(i+1.0) : 0.01; + double mb2 = (i+j)%2 == 0 ? cs->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], 0.8); + glColor4f(cs->colors[(i+j)%2][0], cs->colors[(i+j)%2][1], + cs->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); + + mi->polygon_count++; } /* chop underneath board */ @@ -309,16 +436,144 @@ void drawBoard(void) { glEnd(); } -double theta = 0.0; +static void draw_pieces(ModeInfo *mi, Chesscreen *cs, int wire) +{ + if (!cs->wire) { + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, cs->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); + } -void draw_pieces(void) { - drawPieces(); - if(moving) drawMovingPiece(); - if(take) drawTakePiece(); + drawPieces(mi, cs); + if(cs->moving) drawMovingPiece(mi, cs, 0); + if(cs->take) drawTakePiece(mi, cs, 0); + glDisable(GL_TEXTURE_2D); +} + +static void draw_shadow_pieces(ModeInfo *mi, Chesscreen *cs, int wire) +{ + if (!cs->wire) { + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, cs->piecetexture); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } + + /* use the stencil */ + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glDisable(GL_DEPTH_TEST); + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + glClear(GL_STENCIL_BUFFER_BIT); + glColorMask(0,0,0,0); + glEnable(GL_STENCIL_TEST); + + glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFFL); + glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); + + + glPushMatrix(); + glTranslatef(0.0, 0.001, 0.0); + + /* draw the pieces */ + drawPiecesShadow(mi, cs); + if(cs->moving) drawMovingPiece(mi, cs, shadows); + if(cs->take) drawTakePiece(mi, cs, shadows); + + glPopMatrix(); + + + /* turn on drawing into colour buffer */ + glColorMask(1,1,1,1); + + /* programming with effect */ + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glDisable(GL_TEXTURE_2D); + + /* now draw the union of the shadows */ + + /* + + want to keep alpha values (alpha is involved in transition + effects of the active pieces). + + */ + glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFFL); + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + + glEnable(GL_BLEND); + + glColor4fv(MaterialShadow); + + /* draw the board generously to fill the shadows */ + glBegin(GL_QUADS); + + glVertex3f(-1.0, 0.0, -1.0); + glVertex3f(-1.0, 0.0, BOARDSIZE + 1.0); + glVertex3f(1.0 + BOARDSIZE, 0.0, BOARDSIZE + 1.0); + glVertex3f(1.0 + BOARDSIZE, 0.0, -1.0); + + glEnd(); + + glDisable(GL_STENCIL_TEST); + + /* "pop" attributes */ + glEnable(GL_TEXTURE_2D); + glEnable(GL_COLOR_MATERIAL); + glEnable(GL_LIGHTING); + glEnable(GL_CULL_FACE); + + + +} + +enum {X, Y, Z, W}; +enum {A, B, C, D}; + +/* create a matrix that will project the desired shadow */ +static 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]; } /** reflectionboard */ -void draw_reflections(void) { +static void draw_reflections(ModeInfo *mi, Chesscreen *cs) +{ + int i, j; + glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); @@ -327,10 +582,17 @@ void draw_reflections(void) { glDisable(GL_DEPTH_TEST); glBegin(GL_QUADS); - glVertex3f(0, 0, BOARDSIZE); - glVertex3f(0, 0, 0); - glVertex3f(BOARDSIZE, 0, 0); - glVertex3f(BOARDSIZE, 0, BOARDSIZE); + + /* only draw white squares */ + for(i = 0; i < BOARDSIZE; ++i) { + for(j = (BOARDSIZE+i) % 2; j < 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); + mi->polygon_count++; + } + } glEnd(); glEnable(GL_DEPTH_TEST); @@ -341,13 +603,13 @@ void draw_reflections(void) { glPushMatrix(); glScalef(1.0, -1.0, 1.0); glTranslatef(0.5, 0.0, 0.5); - - glLightfv(GL_LIGHT0, GL_POSITION, position); - draw_pieces(); + + glLightfv(GL_LIGHT0, GL_POSITION, cs->position); + draw_pieces(mi, cs, cs->wire); glPopMatrix(); glDisable(GL_STENCIL_TEST); - glLightfv(GL_LIGHT0, GL_POSITION, position); + glLightfv(GL_LIGHT0, GL_POSITION, cs->position); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -355,45 +617,100 @@ void draw_reflections(void) { } /** draws the scene */ -void display(Chesscreen *c) { +static void display(ModeInfo *mi, Chesscreen *cs) +{ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + mi->polygon_count = 0; + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - /** setup perspectif */ + /** setup perspectiv */ glTranslatef(0.0, 0.0, -1.5*BOARDSIZE); glRotatef(30.0, 1.0, 0.0, 0.0); - gltrackball_rotate (c->trackball); - glRotatef(theta*100, 0.0, 1.0, 0.0); + gltrackball_rotate (cs->trackball); + glRotatef(cs->theta*100, 0.0, 1.0, 0.0); glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE); +/* cs->position[0] = 4.0 + 1.0*-sin(cs->theta*100*M_PI/180.0); */ +/* cs->position[2] = 4.0 + 1.0* cos(cs->theta*100*M_PI/180.0); */ +/* cs->position[1] = 5.0; */ + + /* this is the lone light that the shadow matrix is generated from */ + cs->position[0] = 1.0; + cs->position[2] = 1.0; + cs->position[1] = 16.0; + + cs->position2[0] = 4.0 + 8.0*-sin(cs->theta*100*M_PI/180.0); + cs->position2[2] = 4.0 + 8.0* cos(cs->theta*100*M_PI/180.0); + + if (!cs->wire) { + glEnable(GL_LIGHTING); + glLightfv(GL_LIGHT0, GL_POSITION, cs->position); + glLightfv(GL_LIGHT1, GL_POSITION, cs->position2); + glEnable(GL_LIGHT0); + } + /** draw board, pieces */ - if(!wire) { + if(!cs->wire) { glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); - draw_reflections(); - glEnable(GL_BLEND); - drawBoard(); - glDisable(GL_BLEND); + + if(reflections && !cs->wire) { + draw_reflections(mi, cs); + glEnable(GL_BLEND); + } + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, cs->boardtexture); + drawBoard(mi, cs); + glDisable(GL_TEXTURE_2D); + + if(shadows) { + /* render shadows */ + GLfloat m[4][4]; + shadowmatrix(m, cs->ground, cs->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(mi, cs, cs->wire); + glPopMatrix(); + + glEnable(GL_LIGHTING); + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + } + + if(reflections) + glDisable(GL_BLEND); } else - drawBoard(); + drawBoard(mi, cs); - glTranslatef(0.5, .01, 0.5); - draw_pieces(); + glTranslatef(0.5, 0.0, 0.5); + draw_pieces(mi, cs, cs->wire); - if(!wire) { + if(!cs->wire) { glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); } - if (!c->button_down_p) - theta += .002; + if (!cs->button_down_p) + cs->theta += .002; } /** reshape handler */ -void reshape_chess(ModeInfo *mi, int width, int height) { +ENTRYPOINT void reshape_chess(ModeInfo *mi, int width, int height) +{ GLfloat h = (GLfloat) height / (GLfloat) width; glViewport(0,0, width, height); glMatrixMode(GL_PROJECTION); @@ -403,107 +720,163 @@ void reshape_chess(ModeInfo *mi, int width, int height) { } /** initialization handler */ -void init_chess(ModeInfo *mi) { - Chesscreen *c; +ENTRYPOINT void init_chess(ModeInfo *mi) +{ + Chesscreen *cs; int screen = MI_SCREEN(mi); - wire = MI_IS_WIREFRAME(mi); if(!qs && !(qs = (Chesscreen *) calloc(MI_NUM_SCREENS(mi), sizeof(Chesscreen)))) return; - c = &qs[screen]; - c->window = MI_WINDOW(mi); - c->trackball = gltrackball_init (); + cs = &qs[screen]; + cs->window = MI_WINDOW(mi); + cs->wire = MI_IS_WIREFRAME(mi); + cs->trackball = gltrackball_init (); - if((c->glx_context = init_GL(mi))) + cs->oldwhite = -1; + + cs->colors[0][0] = 1.0; + cs->colors[0][1] = 0.5; + cs->colors[0][2] = 0.0; + + cs->colors[1][0] = 0.6; + cs->colors[1][1] = 0.6; + cs->colors[1][2] = 0.6; + + cs->done = 1; + cs->count = 99; + cs->mod = 1.4; + +/* cs->position[0] = 0.0; */ +/* cs->position[1] = 5.0; */ +/* cs->position[2] = 5.0; */ +/* cs->position[3] = 1.0; */ + + cs->position[0] = 0.0; + cs->position[1] = 24.0; + cs->position[2] = 2.0; + cs->position[3] = 1.0; + + + cs->position2[0] = 5.0; + cs->position2[1] = 5.0; + cs->position2[2] = 5.0; + cs->position2[3] = 1.0; + + cs->ground[0] = 0.0; + cs->ground[1] = 1.0; + cs->ground[2] = 0.0; + cs->ground[3] = -0.00001; + + cs->oldgame = -1; + + + if((cs->glx_context = init_GL(mi))) reshape_chess(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); else MI_CLEARWINDOW(mi); glClearColor(0.0, 0.0, 0.0, 0.0); - glDepthFunc(GL_LEQUAL); - glClearStencil(0); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); + if (!cs->wire) { + glDepthFunc(GL_LEQUAL); + glClearStencil(0); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); - gen_model_lists(); + make_piece_texture(cs); + make_board_texture(cs); + } + gen_model_lists( classic, cs->poly_counts); - if (!wire) { - setup_lights(); + if(!cs->wire) { + setup_lights(cs); 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); } else - glPolygonMode(GL_FRONT, GL_LINE); - -/* buildBoard(); */ + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } /** does dirty work drawing scene, moving pieces */ -void draw_chess(ModeInfo *mi) { - Chesscreen *c = &qs[MI_SCREEN(mi)]; +ENTRYPOINT void draw_chess(ModeInfo *mi) +{ + Chesscreen *cs = &qs[MI_SCREEN(mi)]; Window w = MI_WINDOW(mi); Display *disp = MI_DISPLAY(mi); - if(!c->glx_context) + if(!cs->glx_context) return; - glXMakeCurrent(disp, w, *(c->glx_context)); + glXMakeCurrent(disp, w, *(cs->glx_context)); /** code for moving a piece */ - if(moving && ++steps == 100) { - moving = count = steps = take = 0; - game.board[game.moves[mc][2]][game.moves[mc][3]] = mpiece; - ++mc; + if(cs->moving && ++cs->steps == 100) { + cs->moving = cs->count = cs->steps = cs->take = 0; + cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]] = cs->mpiece; + ++cs->mc; - if(mc == game.movecount) { - done = 1; - mc = 0; + if(cs->mc == cs->game.movecount) { + cs->done = 1; + cs->mc = 0; } } - if(done) - glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, - done == 1 ? 1.0+0.1*count : 99.0/count); - - if(++count == 100) { - if(!done) { - mpiece = game.board[game.moves[mc][0]][game.moves[mc][1]]; - game.board[game.moves[mc][0]][game.moves[mc][1]] = NONE; + if(++cs->count == 100) { + if(!cs->done) { + cs->mpiece = cs->game.board[cs->game.moves[cs->mc][0]][cs->game.moves[cs->mc][1]]; + cs->game.board[cs->game.moves[cs->mc][0]][cs->game.moves[cs->mc][1]] = NONE; - if((tpiece = game.board[game.moves[mc][2]][game.moves[mc][3]])) { - game.board[game.moves[mc][2]][game.moves[mc][3]] = NONE; - take = 1; + if((cs->tpiece = cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]])) { + cs->game.board[cs->game.moves[cs->mc][2]][cs->game.moves[cs->mc][3]] = NONE; + cs->take = 1; } - from[0] = game.moves[mc][0]; - from[1] = game.moves[mc][1]; - to[0] = game.moves[mc][2]; - to[1] = game.moves[mc][3]; + cs->from[0] = cs->game.moves[cs->mc][0]; + cs->from[1] = cs->game.moves[cs->mc][1]; + cs->to[0] = cs->game.moves[cs->mc][2]; + cs->to[1] = cs->game.moves[cs->mc][3]; - dz = (to[0] - from[0]) / 100; - dx = (to[1] - from[1]) / 100; - steps = 0; - moving = 1; + cs->dz = (cs->to[0] - cs->from[0]) / 100; + cs->dx = (cs->to[1] - cs->from[1]) / 100; + cs->steps = 0; + cs->moving = 1; } - else if(done == 1) { - /* copy over new game */ - game = games[random()%GAMES]; - build_colors(); - done = 2; - count = 0; + else if(cs->done == 1) { + int newgame = cs->oldgame; + while(newgame == cs->oldgame) + newgame = random()%GAMES; + + /* mod the mod */ + cs->mod = 0.6 + (random()%20)/10.0; + + /* same old game */ + cs->oldgame = newgame; + cs->game = games[cs->oldgame]; + build_colors(cs); + cs->done = 2; + cs->count = 0; } else { - done = 0; - count = 0; + cs->done = 0; + cs->count = 0; } } - display(c); + /* set lighting */ + if(cs->done) { + glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, + cs->done == 1 ? 1.0+0.1*cs->count : 100.0/cs->count); + glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, + cs->done == 1 ? 1.0+0.1*cs->count : 100.0/cs->count); + glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.14); + glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.14); + } + + display(mi, cs); if(mi->fps_p) do_fps(mi); glFinish(); @@ -511,11 +884,15 @@ void draw_chess(ModeInfo *mi) { } /** bust it */ -void release_chess(ModeInfo *mi) { +ENTRYPOINT void release_chess(ModeInfo *mi) +{ if(qs) free((void *) qs); + qs = 0; - FreeAllGL(MI); + FreeAllGL(mi); } +XSCREENSAVER_MODULE_2 ("Endgame", endgame, chess) + #endif