File: drwBlock.c

package info (click to toggle)
gnubik 2.4.3-3
  • links: PTS, VCS
  • area: main
  • in suites: bullseye, buster
  • size: 2,208 kB
  • sloc: ansic: 5,060; sh: 4,651; lisp: 495; makefile: 49
file content (517 lines) | stat: -rw-r--r-- 11,938 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
/*
  The routines which actually draw the blocks of the cube.
  Copyright (C) 1998, 2003, 2011 John Darrington

  This program is free software; you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation; either version 3 of the License,  or
  (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/


#include <config.h>

/*
  NB: glLoadName is a Mesa/OpenGL command,  which loads a `name' so
  that the selection mechanism can identify  an object .
*/

#include <GL/gl.h>
#include "drwBlock.h"
#include <stdio.h>
#include "cube.h"
#include "textures.h"
#include "colour-dialog.h"

/* We use a little bit of glut in debug mode */
#if DEBUG
#include <GL/glut.h>

void
renderString (const char *string)
{
  int i = 0;
  for (i = 0; i < strlen (string); ++i)
    {
      glutStrokeCharacter (GLUT_STROKE_MONO_ROMAN, string[i]);
    }
}

#endif


typedef enum
{
  COL_BLACK,
  COL_WHITE
} colour_type;

static const GLfloat colors[][3] = {
  {0.0, 0.0, 0.0},		/*Black */
  {1.0, 1.0, 1.0}		/*White */
};



static void draw_face (GbkCubeview *, GLint face, int block_id,
		       GLboolean draw_names);

/* this macro produces +1 if i is even. -1 if i is odd */
/* We use it to transform the faces of the block from zero,  to the
   appropriate place */
#define SHIFT(i) ((i%2) * 2 -1)

/*  Render the block pointed to by BLOCK_ID.
    If ANCILLIARY is true, render the ancialliary components also.
 */
static void
draw_block (GbkCubeview * cv, int block_id, GLboolean ancilliary)
{
  int i;

  /* Load the name of this block */
  glLoadName (block_id);

  /* Start a new name level ( for the face of the block) */
  glPushName (-1);

  /* Rasterise only the exterior faces,  to speed things up */
  glEnable (GL_CULL_FACE);

  for (i = 0; i < 6; i++)
    {
      int mask;
      glPushMatrix ();
      switch (i)
	{
	case 1:
	case 0:
	  glTranslated (0, 0, SHIFT (i));
	  break;
	case 2:
	case 3:
	  glTranslated (0, SHIFT (i), 0);
	  glRotatef (-90, 1, 0, 0);
	  break;
	case 4:
	case 5:
	  glTranslated (SHIFT (i), 0, 0);
	  glRotatef (90, 0, 1, 0);
	  break;
	}

      /* make sure all  the sides are faced with their visible
         surface pointing to the outside!!  */
      if (!(i % 2))
	glRotatef (180, 1, 0, 0);

      /* draw the face,  iff it is visible */
      mask = 0x01 << i;
      if (gbk_cube_get_visible_faces (cv->cube, block_id) & mask)
	{
	  glLoadName (i);
	  draw_face (cv, i, block_id, ancilliary);
	}

      glPopMatrix ();
    }
  glPopName ();

}				/* end block */


/* render FACE of BLOCK_ID.
   If DRAW_NAMES is true, the render the ancillary polygons used for selection.
 */
static void
draw_face (GbkCubeview * cv, GLint face, int block_id, GLboolean draw_names)
{
  point p1;
  point p2;
  vector v;

  /* lratio is the proportion of a face's linear dimension,  which is
     coloured. That is,  covered by a sticky label */
  const GLfloat lratio = 0.9;


  /* First Draw the surface of the cube,  that is the plastic material
     he thing is constructed from */
  glColor3fv (colors[COL_BLACK]);

  if (draw_names)
    {
      /* the dead zone is the space on the square,  which pointing to with
         the mouse will not change the selection.  This gives a bit of
         histeresis,  and makes it easier to use. */
      const GLfloat deadZone = 0.02;
      const GLfloat limit1 = (1 - deadZone);
      const GLfloat limit2 = (1 - 2 * deadZone);

      /* This polygon is drawn as four quadrants,  thus:
         _______
         |\     /|
         | \   / |
         |  \ /  |
         |   \   |
         |  / \  |
         | /   \ |
         |/____ \|

         The reason for this is to provide support for an enhanced selection
         mechanism which can detect which edge of the face is being pointed to.
       */

      p1[0] = 0;
      p1[1] = 0;
      p1[2] = 0;
      p1[3] = 1;
      p2[0] = 0;
      p2[1] = 0;
      p2[2] = 1;
      p2[3] = 1;

      vector_from_points (v, p2, p1);

      glPushName (0);

      p1[0] = -deadZone;
      p1[1] = 0;
      p1[2] = 0;
      p1[3] = 1;
      p2[0] = -limit1;
      p2[1] = 0;
      p2[2] = 0;
      p2[3] = 1;

      glBegin (GL_POLYGON);
      glVertex3fv (p1);
      glVertex3d (-limit1, limit2, 0);
      glVertex3d (-limit1, -limit2, 0);
      glEnd ();

      vector_from_points (v, p2, p1);
      gbk_cube_set_quadrant_vector (cv->cube, block_id, face, 0, v);

      glLoadName (1);

      p1[0] = 0;
      p1[1] = -deadZone;
      p1[2] = 0;
      p2[0] = 0;
      p2[1] = limit1;
      p2[2] = 0;

      glBegin (GL_POLYGON);
      glVertex3fv (p1);
      glVertex3d (limit2, limit1, 0);
      glVertex3d (-limit2, limit1, 0);
      glEnd ();

      vector_from_points (v, p2, p1);
      gbk_cube_set_quadrant_vector (cv->cube, block_id, face, 1, v);

      glLoadName (2);

      p1[0] = deadZone;
      p1[1] = 0;
      p1[2] = 0;
      p2[0] = limit1;
      p2[1] = 0;
      p2[2] = 0;

      glBegin (GL_POLYGON);
      glVertex3fv (p1);
      glVertex3d (limit1, -limit2, 0);
      glVertex3d (limit1, limit2, 0);
      glEnd ();

      vector_from_points (v, p2, p1);
      gbk_cube_set_quadrant_vector (cv->cube, block_id, face, 2, v);

      glLoadName (3);


      p1[0] = 0;
      p1[1] = deadZone;
      p1[2] = 0;
      p2[0] = 0;
      p2[1] = -limit1;
      p2[2] = 0;

      glBegin (GL_POLYGON);
      {
	glVertex3d (0, -deadZone, 0);
	glVertex3fv (p1);
	glVertex3d (-limit2, -limit1, 0);
	glVertex3d (limit2, -limit1, 0);
      }
      glEnd ();
      glPopName ();

      vector_from_points (v, p2, p1);
      gbk_cube_set_quadrant_vector (cv->cube, block_id, face, 3, v);
    }

  /* Now do the colours  (ie the little sticky labels) */
  glColor3fv (cv->colour[face]);
  glTranslatef (0, 0, 0.01);


  glScalef (lratio, lratio, lratio);

  if (-1 == cv->texName[face])
    {
      glDisable (GL_TEXTURE_2D);
    }
  else
    {
      glEnable (GL_TEXTURE_2D);
      if (cv->surface[face] != SURFACE_COLOURED)
	glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
      else
	glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

      glBindTexture (GL_TEXTURE_2D, cv->texName[face]);
    }

  glBegin (GL_POLYGON);
  {
    GLfloat iss_x = 0;
    GLfloat iss_y = 0;
    GLint xpos = 0;
    GLint ypos = 0;

    if (cv->surface[face] == SURFACE_MOSAIC)
      {
	switch (face)
	  {
	  case 0:
	  case 1:
	    iss_x = 1.0 / gbk_cube_get_size (cv->cube, 0);
	    iss_y = 1.0 / gbk_cube_get_size (cv->cube, 1);
	    xpos = block_id % gbk_cube_get_size (cv->cube, 0);
	    ypos =
	      (block_id % (gbk_cube_get_size (cv->cube, 0)
			   * gbk_cube_get_size (cv->cube, 1)))
	      / gbk_cube_get_size (cv->cube, 0);
	    break;
	  case 2:
	  case 3:
	    iss_x = 1.0 / gbk_cube_get_size (cv->cube, 0);
	    iss_y = 1.0 / gbk_cube_get_size (cv->cube, 2);
	    xpos = block_id % (gbk_cube_get_size (cv->cube, 0)
			       * gbk_cube_get_size (cv->cube, 1))
	      % gbk_cube_get_size (cv->cube, 0);
	    ypos =
	      block_id / (gbk_cube_get_size (cv->cube, 0) *
			  gbk_cube_get_size (cv->cube, 1));
	    break;
	  case 4:
	  case 5:
	    iss_x = 1.0 / gbk_cube_get_size (cv->cube, 2);
	    iss_y = 1.0 / gbk_cube_get_size (cv->cube, 1);
	    xpos =
	      block_id / (gbk_cube_get_size (cv->cube, 0) *
			  gbk_cube_get_size (cv->cube, 1));
	    ypos =
	      block_id % (gbk_cube_get_size (cv->cube, 0) *
			  gbk_cube_get_size (cv->cube,
					     1)) /
	      gbk_cube_get_size (cv->cube, 0);
	    break;
	  }

	/* Invert positions as necessary */
	switch (face)
	  {
	  case 1:
	    ypos = gbk_cube_get_size (cv->cube, 1) - ypos - 1;
	    break;
	  case 5:
	    ypos = gbk_cube_get_size (cv->cube, 1) - ypos - 1;
	    /* fallthrough */
	  case 4:
	    xpos = gbk_cube_get_size (cv->cube, 2) - xpos - 1;
	    break;
	  case 2:
	    ypos = gbk_cube_get_size (cv->cube, 2) - ypos - 1;
	    break;
	  }
      }
    else
      {				/* TILED */
	xpos = ypos = 0;
	iss_x = iss_y = 1.0;
      }

    glTexCoord2f (iss_x * xpos, iss_y * (ypos + 1));
    glVertex3d (-1, -1, 0);

    glTexCoord2f (iss_x * (xpos + 1), iss_y * (ypos + 1));
    glVertex3d (1, -1, 0);

    glTexCoord2f (iss_x * (xpos + 1), iss_y * ypos);
    glVertex3d (1, 1, 0);

    glTexCoord2f (iss_x * xpos, iss_y * ypos);
    glVertex3d (-1, 1, 0);
  }
  glEnd ();

  glDisable (GL_TEXTURE_2D);

#if DEBUG
  {
    char str[4];

    /* render the block number */
    glPushMatrix ();
    glColor3f (0, 0, 0);

    glTranslatef (-1, -0.8, 0.1);
    glScalef (0.01, 0.01, 0.01);

    snprintf (str, 4, "%d", block_id);
    renderString (str);
    glPopMatrix ();

    /* render the face number,  a little bit smaller
       so we can see what's what. */
    glPushMatrix ();
    glTranslatef (+0.5, +0.4, 0.1);
    glScalef (0.005, 0.005, 0.005);
    snprintf (str, 4, "%d", face);
    renderString (str);
    glPopMatrix ();
  }
#endif
}

/* render the cube */
void
drawCube (GbkCube * cube, GLboolean ancilliary, GbkCubeview * cv)
{
  int i;

#if DEBUG
  {
    GLfloat offset = 1.6 * gbk_cube_get_size (cube, 0);

    /* Show the directions of the axes */
    glColor3f (1, 1, 1);

    /* X axis */
    glPushMatrix ();
    glTranslatef (-offset, -offset, 0);
    glBegin (GL_LINES);
    glVertex3f (0, 0, 0);
    glVertex3f (2 * gbk_cube_get_size (cube, 0), 0, 0);
    glEnd ();


    glRasterPos3d (offset * 1.1, 0, 0);
    glutBitmapCharacter (GLUT_BITMAP_9_BY_15, '0');

    glPopMatrix ();

    /* Y axis */
    glPushMatrix ();
    glTranslatef (-offset, -offset, 0);
    glBegin (GL_LINES);
    glVertex3f (0, 0, 0);
    glVertex3f (0, 2 * gbk_cube_get_size (cube, 1), 0);
    glEnd ();

    glRasterPos3d (0.1 * offset, offset, 0);
    glutBitmapCharacter (GLUT_BITMAP_9_BY_15, '1');

    glPopMatrix ();

    /* Z axis */
    glPushMatrix ();
    glTranslatef (-offset, -offset, 0);

    glBegin (GL_LINES);
    glVertex3f (0, 0, 0);
    glVertex3f (0, 0, 2 * gbk_cube_get_size (cube, 2));
    glEnd ();

    glRasterPos3d (0.1 * offset, 0, offset);
    glutBitmapCharacter (GLUT_BITMAP_9_BY_15, '2');

    glPopMatrix ();

  }
#endif

  for (i = 0; i < gbk_cube_get_number_of_blocks (cube); i++)
    {
      int j = 0;
      Slice_Blocks *moving_blocks = NULL;

      if (cv->current_move && cv->current_move->blocks_in_motion)
	moving_blocks = cv->current_move->blocks_in_motion;

      /* Find out if this block is one of those currently being
         turned.  If so,  j will be < turning_block_qty */
      if (moving_blocks)
	for (j = 0; j < moving_blocks->number_blocks; j++)
	  {
	    if (moving_blocks->blocks[j] == i)
	      break;
	  }

      glPushMatrix ();
      if (moving_blocks && j != moving_blocks->number_blocks)
	{
	  /* Blocks which are in motion,  need to be animated.
	     so we rotate them according to however much the
	     animation angle is */
	  GLdouble angle = cv->animation_angle;

	  int unity = 1;
	  if (!move_dir (cv->current_move))
	    unity = -1;

	  switch (move_axis (cv->current_move))
	    {
	    case 0:
	    case 3:
	      glRotatef (angle, unity, 0, 0);
	      break;
	    case 1:
	    case 4:
	      glRotatef (angle, 0, unity, 0);
	      break;
	    case 2:
	    case 5:
	      glRotatef (angle, 0, 0, unity);
	      break;
	    }
	}
      {
	Matrix M;

	/* place the block in its current position and
	   orientation */
	gbk_cube_get_block_transform (cv->cube, i, M);
	glPushMatrix ();
	glMultMatrixf (M);

	/* and draw the block */
	draw_block (cv, i, ancilliary);
	glPopMatrix ();
      }

      glPopMatrix ();
    }
}