1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* pipes --- 3D selfbuiding pipe system */
4 #if !defined( lint ) && !defined( SABER )
5 static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore";
10 * Permission to use, copy, modify, and distribute this software and its
11 * documentation for any purpose and without fee is hereby granted,
12 * provided that the above copyright notice appear in all copies and that
13 * both that copyright notice and this permission notice appear in
14 * supporting documentation.
16 * This file is provided AS IS with no warranties of any kind. The author
17 * shall have no liability with respect to the infringement of copyrights,
18 * trade secrets or any patents by this file or any part thereof. In no
19 * event will the author be liable for any lost revenue or profits or
20 * other special, indirect and consequential damages.
22 * This program was inspired on a WindowsNT(R)'s screen saver. It was written
23 * from scratch and it was not based on any other source code.
25 * ==========================================================================
26 * The routine myElbow is derivated from the doughnut routine from the MesaGL
27 * library (more especifically the Mesaaux library) written by Brian Paul.
28 * ==========================================================================
30 * Thanks goes to Brian Paul for making it possible and inexpensive to use
33 * Since I'm not a native English speaker, my apologies for any grammatical
36 * My e-mail address is
38 * Marcelo F. Vianna (Apr-09-1997)
41 * 29-Apr-97: Factory equipment by Ed Mackey. Productive day today, eh?
42 * 29-Apr-97: Less tight turns Jeff Epler <jepler@inetnebr.com>
43 * 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna
47 * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
48 * otherwise caddr_t is not defined correctly
51 #include <X11/Intrinsic.h>
54 # define PROGCLASS "Pipes"
55 # define HACK_INIT init_pipes
56 # define HACK_DRAW draw_pipes
57 # define pipes_opts xlockmore_opts
58 # define DEFAULTS "*delay: 100 \n" \
63 "*tightturns: False \n" \
64 "*rotatepipes: True \n" \
66 # include "xlockmore.h" /* from the xscreensaver distribution */
67 #else /* !STANDALONE */
68 # include "xlock.h" /* from the xlockmore distribution */
69 #endif /* !STANDALONE */
76 #define DEF_FACTORY "2"
77 #define DEF_FISHEYE "True"
78 #define DEF_TIGHTTURNS "False"
79 #define DEF_ROTATEPIPES "True"
83 static Bool fisheye, tightturns, rotatepipes;
85 static XrmOptionDescRec opts[] =
87 {"-factory", ".pipes.factory", XrmoptionSepArg, (caddr_t) NULL},
88 {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "on"},
89 {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "off"},
90 {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "on"},
91 {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "off"},
92 {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "on"},
93 {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "off"}
95 static argtype vars[] =
97 {(caddr_t *) & factory, "factory", "Factory", DEF_FACTORY, t_Int},
98 {(caddr_t *) & fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
99 {(caddr_t *) & tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
100 {(caddr_t *) & rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}
102 static OptionStruct desc[] =
104 {"-factory num", "how much extra equipment in pipes (0 for none)"},
105 {"-/+fisheye", "turn on/off zoomed-in view of pipes"},
106 {"-/+tightturns", "turn on/off tight turns"},
107 {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"}
110 ModeSpecOpt pipes_opts =
111 {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
114 ModStruct pipes_description =
115 {"pipes", "init_pipes", "draw_pipes", "release_pipes",
116 #if defined( MESA ) && defined( SLOW )
121 "change_pipes", NULL, &pipes_opts,
122 1000, 2, 5, 500, 4, 1.0, "",
123 "Shows a selfbuilding pipe system", 0, NULL};
127 #define Scale4Window 0.1
128 #define Scale4Iconic 0.07
130 #define one_third 0.3333333333333333333
142 #define DEFINEDCOLORS 7
143 #define elbowradius 0.5
145 /*************************************************************************/
148 #if defined( MESA ) && defined( SLOW )
152 int Cells[HCELLS][VCELLS][HCELLS];
153 int usedcolors[DEFINEDCOLORS];
160 int number_of_systems;
166 GLfloat initial_rotation;
167 GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins;
168 GLuint guagehead, guageface, guagedial, guageconnector;
169 GLXContext *glx_context;
172 extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
173 extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
174 extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
176 static float front_shininess[] =
178 static float front_specular[] =
179 {0.7, 0.7, 0.7, 1.0};
180 static float ambient0[] =
181 {0.4, 0.4, 0.4, 1.0};
182 static float diffuse0[] =
183 {1.0, 1.0, 1.0, 1.0};
184 static float ambient1[] =
185 {0.2, 0.2, 0.2, 1.0};
186 static float diffuse1[] =
187 {0.5, 0.5, 0.5, 1.0};
188 static float position0[] =
189 {1.0, 1.0, 1.0, 0.0};
190 static float position1[] =
191 {-1.0, -1.0, 1.0, 0.0};
192 static float lmodel_ambient[] =
193 {0.5, 0.5, 0.5, 1.0};
194 static float lmodel_twoside[] =
197 static float MaterialRed[] =
198 {0.7, 0.0, 0.0, 1.0};
199 static float MaterialGreen[] =
200 {0.1, 0.5, 0.2, 1.0};
201 static float MaterialBlue[] =
202 {0.0, 0.0, 0.7, 1.0};
203 static float MaterialCyan[] =
204 {0.2, 0.5, 0.7, 1.0};
205 static float MaterialYellow[] =
206 {0.7, 0.7, 0.0, 1.0};
207 static float MaterialMagenta[] =
208 {0.6, 0.2, 0.5, 1.0};
209 static float MaterialWhite[] =
210 {0.7, 0.7, 0.7, 1.0};
211 static float MaterialGray[] =
212 {0.2, 0.2, 0.2, 1.0};
214 static pipesstruct *pipes = NULL;
218 MakeTube(int direction)
221 float SINan_3, COSan_3;
223 /*dirUP = 00000000 */
224 /*dirDOWN = 00000001 */
225 /*dirLEFT = 00000010 */
226 /*dirRIGHT = 00000011 */
227 /*dirNEAR = 00000100 */
228 /*dirFAR = 00000101 */
230 if (!(direction & 4)) {
231 glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
232 (direction & 2) ? 1.0 : 0.0, 0.0);
234 glBegin(GL_QUAD_STRIP);
235 for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
236 glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
237 glVertex3f(COSan_3, SINan_3, one_third);
238 glVertex3f(COSan_3, SINan_3, -one_third);
244 mySphere(float radius)
246 GLUquadricObj *quadObj;
248 quadObj = gluNewQuadric();
249 gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
250 gluSphere(quadObj, radius, 16, 16);
251 gluDeleteQuadric(quadObj);
255 myElbow(ModeInfo * mi, int bolted)
262 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
265 GLfloat p0[3], p1[3], p2[3], p3[3];
266 GLfloat n0[3], n1[3], n2[3], n3[3];
267 GLfloat COSphi, COSphi1, COStheta, COStheta1;
268 GLfloat _SINtheta, _SINtheta1;
270 for (i = 0; i <= rings / 4; i++) {
271 GLfloat theta, theta1;
273 theta = (GLfloat) i *2.0 * M_PI / rings;
275 theta1 = (GLfloat) (i + 1) * 2.0 * M_PI / rings;
276 for (j = 0; j < nsides; j++) {
279 phi = (GLfloat) j *2.0 * M_PI / nsides;
281 phi1 = (GLfloat) (j + 1) * 2.0 * M_PI / nsides;
283 p0[0] = (COStheta = cos(theta)) * (R + r * (COSphi = cos(phi)));
284 p0[1] = (_SINtheta = -sin(theta)) * (R + r * COSphi);
286 p1[0] = (COStheta1 = cos(theta1)) * (R + r * COSphi);
287 p1[1] = (_SINtheta1 = -sin(theta1)) * (R + r * COSphi);
289 p2[0] = COStheta1 * (R + r * (COSphi1 = cos(phi1)));
290 p2[1] = _SINtheta1 * (R + r * COSphi1);
292 p3[0] = COStheta * (R + r * COSphi1);
293 p3[1] = _SINtheta * (R + r * COSphi1);
295 n0[0] = COStheta * COSphi;
296 n0[1] = _SINtheta * COSphi;
298 n1[0] = COStheta1 * COSphi;
299 n1[1] = _SINtheta1 * COSphi;
301 n2[0] = COStheta1 * COSphi1;
302 n2[1] = _SINtheta1 * COSphi1;
304 n3[0] = COStheta * COSphi1;
305 n3[1] = _SINtheta * COSphi1;
307 p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
308 p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
323 if (factory > 0 && bolted) {
324 /* Bolt the elbow onto the pipe system */
327 glRotatef(90.0, 0.0, 0.0, -1.0);
328 glRotatef(90.0, 0.0, 1.0, 0.0);
329 glTranslatef(0.0, one_third, one_third);
330 glCallList(pp->elbowcoins);
331 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
332 glCallList(pp->elbowbolts);
333 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
344 FindNeighbors(ModeInfo * mi)
346 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
349 pp->directions[dirUP] = (!pp->Cells[pp->PX][pp->PY + 1][pp->PZ]) ? 1 : 0;
350 pp->ndirections += pp->directions[dirUP];
351 pp->directions[dirDOWN] = (!pp->Cells[pp->PX][pp->PY - 1][pp->PZ]) ? 1 : 0;
352 pp->ndirections += pp->directions[dirDOWN];
353 pp->directions[dirLEFT] = (!pp->Cells[pp->PX - 1][pp->PY][pp->PZ]) ? 1 : 0;
354 pp->ndirections += pp->directions[dirLEFT];
355 pp->directions[dirRIGHT] = (!pp->Cells[pp->PX + 1][pp->PY][pp->PZ]) ? 1 : 0;
356 pp->ndirections += pp->directions[dirRIGHT];
357 pp->directions[dirFAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ - 1]) ? 1 : 0;
358 pp->ndirections += pp->directions[dirFAR];
359 pp->directions[dirNEAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ + 1]) ? 1 : 0;
360 pp->ndirections += pp->directions[dirNEAR];
364 SelectNeighbor(ModeInfo * mi)
366 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
370 for (i = 0, j = 0; i < 6; i++) {
371 if (pp->directions[i]) {
377 return dirlist[NRAND(pp->ndirections)];
381 MakeValve(ModeInfo * mi, int newdir)
383 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
385 /* There is a glPopMatrix() right after this subroutine returns. */
389 glRotatef(90.0, 1.0, 0.0, 0.0);
390 glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
394 glRotatef(90.0, 0.0, -1.0, 0.0);
395 glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
399 glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
403 glCallList(pp->betweenbolts);
404 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
405 glCallList(pp->bolts);
406 if (!MI_IS_MONO(mi)) {
407 if (pp->system_color == MaterialRed) {
408 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
409 } else if (pp->system_color == MaterialBlue) {
410 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialRed : MaterialYellow);
411 } else if (pp->system_color == MaterialYellow) {
412 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialBlue : MaterialRed);
414 switch ((NRAND(3))) {
416 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
419 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
422 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
426 glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
427 glCallList(pp->valve);
428 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
433 MakeGuage(ModeInfo * mi, int newdir)
435 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
437 /* Can't have a guage on a vertical pipe. */
438 if ((newdir == dirUP) || (newdir == dirDOWN))
441 /* Is there space above this pipe for a guage? */
442 if (!pp->directions[dirUP])
445 /* Yes! Mark the space as used. */
446 pp->Cells[pp->PX][pp->PY + 1][pp->PZ] = 1;
450 if ((newdir == dirLEFT) || (newdir == dirRIGHT))
451 glRotatef(90.0, 0.0, 1.0, 0.0);
452 glCallList(pp->betweenbolts);
453 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
454 glCallList(pp->bolts);
457 glCallList(pp->guageconnector);
459 glTranslatef(0.0, 1.33333, 0.0);
460 /* Do not change the above to 1 + ONE_THIRD, because */
461 /* the object really is centered on 1.3333300000. */
462 glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
463 /* Random rotation for the dial. I love it. */
464 glCallList(pp->guagedial);
467 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
468 glCallList(pp->guagehead);
470 /* GuageFace is drawn last, in case of low-res depth buffers. */
471 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
472 glCallList(pp->guageface);
474 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
481 MakeShape(ModeInfo * mi, int newdir)
485 if (!MakeGuage(mi, newdir))
489 MakeValve(mi, newdir);
495 reshape(ModeInfo * mi, int width, int height)
497 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
499 glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
500 glMatrixMode(GL_PROJECTION);
502 /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
503 gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
504 glMatrixMode(GL_MODELVIEW);
508 pinit(ModeInfo * mi, int zera)
510 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
514 glClearColor(0.0, 0.0, 0.0, 1.0);
515 glColor3f(1.0, 1.0, 1.0);
517 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
518 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
519 glLightfv(GL_LIGHT0, GL_POSITION, position0);
520 glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
521 glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
522 glLightfv(GL_LIGHT1, GL_POSITION, position1);
523 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
524 glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
525 glEnable(GL_LIGHTING);
528 glEnable(GL_DEPTH_TEST);
529 glEnable(GL_NORMALIZE);
530 glEnable(GL_CULL_FACE);
532 glShadeModel(GL_SMOOTH);
533 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
534 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
537 pp->system_number = 1;
538 glDrawBuffer(GL_FRONT_AND_BACK);
539 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
540 (void) memset(pp->Cells, 0, sizeof (pp->Cells));
541 for (X = 0; X < HCELLS; X++) {
542 for (Y = 0; Y < VCELLS; Y++) {
543 pp->Cells[X][Y][0] = 1;
544 pp->Cells[X][Y][HCELLS - 1] = 1;
545 pp->Cells[0][Y][X] = 1;
546 pp->Cells[HCELLS - 1][Y][X] = 1;
549 for (X = 0; X < HCELLS; X++) {
550 for (Z = 0; Z < HCELLS; Z++) {
551 pp->Cells[X][0][Z] = 1;
552 pp->Cells[X][VCELLS - 1][Z] = 1;
555 (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
556 if ((pp->initial_rotation += 10.0) > 45.0) {
557 pp->initial_rotation -= 90.0;
563 if (!MI_IS_MONO(mi)) {
564 int collist[DEFINEDCOLORS];
565 int i, j, lower = 1000;
567 /* Avoid repeating colors on the same screen unless necessary */
568 for (i = 0; i < DEFINEDCOLORS; i++) {
569 if (lower > pp->usedcolors[i])
570 lower = pp->usedcolors[i];
572 for (i = 0, j = 0; i < DEFINEDCOLORS; i++) {
573 if (pp->usedcolors[i] == lower) {
578 i = collist[NRAND(j)];
582 pp->system_color = MaterialRed;
585 pp->system_color = MaterialGreen;
588 pp->system_color = MaterialBlue;
591 pp->system_color = MaterialCyan;
594 pp->system_color = MaterialYellow;
597 pp->system_color = MaterialMagenta;
600 pp->system_color = MaterialWhite;
604 pp->system_color = MaterialGray;
608 pp->PX = NRAND((HCELLS - 1)) + 1;
609 pp->PY = NRAND((VCELLS - 1)) + 1;
610 pp->PZ = NRAND((HCELLS - 1)) + 1;
611 } while (pp->Cells[pp->PX][pp->PY][pp->PZ] ||
612 (pp->Cells[pp->PX + 1][pp->PY][pp->PZ] && pp->Cells[pp->PX - 1][pp->PY][pp->PZ] &&
613 pp->Cells[pp->PX][pp->PY + 1][pp->PZ] && pp->Cells[pp->PX][pp->PY - 1][pp->PZ] &&
614 pp->Cells[pp->PX][pp->PY][pp->PZ + 1] && pp->Cells[pp->PX][pp->PY][pp->PZ - 1]));
615 pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
616 pp->olddir = dirNone;
620 pp->nowdir = SelectNeighbor(mi);
624 init_pipes(ModeInfo * mi)
626 int screen = MI_SCREEN(mi);
630 if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
631 sizeof (pipesstruct))) == NULL)
636 pp->window = MI_WINDOW(mi);
637 if ((pp->glx_context = init_GL(mi)) != NULL) {
639 reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
641 pp->initial_rotation = NRAND(180); /* jwz */
643 pp->initial_rotation = -10.0;
647 pp->valve = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_BigValve);
648 pp->bolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_Bolts3D);
649 pp->betweenbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_PipeBetweenBolts);
651 pp->elbowbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowBolts);
652 pp->elbowcoins = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowCoins);
654 pp->guagehead = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageHead);
655 pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
656 pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
657 pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
659 /* else they are all 0, thanks to calloc(). */
661 if (MI_COUNT(mi) < 1 || MI_COUNT(mi) > NofSysTypes + 1) {
662 pp->system_type = NRAND(NofSysTypes) + 1;
664 pp->system_type = MI_COUNT(mi);
667 if (MI_CYCLES(mi) > 0 && MI_CYCLES(mi) < 11) {
668 pp->number_of_systems = MI_CYCLES(mi);
670 pp->number_of_systems = 5;
673 if (MI_SIZE(mi) < 10) {
674 pp->system_length = 10;
675 } else if (MI_SIZE(mi) > 1000) {
676 pp->system_length = 1000;
678 pp->system_length = MI_SIZE(mi);
686 draw_pipes(ModeInfo * mi)
688 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
690 Display *display = MI_DISPLAY(mi);
691 Window window = MI_WINDOW(mi);
696 if (!pp->glx_context)
699 glXMakeCurrent(display, window, *(pp->glx_context));
701 #if defined( MESA ) && defined( SLOW )
702 glDrawBuffer(GL_BACK);
704 glDrawBuffer(GL_FRONT);
708 glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
710 glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
712 if (!MI_IS_ICONIC(mi)) {
713 /* Width/height ratio handled by gluPerspective() now. */
714 glScalef(Scale4Window, Scale4Window, Scale4Window);
716 glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
721 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
723 /* If it's the begining of a system, draw a sphere */
724 if (pp->olddir == dirNone) {
726 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
730 /* Check for stop conditions */
731 if (pp->ndirections == 0 || pp->counter > pp->system_length) {
733 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
734 /* Finish the system with another sphere */
736 #if defined( MESA ) && defined( SLOW )
737 glXSwapBuffers(display, window);
741 /* If the maximum number of system was drawn, restart (clearing the screen), */
742 /* else start a new system. */
743 if (++pp->system_number > pp->number_of_systems) {
756 /* Do will the direction change? if so, determine the new one */
758 if (!pp->directions[newdir]) { /* cannot proceed in the current direction */
759 newdir = SelectNeighbor(mi);
762 /* random change (20% chance) */
763 if ((pp->counter > 1) && (NRAND(100) < 20)) {
764 newdir = SelectNeighbor(mi);
767 /* Chance to turn increases after each length of pipe drawn */
768 if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
769 newdir = SelectNeighbor(mi);
775 /* Has the direction changed? */
776 if (newdir == pp->nowdir) {
777 /* If not, draw the cell's center pipe */
779 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
780 /* Chance of factory shape here, if enabled. */
781 if ((pp->counter > 1) && (NRAND(100) < factory)) {
782 MakeShape(mi, newdir);
788 /* If so, draw the cell's center elbow/sphere */
789 int sysT = pp->system_type;
791 if (sysT == NofSysTypes + 1) {
792 sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
798 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
799 mySphere(elbowradius);
803 switch (pp->nowdir) {
807 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
808 glRotatef(180.0, 1.0, 0.0, 0.0);
811 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
812 glRotatef(180.0, 1.0, 0.0, 0.0);
813 glRotatef(180.0, 0.0, 1.0, 0.0);
816 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
817 glRotatef(90.0, 0.0, 1.0, 0.0);
818 glRotatef(180.0, 0.0, 0.0, 1.0);
821 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
822 glRotatef(90.0, 0.0, 1.0, 0.0);
823 glRotatef(180.0, 1.0, 0.0, 0.0);
830 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
833 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
834 glRotatef(180.0, 0.0, 1.0, 0.0);
837 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
838 glRotatef(270.0, 0.0, 1.0, 0.0);
841 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
842 glRotatef(90.0, 0.0, 1.0, 0.0);
849 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
850 glRotatef(180.0, 0.0, 1.0, 0.0);
853 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
854 glRotatef(180.0, 1.0, 0.0, 0.0);
855 glRotatef(180.0, 0.0, 1.0, 0.0);
858 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
859 glRotatef(270.0, 1.0, 0.0, 0.0);
860 glRotatef(180.0, 0.0, 1.0, 0.0);
863 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
864 glRotatef(270.0, 1.0, 0.0, 0.0);
865 glRotatef(180.0, 0.0, 0.0, 1.0);
872 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0);
875 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0);
876 glRotatef(180.0, 1.0, 0.0, 0.0);
879 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
880 glRotatef(270.0, 1.0, 0.0, 0.0);
883 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
884 glRotatef(90.0, 1.0, 0.0, 0.0);
891 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
892 glRotatef(270.0, 1.0, 0.0, 0.0);
895 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
896 glRotatef(270.0, 1.0, 0.0, 0.0);
897 glRotatef(180.0, 0.0, 1.0, 0.0);
900 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
901 glRotatef(270.0, 0.0, 1.0, 0.0);
904 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 - (one_third));
905 glRotatef(90.0, 0.0, 1.0, 0.0);
906 glRotatef(180.0, 0.0, 0.0, 1.0);
913 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 + (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
914 glRotatef(90.0, 0.0, 1.0, 0.0);
917 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0 - (one_third), (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
918 glRotatef(90.0, 0.0, 1.0, 0.0);
919 glRotatef(180.0, 1.0, 0.0, 0.0);
922 glTranslatef((pp->PX - 16) / 3.0 * 4.0 - (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
923 glRotatef(90.0, 1.0, 0.0, 0.0);
926 glTranslatef((pp->PX - 16) / 3.0 * 4.0 + (one_third), (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0 + (one_third));
927 glRotatef(270.0, 1.0, 0.0, 0.0);
928 glRotatef(180.0, 0.0, 0.0, 1.0);
933 myElbow(mi, (sysT == 2));
942 pp->olddir = pp->nowdir;
944 switch (pp->nowdir) {
964 pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
966 /* Cells'face pipe */
967 glTranslatef(((pp->PX + OPX) / 2.0 - 16) / 3.0 * 4.0, ((pp->PY + OPY) / 2.0 - 12) / 3.0 * 4.0, ((pp->PZ + OPZ) / 2.0 - 16) / 3.0 * 4.0);
974 #if defined( MESA ) && defined( SLOW )
975 pp->flip = !pp->flip;
977 glXSwapBuffers(display, window);
982 change_pipes(ModeInfo * mi)
984 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
986 if (!pp->glx_context)
989 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
994 release_pipes(ModeInfo * mi)
999 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
1000 pipesstruct *pp = &pipes[screen];
1002 if (pp->glx_context) {
1004 /* Display lists MUST be freed while their glXContext is current. */
1005 glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
1008 glDeleteLists(pp->valve, 1);
1010 glDeleteLists(pp->bolts, 1);
1011 if (pp->betweenbolts)
1012 glDeleteLists(pp->betweenbolts, 1);
1015 glDeleteLists(pp->elbowbolts, 1);
1017 glDeleteLists(pp->elbowcoins, 1);
1020 glDeleteLists(pp->guagehead, 1);
1022 glDeleteLists(pp->guageface, 1);
1024 glDeleteLists(pp->guagedial, 1);
1025 if (pp->guageconnector)
1026 glDeleteLists(pp->guageconnector, 1);
1030 (void) free((void *) pipes);