/* -*- Mode: C; tab-width: 4 -*- */
/* pipes --- 3D selfbuiding pipe system */
-#if !defined( lint ) && !defined( SABER )
+#if 0
static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore";
-
#endif
/*-
* Since I'm not a native English speaker, my apologies for any grammatical
* mistake.
*
- * My e-mail addresses are
- *
- * vianna@cat.cbpf.br
- * and
+ * My e-mail address is
* m-vianna@usa.net
* Marcelo F. Vianna (Apr-09-1997)
*
* Revision History:
+ * 24-Jun-12: Eliminate single-buffer dependency.
* 29-Apr-97: Factory equipment by Ed Mackey. Productive day today, eh?
* 29-Apr-97: Less tight turns Jeff Epler <jepler@inetnebr.com>
* 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna
*/
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
+/* This program was originally written to be single-buffered: it kept
+ building up new objects in the front buffer by never clearing the
+ depth or color buffers at the end of each frame. In that way, it
+ was drawing a very small number of polygons per frame. However,
+ modern systems make it difficult to live in a single-buffered world
+ like that. So I changed it to re-generate the scene at every
+ frame, which makes it vastly less efficient, but also, makes it
+ work right on modern hardware. It generates the entire system up
+ front, putting each "frame" of the animation into its own display
+ list; then it draws successively more of those display lists each
+ time the redisplay method is called. When it reaches the end,
+ it regenerates a new system and re-populates the existing display
+ lists. -- jwz.
*/
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Pipes"
-# define HACK_INIT init_pipes
-# define HACK_DRAW draw_pipes
-# define pipes_opts xlockmore_opts
-# define DEFAULTS "*delay: 100 \n" \
+# define DEFAULTS "*delay: 10000 \n" \
"*count: 2 \n" \
"*cycles: 5 \n" \
"*size: 500 \n" \
- "*fisheye: True \n" \
- "*tightturns: False \n" \
- "*rotatepipes: True \n" \
- "*noBuffer: True \n"
+ "*showFPS: False \n" \
+ "*fpsSolid: True \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_pipes 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-#include <GL/glu.h>
+#ifdef HAVE_JWXYZ
+# include "jwxyz.h"
+#else
+# include <X11/Xlib.h>
+# include <GL/gl.h>
+# include <GL/glu.h>
+#endif
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+#include "sphere.h"
#include "buildlwo.h"
+#include "teapot.h"
+#include "gltrackball.h"
#define DEF_FACTORY "2"
#define DEF_FISHEYE "True"
static XrmOptionDescRec opts[] =
{
- {"-factory", ".pipes.factory", XrmoptionSepArg, (caddr_t) NULL},
- {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "on"},
- {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "off"},
- {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "on"},
- {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "off"},
- {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "on"},
- {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "off"}
+ {"-factory", ".pipes.factory", XrmoptionSepArg, 0},
+ {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, "on"},
+ {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, "off"},
+ {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, "on"},
+ {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, "off"},
+ {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "on"},
+ {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "off"},
};
static argtype vars[] =
{
- {(caddr_t *) & factory, "factory", "Factory", DEF_FACTORY, t_Int},
- {(caddr_t *) & fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
- {(caddr_t *) & tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
- {(caddr_t *) & rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}
+ {&factory, "factory", "Factory", DEF_FACTORY, t_Int},
+ {&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
+ {&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
+ {&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool},
};
static OptionStruct desc[] =
{
{"-factory num", "how much extra equipment in pipes (0 for none)"},
{"-/+fisheye", "turn on/off zoomed-in view of pipes"},
{"-/+tightturns", "turn on/off tight turns"},
- {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"}
+ {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"},
};
-ModeSpecOpt pipes_opts =
+ENTRYPOINT ModeSpecOpt pipes_opts =
{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
#ifdef USE_MODULES
ModStruct pipes_description =
-{"pipes", "init_pipes", "draw_pipes", "release_pipes",
-#if defined( MESA ) && defined( SLOW )
+{"pipes", "init_pipes", "draw_pipes", NULL,
"draw_pipes",
-#else
- "change_pipes",
-#endif
- "change_pipes", NULL, &pipes_opts,
+ "change_pipes", "free_pipes", &pipes_opts,
1000, 2, 5, 500, 4, 1.0, "",
"Shows a selfbuilding pipe system", 0, NULL};
#endif
#define Scale4Window 0.1
-#define Scale4Iconic 0.07
#define one_third 0.3333333333333333333
/*************************************************************************/
typedef struct {
-#if defined( MESA ) && defined( SLOW )
int flip;
-#endif
- GLint WindH, WindW;
+
int Cells[HCELLS][VCELLS][HCELLS];
int usedcolors[DEFINEDCOLORS];
int directions[6];
int system_length;
int turncounter;
Window window;
- float *system_color;
+ const float *system_color;
GLfloat initial_rotation;
GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins;
- GLuint guagehead, guageface, guagedial, guageconnector;
+ GLuint guagehead, guageface, guagedial, guageconnector, teapot;
+ int teapot_polys;
GLXContext *glx_context;
+
+ Bool button_down_p;
+ trackball_state *trackball;
+ GLuint *dlists, *poly_counts;
+ int dlist_count, dlist_size;
+ int system_index, system_size;
+
+ int fadeout;
+
} pipesstruct;
extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
-static float front_shininess[] =
-{60.0};
-static float front_specular[] =
-{0.7, 0.7, 0.7, 1.0};
-static float ambient0[] =
-{0.4, 0.4, 0.4, 1.0};
-static float diffuse0[] =
-{1.0, 1.0, 1.0, 1.0};
-static float ambient1[] =
-{0.2, 0.2, 0.2, 1.0};
-static float diffuse1[] =
-{0.5, 0.5, 0.5, 1.0};
-static float position0[] =
-{1.0, 1.0, 1.0, 0.0};
-static float position1[] =
-{-1.0, -1.0, 1.0, 0.0};
-static float lmodel_ambient[] =
-{0.5, 0.5, 0.5, 1.0};
-static float lmodel_twoside[] =
-{GL_TRUE};
-
-static float MaterialRed[] =
-{0.7, 0.0, 0.0, 1.0};
-static float MaterialGreen[] =
-{0.1, 0.5, 0.2, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.2, 0.5, 0.7, 1.0};
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialMagenta[] =
-{0.6, 0.2, 0.5, 1.0};
-static float MaterialWhite[] =
-{0.7, 0.7, 0.7, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient0[] = {0.4, 0.4, 0.4, 1.0};
+static const float diffuse0[] = {1.0, 1.0, 1.0, 1.0};
+static const float ambient1[] = {0.2, 0.2, 0.2, 1.0};
+static const float diffuse1[] = {0.5, 0.5, 0.5, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialRed[] = {0.7, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.1, 0.5, 0.2, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.7, 1.0};
+static const float MaterialCyan[] = {0.2, 0.5, 0.7, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0};
+static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
static pipesstruct *pipes = NULL;
static void
-MakeTube(int direction)
+MakeTube(ModeInfo *mi, int direction)
{
+ Bool wire = MI_IS_WIREFRAME(mi);
float an;
float SINan_3, COSan_3;
+ int facets = (wire ? 5 : 24);
/*dirUP = 00000000 */
/*dirDOWN = 00000001 */
glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
(direction & 2) ? 1.0 : 0.0, 0.0);
}
- glBegin(GL_QUAD_STRIP);
- for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
+ glBegin(wire ? GL_LINE_STRIP : GL_QUAD_STRIP);
+ for (an = 0.0; an <= 2.0 * M_PI; an += M_PI * 2 / facets) {
glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
glVertex3f(COSan_3, SINan_3, one_third);
glVertex3f(COSan_3, SINan_3, -one_third);
+ mi->polygon_count++;
}
glEnd();
}
static void
-mySphere(float radius)
+mySphere(float radius, Bool wire)
{
+#if 0
GLUquadricObj *quadObj;
quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
gluSphere(quadObj, radius, 16, 16);
gluDeleteQuadric(quadObj);
+#else
+ glPushMatrix();
+ glScalef (radius, radius, radius);
+ glRotatef (90, 1, 0, 0);
+ unit_sphere (16, 16, wire);
+ glPopMatrix();
+#endif
}
static void
myElbow(ModeInfo * mi, int bolted)
{
-#define nsides 25
-#define rings 25
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ int nsides = (wire ? 6 : 25);
+ int rings = nsides;
#define r one_third
#define R one_third
- pipesstruct *pp = &pipes[MI_SCREEN(mi)];
-
int i, j;
GLfloat p0[3], p1[3], p2[3], p3[3];
GLfloat n0[3], n1[3], n2[3], n3[3];
p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
- glBegin(GL_QUADS);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
glNormal3fv(n3);
glVertex3fv(p3);
glNormal3fv(n2);
glVertex3fv(p1);
glNormal3fv(n0);
glVertex3fv(p0);
+ mi->polygon_count++;
glEnd();
}
}
glRotatef(90.0, 0.0, 1.0, 0.0);
glTranslatef(0.0, one_third, one_third);
glCallList(pp->elbowcoins);
+ mi->polygon_count += LWO_ElbowCoins.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
glCallList(pp->elbowbolts);
+ mi->polygon_count += LWO_ElbowBolts.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
glPopMatrix();
glFrontFace(GL_CCW);
}
glFrontFace(GL_CW);
glCallList(pp->betweenbolts);
+ mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
glCallList(pp->bolts);
+ mi->polygon_count += LWO_Bolts3D.num_pnts/3;
if (!MI_IS_MONO(mi)) {
if (pp->system_color == MaterialRed) {
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
}
glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
glCallList(pp->valve);
+ mi->polygon_count += LWO_BigValve.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
glFrontFace(GL_CCW);
}
if ((newdir == dirLEFT) || (newdir == dirRIGHT))
glRotatef(90.0, 0.0, 1.0, 0.0);
glCallList(pp->betweenbolts);
+ mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
glCallList(pp->bolts);
+ mi->polygon_count += LWO_Bolts3D.num_pnts/3;
glPopMatrix();
glCallList(pp->guageconnector);
+ mi->polygon_count += LWO_GuageConnector.num_pnts/3;
glPushMatrix();
glTranslatef(0.0, 1.33333, 0.0);
/* Do not change the above to 1 + ONE_THIRD, because */
glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
/* Random rotation for the dial. I love it. */
glCallList(pp->guagedial);
+ mi->polygon_count += LWO_GuageDial.num_pnts/3;
glPopMatrix();
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
glCallList(pp->guagehead);
+ mi->polygon_count += LWO_GuageHead.num_pnts/3;
/* GuageFace is drawn last, in case of low-res depth buffers. */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
glCallList(pp->guageface);
+ mi->polygon_count += LWO_GuageFace.num_pnts/3;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
glFrontFace(GL_CCW);
return (1);
}
-static void
-MakeShape(ModeInfo * mi, int newdir)
+
+static GLuint
+build_teapot(ModeInfo *mi)
{
- switch (NRAND(2)) {
- case 1:
- if (!MakeGuage(mi, newdir))
- MakeTube(newdir);
- break;
- default:
- MakeValve(mi, newdir);
- break;
- }
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ GLuint list = glGenLists(1);
+ if (!list) return 0;
+ glNewList(list, GL_COMPILE);
+ pp->teapot_polys = unit_teapot (12, MI_IS_WIREFRAME(mi));
+ glEndList();
+ return list;
}
+
static void
-reshape(ModeInfo * mi, int width, int height)
+MakeTeapot(ModeInfo * mi, int newdir)
{
- pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+ switch (newdir) {
+ case dirUP:
+ case dirDOWN:
+ glRotatef(90.0, 1.0, 0.0, 0.0);
+ glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
+ break;
+ case dirLEFT:
+ case dirRIGHT:
+ glRotatef(90.0, 0.0, -1.0, 0.0);
+ glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
+ break;
+ case dirNEAR:
+ case dirFAR:
+ glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
+ break;
+ }
+
+ glCallList(pp->teapot);
+ mi->polygon_count += pp->teapot_polys;
+ glFrontFace(GL_CCW);
+}
+
- glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
- gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
- glMatrixMode(GL_MODELVIEW);
+static void
+MakeShape(ModeInfo * mi, int newdir)
+{
+ int n = NRAND(100);
+ if (n < 50) {
+ if (!MakeGuage(mi, newdir))
+ MakeTube(mi, newdir);
+ } else if (n < 98) {
+ MakeValve(mi, newdir);
+ } else {
+ MakeTeapot(mi,newdir);
+ }
}
static void
pipesstruct *pp = &pipes[MI_SCREEN(mi)];
int X, Y, Z;
- glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
- glColor3f(1.0, 1.0, 1.0);
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
- glLightfv(GL_LIGHT0, GL_POSITION, position0);
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
- glLightfv(GL_LIGHT1, GL_POSITION, position1);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_CULL_FACE);
-
- glShadeModel(GL_SMOOTH);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
-
if (zera) {
pp->system_number = 1;
- glDrawBuffer(GL_FRONT_AND_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
(void) memset(pp->Cells, 0, sizeof (pp->Cells));
for (X = 0; X < HCELLS; X++) {
}
}
(void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
- if ((pp->initial_rotation += 10.0) > 45.0) {
- pp->initial_rotation -= 90.0;
- }
}
pp->counter = 0;
pp->turncounter = 0;
pp->nowdir = SelectNeighbor(mi);
}
-void
-init_pipes(ModeInfo * mi)
+
+ENTRYPOINT void
+reshape_pipes(ModeInfo * mi, int width, int height)
+{
+ double h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+ glViewport(0, y, width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
+ gluPerspective(65.0, 1/h, 0.1, 20.0);
+ glMatrixMode(GL_MODELVIEW);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+ENTRYPOINT Bool
+pipes_handle_event (ModeInfo *mi, XEvent *event)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, pp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &pp->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ pp->fadeout = 100;
+ return True;
+ }
+
+ return False;
+}
+
+
+
+static void generate_system (ModeInfo *);
+
+
+ENTRYPOINT void
+init_pipes (ModeInfo * mi)
{
int screen = MI_SCREEN(mi);
pipesstruct *pp;
- if (pipes == NULL) {
- if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (pipesstruct))) == NULL)
- return;
- }
+ MI_INIT (mi, pipes);
pp = &pipes[screen];
pp->window = MI_WINDOW(mi);
if ((pp->glx_context = init_GL(mi)) != NULL) {
- reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_pipes(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
if (rotatepipes)
pp->initial_rotation = NRAND(180); /* jwz */
else
pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
+ pp->teapot = build_teapot(mi);
}
/* else they are all 0, thanks to calloc(). */
} else {
MI_CLEARWINDOW(mi);
}
+
+ pp->trackball = gltrackball_init (True);
+ generate_system (mi);
}
-void
-draw_pipes(ModeInfo * mi)
+
+static GLuint
+get_dlist (ModeInfo *mi, int i)
{
- pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ if (i >= pp->dlist_count)
+ {
+ pp->dlist_count++;
+ if (pp->dlist_count >= pp->dlist_size)
+ {
+ int s2 = (pp->dlist_size + 100) * 1.2;
+ pp->dlists = (GLuint *)
+ realloc (pp->dlists, s2 * sizeof(*pp->dlists));
+ if (! pp->dlists) abort();
+ pp->poly_counts = (GLuint *)
+ realloc (pp->poly_counts, s2 * sizeof(*pp->poly_counts));
+ if (! pp->poly_counts) abort();
+ pp->dlist_size = s2;
+ }
+ pp->dlists [i] = glGenLists (1);
+ pp->poly_counts [i] = 0;
+ }
+ return pp->dlists[i];
+}
+
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
+
+static void
+generate_system (ModeInfo * mi)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
int newdir;
int OPX, OPY, OPZ;
- if (!pp->glx_context)
- return;
+ Bool reset_p = False;
- glXMakeCurrent(display, window, *(pp->glx_context));
-
-#if defined( MESA ) && defined( SLOW )
- glDrawBuffer(GL_BACK);
-#else
- glDrawBuffer(GL_FRONT);
-#endif
- glPushMatrix();
+ pp->system_index = 0;
+ pp->system_size = 0;
+ pinit (mi, 1);
- glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
- if (rotatepipes)
- glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
+ while (1) {
+ glNewList (get_dlist (mi, pp->system_size++), GL_COMPILE);
+ mi->polygon_count = 0;
- if (!MI_IS_ICONIC(mi)) {
- /* Width/height ratio handled by gluPerspective() now. */
- glScalef(Scale4Window, Scale4Window, Scale4Window);
- } else {
- glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
- }
+ glPushMatrix();
FindNeighbors(mi);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+ if (wire)
+ glColor4fv (pp->system_color);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
/* If it's the begining of a system, draw a sphere */
if (pp->olddir == dirNone) {
glPushMatrix();
glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
- mySphere(0.6);
+ mySphere(0.6, wire);
glPopMatrix();
}
/* Check for stop conditions */
glPushMatrix();
glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
/* Finish the system with another sphere */
- mySphere(0.6);
-#if defined( MESA ) && defined( SLOW )
- glXSwapBuffers(display, window);
-#endif
+ mySphere(0.6, wire);
+
glPopMatrix();
/* If the maximum number of system was drawn, restart (clearing the screen), */
/* else start a new system. */
if (++pp->system_number > pp->number_of_systems) {
- (void) sleep(1);
- pinit(mi, 1);
+ reset_p = True;
} else {
pinit(mi, 0);
}
- glPopMatrix();
- return;
+ goto NEXT;
}
pp->counter++;
pp->turncounter++;
if ((pp->counter > 1) && (NRAND(100) < factory)) {
MakeShape(mi, newdir);
} else {
- MakeTube(newdir);
+ MakeTube(mi, newdir);
}
glPopMatrix();
} else {
switch (sysT) {
case 1:
glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
- mySphere(elbowradius);
+ mySphere(elbowradius, wire);
break;
case 2:
case 3:
/* Cells'face pipe */
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);
- MakeTube(newdir);
+ MakeTube(mi, newdir);
+ NEXT:
glPopMatrix();
+ glEndList();
+ pp->poly_counts [pp->system_size-1] = mi->polygon_count;
- glFlush();
+ if (reset_p)
+ break;
+ }
+}
-#if defined( MESA ) && defined( SLOW )
- pp->flip = !pp->flip;
- if (pp->flip)
- glXSwapBuffers(display, window);
-#endif
+
+ENTRYPOINT void
+draw_pipes (ModeInfo * mi)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ Bool wire = MI_IS_WIREFRAME(mi);
+ int i = 0;
+
+ if (!pp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glColor3f(1.0, 1.0, 1.0);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+
+ if (wire)
+ glDisable(GL_LIGHTING);
+ else
+ {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ /* This looks crappy. */
+ /* glEnable(GL_LIGHT1); */
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ }
+
+ glShadeModel(GL_SMOOTH);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ glPushMatrix();
+
+ pp->initial_rotation += 0.02;
+
+ glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
+
+ gltrackball_rotate (pp->trackball);
+
+ if (rotatepipes)
+ glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
+
+ glScalef(Scale4Window, Scale4Window, Scale4Window);
+
+ mi->polygon_count = 0;
+
+ if (pp->fadeout)
+ {
+ GLfloat s = (pp->fadeout * pp->fadeout) / 10000.0;
+ glScalef (s, s, s);
+ glRotatef (90 * (1 - (pp->fadeout/100.0)), 1, 0, 0.1);
+ pp->fadeout -= 4;
+ if (pp->fadeout <= 0)
+ {
+ pp->fadeout = 0;
+ generate_system (mi);
+ }
+ }
+ else if (pp->system_index < pp->system_size)
+ pp->system_index++;
+ else
+ pp->fadeout = 100;
+
+ for (i = 0; i < pp->system_index; i++)
+ {
+ glCallList (pp->dlists[i]);
+ mi->polygon_count += pp->poly_counts[i];
+ }
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(display, window);
}
-void
-change_pipes(ModeInfo * mi)
+
+#ifndef STANDALONE
+ENTRYPOINT void
+change_pipes (ModeInfo * mi)
{
pipesstruct *pp = &pipes[MI_SCREEN(mi)];
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
pinit(mi, 1);
}
+#endif /* !STANDALONE */
+
-void
-release_pipes(ModeInfo * mi)
+ENTRYPOINT void
+free_pipes (ModeInfo * mi)
{
- if (pipes != NULL) {
- int screen;
-
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- pipesstruct *pp = &pipes[screen];
-
- if (pp->glx_context) {
-
- /* Display lists MUST be freed while their glXContext is current. */
- glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
-
- if (pp->valve)
- glDeleteLists(pp->valve, 1);
- if (pp->bolts)
- glDeleteLists(pp->bolts, 1);
- if (pp->betweenbolts)
- glDeleteLists(pp->betweenbolts, 1);
-
- if (pp->elbowbolts)
- glDeleteLists(pp->elbowbolts, 1);
- if (pp->elbowcoins)
- glDeleteLists(pp->elbowcoins, 1);
-
- if (pp->guagehead)
- glDeleteLists(pp->guagehead, 1);
- if (pp->guageface)
- glDeleteLists(pp->guageface, 1);
- if (pp->guagedial)
- glDeleteLists(pp->guagedial, 1);
- if (pp->guageconnector)
- glDeleteLists(pp->guageconnector, 1);
- }
- }
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
- (void) free((void *) pipes);
- pipes = NULL;
+ if (pp->glx_context) {
+
+ /* Display lists MUST be freed while their glXContext is current. */
+ glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
+
+ if (pp->valve)
+ glDeleteLists(pp->valve, 1);
+ if (pp->bolts)
+ glDeleteLists(pp->bolts, 1);
+ if (pp->betweenbolts)
+ glDeleteLists(pp->betweenbolts, 1);
+
+ if (pp->elbowbolts)
+ glDeleteLists(pp->elbowbolts, 1);
+ if (pp->elbowcoins)
+ glDeleteLists(pp->elbowcoins, 1);
+
+ if (pp->guagehead)
+ glDeleteLists(pp->guagehead, 1);
+ if (pp->guageface)
+ glDeleteLists(pp->guageface, 1);
+ if (pp->guagedial)
+ glDeleteLists(pp->guagedial, 1);
+ if (pp->guageconnector)
+ glDeleteLists(pp->guageconnector, 1);
+ if (pp->teapot)
+ glDeleteLists(pp->teapot, 1);
+ if (pp->dlists)
+ {
+ int i;
+ for (i = 0; i < pp->dlist_count; i++)
+ glDeleteLists (pp->dlists[i], 1);
+ free (pp->dlists);
+ free (pp->poly_counts);
+ }
}
- FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Pipes", pipes)
+
#endif