* 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
*/
+/* 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.
+ */
+
#ifdef STANDALONE
# define DEFAULTS "*delay: 10000 \n" \
"*count: 2 \n" \
"*cycles: 5 \n" \
"*size: 500 \n" \
"*showFPS: False \n" \
- "*fpsSolid: True \n"
+ "*fpsSolid: True \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_pipes 0
-# define pipes_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL
-#ifdef HAVE_COCOA
+#ifdef HAVE_JWXYZ
# include "jwxyz.h"
#else
# include <X11/Xlib.h>
#include "sphere.h"
#include "buildlwo.h"
#include "teapot.h"
+#include "gltrackball.h"
#define DEF_FACTORY "2"
#define DEF_FISHEYE "True"
#define DEF_TIGHTTURNS "False"
#define DEF_ROTATEPIPES "True"
-#define DEF_DBUF "False"
#define NofSysTypes 3
static int factory;
static Bool fisheye, tightturns, rotatepipes;
-static Bool dbuf_p;
static XrmOptionDescRec opts[] =
{
{"+tightturns", ".pipes.tightturns", XrmoptionNoArg, "off"},
{"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "on"},
{"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "off"},
- {"-db", ".pipes.doubleBuffer", XrmoptionNoArg, "on"},
- {"+db", ".pipes.doubleBuffer", XrmoptionNoArg, "off"},
};
static argtype vars[] =
{
{&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
{&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
{&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool},
- {&dbuf_p, "doubleBuffer", "DoubleBuffer", DEF_DBUF, t_Bool}
};
static OptionStruct desc[] =
{
{"-/+fisheye", "turn on/off zoomed-in view of pipes"},
{"-/+tightturns", "turn on/off tight turns"},
{"-/+rotatepipes", "turn on/off pipe system rotation per screenful"},
- {"-/+db", "turn on/off double buffering"}
};
ENTRYPOINT ModeSpecOpt pipes_opts =
#endif
#define Scale4Window 0.1
-#define Scale4Iconic 0.07
#define one_third 0.3333333333333333333
typedef struct {
int flip;
- GLint WindH, WindW;
int Cells[HCELLS][VCELLS][HCELLS];
int usedcolors[DEFINEDCOLORS];
int directions[6];
GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins;
GLuint guagehead, guageface, guagedial, guageconnector, teapot;
int teapot_polys;
- int reset;
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;
static void
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);
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);
pipesstruct *pp = &pipes[MI_SCREEN(mi)];
int X, Y, Z;
- if (zera)
- mi->polygon_count = 0;
-
- glClearDepth(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(dbuf_p ? GL_BACK : GL_FRONT);
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);
}
+
ENTRYPOINT void
reshape_pipes(ModeInfo * mi, int width, int height)
{
- pipesstruct *pp = &pipes[MI_SCREEN(mi)];
- pinit(mi, 1);
-
- glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
+ glViewport(0, 0, width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
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)
{
}
pp = &pipes[screen];
-#ifdef HAVE_JWZGLES
- /* Single-buffering on iOS is so confusing! */
- dbuf_p = True;
-#endif
-
pp->window = MI_WINDOW(mi);
if ((pp->glx_context = init_GL(mi)) != NULL) {
} else {
MI_CLEARWINDOW(mi);
}
+
+ pp->trackball = gltrackball_init (True);
+ generate_system (mi);
}
-ENTRYPOINT 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(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+ pp->system_index = 0;
+ pp->system_size = 0;
+ pinit (mi, 1);
- if (pp->reset) {
- if (--pp->reset) {
- /* Would be nice to fade to black here, by drawing successive quads
- over the whole scene with gamma. */
- return;
- }
- pinit(mi, 1);
- }
+ while (1) {
+ glNewList (get_dlist (mi, pp->system_size++), GL_COMPILE);
+ mi->polygon_count = 0;
glPushMatrix();
- glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
- if (rotatepipes)
- glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
-
- if (!MI_IS_ICONIC(mi)) {
- /* Width/height ratio handled by gluPerspective() now. */
- glScalef(Scale4Window, Scale4Window, Scale4Window);
- } else {
- glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
- }
-
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) {
/* 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) {
- /* pause doing nothing for N seconds before clearing the screen. */
- int secs = 3;
- pp->reset = secs * 1000000 / (MI_PAUSE(mi) ? MI_PAUSE(mi) : 100);
+ reset_p = True;
} else {
pinit(mi, 0);
}
- glPopMatrix();
- return;
+ goto NEXT;
}
pp->counter++;
pp->turncounter++;
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(mi, newdir);
+ NEXT:
glPopMatrix();
+ glEndList();
+ pp->poly_counts [pp->system_size-1] = mi->polygon_count;
- glFlush();
+ if (reset_p)
+ break;
+ }
+}
+
+
+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();
- if (dbuf_p)
- glXSwapBuffers(display, window);
+ glXSwapBuffers(display, window);
}
+
#ifndef STANDALONE
ENTRYPOINT void
change_pipes (ModeInfo * mi)
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);
+ }
}
}