X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fpipes.c;h=77be33e1fce2ed41c40b4ea451b4e3f0aea39df0;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hp=65e2b579740cb8913a60e4a6f7873de027f8a5e4;hpb=ffd8c0873576a9e3065696a624dce6b766b77062;p=xscreensaver diff --git a/hacks/glx/pipes.c b/hacks/glx/pipes.c index 65e2b579..77be33e1 100644 --- a/hacks/glx/pipes.c +++ b/hacks/glx/pipes.c @@ -37,27 +37,39 @@ static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore"; * 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 * 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 PROGCLASS "Pipes" -# define HACK_INIT init_pipes -# define HACK_DRAW draw_pipes -# define HACK_RESHAPE reshape_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" \ "*showFPS: False \n" \ "*fpsSolid: True \n" \ - "*fisheye: True \n" \ - "*tightturns: False \n" \ - "*doubleBuffer: True \n" \ - "*rotatepipes: True \n" + "*wireframe: False \n" \ + "*suppressRotationAnimation: True\n" \ + +# define refresh_pipes 0 +# define release_pipes 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ @@ -65,19 +77,31 @@ static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore"; #ifdef USE_GL -#include +#ifdef HAVE_JWXYZ +# include "jwxyz.h" +#else +# include +# include +# include +#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" #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[] = { @@ -88,8 +112,6 @@ 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[] = { @@ -97,7 +119,6 @@ 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[] = { @@ -105,15 +126,14 @@ 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"} }; -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", +{"pipes", "init_pipes", "draw_pipes", NULL, "draw_pipes", "change_pipes", NULL, &pipes_opts, 1000, 2, 5, 500, 4, 1.0, "", @@ -122,7 +142,6 @@ ModStruct pipes_description = #endif #define Scale4Window 0.1 -#define Scale4Iconic 0.07 #define one_third 0.3333333333333333333 @@ -144,7 +163,6 @@ ModStruct pipes_description = typedef struct { int flip; - GLint WindH, WindW; int Cells[HCELLS][VCELLS][HCELLS]; int usedcolors[DEFINEDCOLORS]; int directions[6]; @@ -158,63 +176,57 @@ typedef struct { 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 */ @@ -227,36 +239,46 @@ MakeTube(int direction) 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]; @@ -303,7 +325,7 @@ myElbow(ModeInfo * mi, int bolted) 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); @@ -312,6 +334,7 @@ myElbow(ModeInfo * mi, int bolted) glVertex3fv(p1); glNormal3fv(n0); glVertex3fv(p0); + mi->polygon_count++; glEnd(); } } @@ -324,8 +347,10 @@ myElbow(ModeInfo * mi, int bolted) 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); @@ -397,8 +422,10 @@ MakeValve(ModeInfo * mi, int newdir) } 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); @@ -421,6 +448,7 @@ MakeValve(ModeInfo * mi, int newdir) } 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); } @@ -446,11 +474,14 @@ MakeGuage(ModeInfo * mi, int newdir) 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 */ @@ -458,14 +489,17 @@ MakeGuage(ModeInfo * mi, int newdir) 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); @@ -473,33 +507,60 @@ MakeGuage(ModeInfo * mi, int newdir) 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; } -void -reshape_pipes(ModeInfo * mi, int width, int height) + +static void +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); - glClear(GL_COLOR_BUFFER_BIT); +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 @@ -508,32 +569,8 @@ pinit(ModeInfo * mi, int zera) 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(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++) { @@ -551,9 +588,6 @@ pinit(ModeInfo * mi, int zera) } } (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; @@ -618,17 +652,52 @@ pinit(ModeInfo * mi, int zera) pp->nowdir = SelectNeighbor(mi); } -void -init_pipes(ModeInfo * mi) + +ENTRYPOINT void +reshape_pipes(ModeInfo * mi, int width, int height) +{ + glViewport(0, 0, width, (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); + + 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 *); + + +static void free_pipes (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, free_pipes); pp = &pipes[screen]; pp->window = MI_WINDOW(mi); @@ -653,6 +722,7 @@ init_pipes(ModeInfo * mi) 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(). */ @@ -678,44 +748,71 @@ init_pipes(ModeInfo * mi) } 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; - 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 */ @@ -723,22 +820,19 @@ draw_pipes(ModeInfo * mi) 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); + 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) { - if (!mi->fps_p) - sleep(1); - pinit(mi, 1); + reset_p = True; } else { pinit(mi, 0); } - glPopMatrix(); - return; + goto NEXT; } pp->counter++; pp->turncounter++; @@ -771,7 +865,7 @@ draw_pipes(ModeInfo * mi) if ((pp->counter > 1) && (NRAND(100) < factory)) { MakeShape(mi, newdir); } else { - MakeTube(newdir); + MakeTube(mi, newdir); } glPopMatrix(); } else { @@ -786,7 +880,7 @@ draw_pipes(ModeInfo * mi) 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: @@ -955,20 +1049,112 @@ draw_pipes(ModeInfo * mi) /* 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; + + 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; - glFlush(); + glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context)); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - if (dbuf_p) - glXSwapBuffers(display, window); + 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)]; @@ -978,48 +1164,52 @@ change_pipes(ModeInfo * mi) glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context)); pinit(mi, 1); } +#endif /* !STANDALONE */ -void -release_pipes(ModeInfo * mi) + +static 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