http://packetstormsecurity.org/UNIX/admin/xscreensaver-3.31.tar.gz
[xscreensaver] / hacks / glx / pipes.c
1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* pipes --- 3D selfbuiding pipe system */
3
4 #if !defined( lint ) && !defined( SABER )
5 static const char sccsid[] = "@(#)pipes.c       4.07 97/11/24 xlockmore";
6
7 #endif
8
9 /*-
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.
15  *
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.
21  *
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.
24  *
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  * ==========================================================================
29  *
30  * Thanks goes to Brian Paul for making it possible and inexpensive to use
31  * OpenGL at home.
32  *
33  * Since I'm not a native English speaker, my apologies for any grammatical
34  * mistake.
35  *
36  * My e-mail address is
37  * m-vianna@usa.net
38  * Marcelo F. Vianna (Apr-09-1997)
39  *
40  * Revision History:
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
44  */
45
46 /*-
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
49  */
50
51 #include <X11/Intrinsic.h>
52
53 #ifdef STANDALONE
54 # define PROGCLASS                                      "Pipes"
55 # define HACK_INIT                                      init_pipes
56 # define HACK_DRAW                                      draw_pipes
57 # define HACK_RESHAPE                           reshape_pipes
58 # define pipes_opts                                     xlockmore_opts
59 # define DEFAULTS       "*delay:                100     \n"                     \
60                                         "*count:                2       \n"                     \
61                                         "*cycles:               5       \n"                     \
62                                         "*size:                 500     \n"                     \
63                         "*showFPS:      False   \n"                 \
64                         "*fpsSolid:     True    \n"                 \
65                                         "*fisheye:              True    \n"                     \
66                                         "*tightturns:   False   \n"                     \
67                                         "*rotatepipes:  True    \n"
68 # include "xlockmore.h"                         /* from the xscreensaver distribution */
69 #else  /* !STANDALONE */
70 # include "xlock.h"                                     /* from the xlockmore distribution */
71 #endif /* !STANDALONE */
72
73 #ifdef USE_GL
74
75 #include <GL/glu.h>
76 #include "buildlwo.h"
77
78 #define DEF_FACTORY     "2"
79 #define DEF_FISHEYE     "True"
80 #define DEF_TIGHTTURNS  "False"
81 #define DEF_ROTATEPIPES "True"
82 #define NofSysTypes     3
83
84 static int  factory;
85 static Bool fisheye, tightturns, rotatepipes;
86
87 static XrmOptionDescRec opts[] =
88 {
89         {"-factory", ".pipes.factory", XrmoptionSepArg, (caddr_t) NULL},
90         {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "on"},
91         {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "off"},
92         {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "on"},
93         {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "off"},
94       {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "on"},
95       {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "off"}
96 };
97 static argtype vars[] =
98 {
99         {(caddr_t *) & factory, "factory", "Factory", DEF_FACTORY, t_Int},
100         {(caddr_t *) & fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
101         {(caddr_t *) & tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
102         {(caddr_t *) & rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}
103 };
104 static OptionStruct desc[] =
105 {
106         {"-factory num", "how much extra equipment in pipes (0 for none)"},
107         {"-/+fisheye", "turn on/off zoomed-in view of pipes"},
108         {"-/+tightturns", "turn on/off tight turns"},
109         {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"}
110 };
111
112 ModeSpecOpt pipes_opts =
113 {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
114
115 #ifdef USE_MODULES
116 ModStruct   pipes_description =
117 {"pipes", "init_pipes", "draw_pipes", "release_pipes",
118  "draw_pipes",
119  "change_pipes", NULL, &pipes_opts,
120  1000, 2, 5, 500, 4, 1.0, "",
121  "Shows a selfbuilding pipe system", 0, NULL};
122
123 #endif
124
125 #define Scale4Window               0.1
126 #define Scale4Iconic               0.07
127
128 #define one_third                  0.3333333333333333333
129
130 #define dirNone -1
131 #define dirUP 0
132 #define dirDOWN 1
133 #define dirLEFT 2
134 #define dirRIGHT 3
135 #define dirNEAR 4
136 #define dirFAR 5
137
138 #define HCELLS 33
139 #define VCELLS 25
140 #define DEFINEDCOLORS 7
141 #define elbowradius 0.5
142
143 /*************************************************************************/
144
145 typedef struct {
146         int         flip;
147
148         GLint       WindH, WindW;
149         int         Cells[HCELLS][VCELLS][HCELLS];
150         int         usedcolors[DEFINEDCOLORS];
151         int         directions[6];
152         int         ndirections;
153         int         nowdir, olddir;
154         int         system_number;
155         int         counter;
156         int         PX, PY, PZ;
157         int         number_of_systems;
158         int         system_type;
159         int         system_length;
160         int         turncounter;
161         Window      window;
162         float      *system_color;
163         GLfloat     initial_rotation;
164         GLuint      valve, bolts, betweenbolts, elbowbolts, elbowcoins;
165         GLuint      guagehead, guageface, guagedial, guageconnector;
166         GLXContext *glx_context;
167 } pipesstruct;
168
169 extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
170 extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
171 extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
172
173 static float front_shininess[] =
174 {60.0};
175 static float front_specular[] =
176 {0.7, 0.7, 0.7, 1.0};
177 static float ambient0[] =
178 {0.4, 0.4, 0.4, 1.0};
179 static float diffuse0[] =
180 {1.0, 1.0, 1.0, 1.0};
181 static float ambient1[] =
182 {0.2, 0.2, 0.2, 1.0};
183 static float diffuse1[] =
184 {0.5, 0.5, 0.5, 1.0};
185 static float position0[] =
186 {1.0, 1.0, 1.0, 0.0};
187 static float position1[] =
188 {-1.0, -1.0, 1.0, 0.0};
189 static float lmodel_ambient[] =
190 {0.5, 0.5, 0.5, 1.0};
191 static float lmodel_twoside[] =
192 {GL_TRUE};
193
194 static float MaterialRed[] =
195 {0.7, 0.0, 0.0, 1.0};
196 static float MaterialGreen[] =
197 {0.1, 0.5, 0.2, 1.0};
198 static float MaterialBlue[] =
199 {0.0, 0.0, 0.7, 1.0};
200 static float MaterialCyan[] =
201 {0.2, 0.5, 0.7, 1.0};
202 static float MaterialYellow[] =
203 {0.7, 0.7, 0.0, 1.0};
204 static float MaterialMagenta[] =
205 {0.6, 0.2, 0.5, 1.0};
206 static float MaterialWhite[] =
207 {0.7, 0.7, 0.7, 1.0};
208 static float MaterialGray[] =
209 {0.2, 0.2, 0.2, 1.0};
210
211 static pipesstruct *pipes = NULL;
212
213
214 static void
215 MakeTube(int direction)
216 {
217         float       an;
218         float       SINan_3, COSan_3;
219
220         /*dirUP    = 00000000 */
221         /*dirDOWN  = 00000001 */
222         /*dirLEFT  = 00000010 */
223         /*dirRIGHT = 00000011 */
224         /*dirNEAR  = 00000100 */
225         /*dirFAR   = 00000101 */
226
227         if (!(direction & 4)) {
228                 glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
229                           (direction & 2) ? 1.0 : 0.0, 0.0);
230         }
231         glBegin(GL_QUAD_STRIP);
232         for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
233                 glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
234                 glVertex3f(COSan_3, SINan_3, one_third);
235                 glVertex3f(COSan_3, SINan_3, -one_third);
236         }
237         glEnd();
238 }
239
240 static void
241 mySphere(float radius)
242 {
243         GLUquadricObj *quadObj;
244
245         quadObj = gluNewQuadric();
246         gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
247         gluSphere(quadObj, radius, 16, 16);
248         gluDeleteQuadric(quadObj);
249 }
250
251 static void
252 myElbow(ModeInfo * mi, int bolted)
253 {
254 #define nsides 25
255 #define rings 25
256 #define r one_third
257 #define R one_third
258
259         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
260
261         int         i, j;
262         GLfloat     p0[3], p1[3], p2[3], p3[3];
263         GLfloat     n0[3], n1[3], n2[3], n3[3];
264         GLfloat     COSphi, COSphi1, COStheta, COStheta1;
265         GLfloat     _SINtheta, _SINtheta1;
266
267         for (i = 0; i <= rings / 4; i++) {
268                 GLfloat     theta, theta1;
269
270                 theta = (GLfloat) i *2.0 * M_PI / rings;
271
272                 theta1 = (GLfloat) (i + 1) * 2.0 * M_PI / rings;
273                 for (j = 0; j < nsides; j++) {
274                         GLfloat     phi, phi1;
275
276                         phi = (GLfloat) j *2.0 * M_PI / nsides;
277
278                         phi1 = (GLfloat) (j + 1) * 2.0 * M_PI / nsides;
279
280                         p0[0] = (COStheta = cos(theta)) * (R + r * (COSphi = cos(phi)));
281                         p0[1] = (_SINtheta = -sin(theta)) * (R + r * COSphi);
282
283                         p1[0] = (COStheta1 = cos(theta1)) * (R + r * COSphi);
284                         p1[1] = (_SINtheta1 = -sin(theta1)) * (R + r * COSphi);
285
286                         p2[0] = COStheta1 * (R + r * (COSphi1 = cos(phi1)));
287                         p2[1] = _SINtheta1 * (R + r * COSphi1);
288
289                         p3[0] = COStheta * (R + r * COSphi1);
290                         p3[1] = _SINtheta * (R + r * COSphi1);
291
292                         n0[0] = COStheta * COSphi;
293                         n0[1] = _SINtheta * COSphi;
294
295                         n1[0] = COStheta1 * COSphi;
296                         n1[1] = _SINtheta1 * COSphi;
297
298                         n2[0] = COStheta1 * COSphi1;
299                         n2[1] = _SINtheta1 * COSphi1;
300
301                         n3[0] = COStheta * COSphi1;
302                         n3[1] = _SINtheta * COSphi1;
303
304                         p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
305                         p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
306
307                         glBegin(GL_QUADS);
308                         glNormal3fv(n3);
309                         glVertex3fv(p3);
310                         glNormal3fv(n2);
311                         glVertex3fv(p2);
312                         glNormal3fv(n1);
313                         glVertex3fv(p1);
314                         glNormal3fv(n0);
315                         glVertex3fv(p0);
316                         glEnd();
317                 }
318         }
319
320         if (factory > 0 && bolted) {
321                 /* Bolt the elbow onto the pipe system */
322                 glFrontFace(GL_CW);
323                 glPushMatrix();
324                 glRotatef(90.0, 0.0, 0.0, -1.0);
325                 glRotatef(90.0, 0.0, 1.0, 0.0);
326                 glTranslatef(0.0, one_third, one_third);
327                 glCallList(pp->elbowcoins);
328                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
329                 glCallList(pp->elbowbolts);
330                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
331                 glPopMatrix();
332                 glFrontFace(GL_CCW);
333         }
334 #undef r
335 #undef R
336 #undef nsides
337 #undef rings
338 }
339
340 static void
341 FindNeighbors(ModeInfo * mi)
342 {
343         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
344
345         pp->ndirections = 0;
346         pp->directions[dirUP] = (!pp->Cells[pp->PX][pp->PY + 1][pp->PZ]) ? 1 : 0;
347         pp->ndirections += pp->directions[dirUP];
348         pp->directions[dirDOWN] = (!pp->Cells[pp->PX][pp->PY - 1][pp->PZ]) ? 1 : 0;
349         pp->ndirections += pp->directions[dirDOWN];
350         pp->directions[dirLEFT] = (!pp->Cells[pp->PX - 1][pp->PY][pp->PZ]) ? 1 : 0;
351         pp->ndirections += pp->directions[dirLEFT];
352         pp->directions[dirRIGHT] = (!pp->Cells[pp->PX + 1][pp->PY][pp->PZ]) ? 1 : 0;
353         pp->ndirections += pp->directions[dirRIGHT];
354         pp->directions[dirFAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ - 1]) ? 1 : 0;
355         pp->ndirections += pp->directions[dirFAR];
356         pp->directions[dirNEAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ + 1]) ? 1 : 0;
357         pp->ndirections += pp->directions[dirNEAR];
358 }
359
360 static int
361 SelectNeighbor(ModeInfo * mi)
362 {
363         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
364         int         dirlist[6];
365         int         i, j;
366
367         for (i = 0, j = 0; i < 6; i++) {
368                 if (pp->directions[i]) {
369                         dirlist[j] = i;
370                         j++;
371                 }
372         }
373
374         return dirlist[NRAND(pp->ndirections)];
375 }
376
377 static void
378 MakeValve(ModeInfo * mi, int newdir)
379 {
380         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
381
382         /* There is a glPopMatrix() right after this subroutine returns. */
383         switch (newdir) {
384                 case dirUP:
385                 case dirDOWN:
386                         glRotatef(90.0, 1.0, 0.0, 0.0);
387                         glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
388                         break;
389                 case dirLEFT:
390                 case dirRIGHT:
391                         glRotatef(90.0, 0.0, -1.0, 0.0);
392                         glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
393                         break;
394                 case dirNEAR:
395                 case dirFAR:
396                         glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
397                         break;
398         }
399         glFrontFace(GL_CW);
400         glCallList(pp->betweenbolts);
401         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
402         glCallList(pp->bolts);
403         if (!MI_IS_MONO(mi)) {
404                 if (pp->system_color == MaterialRed) {
405                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
406                 } else if (pp->system_color == MaterialBlue) {
407                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialRed : MaterialYellow);
408                 } else if (pp->system_color == MaterialYellow) {
409                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialBlue : MaterialRed);
410                 } else {
411                         switch ((NRAND(3))) {
412                                 case 0:
413                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
414                                         break;
415                                 case 1:
416                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
417                                         break;
418                                 case 2:
419                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
420                         }
421                 }
422         }
423         glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
424         glCallList(pp->valve);
425         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
426         glFrontFace(GL_CCW);
427 }
428
429 static int
430 MakeGuage(ModeInfo * mi, int newdir)
431 {
432         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
433
434         /* Can't have a guage on a vertical pipe. */
435         if ((newdir == dirUP) || (newdir == dirDOWN))
436                 return (0);
437
438         /* Is there space above this pipe for a guage? */
439         if (!pp->directions[dirUP])
440                 return (0);
441
442         /* Yes!  Mark the space as used. */
443         pp->Cells[pp->PX][pp->PY + 1][pp->PZ] = 1;
444
445         glFrontFace(GL_CW);
446         glPushMatrix();
447         if ((newdir == dirLEFT) || (newdir == dirRIGHT))
448                 glRotatef(90.0, 0.0, 1.0, 0.0);
449         glCallList(pp->betweenbolts);
450         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
451         glCallList(pp->bolts);
452         glPopMatrix();
453
454         glCallList(pp->guageconnector);
455         glPushMatrix();
456         glTranslatef(0.0, 1.33333, 0.0);
457         /* Do not change the above to 1 + ONE_THIRD, because */
458         /* the object really is centered on 1.3333300000. */
459         glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
460         /* Random rotation for the dial.  I love it. */
461         glCallList(pp->guagedial);
462         glPopMatrix();
463
464         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
465         glCallList(pp->guagehead);
466
467         /* GuageFace is drawn last, in case of low-res depth buffers. */
468         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
469         glCallList(pp->guageface);
470
471         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
472         glFrontFace(GL_CCW);
473
474         return (1);
475 }
476
477 static void
478 MakeShape(ModeInfo * mi, int newdir)
479 {
480         switch (NRAND(2)) {
481                 case 1:
482                         if (!MakeGuage(mi, newdir))
483                                 MakeTube(newdir);
484                         break;
485                 default:
486                         MakeValve(mi, newdir);
487                         break;
488         }
489 }
490
491 void
492 reshape_pipes(ModeInfo * mi, int width, int height)
493 {
494         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
495
496         glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
497         glMatrixMode(GL_PROJECTION);
498         glLoadIdentity();
499         /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
500         gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
501         glMatrixMode(GL_MODELVIEW);
502
503   glClear(GL_COLOR_BUFFER_BIT);
504 }
505
506 static void
507 pinit(ModeInfo * mi, int zera)
508 {
509         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
510         int         X, Y, Z;
511
512         glClearDepth(1.0);
513         glClearColor(0.0, 0.0, 0.0, 1.0);
514         glColor3f(1.0, 1.0, 1.0);
515
516         glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
517         glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
518         glLightfv(GL_LIGHT0, GL_POSITION, position0);
519         glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
520         glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
521         glLightfv(GL_LIGHT1, GL_POSITION, position1);
522         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
523         glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
524         glEnable(GL_LIGHTING);
525         glEnable(GL_LIGHT0);
526         glEnable(GL_LIGHT1);
527         glEnable(GL_DEPTH_TEST);
528         glEnable(GL_NORMALIZE);
529         glEnable(GL_CULL_FACE);
530
531         glShadeModel(GL_SMOOTH);
532         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
533         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
534
535         if (zera) {
536                 pp->system_number = 1;
537                 glDrawBuffer(GL_FRONT_AND_BACK);
538                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
539                 (void) memset(pp->Cells, 0, sizeof (pp->Cells));
540                 for (X = 0; X < HCELLS; X++) {
541                         for (Y = 0; Y < VCELLS; Y++) {
542                                 pp->Cells[X][Y][0] = 1;
543                                 pp->Cells[X][Y][HCELLS - 1] = 1;
544                                 pp->Cells[0][Y][X] = 1;
545                                 pp->Cells[HCELLS - 1][Y][X] = 1;
546                         }
547                 }
548                 for (X = 0; X < HCELLS; X++) {
549                         for (Z = 0; Z < HCELLS; Z++) {
550                                 pp->Cells[X][0][Z] = 1;
551                                 pp->Cells[X][VCELLS - 1][Z] = 1;
552                         }
553                 }
554                 (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
555                 if ((pp->initial_rotation += 10.0) > 45.0) {
556                         pp->initial_rotation -= 90.0;
557                 }
558         }
559         pp->counter = 0;
560         pp->turncounter = 0;
561
562         if (!MI_IS_MONO(mi)) {
563                 int         collist[DEFINEDCOLORS];
564                 int         i, j, lower = 1000;
565
566                 /* Avoid repeating colors on the same screen unless necessary */
567                 for (i = 0; i < DEFINEDCOLORS; i++) {
568                         if (lower > pp->usedcolors[i])
569                                 lower = pp->usedcolors[i];
570                 }
571                 for (i = 0, j = 0; i < DEFINEDCOLORS; i++) {
572                         if (pp->usedcolors[i] == lower) {
573                                 collist[j] = i;
574                                 j++;
575                         }
576                 }
577                 i = collist[NRAND(j)];
578                 pp->usedcolors[i]++;
579                 switch (i) {
580                         case 0:
581                                 pp->system_color = MaterialRed;
582                                 break;
583                         case 1:
584                                 pp->system_color = MaterialGreen;
585                                 break;
586                         case 2:
587                                 pp->system_color = MaterialBlue;
588                                 break;
589                         case 3:
590                                 pp->system_color = MaterialCyan;
591                                 break;
592                         case 4:
593                                 pp->system_color = MaterialYellow;
594                                 break;
595                         case 5:
596                                 pp->system_color = MaterialMagenta;
597                                 break;
598                         case 6:
599                                 pp->system_color = MaterialWhite;
600                                 break;
601                 }
602         } else {
603                 pp->system_color = MaterialGray;
604         }
605
606         do {
607                 pp->PX = NRAND((HCELLS - 1)) + 1;
608                 pp->PY = NRAND((VCELLS - 1)) + 1;
609                 pp->PZ = NRAND((HCELLS - 1)) + 1;
610         } while (pp->Cells[pp->PX][pp->PY][pp->PZ] ||
611                  (pp->Cells[pp->PX + 1][pp->PY][pp->PZ] && pp->Cells[pp->PX - 1][pp->PY][pp->PZ] &&
612                   pp->Cells[pp->PX][pp->PY + 1][pp->PZ] && pp->Cells[pp->PX][pp->PY - 1][pp->PZ] &&
613                   pp->Cells[pp->PX][pp->PY][pp->PZ + 1] && pp->Cells[pp->PX][pp->PY][pp->PZ - 1]));
614         pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
615         pp->olddir = dirNone;
616
617         FindNeighbors(mi);
618
619         pp->nowdir = SelectNeighbor(mi);
620 }
621
622 void
623 init_pipes(ModeInfo * mi)
624 {
625         int         screen = MI_SCREEN(mi);
626         pipesstruct *pp;
627
628         if (pipes == NULL) {
629                 if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
630                                               sizeof (pipesstruct))) == NULL)
631                         return;
632         }
633         pp = &pipes[screen];
634
635         pp->window = MI_WINDOW(mi);
636         if ((pp->glx_context = init_GL(mi)) != NULL) {
637
638                 reshape_pipes(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
639                 if (rotatepipes)
640                   pp->initial_rotation = NRAND(180); /* jwz */
641                 else
642                   pp->initial_rotation = -10.0;
643                 pinit(mi, 1);
644
645                 if (factory > 0) {
646                         pp->valve = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_BigValve);
647                         pp->bolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_Bolts3D);
648                         pp->betweenbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_PipeBetweenBolts);
649
650                         pp->elbowbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowBolts);
651                         pp->elbowcoins = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowCoins);
652
653                         pp->guagehead = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageHead);
654                         pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
655                         pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
656                         pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
657                 }
658                 /* else they are all 0, thanks to calloc(). */
659
660                 if (MI_COUNT(mi) < 1 || MI_COUNT(mi) > NofSysTypes + 1) {
661                         pp->system_type = NRAND(NofSysTypes) + 1;
662                 } else {
663                         pp->system_type = MI_COUNT(mi);
664                 }
665
666                 if (MI_CYCLES(mi) > 0 && MI_CYCLES(mi) < 11) {
667                         pp->number_of_systems = MI_CYCLES(mi);
668                 } else {
669                         pp->number_of_systems = 5;
670                 }
671
672                 if (MI_SIZE(mi) < 10) {
673                         pp->system_length = 10;
674                 } else if (MI_SIZE(mi) > 1000) {
675                         pp->system_length = 1000;
676                 } else {
677                         pp->system_length = MI_SIZE(mi);
678                 }
679         } else {
680                 MI_CLEARWINDOW(mi);
681         }
682 }
683
684 void
685 draw_pipes(ModeInfo * mi)
686 {
687         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
688
689         Display    *display = MI_DISPLAY(mi);
690         Window      window = MI_WINDOW(mi);
691
692         int         newdir;
693         int         OPX, OPY, OPZ;
694
695         if (!pp->glx_context)
696                 return;
697
698         glPushMatrix();
699
700         glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
701         if (rotatepipes)
702                 glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
703
704         if (!MI_IS_ICONIC(mi)) {
705                 /* Width/height ratio handled by gluPerspective() now. */
706                 glScalef(Scale4Window, Scale4Window, Scale4Window);
707         } else {
708                 glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
709         }
710
711         FindNeighbors(mi);
712
713         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
714
715         /* If it's the begining of a system, draw a sphere */
716         if (pp->olddir == dirNone) {
717                 glPushMatrix();
718                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
719                 mySphere(0.6);
720                 glPopMatrix();
721         }
722         /* Check for stop conditions */
723         if (pp->ndirections == 0 || pp->counter > pp->system_length) {
724                 glPushMatrix();
725                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
726                 /* Finish the system with another sphere */
727                 mySphere(0.6);
728
729                 glPopMatrix();
730
731                 /* If the maximum number of system was drawn, restart (clearing the screen), */
732                 /* else start a new system. */
733                 if (++pp->system_number > pp->number_of_systems) {
734                         (void) sleep(1);
735                         pinit(mi, 1);
736                 } else {
737                         pinit(mi, 0);
738                 }
739
740                 glPopMatrix();
741                 return;
742         }
743         pp->counter++;
744         pp->turncounter++;
745
746         /* Do will the direction change? if so, determine the new one */
747         newdir = pp->nowdir;
748         if (!pp->directions[newdir]) {  /* cannot proceed in the current direction */
749                 newdir = SelectNeighbor(mi);
750         } else {
751                 if (tightturns) {
752                         /* random change (20% chance) */
753                         if ((pp->counter > 1) && (NRAND(100) < 20)) {
754                                 newdir = SelectNeighbor(mi);
755                         }
756                 } else {
757                         /* Chance to turn increases after each length of pipe drawn */
758                         if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
759                                 newdir = SelectNeighbor(mi);
760                                 pp->turncounter = 0;
761                         }
762                 }
763         }
764
765         /* Has the direction changed? */
766         if (newdir == pp->nowdir) {
767                 /* If not, draw the cell's center pipe */
768                 glPushMatrix();
769                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
770                 /* Chance of factory shape here, if enabled. */
771                 if ((pp->counter > 1) && (NRAND(100) < factory)) {
772                         MakeShape(mi, newdir);
773                 } else {
774                         MakeTube(newdir);
775                 }
776                 glPopMatrix();
777         } else {
778                 /* If so, draw the cell's center elbow/sphere */
779                 int         sysT = pp->system_type;
780
781                 if (sysT == NofSysTypes + 1) {
782                         sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
783                 }
784                 glPushMatrix();
785
786                 switch (sysT) {
787                         case 1:
788                                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
789                                 mySphere(elbowradius);
790                                 break;
791                         case 2:
792                         case 3:
793                                 switch (pp->nowdir) {
794                                         case dirUP:
795                                                 switch (newdir) {
796                                                         case dirLEFT:
797                                                                 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);
798                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
799                                                                 break;
800                                                         case dirRIGHT:
801                                                                 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);
802                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
803                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
804                                                                 break;
805                                                         case dirFAR:
806                                                                 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));
807                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
808                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
809                                                                 break;
810                                                         case dirNEAR:
811                                                                 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));
812                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
813                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
814                                                                 break;
815                                                 }
816                                                 break;
817                                         case dirDOWN:
818                                                 switch (newdir) {
819                                                         case dirLEFT:
820                                                                 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);
821                                                                 break;
822                                                         case dirRIGHT:
823                                                                 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);
824                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
825                                                                 break;
826                                                         case dirFAR:
827                                                                 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));
828                                                                 glRotatef(270.0, 0.0, 1.0, 0.0);
829                                                                 break;
830                                                         case dirNEAR:
831                                                                 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));
832                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
833                                                                 break;
834                                                 }
835                                                 break;
836                                         case dirLEFT:
837                                                 switch (newdir) {
838                                                         case dirUP:
839                                                                 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);
840                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
841                                                                 break;
842                                                         case dirDOWN:
843                                                                 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);
844                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
845                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
846                                                                 break;
847                                                         case dirFAR:
848                                                                 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));
849                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
850                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
851                                                                 break;
852                                                         case dirNEAR:
853                                                                 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));
854                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
855                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
856                                                                 break;
857                                                 }
858                                                 break;
859                                         case dirRIGHT:
860                                                 switch (newdir) {
861                                                         case dirUP:
862                                                                 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);
863                                                                 break;
864                                                         case dirDOWN:
865                                                                 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);
866                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
867                                                                 break;
868                                                         case dirFAR:
869                                                                 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));
870                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
871                                                                 break;
872                                                         case dirNEAR:
873                                                                 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));
874                                                                 glRotatef(90.0, 1.0, 0.0, 0.0);
875                                                                 break;
876                                                 }
877                                                 break;
878                                         case dirNEAR:
879                                                 switch (newdir) {
880                                                         case dirLEFT:
881                                                                 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));
882                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
883                                                                 break;
884                                                         case dirRIGHT:
885                                                                 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));
886                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
887                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
888                                                                 break;
889                                                         case dirUP:
890                                                                 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));
891                                                                 glRotatef(270.0, 0.0, 1.0, 0.0);
892                                                                 break;
893                                                         case dirDOWN:
894                                                                 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));
895                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
896                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
897                                                                 break;
898                                                 }
899                                                 break;
900                                         case dirFAR:
901                                                 switch (newdir) {
902                                                         case dirUP:
903                                                                 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));
904                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
905                                                                 break;
906                                                         case dirDOWN:
907                                                                 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));
908                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
909                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
910                                                                 break;
911                                                         case dirLEFT:
912                                                                 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));
913                                                                 glRotatef(90.0, 1.0, 0.0, 0.0);
914                                                                 break;
915                                                         case dirRIGHT:
916                                                                 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));
917                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
918                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
919                                                                 break;
920                                                 }
921                                                 break;
922                                 }
923                                 myElbow(mi, (sysT == 2));
924                                 break;
925                 }
926                 glPopMatrix();
927         }
928
929         OPX = pp->PX;
930         OPY = pp->PY;
931         OPZ = pp->PZ;
932         pp->olddir = pp->nowdir;
933         pp->nowdir = newdir;
934         switch (pp->nowdir) {
935                 case dirUP:
936                         pp->PY++;
937                         break;
938                 case dirDOWN:
939                         pp->PY--;
940                         break;
941                 case dirLEFT:
942                         pp->PX--;
943                         break;
944                 case dirRIGHT:
945                         pp->PX++;
946                         break;
947                 case dirNEAR:
948                         pp->PZ++;
949                         break;
950                 case dirFAR:
951                         pp->PZ--;
952                         break;
953         }
954         pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
955
956         /* Cells'face pipe */
957         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);
958         MakeTube(newdir);
959
960         glPopMatrix();
961
962         glFlush();
963
964     glXSwapBuffers(display, window);
965
966     if (mi->fps_p) do_fps (mi);
967 }
968
969 void
970 change_pipes(ModeInfo * mi)
971 {
972         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
973
974         if (!pp->glx_context)
975                 return;
976
977         glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
978         pinit(mi, 1);
979 }
980
981 void
982 release_pipes(ModeInfo * mi)
983 {
984         if (pipes != NULL) {
985                 int         screen;
986
987                 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
988                         pipesstruct *pp = &pipes[screen];
989
990                         if (pp->glx_context) {
991
992                                 /* Display lists MUST be freed while their glXContext is current. */
993                                 glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
994
995                                 if (pp->valve)
996                                         glDeleteLists(pp->valve, 1);
997                                 if (pp->bolts)
998                                         glDeleteLists(pp->bolts, 1);
999                                 if (pp->betweenbolts)
1000                                         glDeleteLists(pp->betweenbolts, 1);
1001
1002                                 if (pp->elbowbolts)
1003                                         glDeleteLists(pp->elbowbolts, 1);
1004                                 if (pp->elbowcoins)
1005                                         glDeleteLists(pp->elbowcoins, 1);
1006
1007                                 if (pp->guagehead)
1008                                         glDeleteLists(pp->guagehead, 1);
1009                                 if (pp->guageface)
1010                                         glDeleteLists(pp->guageface, 1);
1011                                 if (pp->guagedial)
1012                                         glDeleteLists(pp->guagedial, 1);
1013                                 if (pp->guageconnector)
1014                                         glDeleteLists(pp->guageconnector, 1);
1015                         }
1016                 }
1017
1018                 (void) free((void *) pipes);
1019                 pipes = NULL;
1020         }
1021         FreeAllGL(mi);
1022 }
1023
1024 #endif