1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* pipes --- 3D selfbuiding pipe system */
5 static const char sccsid[] = "@(#)pipes.c 4.07 97/11/24 xlockmore";
9 * Permission to use, copy, modify, and distribute this software and its
10 * documentation for any purpose and without fee is hereby granted,
11 * provided that the above copyright notice appear in all copies and that
12 * both that copyright notice and this permission notice appear in
13 * supporting documentation.
15 * This file is provided AS IS with no warranties of any kind. The author
16 * shall have no liability with respect to the infringement of copyrights,
17 * trade secrets or any patents by this file or any part thereof. In no
18 * event will the author be liable for any lost revenue or profits or
19 * other special, indirect and consequential damages.
21 * This program was inspired on a WindowsNT(R)'s screen saver. It was written
22 * from scratch and it was not based on any other source code.
24 * ==========================================================================
25 * The routine myElbow is derivated from the doughnut routine from the MesaGL
26 * library (more especifically the Mesaaux library) written by Brian Paul.
27 * ==========================================================================
29 * Thanks goes to Brian Paul for making it possible and inexpensive to use
32 * Since I'm not a native English speaker, my apologies for any grammatical
35 * My e-mail address is
37 * Marcelo F. Vianna (Apr-09-1997)
40 * 29-Apr-97: Factory equipment by Ed Mackey. Productive day today, eh?
41 * 29-Apr-97: Less tight turns Jeff Epler <jepler@inetnebr.com>
42 * 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna
46 # define PROGCLASS "Pipes"
47 # define HACK_INIT init_pipes
48 # define HACK_DRAW draw_pipes
49 # define HACK_RESHAPE reshape_pipes
50 # define pipes_opts xlockmore_opts
51 # define DEFAULTS "*delay: 10000 \n" \
55 "*showFPS: False \n" \
56 "*fpsSolid: True \n" \
58 "*tightturns: False \n" \
59 "*doubleBuffer: True \n" \
60 "*rotatepipes: True \n"
61 # include "xlockmore.h" /* from the xscreensaver distribution */
62 #else /* !STANDALONE */
63 # include "xlock.h" /* from the xlockmore distribution */
64 #endif /* !STANDALONE */
71 #define DEF_FACTORY "2"
72 #define DEF_FISHEYE "True"
73 #define DEF_TIGHTTURNS "False"
74 #define DEF_ROTATEPIPES "True"
75 #define DEF_DBUF "False"
79 static Bool fisheye, tightturns, rotatepipes;
82 static XrmOptionDescRec opts[] =
84 {"-factory", ".pipes.factory", XrmoptionSepArg, 0},
85 {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, "on"},
86 {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, "off"},
87 {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, "on"},
88 {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, "off"},
89 {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "on"},
90 {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "off"},
91 {"-db", ".pipes.doubleBuffer", XrmoptionNoArg, "on"},
92 {"+db", ".pipes.doubleBuffer", XrmoptionNoArg, "off"},
94 static argtype vars[] =
96 {&factory, "factory", "Factory", DEF_FACTORY, t_Int},
97 {&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
98 {&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
99 {&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool},
100 {&dbuf_p, "doubleBuffer", "DoubleBuffer", DEF_DBUF, t_Bool}
102 static OptionStruct desc[] =
104 {"-factory num", "how much extra equipment in pipes (0 for none)"},
105 {"-/+fisheye", "turn on/off zoomed-in view of pipes"},
106 {"-/+tightturns", "turn on/off tight turns"},
107 {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"},
108 {"-/+db", "turn on/off double buffering"}
111 ModeSpecOpt pipes_opts =
112 {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
115 ModStruct pipes_description =
116 {"pipes", "init_pipes", "draw_pipes", "release_pipes",
118 "change_pipes", NULL, &pipes_opts,
119 1000, 2, 5, 500, 4, 1.0, "",
120 "Shows a selfbuilding pipe system", 0, NULL};
124 #define Scale4Window 0.1
125 #define Scale4Iconic 0.07
127 #define one_third 0.3333333333333333333
139 #define DEFINEDCOLORS 7
140 #define elbowradius 0.5
142 /*************************************************************************/
148 int Cells[HCELLS][VCELLS][HCELLS];
149 int usedcolors[DEFINEDCOLORS];
156 int number_of_systems;
162 GLfloat initial_rotation;
163 GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins;
164 GLuint guagehead, guageface, guagedial, guageconnector;
165 GLXContext *glx_context;
168 extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
169 extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
170 extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
172 static float front_shininess[] =
174 static float front_specular[] =
175 {0.7, 0.7, 0.7, 1.0};
176 static float ambient0[] =
177 {0.4, 0.4, 0.4, 1.0};
178 static float diffuse0[] =
179 {1.0, 1.0, 1.0, 1.0};
180 static float ambient1[] =
181 {0.2, 0.2, 0.2, 1.0};
182 static float diffuse1[] =
183 {0.5, 0.5, 0.5, 1.0};
184 static float position0[] =
185 {1.0, 1.0, 1.0, 0.0};
186 static float position1[] =
187 {-1.0, -1.0, 1.0, 0.0};
188 static float lmodel_ambient[] =
189 {0.5, 0.5, 0.5, 1.0};
190 static float lmodel_twoside[] =
193 static float MaterialRed[] =
194 {0.7, 0.0, 0.0, 1.0};
195 static float MaterialGreen[] =
196 {0.1, 0.5, 0.2, 1.0};
197 static float MaterialBlue[] =
198 {0.0, 0.0, 0.7, 1.0};
199 static float MaterialCyan[] =
200 {0.2, 0.5, 0.7, 1.0};
201 static float MaterialYellow[] =
202 {0.7, 0.7, 0.0, 1.0};
203 static float MaterialMagenta[] =
204 {0.6, 0.2, 0.5, 1.0};
205 static float MaterialWhite[] =
206 {0.7, 0.7, 0.7, 1.0};
207 static float MaterialGray[] =
208 {0.2, 0.2, 0.2, 1.0};
210 static pipesstruct *pipes = NULL;
214 MakeTube(ModeInfo *mi, int direction)
217 float SINan_3, COSan_3;
219 /*dirUP = 00000000 */
220 /*dirDOWN = 00000001 */
221 /*dirLEFT = 00000010 */
222 /*dirRIGHT = 00000011 */
223 /*dirNEAR = 00000100 */
224 /*dirFAR = 00000101 */
226 if (!(direction & 4)) {
227 glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
228 (direction & 2) ? 1.0 : 0.0, 0.0);
230 glBegin(GL_QUAD_STRIP);
231 for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
232 glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
233 glVertex3f(COSan_3, SINan_3, one_third);
234 glVertex3f(COSan_3, SINan_3, -one_third);
241 mySphere(float radius)
243 GLUquadricObj *quadObj;
245 quadObj = gluNewQuadric();
246 gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
247 gluSphere(quadObj, radius, 16, 16);
248 gluDeleteQuadric(quadObj);
252 myElbow(ModeInfo * mi, int bolted)
259 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
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;
267 for (i = 0; i <= rings / 4; i++) {
268 GLfloat theta, theta1;
270 theta = (GLfloat) i *2.0 * M_PI / rings;
272 theta1 = (GLfloat) (i + 1) * 2.0 * M_PI / rings;
273 for (j = 0; j < nsides; j++) {
276 phi = (GLfloat) j *2.0 * M_PI / nsides;
278 phi1 = (GLfloat) (j + 1) * 2.0 * M_PI / nsides;
280 p0[0] = (COStheta = cos(theta)) * (R + r * (COSphi = cos(phi)));
281 p0[1] = (_SINtheta = -sin(theta)) * (R + r * COSphi);
283 p1[0] = (COStheta1 = cos(theta1)) * (R + r * COSphi);
284 p1[1] = (_SINtheta1 = -sin(theta1)) * (R + r * COSphi);
286 p2[0] = COStheta1 * (R + r * (COSphi1 = cos(phi1)));
287 p2[1] = _SINtheta1 * (R + r * COSphi1);
289 p3[0] = COStheta * (R + r * COSphi1);
290 p3[1] = _SINtheta * (R + r * COSphi1);
292 n0[0] = COStheta * COSphi;
293 n0[1] = _SINtheta * COSphi;
295 n1[0] = COStheta1 * COSphi;
296 n1[1] = _SINtheta1 * COSphi;
298 n2[0] = COStheta1 * COSphi1;
299 n2[1] = _SINtheta1 * COSphi1;
301 n3[0] = COStheta * COSphi1;
302 n3[1] = _SINtheta * COSphi1;
304 p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
305 p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
321 if (factory > 0 && bolted) {
322 /* Bolt the elbow onto the pipe system */
325 glRotatef(90.0, 0.0, 0.0, -1.0);
326 glRotatef(90.0, 0.0, 1.0, 0.0);
327 glTranslatef(0.0, one_third, one_third);
328 glCallList(pp->elbowcoins);
329 mi->polygon_count += LWO_ElbowCoins.num_pnts/3;
330 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
331 glCallList(pp->elbowbolts);
332 mi->polygon_count += LWO_ElbowBolts.num_pnts/3;
333 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
344 FindNeighbors(ModeInfo * mi)
346 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
349 pp->directions[dirUP] = (!pp->Cells[pp->PX][pp->PY + 1][pp->PZ]) ? 1 : 0;
350 pp->ndirections += pp->directions[dirUP];
351 pp->directions[dirDOWN] = (!pp->Cells[pp->PX][pp->PY - 1][pp->PZ]) ? 1 : 0;
352 pp->ndirections += pp->directions[dirDOWN];
353 pp->directions[dirLEFT] = (!pp->Cells[pp->PX - 1][pp->PY][pp->PZ]) ? 1 : 0;
354 pp->ndirections += pp->directions[dirLEFT];
355 pp->directions[dirRIGHT] = (!pp->Cells[pp->PX + 1][pp->PY][pp->PZ]) ? 1 : 0;
356 pp->ndirections += pp->directions[dirRIGHT];
357 pp->directions[dirFAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ - 1]) ? 1 : 0;
358 pp->ndirections += pp->directions[dirFAR];
359 pp->directions[dirNEAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ + 1]) ? 1 : 0;
360 pp->ndirections += pp->directions[dirNEAR];
364 SelectNeighbor(ModeInfo * mi)
366 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
370 for (i = 0, j = 0; i < 6; i++) {
371 if (pp->directions[i]) {
377 return dirlist[NRAND(pp->ndirections)];
381 MakeValve(ModeInfo * mi, int newdir)
383 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
385 /* There is a glPopMatrix() right after this subroutine returns. */
389 glRotatef(90.0, 1.0, 0.0, 0.0);
390 glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
394 glRotatef(90.0, 0.0, -1.0, 0.0);
395 glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
399 glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
403 glCallList(pp->betweenbolts);
404 mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3;
405 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
406 glCallList(pp->bolts);
407 mi->polygon_count += LWO_Bolts3D.num_pnts/3;
408 if (!MI_IS_MONO(mi)) {
409 if (pp->system_color == MaterialRed) {
410 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
411 } else if (pp->system_color == MaterialBlue) {
412 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialRed : MaterialYellow);
413 } else if (pp->system_color == MaterialYellow) {
414 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialBlue : MaterialRed);
416 switch ((NRAND(3))) {
418 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
421 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
424 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
428 glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
429 glCallList(pp->valve);
430 mi->polygon_count += LWO_BigValve.num_pnts/3;
431 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
436 MakeGuage(ModeInfo * mi, int newdir)
438 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
440 /* Can't have a guage on a vertical pipe. */
441 if ((newdir == dirUP) || (newdir == dirDOWN))
444 /* Is there space above this pipe for a guage? */
445 if (!pp->directions[dirUP])
448 /* Yes! Mark the space as used. */
449 pp->Cells[pp->PX][pp->PY + 1][pp->PZ] = 1;
453 if ((newdir == dirLEFT) || (newdir == dirRIGHT))
454 glRotatef(90.0, 0.0, 1.0, 0.0);
455 glCallList(pp->betweenbolts);
456 mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3;
457 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
458 glCallList(pp->bolts);
459 mi->polygon_count += LWO_Bolts3D.num_pnts/3;
462 glCallList(pp->guageconnector);
463 mi->polygon_count += LWO_GuageConnector.num_pnts/3;
465 glTranslatef(0.0, 1.33333, 0.0);
466 /* Do not change the above to 1 + ONE_THIRD, because */
467 /* the object really is centered on 1.3333300000. */
468 glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
469 /* Random rotation for the dial. I love it. */
470 glCallList(pp->guagedial);
471 mi->polygon_count += LWO_GuageDial.num_pnts/3;
474 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
475 glCallList(pp->guagehead);
476 mi->polygon_count += LWO_GuageHead.num_pnts/3;
478 /* GuageFace is drawn last, in case of low-res depth buffers. */
479 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
480 glCallList(pp->guageface);
481 mi->polygon_count += LWO_GuageFace.num_pnts/3;
483 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
490 MakeShape(ModeInfo * mi, int newdir)
494 if (!MakeGuage(mi, newdir))
495 MakeTube(mi, newdir);
498 MakeValve(mi, newdir);
504 reshape_pipes(ModeInfo * mi, int width, int height)
506 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
508 glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
509 glMatrixMode(GL_PROJECTION);
511 /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
512 gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
513 glMatrixMode(GL_MODELVIEW);
515 glClear(GL_COLOR_BUFFER_BIT);
519 pinit(ModeInfo * mi, int zera)
521 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
525 mi->polygon_count = 0;
528 glClearColor(0.0, 0.0, 0.0, 1.0);
529 glColor3f(1.0, 1.0, 1.0);
531 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
532 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
533 glLightfv(GL_LIGHT0, GL_POSITION, position0);
534 glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
535 glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
536 glLightfv(GL_LIGHT1, GL_POSITION, position1);
537 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
538 glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
539 glEnable(GL_LIGHTING);
542 glEnable(GL_DEPTH_TEST);
543 glEnable(GL_NORMALIZE);
544 glEnable(GL_CULL_FACE);
546 glShadeModel(GL_SMOOTH);
547 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
548 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
551 pp->system_number = 1;
552 glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
553 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
554 (void) memset(pp->Cells, 0, sizeof (pp->Cells));
555 for (X = 0; X < HCELLS; X++) {
556 for (Y = 0; Y < VCELLS; Y++) {
557 pp->Cells[X][Y][0] = 1;
558 pp->Cells[X][Y][HCELLS - 1] = 1;
559 pp->Cells[0][Y][X] = 1;
560 pp->Cells[HCELLS - 1][Y][X] = 1;
563 for (X = 0; X < HCELLS; X++) {
564 for (Z = 0; Z < HCELLS; Z++) {
565 pp->Cells[X][0][Z] = 1;
566 pp->Cells[X][VCELLS - 1][Z] = 1;
569 (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
570 if ((pp->initial_rotation += 10.0) > 45.0) {
571 pp->initial_rotation -= 90.0;
577 if (!MI_IS_MONO(mi)) {
578 int collist[DEFINEDCOLORS];
579 int i, j, lower = 1000;
581 /* Avoid repeating colors on the same screen unless necessary */
582 for (i = 0; i < DEFINEDCOLORS; i++) {
583 if (lower > pp->usedcolors[i])
584 lower = pp->usedcolors[i];
586 for (i = 0, j = 0; i < DEFINEDCOLORS; i++) {
587 if (pp->usedcolors[i] == lower) {
592 i = collist[NRAND(j)];
596 pp->system_color = MaterialRed;
599 pp->system_color = MaterialGreen;
602 pp->system_color = MaterialBlue;
605 pp->system_color = MaterialCyan;
608 pp->system_color = MaterialYellow;
611 pp->system_color = MaterialMagenta;
614 pp->system_color = MaterialWhite;
618 pp->system_color = MaterialGray;
622 pp->PX = NRAND((HCELLS - 1)) + 1;
623 pp->PY = NRAND((VCELLS - 1)) + 1;
624 pp->PZ = NRAND((HCELLS - 1)) + 1;
625 } while (pp->Cells[pp->PX][pp->PY][pp->PZ] ||
626 (pp->Cells[pp->PX + 1][pp->PY][pp->PZ] && pp->Cells[pp->PX - 1][pp->PY][pp->PZ] &&
627 pp->Cells[pp->PX][pp->PY + 1][pp->PZ] && pp->Cells[pp->PX][pp->PY - 1][pp->PZ] &&
628 pp->Cells[pp->PX][pp->PY][pp->PZ + 1] && pp->Cells[pp->PX][pp->PY][pp->PZ - 1]));
629 pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
630 pp->olddir = dirNone;
634 pp->nowdir = SelectNeighbor(mi);
638 init_pipes(ModeInfo * mi)
640 int screen = MI_SCREEN(mi);
644 if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
645 sizeof (pipesstruct))) == NULL)
650 pp->window = MI_WINDOW(mi);
651 if ((pp->glx_context = init_GL(mi)) != NULL) {
653 reshape_pipes(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
655 pp->initial_rotation = NRAND(180); /* jwz */
657 pp->initial_rotation = -10.0;
661 pp->valve = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_BigValve);
662 pp->bolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_Bolts3D);
663 pp->betweenbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_PipeBetweenBolts);
665 pp->elbowbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowBolts);
666 pp->elbowcoins = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowCoins);
668 pp->guagehead = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageHead);
669 pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
670 pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
671 pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
673 /* else they are all 0, thanks to calloc(). */
675 if (MI_COUNT(mi) < 1 || MI_COUNT(mi) > NofSysTypes + 1) {
676 pp->system_type = NRAND(NofSysTypes) + 1;
678 pp->system_type = MI_COUNT(mi);
681 if (MI_CYCLES(mi) > 0 && MI_CYCLES(mi) < 11) {
682 pp->number_of_systems = MI_CYCLES(mi);
684 pp->number_of_systems = 5;
687 if (MI_SIZE(mi) < 10) {
688 pp->system_length = 10;
689 } else if (MI_SIZE(mi) > 1000) {
690 pp->system_length = 1000;
692 pp->system_length = MI_SIZE(mi);
700 draw_pipes(ModeInfo * mi)
702 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
704 Display *display = MI_DISPLAY(mi);
705 Window window = MI_WINDOW(mi);
710 if (!pp->glx_context)
715 glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
717 glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
719 if (!MI_IS_ICONIC(mi)) {
720 /* Width/height ratio handled by gluPerspective() now. */
721 glScalef(Scale4Window, Scale4Window, Scale4Window);
723 glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
728 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
730 /* If it's the begining of a system, draw a sphere */
731 if (pp->olddir == dirNone) {
733 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
737 /* Check for stop conditions */
738 if (pp->ndirections == 0 || pp->counter > pp->system_length) {
740 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
741 /* Finish the system with another sphere */
746 /* If the maximum number of system was drawn, restart (clearing the screen), */
747 /* else start a new system. */
748 if (++pp->system_number > pp->number_of_systems) {
762 /* Do will the direction change? if so, determine the new one */
764 if (!pp->directions[newdir]) { /* cannot proceed in the current direction */
765 newdir = SelectNeighbor(mi);
768 /* random change (20% chance) */
769 if ((pp->counter > 1) && (NRAND(100) < 20)) {
770 newdir = SelectNeighbor(mi);
773 /* Chance to turn increases after each length of pipe drawn */
774 if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
775 newdir = SelectNeighbor(mi);
781 /* Has the direction changed? */
782 if (newdir == pp->nowdir) {
783 /* If not, draw the cell's center pipe */
785 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
786 /* Chance of factory shape here, if enabled. */
787 if ((pp->counter > 1) && (NRAND(100) < factory)) {
788 MakeShape(mi, newdir);
790 MakeTube(mi, newdir);
794 /* If so, draw the cell's center elbow/sphere */
795 int sysT = pp->system_type;
797 if (sysT == NofSysTypes + 1) {
798 sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
804 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
805 mySphere(elbowradius);
809 switch (pp->nowdir) {
813 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);
814 glRotatef(180.0, 1.0, 0.0, 0.0);
817 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);
818 glRotatef(180.0, 1.0, 0.0, 0.0);
819 glRotatef(180.0, 0.0, 1.0, 0.0);
822 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));
823 glRotatef(90.0, 0.0, 1.0, 0.0);
824 glRotatef(180.0, 0.0, 0.0, 1.0);
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(90.0, 0.0, 1.0, 0.0);
829 glRotatef(180.0, 1.0, 0.0, 0.0);
836 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);
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);
843 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));
844 glRotatef(270.0, 0.0, 1.0, 0.0);
847 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));
848 glRotatef(90.0, 0.0, 1.0, 0.0);
855 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);
856 glRotatef(180.0, 0.0, 1.0, 0.0);
859 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);
860 glRotatef(180.0, 1.0, 0.0, 0.0);
861 glRotatef(180.0, 0.0, 1.0, 0.0);
864 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));
865 glRotatef(270.0, 1.0, 0.0, 0.0);
866 glRotatef(180.0, 0.0, 1.0, 0.0);
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 glRotatef(180.0, 0.0, 0.0, 1.0);
878 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);
881 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);
882 glRotatef(180.0, 1.0, 0.0, 0.0);
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);
889 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));
890 glRotatef(90.0, 1.0, 0.0, 0.0);
897 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));
898 glRotatef(270.0, 1.0, 0.0, 0.0);
901 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));
902 glRotatef(270.0, 1.0, 0.0, 0.0);
903 glRotatef(180.0, 0.0, 1.0, 0.0);
906 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));
907 glRotatef(270.0, 0.0, 1.0, 0.0);
910 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));
911 glRotatef(90.0, 0.0, 1.0, 0.0);
912 glRotatef(180.0, 0.0, 0.0, 1.0);
919 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));
920 glRotatef(90.0, 0.0, 1.0, 0.0);
923 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));
924 glRotatef(90.0, 0.0, 1.0, 0.0);
925 glRotatef(180.0, 1.0, 0.0, 0.0);
928 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));
929 glRotatef(90.0, 1.0, 0.0, 0.0);
932 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));
933 glRotatef(270.0, 1.0, 0.0, 0.0);
934 glRotatef(180.0, 0.0, 0.0, 1.0);
939 myElbow(mi, (sysT == 2));
948 pp->olddir = pp->nowdir;
950 switch (pp->nowdir) {
970 pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
972 /* Cells'face pipe */
973 glTranslatef(((pp->PX + OPX) / 2.0 - 16) / 3.0 * 4.0, ((pp->PY + OPY) / 2.0 - 12) / 3.0 * 4.0, ((pp->PZ + OPZ) / 2.0 - 16) / 3.0 * 4.0);
974 MakeTube(mi, newdir);
981 glXSwapBuffers(display, window);
983 if (mi->fps_p) do_fps (mi);
987 change_pipes(ModeInfo * mi)
989 pipesstruct *pp = &pipes[MI_SCREEN(mi)];
991 if (!pp->glx_context)
994 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
999 release_pipes(ModeInfo * mi)
1001 if (pipes != NULL) {
1004 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
1005 pipesstruct *pp = &pipes[screen];
1007 if (pp->glx_context) {
1009 /* Display lists MUST be freed while their glXContext is current. */
1010 glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
1013 glDeleteLists(pp->valve, 1);
1015 glDeleteLists(pp->bolts, 1);
1016 if (pp->betweenbolts)
1017 glDeleteLists(pp->betweenbolts, 1);
1020 glDeleteLists(pp->elbowbolts, 1);
1022 glDeleteLists(pp->elbowcoins, 1);
1025 glDeleteLists(pp->guagehead, 1);
1027 glDeleteLists(pp->guageface, 1);
1029 glDeleteLists(pp->guagedial, 1);
1030 if (pp->guageconnector)
1031 glDeleteLists(pp->guageconnector, 1);
1035 (void) free((void *) pipes);