881651de90e720798f8c5cf7e19d44a81d4c63ac
[xscreensaver] / hacks / glx / pipes.c
1 /* -*- Mode: C; tab-width: 4 -*- */
2 /* pipes --- 3D selfbuiding pipe system */
3
4 #if 0
5 static const char sccsid[] = "@(#)pipes.c       4.07 97/11/24 xlockmore";
6 #endif
7
8 /*-
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.
14  *
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.
20  *
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.
23  *
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  * ==========================================================================
28  *
29  * Thanks goes to Brian Paul for making it possible and inexpensive to use
30  * OpenGL at home.
31  *
32  * Since I'm not a native English speaker, my apologies for any grammatical
33  * mistake.
34  *
35  * My e-mail address is
36  * m-vianna@usa.net
37  * Marcelo F. Vianna (Apr-09-1997)
38  *
39  * Revision History:
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
43  */
44
45 /*-
46  * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
47  * otherwise caddr_t is not defined correctly
48  */
49
50 #include <X11/Intrinsic.h>
51
52 #ifdef STANDALONE
53 # define PROGCLASS                                      "Pipes"
54 # define HACK_INIT                                      init_pipes
55 # define HACK_DRAW                                      draw_pipes
56 # define HACK_RESHAPE                           reshape_pipes
57 # define pipes_opts                                     xlockmore_opts
58 # define DEFAULTS       "*delay:                100     \n"                     \
59                                         "*count:                2       \n"                     \
60                                         "*cycles:               5       \n"                     \
61                                         "*size:                 500     \n"                     \
62                         "*showFPS:      False   \n"                 \
63                         "*fpsSolid:     True    \n"                 \
64                                         "*fisheye:              True    \n"                     \
65                                         "*tightturns:   False   \n"                     \
66                                         "*doubleBuffer: True    \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 DEF_DBUF        "False"
83 #define NofSysTypes     3
84
85 static int  factory;
86 static Bool fisheye, tightturns, rotatepipes;
87 static Bool dbuf_p;
88
89 static XrmOptionDescRec opts[] =
90 {
91         {"-factory", ".pipes.factory", XrmoptionSepArg, (caddr_t) NULL},
92         {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "on"},
93         {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "off"},
94         {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "on"},
95         {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "off"},
96       {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "on"},
97       {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "off"},
98       {"-db", ".pipes.doubleBuffer", XrmoptionNoArg, (caddr_t) "on"},
99       {"+db", ".pipes.doubleBuffer", XrmoptionNoArg, (caddr_t) "off"},
100 };
101 static argtype vars[] =
102 {
103         {&factory, "factory", "Factory", DEF_FACTORY, t_Int},
104         {&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
105         {&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
106         {&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool},
107         {&dbuf_p, "doubleBuffer", "DoubleBuffer", DEF_DBUF, t_Bool}
108 };
109 static OptionStruct desc[] =
110 {
111         {"-factory num", "how much extra equipment in pipes (0 for none)"},
112         {"-/+fisheye", "turn on/off zoomed-in view of pipes"},
113         {"-/+tightturns", "turn on/off tight turns"},
114         {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"},
115         {"-/+db", "turn on/off double buffering"}
116 };
117
118 ModeSpecOpt pipes_opts =
119 {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
120
121 #ifdef USE_MODULES
122 ModStruct   pipes_description =
123 {"pipes", "init_pipes", "draw_pipes", "release_pipes",
124  "draw_pipes",
125  "change_pipes", NULL, &pipes_opts,
126  1000, 2, 5, 500, 4, 1.0, "",
127  "Shows a selfbuilding pipe system", 0, NULL};
128
129 #endif
130
131 #define Scale4Window               0.1
132 #define Scale4Iconic               0.07
133
134 #define one_third                  0.3333333333333333333
135
136 #define dirNone -1
137 #define dirUP 0
138 #define dirDOWN 1
139 #define dirLEFT 2
140 #define dirRIGHT 3
141 #define dirNEAR 4
142 #define dirFAR 5
143
144 #define HCELLS 33
145 #define VCELLS 25
146 #define DEFINEDCOLORS 7
147 #define elbowradius 0.5
148
149 /*************************************************************************/
150
151 typedef struct {
152         int         flip;
153
154         GLint       WindH, WindW;
155         int         Cells[HCELLS][VCELLS][HCELLS];
156         int         usedcolors[DEFINEDCOLORS];
157         int         directions[6];
158         int         ndirections;
159         int         nowdir, olddir;
160         int         system_number;
161         int         counter;
162         int         PX, PY, PZ;
163         int         number_of_systems;
164         int         system_type;
165         int         system_length;
166         int         turncounter;
167         Window      window;
168         float      *system_color;
169         GLfloat     initial_rotation;
170         GLuint      valve, bolts, betweenbolts, elbowbolts, elbowcoins;
171         GLuint      guagehead, guageface, guagedial, guageconnector;
172         GLXContext *glx_context;
173 } pipesstruct;
174
175 extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
176 extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
177 extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
178
179 static float front_shininess[] =
180 {60.0};
181 static float front_specular[] =
182 {0.7, 0.7, 0.7, 1.0};
183 static float ambient0[] =
184 {0.4, 0.4, 0.4, 1.0};
185 static float diffuse0[] =
186 {1.0, 1.0, 1.0, 1.0};
187 static float ambient1[] =
188 {0.2, 0.2, 0.2, 1.0};
189 static float diffuse1[] =
190 {0.5, 0.5, 0.5, 1.0};
191 static float position0[] =
192 {1.0, 1.0, 1.0, 0.0};
193 static float position1[] =
194 {-1.0, -1.0, 1.0, 0.0};
195 static float lmodel_ambient[] =
196 {0.5, 0.5, 0.5, 1.0};
197 static float lmodel_twoside[] =
198 {GL_TRUE};
199
200 static float MaterialRed[] =
201 {0.7, 0.0, 0.0, 1.0};
202 static float MaterialGreen[] =
203 {0.1, 0.5, 0.2, 1.0};
204 static float MaterialBlue[] =
205 {0.0, 0.0, 0.7, 1.0};
206 static float MaterialCyan[] =
207 {0.2, 0.5, 0.7, 1.0};
208 static float MaterialYellow[] =
209 {0.7, 0.7, 0.0, 1.0};
210 static float MaterialMagenta[] =
211 {0.6, 0.2, 0.5, 1.0};
212 static float MaterialWhite[] =
213 {0.7, 0.7, 0.7, 1.0};
214 static float MaterialGray[] =
215 {0.2, 0.2, 0.2, 1.0};
216
217 static pipesstruct *pipes = NULL;
218
219
220 static void
221 MakeTube(int direction)
222 {
223         float       an;
224         float       SINan_3, COSan_3;
225
226         /*dirUP    = 00000000 */
227         /*dirDOWN  = 00000001 */
228         /*dirLEFT  = 00000010 */
229         /*dirRIGHT = 00000011 */
230         /*dirNEAR  = 00000100 */
231         /*dirFAR   = 00000101 */
232
233         if (!(direction & 4)) {
234                 glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
235                           (direction & 2) ? 1.0 : 0.0, 0.0);
236         }
237         glBegin(GL_QUAD_STRIP);
238         for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
239                 glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
240                 glVertex3f(COSan_3, SINan_3, one_third);
241                 glVertex3f(COSan_3, SINan_3, -one_third);
242         }
243         glEnd();
244 }
245
246 static void
247 mySphere(float radius)
248 {
249         GLUquadricObj *quadObj;
250
251         quadObj = gluNewQuadric();
252         gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
253         gluSphere(quadObj, radius, 16, 16);
254         gluDeleteQuadric(quadObj);
255 }
256
257 static void
258 myElbow(ModeInfo * mi, int bolted)
259 {
260 #define nsides 25
261 #define rings 25
262 #define r one_third
263 #define R one_third
264
265         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
266
267         int         i, j;
268         GLfloat     p0[3], p1[3], p2[3], p3[3];
269         GLfloat     n0[3], n1[3], n2[3], n3[3];
270         GLfloat     COSphi, COSphi1, COStheta, COStheta1;
271         GLfloat     _SINtheta, _SINtheta1;
272
273         for (i = 0; i <= rings / 4; i++) {
274                 GLfloat     theta, theta1;
275
276                 theta = (GLfloat) i *2.0 * M_PI / rings;
277
278                 theta1 = (GLfloat) (i + 1) * 2.0 * M_PI / rings;
279                 for (j = 0; j < nsides; j++) {
280                         GLfloat     phi, phi1;
281
282                         phi = (GLfloat) j *2.0 * M_PI / nsides;
283
284                         phi1 = (GLfloat) (j + 1) * 2.0 * M_PI / nsides;
285
286                         p0[0] = (COStheta = cos(theta)) * (R + r * (COSphi = cos(phi)));
287                         p0[1] = (_SINtheta = -sin(theta)) * (R + r * COSphi);
288
289                         p1[0] = (COStheta1 = cos(theta1)) * (R + r * COSphi);
290                         p1[1] = (_SINtheta1 = -sin(theta1)) * (R + r * COSphi);
291
292                         p2[0] = COStheta1 * (R + r * (COSphi1 = cos(phi1)));
293                         p2[1] = _SINtheta1 * (R + r * COSphi1);
294
295                         p3[0] = COStheta * (R + r * COSphi1);
296                         p3[1] = _SINtheta * (R + r * COSphi1);
297
298                         n0[0] = COStheta * COSphi;
299                         n0[1] = _SINtheta * COSphi;
300
301                         n1[0] = COStheta1 * COSphi;
302                         n1[1] = _SINtheta1 * COSphi;
303
304                         n2[0] = COStheta1 * COSphi1;
305                         n2[1] = _SINtheta1 * COSphi1;
306
307                         n3[0] = COStheta * COSphi1;
308                         n3[1] = _SINtheta * COSphi1;
309
310                         p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
311                         p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
312
313                         glBegin(GL_QUADS);
314                         glNormal3fv(n3);
315                         glVertex3fv(p3);
316                         glNormal3fv(n2);
317                         glVertex3fv(p2);
318                         glNormal3fv(n1);
319                         glVertex3fv(p1);
320                         glNormal3fv(n0);
321                         glVertex3fv(p0);
322                         glEnd();
323                 }
324         }
325
326         if (factory > 0 && bolted) {
327                 /* Bolt the elbow onto the pipe system */
328                 glFrontFace(GL_CW);
329                 glPushMatrix();
330                 glRotatef(90.0, 0.0, 0.0, -1.0);
331                 glRotatef(90.0, 0.0, 1.0, 0.0);
332                 glTranslatef(0.0, one_third, one_third);
333                 glCallList(pp->elbowcoins);
334                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
335                 glCallList(pp->elbowbolts);
336                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
337                 glPopMatrix();
338                 glFrontFace(GL_CCW);
339         }
340 #undef r
341 #undef R
342 #undef nsides
343 #undef rings
344 }
345
346 static void
347 FindNeighbors(ModeInfo * mi)
348 {
349         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
350
351         pp->ndirections = 0;
352         pp->directions[dirUP] = (!pp->Cells[pp->PX][pp->PY + 1][pp->PZ]) ? 1 : 0;
353         pp->ndirections += pp->directions[dirUP];
354         pp->directions[dirDOWN] = (!pp->Cells[pp->PX][pp->PY - 1][pp->PZ]) ? 1 : 0;
355         pp->ndirections += pp->directions[dirDOWN];
356         pp->directions[dirLEFT] = (!pp->Cells[pp->PX - 1][pp->PY][pp->PZ]) ? 1 : 0;
357         pp->ndirections += pp->directions[dirLEFT];
358         pp->directions[dirRIGHT] = (!pp->Cells[pp->PX + 1][pp->PY][pp->PZ]) ? 1 : 0;
359         pp->ndirections += pp->directions[dirRIGHT];
360         pp->directions[dirFAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ - 1]) ? 1 : 0;
361         pp->ndirections += pp->directions[dirFAR];
362         pp->directions[dirNEAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ + 1]) ? 1 : 0;
363         pp->ndirections += pp->directions[dirNEAR];
364 }
365
366 static int
367 SelectNeighbor(ModeInfo * mi)
368 {
369         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
370         int         dirlist[6];
371         int         i, j;
372
373         for (i = 0, j = 0; i < 6; i++) {
374                 if (pp->directions[i]) {
375                         dirlist[j] = i;
376                         j++;
377                 }
378         }
379
380         return dirlist[NRAND(pp->ndirections)];
381 }
382
383 static void
384 MakeValve(ModeInfo * mi, int newdir)
385 {
386         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
387
388         /* There is a glPopMatrix() right after this subroutine returns. */
389         switch (newdir) {
390                 case dirUP:
391                 case dirDOWN:
392                         glRotatef(90.0, 1.0, 0.0, 0.0);
393                         glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
394                         break;
395                 case dirLEFT:
396                 case dirRIGHT:
397                         glRotatef(90.0, 0.0, -1.0, 0.0);
398                         glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
399                         break;
400                 case dirNEAR:
401                 case dirFAR:
402                         glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
403                         break;
404         }
405         glFrontFace(GL_CW);
406         glCallList(pp->betweenbolts);
407         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
408         glCallList(pp->bolts);
409         if (!MI_IS_MONO(mi)) {
410                 if (pp->system_color == MaterialRed) {
411                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
412                 } else if (pp->system_color == MaterialBlue) {
413                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialRed : MaterialYellow);
414                 } else if (pp->system_color == MaterialYellow) {
415                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialBlue : MaterialRed);
416                 } else {
417                         switch ((NRAND(3))) {
418                                 case 0:
419                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
420                                         break;
421                                 case 1:
422                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
423                                         break;
424                                 case 2:
425                                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
426                         }
427                 }
428         }
429         glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
430         glCallList(pp->valve);
431         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
432         glFrontFace(GL_CCW);
433 }
434
435 static int
436 MakeGuage(ModeInfo * mi, int newdir)
437 {
438         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
439
440         /* Can't have a guage on a vertical pipe. */
441         if ((newdir == dirUP) || (newdir == dirDOWN))
442                 return (0);
443
444         /* Is there space above this pipe for a guage? */
445         if (!pp->directions[dirUP])
446                 return (0);
447
448         /* Yes!  Mark the space as used. */
449         pp->Cells[pp->PX][pp->PY + 1][pp->PZ] = 1;
450
451         glFrontFace(GL_CW);
452         glPushMatrix();
453         if ((newdir == dirLEFT) || (newdir == dirRIGHT))
454                 glRotatef(90.0, 0.0, 1.0, 0.0);
455         glCallList(pp->betweenbolts);
456         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
457         glCallList(pp->bolts);
458         glPopMatrix();
459
460         glCallList(pp->guageconnector);
461         glPushMatrix();
462         glTranslatef(0.0, 1.33333, 0.0);
463         /* Do not change the above to 1 + ONE_THIRD, because */
464         /* the object really is centered on 1.3333300000. */
465         glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
466         /* Random rotation for the dial.  I love it. */
467         glCallList(pp->guagedial);
468         glPopMatrix();
469
470         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
471         glCallList(pp->guagehead);
472
473         /* GuageFace is drawn last, in case of low-res depth buffers. */
474         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
475         glCallList(pp->guageface);
476
477         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
478         glFrontFace(GL_CCW);
479
480         return (1);
481 }
482
483 static void
484 MakeShape(ModeInfo * mi, int newdir)
485 {
486         switch (NRAND(2)) {
487                 case 1:
488                         if (!MakeGuage(mi, newdir))
489                                 MakeTube(newdir);
490                         break;
491                 default:
492                         MakeValve(mi, newdir);
493                         break;
494         }
495 }
496
497 void
498 reshape_pipes(ModeInfo * mi, int width, int height)
499 {
500         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
501
502         glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
503         glMatrixMode(GL_PROJECTION);
504         glLoadIdentity();
505         /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
506         gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
507         glMatrixMode(GL_MODELVIEW);
508
509   glClear(GL_COLOR_BUFFER_BIT);
510 }
511
512 static void
513 pinit(ModeInfo * mi, int zera)
514 {
515         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
516         int         X, Y, Z;
517
518         glClearDepth(1.0);
519         glClearColor(0.0, 0.0, 0.0, 1.0);
520         glColor3f(1.0, 1.0, 1.0);
521
522         glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
523         glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
524         glLightfv(GL_LIGHT0, GL_POSITION, position0);
525         glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
526         glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
527         glLightfv(GL_LIGHT1, GL_POSITION, position1);
528         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
529         glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
530         glEnable(GL_LIGHTING);
531         glEnable(GL_LIGHT0);
532         glEnable(GL_LIGHT1);
533         glEnable(GL_DEPTH_TEST);
534         glEnable(GL_NORMALIZE);
535         glEnable(GL_CULL_FACE);
536
537         glShadeModel(GL_SMOOTH);
538         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
539         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
540
541         if (zera) {
542                 pp->system_number = 1;
543                 glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
544                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
545                 (void) memset(pp->Cells, 0, sizeof (pp->Cells));
546                 for (X = 0; X < HCELLS; X++) {
547                         for (Y = 0; Y < VCELLS; Y++) {
548                                 pp->Cells[X][Y][0] = 1;
549                                 pp->Cells[X][Y][HCELLS - 1] = 1;
550                                 pp->Cells[0][Y][X] = 1;
551                                 pp->Cells[HCELLS - 1][Y][X] = 1;
552                         }
553                 }
554                 for (X = 0; X < HCELLS; X++) {
555                         for (Z = 0; Z < HCELLS; Z++) {
556                                 pp->Cells[X][0][Z] = 1;
557                                 pp->Cells[X][VCELLS - 1][Z] = 1;
558                         }
559                 }
560                 (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
561                 if ((pp->initial_rotation += 10.0) > 45.0) {
562                         pp->initial_rotation -= 90.0;
563                 }
564         }
565         pp->counter = 0;
566         pp->turncounter = 0;
567
568         if (!MI_IS_MONO(mi)) {
569                 int         collist[DEFINEDCOLORS];
570                 int         i, j, lower = 1000;
571
572                 /* Avoid repeating colors on the same screen unless necessary */
573                 for (i = 0; i < DEFINEDCOLORS; i++) {
574                         if (lower > pp->usedcolors[i])
575                                 lower = pp->usedcolors[i];
576                 }
577                 for (i = 0, j = 0; i < DEFINEDCOLORS; i++) {
578                         if (pp->usedcolors[i] == lower) {
579                                 collist[j] = i;
580                                 j++;
581                         }
582                 }
583                 i = collist[NRAND(j)];
584                 pp->usedcolors[i]++;
585                 switch (i) {
586                         case 0:
587                                 pp->system_color = MaterialRed;
588                                 break;
589                         case 1:
590                                 pp->system_color = MaterialGreen;
591                                 break;
592                         case 2:
593                                 pp->system_color = MaterialBlue;
594                                 break;
595                         case 3:
596                                 pp->system_color = MaterialCyan;
597                                 break;
598                         case 4:
599                                 pp->system_color = MaterialYellow;
600                                 break;
601                         case 5:
602                                 pp->system_color = MaterialMagenta;
603                                 break;
604                         case 6:
605                                 pp->system_color = MaterialWhite;
606                                 break;
607                 }
608         } else {
609                 pp->system_color = MaterialGray;
610         }
611
612         do {
613                 pp->PX = NRAND((HCELLS - 1)) + 1;
614                 pp->PY = NRAND((VCELLS - 1)) + 1;
615                 pp->PZ = NRAND((HCELLS - 1)) + 1;
616         } while (pp->Cells[pp->PX][pp->PY][pp->PZ] ||
617                  (pp->Cells[pp->PX + 1][pp->PY][pp->PZ] && pp->Cells[pp->PX - 1][pp->PY][pp->PZ] &&
618                   pp->Cells[pp->PX][pp->PY + 1][pp->PZ] && pp->Cells[pp->PX][pp->PY - 1][pp->PZ] &&
619                   pp->Cells[pp->PX][pp->PY][pp->PZ + 1] && pp->Cells[pp->PX][pp->PY][pp->PZ - 1]));
620         pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
621         pp->olddir = dirNone;
622
623         FindNeighbors(mi);
624
625         pp->nowdir = SelectNeighbor(mi);
626 }
627
628 void
629 init_pipes(ModeInfo * mi)
630 {
631         int         screen = MI_SCREEN(mi);
632         pipesstruct *pp;
633
634         if (pipes == NULL) {
635                 if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
636                                               sizeof (pipesstruct))) == NULL)
637                         return;
638         }
639         pp = &pipes[screen];
640
641         pp->window = MI_WINDOW(mi);
642         if ((pp->glx_context = init_GL(mi)) != NULL) {
643
644                 reshape_pipes(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
645                 if (rotatepipes)
646                   pp->initial_rotation = NRAND(180); /* jwz */
647                 else
648                   pp->initial_rotation = -10.0;
649                 pinit(mi, 1);
650
651                 if (factory > 0) {
652                         pp->valve = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_BigValve);
653                         pp->bolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_Bolts3D);
654                         pp->betweenbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_PipeBetweenBolts);
655
656                         pp->elbowbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowBolts);
657                         pp->elbowcoins = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowCoins);
658
659                         pp->guagehead = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageHead);
660                         pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
661                         pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
662                         pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
663                 }
664                 /* else they are all 0, thanks to calloc(). */
665
666                 if (MI_COUNT(mi) < 1 || MI_COUNT(mi) > NofSysTypes + 1) {
667                         pp->system_type = NRAND(NofSysTypes) + 1;
668                 } else {
669                         pp->system_type = MI_COUNT(mi);
670                 }
671
672                 if (MI_CYCLES(mi) > 0 && MI_CYCLES(mi) < 11) {
673                         pp->number_of_systems = MI_CYCLES(mi);
674                 } else {
675                         pp->number_of_systems = 5;
676                 }
677
678                 if (MI_SIZE(mi) < 10) {
679                         pp->system_length = 10;
680                 } else if (MI_SIZE(mi) > 1000) {
681                         pp->system_length = 1000;
682                 } else {
683                         pp->system_length = MI_SIZE(mi);
684                 }
685         } else {
686                 MI_CLEARWINDOW(mi);
687         }
688 }
689
690 void
691 draw_pipes(ModeInfo * mi)
692 {
693         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
694
695         Display    *display = MI_DISPLAY(mi);
696         Window      window = MI_WINDOW(mi);
697
698         int         newdir;
699         int         OPX, OPY, OPZ;
700
701         if (!pp->glx_context)
702                 return;
703
704         glPushMatrix();
705
706         glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
707         if (rotatepipes)
708                 glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
709
710         if (!MI_IS_ICONIC(mi)) {
711                 /* Width/height ratio handled by gluPerspective() now. */
712                 glScalef(Scale4Window, Scale4Window, Scale4Window);
713         } else {
714                 glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
715         }
716
717         FindNeighbors(mi);
718
719         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
720
721         /* If it's the begining of a system, draw a sphere */
722         if (pp->olddir == dirNone) {
723                 glPushMatrix();
724                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
725                 mySphere(0.6);
726                 glPopMatrix();
727         }
728         /* Check for stop conditions */
729         if (pp->ndirections == 0 || pp->counter > pp->system_length) {
730                 glPushMatrix();
731                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
732                 /* Finish the system with another sphere */
733                 mySphere(0.6);
734
735                 glPopMatrix();
736
737                 /* If the maximum number of system was drawn, restart (clearing the screen), */
738                 /* else start a new system. */
739                 if (++pp->system_number > pp->number_of_systems) {
740           if (!mi->fps_p)
741             sleep(1);
742                         pinit(mi, 1);
743                 } else {
744                         pinit(mi, 0);
745                 }
746
747                 glPopMatrix();
748                 return;
749         }
750         pp->counter++;
751         pp->turncounter++;
752
753         /* Do will the direction change? if so, determine the new one */
754         newdir = pp->nowdir;
755         if (!pp->directions[newdir]) {  /* cannot proceed in the current direction */
756                 newdir = SelectNeighbor(mi);
757         } else {
758                 if (tightturns) {
759                         /* random change (20% chance) */
760                         if ((pp->counter > 1) && (NRAND(100) < 20)) {
761                                 newdir = SelectNeighbor(mi);
762                         }
763                 } else {
764                         /* Chance to turn increases after each length of pipe drawn */
765                         if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
766                                 newdir = SelectNeighbor(mi);
767                                 pp->turncounter = 0;
768                         }
769                 }
770         }
771
772         /* Has the direction changed? */
773         if (newdir == pp->nowdir) {
774                 /* If not, draw the cell's center pipe */
775                 glPushMatrix();
776                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
777                 /* Chance of factory shape here, if enabled. */
778                 if ((pp->counter > 1) && (NRAND(100) < factory)) {
779                         MakeShape(mi, newdir);
780                 } else {
781                         MakeTube(newdir);
782                 }
783                 glPopMatrix();
784         } else {
785                 /* If so, draw the cell's center elbow/sphere */
786                 int         sysT = pp->system_type;
787
788                 if (sysT == NofSysTypes + 1) {
789                         sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
790                 }
791                 glPushMatrix();
792
793                 switch (sysT) {
794                         case 1:
795                                 glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
796                                 mySphere(elbowradius);
797                                 break;
798                         case 2:
799                         case 3:
800                                 switch (pp->nowdir) {
801                                         case dirUP:
802                                                 switch (newdir) {
803                                                         case dirLEFT:
804                                                                 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);
805                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
806                                                                 break;
807                                                         case dirRIGHT:
808                                                                 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);
809                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
810                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
811                                                                 break;
812                                                         case dirFAR:
813                                                                 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));
814                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
815                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
816                                                                 break;
817                                                         case dirNEAR:
818                                                                 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));
819                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
820                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
821                                                                 break;
822                                                 }
823                                                 break;
824                                         case dirDOWN:
825                                                 switch (newdir) {
826                                                         case dirLEFT:
827                                                                 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);
828                                                                 break;
829                                                         case dirRIGHT:
830                                                                 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);
831                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
832                                                                 break;
833                                                         case dirFAR:
834                                                                 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));
835                                                                 glRotatef(270.0, 0.0, 1.0, 0.0);
836                                                                 break;
837                                                         case dirNEAR:
838                                                                 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));
839                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
840                                                                 break;
841                                                 }
842                                                 break;
843                                         case dirLEFT:
844                                                 switch (newdir) {
845                                                         case dirUP:
846                                                                 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);
847                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
848                                                                 break;
849                                                         case dirDOWN:
850                                                                 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);
851                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
852                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
853                                                                 break;
854                                                         case dirFAR:
855                                                                 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));
856                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
857                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
858                                                                 break;
859                                                         case dirNEAR:
860                                                                 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));
861                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
862                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
863                                                                 break;
864                                                 }
865                                                 break;
866                                         case dirRIGHT:
867                                                 switch (newdir) {
868                                                         case dirUP:
869                                                                 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);
870                                                                 break;
871                                                         case dirDOWN:
872                                                                 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);
873                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
874                                                                 break;
875                                                         case dirFAR:
876                                                                 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));
877                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
878                                                                 break;
879                                                         case dirNEAR:
880                                                                 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));
881                                                                 glRotatef(90.0, 1.0, 0.0, 0.0);
882                                                                 break;
883                                                 }
884                                                 break;
885                                         case dirNEAR:
886                                                 switch (newdir) {
887                                                         case dirLEFT:
888                                                                 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));
889                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
890                                                                 break;
891                                                         case dirRIGHT:
892                                                                 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));
893                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
894                                                                 glRotatef(180.0, 0.0, 1.0, 0.0);
895                                                                 break;
896                                                         case dirUP:
897                                                                 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));
898                                                                 glRotatef(270.0, 0.0, 1.0, 0.0);
899                                                                 break;
900                                                         case dirDOWN:
901                                                                 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));
902                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
903                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
904                                                                 break;
905                                                 }
906                                                 break;
907                                         case dirFAR:
908                                                 switch (newdir) {
909                                                         case dirUP:
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                                                                 break;
913                                                         case dirDOWN:
914                                                                 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));
915                                                                 glRotatef(90.0, 0.0, 1.0, 0.0);
916                                                                 glRotatef(180.0, 1.0, 0.0, 0.0);
917                                                                 break;
918                                                         case dirLEFT:
919                                                                 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));
920                                                                 glRotatef(90.0, 1.0, 0.0, 0.0);
921                                                                 break;
922                                                         case dirRIGHT:
923                                                                 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));
924                                                                 glRotatef(270.0, 1.0, 0.0, 0.0);
925                                                                 glRotatef(180.0, 0.0, 0.0, 1.0);
926                                                                 break;
927                                                 }
928                                                 break;
929                                 }
930                                 myElbow(mi, (sysT == 2));
931                                 break;
932                 }
933                 glPopMatrix();
934         }
935
936         OPX = pp->PX;
937         OPY = pp->PY;
938         OPZ = pp->PZ;
939         pp->olddir = pp->nowdir;
940         pp->nowdir = newdir;
941         switch (pp->nowdir) {
942                 case dirUP:
943                         pp->PY++;
944                         break;
945                 case dirDOWN:
946                         pp->PY--;
947                         break;
948                 case dirLEFT:
949                         pp->PX--;
950                         break;
951                 case dirRIGHT:
952                         pp->PX++;
953                         break;
954                 case dirNEAR:
955                         pp->PZ++;
956                         break;
957                 case dirFAR:
958                         pp->PZ--;
959                         break;
960         }
961         pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
962
963         /* Cells'face pipe */
964         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);
965         MakeTube(newdir);
966
967         glPopMatrix();
968
969         glFlush();
970
971     if (dbuf_p)
972       glXSwapBuffers(display, window);
973
974     if (mi->fps_p) do_fps (mi);
975 }
976
977 void
978 change_pipes(ModeInfo * mi)
979 {
980         pipesstruct *pp = &pipes[MI_SCREEN(mi)];
981
982         if (!pp->glx_context)
983                 return;
984
985         glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
986         pinit(mi, 1);
987 }
988
989 void
990 release_pipes(ModeInfo * mi)
991 {
992         if (pipes != NULL) {
993                 int         screen;
994
995                 for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
996                         pipesstruct *pp = &pipes[screen];
997
998                         if (pp->glx_context) {
999
1000                                 /* Display lists MUST be freed while their glXContext is current. */
1001                                 glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
1002
1003                                 if (pp->valve)
1004                                         glDeleteLists(pp->valve, 1);
1005                                 if (pp->bolts)
1006                                         glDeleteLists(pp->bolts, 1);
1007                                 if (pp->betweenbolts)
1008                                         glDeleteLists(pp->betweenbolts, 1);
1009
1010                                 if (pp->elbowbolts)
1011                                         glDeleteLists(pp->elbowbolts, 1);
1012                                 if (pp->elbowcoins)
1013                                         glDeleteLists(pp->elbowcoins, 1);
1014
1015                                 if (pp->guagehead)
1016                                         glDeleteLists(pp->guagehead, 1);
1017                                 if (pp->guageface)
1018                                         glDeleteLists(pp->guageface, 1);
1019                                 if (pp->guagedial)
1020                                         glDeleteLists(pp->guagedial, 1);
1021                                 if (pp->guageconnector)
1022                                         glDeleteLists(pp->guageconnector, 1);
1023                         }
1024                 }
1025
1026                 (void) free((void *) pipes);
1027                 pipes = NULL;
1028         }
1029         FreeAllGL(mi);
1030 }
1031
1032 #endif