ftp://ftp.smr.ru/pub/0/FreeBSD/releases/distfiles/xscreensaver-3.16.tar.gz
[xscreensaver] / hacks / glx / pipes.c
diff --git a/hacks/glx/pipes.c b/hacks/glx/pipes.c
new file mode 100644 (file)
index 0000000..926b7e3
--- /dev/null
@@ -0,0 +1,1035 @@
+/* -*- Mode: C; tab-width: 4 -*- */
+/* pipes --- 3D selfbuiding pipe system */
+
+#if !defined( lint ) && !defined( SABER )
+static const char sccsid[] = "@(#)pipes.c      4.07 97/11/24 xlockmore";
+
+#endif
+
+/*-
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind.  The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof.  In no
+ * event will the author be liable for any lost revenue or profits or
+ * other special, indirect and consequential damages.
+ *
+ * This program was inspired on a WindowsNT(R)'s screen saver. It was written 
+ * from scratch and it was not based on any other source code.
+ *
+ * ==========================================================================
+ * The routine myElbow is derivated from the doughnut routine from the MesaGL
+ * library (more especifically the Mesaaux library) written by Brian Paul.
+ * ==========================================================================
+ *
+ * Thanks goes to Brian Paul for making it possible and inexpensive to use
+ * OpenGL at home.
+ *
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistake.
+ *
+ * My e-mail address is
+ * m-vianna@usa.net
+ * Marcelo F. Vianna (Apr-09-1997)
+ *
+ * Revision History:
+ * 29-Apr-97: Factory equipment by Ed Mackey.  Productive day today, eh?
+ * 29-Apr-97: Less tight turns Jeff Epler <jepler@inetnebr.com>
+ * 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna
+ */
+
+/*-
+ * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
+ * otherwise caddr_t is not defined correctly
+ */
+
+#include <X11/Intrinsic.h>
+
+#ifdef STANDALONE
+# define PROGCLASS                                     "Pipes"
+# define HACK_INIT                                     init_pipes
+# define HACK_DRAW                                     draw_pipes
+# define pipes_opts                                    xlockmore_opts
+# define DEFAULTS      "*delay:                100     \n"                     \
+                                       "*count:                2       \n"                     \
+                                       "*cycles:               5       \n"                     \
+                                       "*size:                 500     \n"                     \
+                                       "*fisheye:              True    \n"                     \
+                                       "*tightturns:   False   \n"                     \
+                                       "*rotatepipes:  True    \n"
+# include "xlockmore.h"                                /* from the xscreensaver distribution */
+#else  /* !STANDALONE */
+# include "xlock.h"                                    /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#include <GL/glu.h>
+#include "buildlwo.h"
+
+#define DEF_FACTORY     "2"
+#define DEF_FISHEYE     "True"
+#define DEF_TIGHTTURNS  "False"
+#define DEF_ROTATEPIPES "True"
+#define NofSysTypes     3
+
+static int  factory;
+static Bool fisheye, tightturns, rotatepipes;
+
+static XrmOptionDescRec opts[] =
+{
+       {"-factory", ".pipes.factory", XrmoptionSepArg, (caddr_t) NULL},
+       {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "on"},
+       {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, (caddr_t) "off"},
+       {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "on"},
+       {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, (caddr_t) "off"},
+      {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "on"},
+      {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, (caddr_t) "off"}
+};
+static argtype vars[] =
+{
+       {(caddr_t *) & factory, "factory", "Factory", DEF_FACTORY, t_Int},
+       {(caddr_t *) & fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool},
+       {(caddr_t *) & tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool},
+       {(caddr_t *) & rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}
+};
+static OptionStruct desc[] =
+{
+       {"-factory num", "how much extra equipment in pipes (0 for none)"},
+       {"-/+fisheye", "turn on/off zoomed-in view of pipes"},
+       {"-/+tightturns", "turn on/off tight turns"},
+       {"-/+rotatepipes", "turn on/off pipe system rotation per screenful"}
+};
+
+ModeSpecOpt pipes_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
+
+#ifdef USE_MODULES
+ModStruct   pipes_description =
+{"pipes", "init_pipes", "draw_pipes", "release_pipes",
+#if defined( MESA ) && defined( SLOW )
+ "draw_pipes",
+#else
+ "change_pipes",
+#endif
+ "change_pipes", NULL, &pipes_opts,
+ 1000, 2, 5, 500, 4, 1.0, "",
+ "Shows a selfbuilding pipe system", 0, NULL};
+
+#endif
+
+#define Scale4Window               0.1
+#define Scale4Iconic               0.07
+
+#define one_third                  0.3333333333333333333
+
+#define dirNone -1
+#define dirUP 0
+#define dirDOWN 1
+#define dirLEFT 2
+#define dirRIGHT 3
+#define dirNEAR 4
+#define dirFAR 5
+
+#define HCELLS 33
+#define VCELLS 25
+#define DEFINEDCOLORS 7
+#define elbowradius 0.5
+
+/*************************************************************************/
+
+typedef struct {
+#if defined( MESA ) && defined( SLOW )
+       int         flip;
+#endif
+       GLint       WindH, WindW;
+       int         Cells[HCELLS][VCELLS][HCELLS];
+       int         usedcolors[DEFINEDCOLORS];
+       int         directions[6];
+       int         ndirections;
+       int         nowdir, olddir;
+       int         system_number;
+       int         counter;
+       int         PX, PY, PZ;
+       int         number_of_systems;
+       int         system_type;
+       int         system_length;
+       int         turncounter;
+       Window      window;
+       float      *system_color;
+       GLfloat     initial_rotation;
+       GLuint      valve, bolts, betweenbolts, elbowbolts, elbowcoins;
+       GLuint      guagehead, guageface, guagedial, guageconnector;
+       GLXContext *glx_context;
+} pipesstruct;
+
+extern struct lwo LWO_BigValve, LWO_PipeBetweenBolts, LWO_Bolts3D;
+extern struct lwo LWO_GuageHead, LWO_GuageFace, LWO_GuageDial, LWO_GuageConnector;
+extern struct lwo LWO_ElbowBolts, LWO_ElbowCoins;
+
+static float front_shininess[] =
+{60.0};
+static float front_specular[] =
+{0.7, 0.7, 0.7, 1.0};
+static float ambient0[] =
+{0.4, 0.4, 0.4, 1.0};
+static float diffuse0[] =
+{1.0, 1.0, 1.0, 1.0};
+static float ambient1[] =
+{0.2, 0.2, 0.2, 1.0};
+static float diffuse1[] =
+{0.5, 0.5, 0.5, 1.0};
+static float position0[] =
+{1.0, 1.0, 1.0, 0.0};
+static float position1[] =
+{-1.0, -1.0, 1.0, 0.0};
+static float lmodel_ambient[] =
+{0.5, 0.5, 0.5, 1.0};
+static float lmodel_twoside[] =
+{GL_TRUE};
+
+static float MaterialRed[] =
+{0.7, 0.0, 0.0, 1.0};
+static float MaterialGreen[] =
+{0.1, 0.5, 0.2, 1.0};
+static float MaterialBlue[] =
+{0.0, 0.0, 0.7, 1.0};
+static float MaterialCyan[] =
+{0.2, 0.5, 0.7, 1.0};
+static float MaterialYellow[] =
+{0.7, 0.7, 0.0, 1.0};
+static float MaterialMagenta[] =
+{0.6, 0.2, 0.5, 1.0};
+static float MaterialWhite[] =
+{0.7, 0.7, 0.7, 1.0};
+static float MaterialGray[] =
+{0.2, 0.2, 0.2, 1.0};
+
+static pipesstruct *pipes = NULL;
+
+
+static void
+MakeTube(int direction)
+{
+       float       an;
+       float       SINan_3, COSan_3;
+
+       /*dirUP    = 00000000 */
+       /*dirDOWN  = 00000001 */
+       /*dirLEFT  = 00000010 */
+       /*dirRIGHT = 00000011 */
+       /*dirNEAR  = 00000100 */
+       /*dirFAR   = 00000101 */
+
+       if (!(direction & 4)) {
+               glRotatef(90.0, (direction & 2) ? 0.0 : 1.0,
+                         (direction & 2) ? 1.0 : 0.0, 0.0);
+       }
+       glBegin(GL_QUAD_STRIP);
+       for (an = 0.0; an <= 2.0 * M_PI; an += M_PI / 12.0) {
+               glNormal3f((COSan_3 = cos(an) / 3.0), (SINan_3 = sin(an) / 3.0), 0.0);
+               glVertex3f(COSan_3, SINan_3, one_third);
+               glVertex3f(COSan_3, SINan_3, -one_third);
+       }
+       glEnd();
+}
+
+static void
+mySphere(float radius)
+{
+       GLUquadricObj *quadObj;
+
+       quadObj = gluNewQuadric();
+       gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL);
+       gluSphere(quadObj, radius, 16, 16);
+       gluDeleteQuadric(quadObj);
+}
+
+static void
+myElbow(ModeInfo * mi, int bolted)
+{
+#define nsides 25
+#define rings 25
+#define r one_third
+#define R one_third
+
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       int         i, j;
+       GLfloat     p0[3], p1[3], p2[3], p3[3];
+       GLfloat     n0[3], n1[3], n2[3], n3[3];
+       GLfloat     COSphi, COSphi1, COStheta, COStheta1;
+       GLfloat     _SINtheta, _SINtheta1;
+
+       for (i = 0; i <= rings / 4; i++) {
+               GLfloat     theta, theta1;
+
+               theta = (GLfloat) i *2.0 * M_PI / rings;
+
+               theta1 = (GLfloat) (i + 1) * 2.0 * M_PI / rings;
+               for (j = 0; j < nsides; j++) {
+                       GLfloat     phi, phi1;
+
+                       phi = (GLfloat) j *2.0 * M_PI / nsides;
+
+                       phi1 = (GLfloat) (j + 1) * 2.0 * M_PI / nsides;
+
+                       p0[0] = (COStheta = cos(theta)) * (R + r * (COSphi = cos(phi)));
+                       p0[1] = (_SINtheta = -sin(theta)) * (R + r * COSphi);
+
+                       p1[0] = (COStheta1 = cos(theta1)) * (R + r * COSphi);
+                       p1[1] = (_SINtheta1 = -sin(theta1)) * (R + r * COSphi);
+
+                       p2[0] = COStheta1 * (R + r * (COSphi1 = cos(phi1)));
+                       p2[1] = _SINtheta1 * (R + r * COSphi1);
+
+                       p3[0] = COStheta * (R + r * COSphi1);
+                       p3[1] = _SINtheta * (R + r * COSphi1);
+
+                       n0[0] = COStheta * COSphi;
+                       n0[1] = _SINtheta * COSphi;
+
+                       n1[0] = COStheta1 * COSphi;
+                       n1[1] = _SINtheta1 * COSphi;
+
+                       n2[0] = COStheta1 * COSphi1;
+                       n2[1] = _SINtheta1 * COSphi1;
+
+                       n3[0] = COStheta * COSphi1;
+                       n3[1] = _SINtheta * COSphi1;
+
+                       p0[2] = p1[2] = r * (n0[2] = n1[2] = sin(phi));
+                       p2[2] = p3[2] = r * (n2[2] = n3[2] = sin(phi1));
+
+                       glBegin(GL_QUADS);
+                       glNormal3fv(n3);
+                       glVertex3fv(p3);
+                       glNormal3fv(n2);
+                       glVertex3fv(p2);
+                       glNormal3fv(n1);
+                       glVertex3fv(p1);
+                       glNormal3fv(n0);
+                       glVertex3fv(p0);
+                       glEnd();
+               }
+       }
+
+       if (factory > 0 && bolted) {
+               /* Bolt the elbow onto the pipe system */
+               glFrontFace(GL_CW);
+               glPushMatrix();
+               glRotatef(90.0, 0.0, 0.0, -1.0);
+               glRotatef(90.0, 0.0, 1.0, 0.0);
+               glTranslatef(0.0, one_third, one_third);
+               glCallList(pp->elbowcoins);
+               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+               glCallList(pp->elbowbolts);
+               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+               glPopMatrix();
+               glFrontFace(GL_CCW);
+       }
+#undef r
+#undef R
+#undef nsides
+#undef rings
+}
+
+static void
+FindNeighbors(ModeInfo * mi)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       pp->ndirections = 0;
+       pp->directions[dirUP] = (!pp->Cells[pp->PX][pp->PY + 1][pp->PZ]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirUP];
+       pp->directions[dirDOWN] = (!pp->Cells[pp->PX][pp->PY - 1][pp->PZ]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirDOWN];
+       pp->directions[dirLEFT] = (!pp->Cells[pp->PX - 1][pp->PY][pp->PZ]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirLEFT];
+       pp->directions[dirRIGHT] = (!pp->Cells[pp->PX + 1][pp->PY][pp->PZ]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirRIGHT];
+       pp->directions[dirFAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ - 1]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirFAR];
+       pp->directions[dirNEAR] = (!pp->Cells[pp->PX][pp->PY][pp->PZ + 1]) ? 1 : 0;
+       pp->ndirections += pp->directions[dirNEAR];
+}
+
+static int
+SelectNeighbor(ModeInfo * mi)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+       int         dirlist[6];
+       int         i, j;
+
+       for (i = 0, j = 0; i < 6; i++) {
+               if (pp->directions[i]) {
+                       dirlist[j] = i;
+                       j++;
+               }
+       }
+
+       return dirlist[NRAND(pp->ndirections)];
+}
+
+static void
+MakeValve(ModeInfo * mi, int newdir)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       /* There is a glPopMatrix() right after this subroutine returns. */
+       switch (newdir) {
+               case dirUP:
+               case dirDOWN:
+                       glRotatef(90.0, 1.0, 0.0, 0.0);
+                       glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0);
+                       break;
+               case dirLEFT:
+               case dirRIGHT:
+                       glRotatef(90.0, 0.0, -1.0, 0.0);
+                       glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0);
+                       break;
+               case dirNEAR:
+               case dirFAR:
+                       glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0);
+                       break;
+       }
+       glFrontFace(GL_CW);
+       glCallList(pp->betweenbolts);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+       glCallList(pp->bolts);
+       if (!MI_IS_MONO(mi)) {
+               if (pp->system_color == MaterialRed) {
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue);
+               } else if (pp->system_color == MaterialBlue) {
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialRed : MaterialYellow);
+               } else if (pp->system_color == MaterialYellow) {
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialBlue : MaterialRed);
+               } else {
+                       switch ((NRAND(3))) {
+                               case 0:
+                                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
+                                       break;
+                               case 1:
+                                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
+                                       break;
+                               case 2:
+                                       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+                       }
+               }
+       }
+       glRotatef((GLfloat) (NRAND(90)), 1.0, 0.0, 0.0);
+       glCallList(pp->valve);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+       glFrontFace(GL_CCW);
+}
+
+static int
+MakeGuage(ModeInfo * mi, int newdir)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       /* Can't have a guage on a vertical pipe. */
+       if ((newdir == dirUP) || (newdir == dirDOWN))
+               return (0);
+
+       /* Is there space above this pipe for a guage? */
+       if (!pp->directions[dirUP])
+               return (0);
+
+       /* Yes!  Mark the space as used. */
+       pp->Cells[pp->PX][pp->PY + 1][pp->PZ] = 1;
+
+       glFrontFace(GL_CW);
+       glPushMatrix();
+       if ((newdir == dirLEFT) || (newdir == dirRIGHT))
+               glRotatef(90.0, 0.0, 1.0, 0.0);
+       glCallList(pp->betweenbolts);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+       glCallList(pp->bolts);
+       glPopMatrix();
+
+       glCallList(pp->guageconnector);
+       glPushMatrix();
+       glTranslatef(0.0, 1.33333, 0.0);
+       /* Do not change the above to 1 + ONE_THIRD, because */
+       /* the object really is centered on 1.3333300000. */
+       glRotatef(NRAND(270) + 45.0, 0.0, 0.0, -1.0);
+       /* Random rotation for the dial.  I love it. */
+       glCallList(pp->guagedial);
+       glPopMatrix();
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+       glCallList(pp->guagehead);
+
+       /* GuageFace is drawn last, in case of low-res depth buffers. */
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+       glCallList(pp->guageface);
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+       glFrontFace(GL_CCW);
+
+       return (1);
+}
+
+static void
+MakeShape(ModeInfo * mi, int newdir)
+{
+       switch (NRAND(2)) {
+               case 1:
+                       if (!MakeGuage(mi, newdir))
+                               MakeTube(newdir);
+                       break;
+               default:
+                       MakeValve(mi, newdir);
+                       break;
+       }
+}
+
+static void
+reshape(ModeInfo * mi, int width, int height)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height);
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
+       gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0);
+       glMatrixMode(GL_MODELVIEW);
+}
+
+static void
+pinit(ModeInfo * mi, int zera)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+       int         X, Y, Z;
+
+       glClearDepth(1.0);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+       glColor3f(1.0, 1.0, 1.0);
+
+       glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
+       glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
+       glLightfv(GL_LIGHT0, GL_POSITION, position0);
+       glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
+       glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
+       glLightfv(GL_LIGHT1, GL_POSITION, position1);
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+       glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+       glEnable(GL_LIGHTING);
+       glEnable(GL_LIGHT0);
+       glEnable(GL_LIGHT1);
+       glEnable(GL_DEPTH_TEST);
+       glEnable(GL_NORMALIZE);
+       glEnable(GL_CULL_FACE);
+
+       glShadeModel(GL_SMOOTH);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+       if (zera) {
+               pp->system_number = 1;
+               glDrawBuffer(GL_FRONT_AND_BACK);
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+               (void) memset(pp->Cells, 0, sizeof (pp->Cells));
+               for (X = 0; X < HCELLS; X++) {
+                       for (Y = 0; Y < VCELLS; Y++) {
+                               pp->Cells[X][Y][0] = 1;
+                               pp->Cells[X][Y][HCELLS - 1] = 1;
+                               pp->Cells[0][Y][X] = 1;
+                               pp->Cells[HCELLS - 1][Y][X] = 1;
+                       }
+               }
+               for (X = 0; X < HCELLS; X++) {
+                       for (Z = 0; Z < HCELLS; Z++) {
+                               pp->Cells[X][0][Z] = 1;
+                               pp->Cells[X][VCELLS - 1][Z] = 1;
+                       }
+               }
+               (void) memset(pp->usedcolors, 0, sizeof (pp->usedcolors));
+               if ((pp->initial_rotation += 10.0) > 45.0) {
+                       pp->initial_rotation -= 90.0;
+               }
+       }
+       pp->counter = 0;
+       pp->turncounter = 0;
+
+       if (!MI_IS_MONO(mi)) {
+               int         collist[DEFINEDCOLORS];
+               int         i, j, lower = 1000;
+
+               /* Avoid repeating colors on the same screen unless necessary */
+               for (i = 0; i < DEFINEDCOLORS; i++) {
+                       if (lower > pp->usedcolors[i])
+                               lower = pp->usedcolors[i];
+               }
+               for (i = 0, j = 0; i < DEFINEDCOLORS; i++) {
+                       if (pp->usedcolors[i] == lower) {
+                               collist[j] = i;
+                               j++;
+                       }
+               }
+               i = collist[NRAND(j)];
+               pp->usedcolors[i]++;
+               switch (i) {
+                       case 0:
+                               pp->system_color = MaterialRed;
+                               break;
+                       case 1:
+                               pp->system_color = MaterialGreen;
+                               break;
+                       case 2:
+                               pp->system_color = MaterialBlue;
+                               break;
+                       case 3:
+                               pp->system_color = MaterialCyan;
+                               break;
+                       case 4:
+                               pp->system_color = MaterialYellow;
+                               break;
+                       case 5:
+                               pp->system_color = MaterialMagenta;
+                               break;
+                       case 6:
+                               pp->system_color = MaterialWhite;
+                               break;
+               }
+       } else {
+               pp->system_color = MaterialGray;
+       }
+
+       do {
+               pp->PX = NRAND((HCELLS - 1)) + 1;
+               pp->PY = NRAND((VCELLS - 1)) + 1;
+               pp->PZ = NRAND((HCELLS - 1)) + 1;
+       } while (pp->Cells[pp->PX][pp->PY][pp->PZ] ||
+                (pp->Cells[pp->PX + 1][pp->PY][pp->PZ] && pp->Cells[pp->PX - 1][pp->PY][pp->PZ] &&
+                 pp->Cells[pp->PX][pp->PY + 1][pp->PZ] && pp->Cells[pp->PX][pp->PY - 1][pp->PZ] &&
+                 pp->Cells[pp->PX][pp->PY][pp->PZ + 1] && pp->Cells[pp->PX][pp->PY][pp->PZ - 1]));
+       pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
+       pp->olddir = dirNone;
+
+       FindNeighbors(mi);
+
+       pp->nowdir = SelectNeighbor(mi);
+}
+
+void
+init_pipes(ModeInfo * mi)
+{
+       int         screen = MI_SCREEN(mi);
+       pipesstruct *pp;
+
+       if (pipes == NULL) {
+               if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi),
+                                             sizeof (pipesstruct))) == NULL)
+                       return;
+       }
+       pp = &pipes[screen];
+
+       pp->window = MI_WINDOW(mi);
+       if ((pp->glx_context = init_GL(mi)) != NULL) {
+
+               reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+               if (rotatepipes)
+                 pp->initial_rotation = NRAND(180); /* jwz */
+               else
+                 pp->initial_rotation = -10.0;
+               pinit(mi, 1);
+
+               if (factory > 0) {
+                       pp->valve = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_BigValve);
+                       pp->bolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_Bolts3D);
+                       pp->betweenbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_PipeBetweenBolts);
+
+                       pp->elbowbolts = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowBolts);
+                       pp->elbowcoins = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_ElbowCoins);
+
+                       pp->guagehead = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageHead);
+                       pp->guageface = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageFace);
+                       pp->guagedial = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageDial);
+                       pp->guageconnector = BuildLWO(MI_IS_WIREFRAME(mi), &LWO_GuageConnector);
+               }
+               /* else they are all 0, thanks to calloc(). */
+
+               if (MI_COUNT(mi) < 1 || MI_COUNT(mi) > NofSysTypes + 1) {
+                       pp->system_type = NRAND(NofSysTypes) + 1;
+               } else {
+                       pp->system_type = MI_COUNT(mi);
+               }
+
+               if (MI_CYCLES(mi) > 0 && MI_CYCLES(mi) < 11) {
+                       pp->number_of_systems = MI_CYCLES(mi);
+               } else {
+                       pp->number_of_systems = 5;
+               }
+
+               if (MI_SIZE(mi) < 10) {
+                       pp->system_length = 10;
+               } else if (MI_SIZE(mi) > 1000) {
+                       pp->system_length = 1000;
+               } else {
+                       pp->system_length = MI_SIZE(mi);
+               }
+       } else {
+               MI_CLEARWINDOW(mi);
+       }
+}
+
+void
+draw_pipes(ModeInfo * mi)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       Display    *display = MI_DISPLAY(mi);
+       Window      window = MI_WINDOW(mi);
+
+       int         newdir;
+       int         OPX, OPY, OPZ;
+
+       if (!pp->glx_context)
+               return;
+
+       glXMakeCurrent(display, window, *(pp->glx_context));
+
+#if defined( MESA ) && defined( SLOW )
+       glDrawBuffer(GL_BACK);
+#else
+       glDrawBuffer(GL_FRONT);
+#endif
+       glPushMatrix();
+
+       glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
+       if (rotatepipes)
+               glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
+
+       if (!MI_IS_ICONIC(mi)) {
+               /* Width/height ratio handled by gluPerspective() now. */
+               glScalef(Scale4Window, Scale4Window, Scale4Window);
+       } else {
+               glScalef(Scale4Iconic, Scale4Iconic, Scale4Iconic);
+       }
+
+       FindNeighbors(mi);
+
+       glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color);
+
+       /* If it's the begining of a system, draw a sphere */
+       if (pp->olddir == dirNone) {
+               glPushMatrix();
+               glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
+               mySphere(0.6);
+               glPopMatrix();
+       }
+       /* Check for stop conditions */
+       if (pp->ndirections == 0 || pp->counter > pp->system_length) {
+               glPushMatrix();
+               glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
+               /* Finish the system with another sphere */
+               mySphere(0.6);
+#if defined( MESA ) && defined( SLOW )
+               glXSwapBuffers(display, window);
+#endif
+               glPopMatrix();
+
+               /* If the maximum number of system was drawn, restart (clearing the screen), */
+               /* else start a new system. */
+               if (++pp->system_number > pp->number_of_systems) {
+                       (void) sleep(1);
+                       pinit(mi, 1);
+               } else {
+                       pinit(mi, 0);
+               }
+
+               glPopMatrix();
+               return;
+       }
+       pp->counter++;
+       pp->turncounter++;
+
+       /* Do will the direction change? if so, determine the new one */
+       newdir = pp->nowdir;
+       if (!pp->directions[newdir]) {  /* cannot proceed in the current direction */
+               newdir = SelectNeighbor(mi);
+       } else {
+               if (tightturns) {
+                       /* random change (20% chance) */
+                       if ((pp->counter > 1) && (NRAND(100) < 20)) {
+                               newdir = SelectNeighbor(mi);
+                       }
+               } else {
+                       /* Chance to turn increases after each length of pipe drawn */
+                       if ((pp->counter > 1) && NRAND(50) < NRAND(pp->turncounter + 1)) {
+                               newdir = SelectNeighbor(mi);
+                               pp->turncounter = 0;
+                       }
+               }
+       }
+
+       /* Has the direction changed? */
+       if (newdir == pp->nowdir) {
+               /* If not, draw the cell's center pipe */
+               glPushMatrix();
+               glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
+               /* Chance of factory shape here, if enabled. */
+               if ((pp->counter > 1) && (NRAND(100) < factory)) {
+                       MakeShape(mi, newdir);
+               } else {
+                       MakeTube(newdir);
+               }
+               glPopMatrix();
+       } else {
+               /* If so, draw the cell's center elbow/sphere */
+               int         sysT = pp->system_type;
+
+               if (sysT == NofSysTypes + 1) {
+                       sysT = ((pp->system_number - 1) % NofSysTypes) + 1;
+               }
+               glPushMatrix();
+
+               switch (sysT) {
+                       case 1:
+                               glTranslatef((pp->PX - 16) / 3.0 * 4.0, (pp->PY - 12) / 3.0 * 4.0, (pp->PZ - 16) / 3.0 * 4.0);
+                               mySphere(elbowradius);
+                               break;
+                       case 2:
+                       case 3:
+                               switch (pp->nowdir) {
+                                       case dirUP:
+                                               switch (newdir) {
+                                                       case dirLEFT:
+                                                               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);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirRIGHT:
+                                                               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);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirFAR:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 0.0, 1.0);
+                                                               break;
+                                                       case dirNEAR:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                               }
+                                               break;
+                                       case dirDOWN:
+                                               switch (newdir) {
+                                                       case dirLEFT:
+                                                               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);
+                                                               break;
+                                                       case dirRIGHT:
+                                                               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);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirFAR:
+                                                               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));
+                                                               glRotatef(270.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirNEAR:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                               }
+                                               break;
+                                       case dirLEFT:
+                                               switch (newdir) {
+                                                       case dirUP:
+                                                               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);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirDOWN:
+                                                               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);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirFAR:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirNEAR:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 0.0, 1.0);
+                                                               break;
+                                               }
+                                               break;
+                                       case dirRIGHT:
+                                               switch (newdir) {
+                                                       case dirUP:
+                                                               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);
+                                                               break;
+                                                       case dirDOWN:
+                                                               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);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirFAR:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirNEAR:
+                                                               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));
+                                                               glRotatef(90.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                               }
+                                               break;
+                                       case dirNEAR:
+                                               switch (newdir) {
+                                                       case dirLEFT:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirRIGHT:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirUP:
+                                                               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));
+                                                               glRotatef(270.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirDOWN:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 0.0, 1.0);
+                                                               break;
+                                               }
+                                               break;
+                                       case dirFAR:
+                                               switch (newdir) {
+                                                       case dirUP:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               break;
+                                                       case dirDOWN:
+                                                               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));
+                                                               glRotatef(90.0, 0.0, 1.0, 0.0);
+                                                               glRotatef(180.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirLEFT:
+                                                               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));
+                                                               glRotatef(90.0, 1.0, 0.0, 0.0);
+                                                               break;
+                                                       case dirRIGHT:
+                                                               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));
+                                                               glRotatef(270.0, 1.0, 0.0, 0.0);
+                                                               glRotatef(180.0, 0.0, 0.0, 1.0);
+                                                               break;
+                                               }
+                                               break;
+                               }
+                               myElbow(mi, (sysT == 2));
+                               break;
+               }
+               glPopMatrix();
+       }
+
+       OPX = pp->PX;
+       OPY = pp->PY;
+       OPZ = pp->PZ;
+       pp->olddir = pp->nowdir;
+       pp->nowdir = newdir;
+       switch (pp->nowdir) {
+               case dirUP:
+                       pp->PY++;
+                       break;
+               case dirDOWN:
+                       pp->PY--;
+                       break;
+               case dirLEFT:
+                       pp->PX--;
+                       break;
+               case dirRIGHT:
+                       pp->PX++;
+                       break;
+               case dirNEAR:
+                       pp->PZ++;
+                       break;
+               case dirFAR:
+                       pp->PZ--;
+                       break;
+       }
+       pp->Cells[pp->PX][pp->PY][pp->PZ] = 1;
+
+       /* Cells'face pipe */
+       glTranslatef(((pp->PX + OPX) / 2.0 - 16) / 3.0 * 4.0, ((pp->PY + OPY) / 2.0 - 12) / 3.0 * 4.0, ((pp->PZ + OPZ) / 2.0 - 16) / 3.0 * 4.0);
+       MakeTube(newdir);
+
+       glPopMatrix();
+
+       glFlush();
+
+#if defined( MESA ) && defined( SLOW )
+       pp->flip = !pp->flip;
+       if (pp->flip)
+               glXSwapBuffers(display, window);
+#endif
+}
+
+void
+change_pipes(ModeInfo * mi)
+{
+       pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+       if (!pp->glx_context)
+               return;
+
+       glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+       pinit(mi, 1);
+}
+
+void
+release_pipes(ModeInfo * mi)
+{
+       if (pipes != NULL) {
+               int         screen;
+
+               for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+                       pipesstruct *pp = &pipes[screen];
+
+                       if (pp->glx_context) {
+
+                               /* Display lists MUST be freed while their glXContext is current. */
+                               glXMakeCurrent(MI_DISPLAY(mi), pp->window, *(pp->glx_context));
+
+                               if (pp->valve)
+                                       glDeleteLists(pp->valve, 1);
+                               if (pp->bolts)
+                                       glDeleteLists(pp->bolts, 1);
+                               if (pp->betweenbolts)
+                                       glDeleteLists(pp->betweenbolts, 1);
+
+                               if (pp->elbowbolts)
+                                       glDeleteLists(pp->elbowbolts, 1);
+                               if (pp->elbowcoins)
+                                       glDeleteLists(pp->elbowcoins, 1);
+
+                               if (pp->guagehead)
+                                       glDeleteLists(pp->guagehead, 1);
+                               if (pp->guageface)
+                                       glDeleteLists(pp->guageface, 1);
+                               if (pp->guagedial)
+                                       glDeleteLists(pp->guagedial, 1);
+                               if (pp->guageconnector)
+                                       glDeleteLists(pp->guageconnector, 1);
+                       }
+               }
+
+               (void) free((void *) pipes);
+               pipes = NULL;
+       }
+       FreeAllGL(mi);
+}
+
+#endif