/* -*- Mode: C; tab-width: 4 -*- */ /* pipes --- 3D selfbuiding pipe system */ #if 0 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 * 29-Apr-97: Efficiency speed-ups by Marcelo F. Vianna */ #ifdef STANDALONE # define DEFAULTS "*delay: 10000 \n" \ "*count: 2 \n" \ "*cycles: 5 \n" \ "*size: 500 \n" \ "*showFPS: False \n" \ "*fpsSolid: True \n" # define refresh_pipes 0 # define pipes_handle_event 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef USE_GL #ifdef HAVE_COCOA # include "jwxyz.h" #else # include # include # include #endif #ifdef HAVE_JWZGLES # include "jwzgles.h" #endif /* HAVE_JWZGLES */ #include "sphere.h" #include "buildlwo.h" #include "teapot.h" #define DEF_FACTORY "2" #define DEF_FISHEYE "True" #define DEF_TIGHTTURNS "False" #define DEF_ROTATEPIPES "True" #define DEF_DBUF "False" #define NofSysTypes 3 static int factory; static Bool fisheye, tightturns, rotatepipes; static Bool dbuf_p; static XrmOptionDescRec opts[] = { {"-factory", ".pipes.factory", XrmoptionSepArg, 0}, {"-fisheye", ".pipes.fisheye", XrmoptionNoArg, "on"}, {"+fisheye", ".pipes.fisheye", XrmoptionNoArg, "off"}, {"-tightturns", ".pipes.tightturns", XrmoptionNoArg, "on"}, {"+tightturns", ".pipes.tightturns", XrmoptionNoArg, "off"}, {"-rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "on"}, {"+rotatepipes", ".pipes.rotatepipes", XrmoptionNoArg, "off"}, {"-db", ".pipes.doubleBuffer", XrmoptionNoArg, "on"}, {"+db", ".pipes.doubleBuffer", XrmoptionNoArg, "off"}, }; static argtype vars[] = { {&factory, "factory", "Factory", DEF_FACTORY, t_Int}, {&fisheye, "fisheye", "Fisheye", DEF_FISHEYE, t_Bool}, {&tightturns, "tightturns", "Tightturns", DEF_TIGHTTURNS, t_Bool}, {&rotatepipes, "rotatepipes", "Rotatepipes", DEF_ROTATEPIPES, t_Bool}, {&dbuf_p, "doubleBuffer", "DoubleBuffer", DEF_DBUF, t_Bool} }; static OptionStruct desc[] = { {"-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"}, {"-/+db", "turn on/off double buffering"} }; ENTRYPOINT ModeSpecOpt pipes_opts = {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; #ifdef USE_MODULES ModStruct pipes_description = {"pipes", "init_pipes", "draw_pipes", "release_pipes", "draw_pipes", "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 { int flip; 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; const float *system_color; GLfloat initial_rotation; GLuint valve, bolts, betweenbolts, elbowbolts, elbowcoins; GLuint guagehead, guageface, guagedial, guageconnector, teapot; int teapot_polys; int reset; 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 const float front_shininess[] = {60.0}; static const float front_specular[] = {0.7, 0.7, 0.7, 1.0}; static const float ambient0[] = {0.4, 0.4, 0.4, 1.0}; static const float diffuse0[] = {1.0, 1.0, 1.0, 1.0}; static const float ambient1[] = {0.2, 0.2, 0.2, 1.0}; static const float diffuse1[] = {0.5, 0.5, 0.5, 1.0}; static const float position0[] = {1.0, 1.0, 1.0, 0.0}; static const float position1[] = {-1.0, -1.0, 1.0, 0.0}; static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0}; static const float lmodel_twoside[] = {GL_TRUE}; static const float MaterialRed[] = {0.7, 0.0, 0.0, 1.0}; static const float MaterialGreen[] = {0.1, 0.5, 0.2, 1.0}; static const float MaterialBlue[] = {0.0, 0.0, 0.7, 1.0}; static const float MaterialCyan[] = {0.2, 0.5, 0.7, 1.0}; static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0}; static const float MaterialMagenta[] = {0.6, 0.2, 0.5, 1.0}; static const float MaterialWhite[] = {0.7, 0.7, 0.7, 1.0}; static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0}; static pipesstruct *pipes = NULL; static void MakeTube(ModeInfo *mi, 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); mi->polygon_count++; } glEnd(); } static void mySphere(float radius, Bool wire) { #if 0 GLUquadricObj *quadObj; quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, (GLenum) GLU_FILL); gluSphere(quadObj, radius, 16, 16); gluDeleteQuadric(quadObj); #else glPushMatrix(); glScalef (radius, radius, radius); glRotatef (90, 1, 0, 0); unit_sphere (16, 16, wire); glPopMatrix(); #endif } static void myElbow(ModeInfo * mi, int bolted) { #define nsides 25 #define rings 25 #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); mi->polygon_count++; 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); mi->polygon_count += LWO_ElbowCoins.num_pnts/3; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); glCallList(pp->elbowbolts); mi->polygon_count += LWO_ElbowBolts.num_pnts/3; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color); glPopMatrix(); glFrontFace(GL_CCW); } #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); mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); glCallList(pp->bolts); mi->polygon_count += LWO_Bolts3D.num_pnts/3; if (!MI_IS_MONO(mi)) { if (pp->system_color == MaterialRed) { glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, NRAND(2) ? MaterialYellow : MaterialBlue); } 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); mi->polygon_count += LWO_BigValve.num_pnts/3; 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); mi->polygon_count += LWO_PipeBetweenBolts.num_pnts/3; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); glCallList(pp->bolts); mi->polygon_count += LWO_Bolts3D.num_pnts/3; glPopMatrix(); glCallList(pp->guageconnector); mi->polygon_count += LWO_GuageConnector.num_pnts/3; glPushMatrix(); glTranslatef(0.0, 1.33333, 0.0); /* Do not change the above to 1 + ONE_THIRD, because */ /* 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); mi->polygon_count += LWO_GuageDial.num_pnts/3; glPopMatrix(); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color); glCallList(pp->guagehead); mi->polygon_count += LWO_GuageHead.num_pnts/3; /* GuageFace is drawn last, in case of low-res depth buffers. */ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); glCallList(pp->guageface); mi->polygon_count += LWO_GuageFace.num_pnts/3; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pp->system_color); glFrontFace(GL_CCW); return (1); } static GLuint build_teapot(ModeInfo *mi) { pipesstruct *pp = &pipes[MI_SCREEN(mi)]; GLuint list = glGenLists(1); if (!list) return 0; glNewList(list, GL_COMPILE); pp->teapot_polys = unit_teapot (12, MI_IS_WIREFRAME(mi)); glEndList(); return list; } static void MakeTeapot(ModeInfo * mi, int newdir) { pipesstruct *pp = &pipes[MI_SCREEN(mi)]; switch (newdir) { case dirUP: case dirDOWN: glRotatef(90.0, 1.0, 0.0, 0.0); glRotatef(NRAND(3) * 90.0, 0.0, 0.0, 1.0); break; case dirLEFT: case dirRIGHT: glRotatef(90.0, 0.0, -1.0, 0.0); glRotatef((NRAND(3) * 90.0) - 90.0, 0.0, 0.0, 1.0); break; case dirNEAR: case dirFAR: glRotatef(NRAND(4) * 90.0, 0.0, 0.0, 1.0); break; } glCallList(pp->teapot); mi->polygon_count += pp->teapot_polys; glFrontFace(GL_CCW); } static void MakeShape(ModeInfo * mi, int newdir) { int n = NRAND(100); if (n < 50) { if (!MakeGuage(mi, newdir)) MakeTube(mi, newdir); } else if (n < 98) { MakeValve(mi, newdir); } else { MakeTeapot(mi,newdir); } } static void pinit(ModeInfo * mi, int zera) { pipesstruct *pp = &pipes[MI_SCREEN(mi)]; int X, Y, Z; if (zera) mi->polygon_count = 0; glClearDepth(1.0); glColor3f(1.0, 1.0, 1.0); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_POSITION, position0); glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); glLightfv(GL_LIGHT1, GL_POSITION, position1); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); if (zera) { pp->system_number = 1; glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); (void) memset(pp->Cells, 0, sizeof (pp->Cells)); for (X = 0; X < HCELLS; X++) { 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); } ENTRYPOINT void reshape_pipes(ModeInfo * mi, int width, int height) { pipesstruct *pp = &pipes[MI_SCREEN(mi)]; pinit(mi, 1); glViewport(0, 0, pp->WindW = (GLint) width, pp->WindH = (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */ gluPerspective(65.0, (GLfloat) width / (GLfloat) height, 0.1, 20.0); glMatrixMode(GL_MODELVIEW); glClear(GL_COLOR_BUFFER_BIT); } ENTRYPOINT void init_pipes (ModeInfo * mi) { int screen = MI_SCREEN(mi); pipesstruct *pp; if (pipes == NULL) { if ((pipes = (pipesstruct *) calloc(MI_NUM_SCREENS(mi), sizeof (pipesstruct))) == NULL) return; } pp = &pipes[screen]; #ifdef HAVE_JWZGLES /* Single-buffering on iOS is so confusing! */ dbuf_p = True; #endif pp->window = MI_WINDOW(mi); if ((pp->glx_context = init_GL(mi)) != NULL) { reshape_pipes(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); pp->teapot = build_teapot(mi); } /* 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); } } ENTRYPOINT void draw_pipes (ModeInfo * mi) { pipesstruct *pp = &pipes[MI_SCREEN(mi)]; Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); Bool wire = MI_IS_WIREFRAME(mi); int newdir; int OPX, OPY, OPZ; if (!pp->glx_context) return; glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context)); if (pp->reset) { if (--pp->reset) { /* Would be nice to fade to black here, by drawing successive quads over the whole scene with gamma. */ return; } pinit(mi, 1); } 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, wire); 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, wire); glPopMatrix(); /* If the maximum number of system was drawn, restart (clearing the screen), */ /* else start a new system. */ if (++pp->system_number > pp->number_of_systems) { /* pause doing nothing for N seconds before clearing the screen. */ int secs = 3; pp->reset = secs * 1000000 / (MI_PAUSE(mi) ? MI_PAUSE(mi) : 100); } 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(mi, 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, wire); 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(mi, newdir); glPopMatrix(); glFlush(); if (mi->fps_p) do_fps (mi); if (dbuf_p) glXSwapBuffers(display, window); } #ifndef STANDALONE ENTRYPOINT 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); } #endif /* !STANDALONE */ ENTRYPOINT 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); if (pp->teapot) glDeleteLists(pp->teapot, 1); } } (void) free((void *) pipes); pipes = NULL; } FreeAllGL(mi); } XSCREENSAVER_MODULE ("Pipes", pipes) #endif