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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/pipes.c
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+/* -*- 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:
+ * 24-Jun-12: Eliminate single-buffer dependency.
+ * 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
+ */
+
+/* This program was originally written to be single-buffered: it kept
+ building up new objects in the front buffer by never clearing the
+ depth or color buffers at the end of each frame. In that way, it
+ was drawing a very small number of polygons per frame. However,
+ modern systems make it difficult to live in a single-buffered world
+ like that. So I changed it to re-generate the scene at every
+ frame, which makes it vastly less efficient, but also, makes it
+ work right on modern hardware. It generates the entire system up
+ front, putting each "frame" of the animation into its own display
+ list; then it draws successively more of those display lists each
+ time the redisplay method is called. When it reaches the end,
+ it regenerates a new system and re-populates the existing display
+ lists. -- jwz.
+ */
+
+#ifdef STANDALONE
+# define DEFAULTS "*delay: 10000 \n" \
+ "*count: 2 \n" \
+ "*cycles: 5 \n" \
+ "*size: 500 \n" \
+ "*showFPS: False \n" \
+ "*fpsSolid: True \n" \
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define release_pipes 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL
+
+#ifdef HAVE_JWXYZ
+# include "jwxyz.h"
+#else
+# include <X11/Xlib.h>
+# include <GL/gl.h>
+# include <GL/glu.h>
+#endif
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+#include "sphere.h"
+#include "buildlwo.h"
+#include "teapot.h"
+#include "gltrackball.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, 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"},
+};
+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},
+};
+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"},
+};
+
+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", NULL,
+ "draw_pipes",
+ "change_pipes", "free_pipes", &pipes_opts,
+ 1000, 2, 5, 500, 4, 1.0, "",
+ "Shows a selfbuilding pipe system", 0, NULL};
+
+#endif
+
+#define Scale4Window 0.1
+
+#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;
+
+ 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;
+ GLXContext *glx_context;
+
+ Bool button_down_p;
+ trackball_state *trackball;
+ GLuint *dlists, *poly_counts;
+ int dlist_count, dlist_size;
+ int system_index, system_size;
+
+ int fadeout;
+
+} 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)
+{
+ Bool wire = MI_IS_WIREFRAME(mi);
+ float an;
+ float SINan_3, COSan_3;
+ int facets = (wire ? 5 : 24);
+
+ /*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(wire ? GL_LINE_STRIP : GL_QUAD_STRIP);
+ for (an = 0.0; an <= 2.0 * M_PI; an += M_PI * 2 / facets) {
+ 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)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ int nsides = (wire ? 6 : 25);
+ int rings = nsides;
+#define r one_third
+#define R one_third
+
+ 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(wire ? GL_LINE_LOOP : 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) {
+ pp->system_number = 1;
+ 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));
+ }
+ 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)
+{
+ double h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+ glViewport(0, y, width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /*glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); */
+ gluPerspective(65.0, 1/h, 0.1, 20.0);
+ glMatrixMode(GL_MODELVIEW);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+ENTRYPOINT Bool
+pipes_handle_event (ModeInfo *mi, XEvent *event)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, pp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &pp->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ pp->fadeout = 100;
+ return True;
+ }
+
+ return False;
+}
+
+
+
+static void generate_system (ModeInfo *);
+
+
+ENTRYPOINT void
+init_pipes (ModeInfo * mi)
+{
+ int screen = MI_SCREEN(mi);
+ pipesstruct *pp;
+
+ MI_INIT (mi, pipes);
+ pp = &pipes[screen];
+
+ 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);
+ }
+
+ pp->trackball = gltrackball_init (True);
+ generate_system (mi);
+}
+
+
+static GLuint
+get_dlist (ModeInfo *mi, int i)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ if (i >= pp->dlist_count)
+ {
+ pp->dlist_count++;
+ if (pp->dlist_count >= pp->dlist_size)
+ {
+ int s2 = (pp->dlist_size + 100) * 1.2;
+ pp->dlists = (GLuint *)
+ realloc (pp->dlists, s2 * sizeof(*pp->dlists));
+ if (! pp->dlists) abort();
+ pp->poly_counts = (GLuint *)
+ realloc (pp->poly_counts, s2 * sizeof(*pp->poly_counts));
+ if (! pp->poly_counts) abort();
+ pp->dlist_size = s2;
+ }
+ pp->dlists [i] = glGenLists (1);
+ pp->poly_counts [i] = 0;
+ }
+ return pp->dlists[i];
+}
+
+
+
+static void
+generate_system (ModeInfo * mi)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ int newdir;
+ int OPX, OPY, OPZ;
+
+ Bool reset_p = False;
+
+ pp->system_index = 0;
+ pp->system_size = 0;
+ pinit (mi, 1);
+
+ while (1) {
+ glNewList (get_dlist (mi, pp->system_size++), GL_COMPILE);
+ mi->polygon_count = 0;
+
+ glPushMatrix();
+
+ FindNeighbors(mi);
+
+ if (wire)
+ glColor4fv (pp->system_color);
+ else
+ 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) {
+ reset_p = True;
+ } else {
+ pinit(mi, 0);
+ }
+
+ goto NEXT;
+ }
+ 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);
+
+ NEXT:
+ glPopMatrix();
+ glEndList();
+ pp->poly_counts [pp->system_size-1] = mi->polygon_count;
+
+ if (reset_p)
+ break;
+ }
+}
+
+
+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 i = 0;
+
+ if (!pp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ 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);
+
+ if (wire)
+ glDisable(GL_LIGHTING);
+ else
+ {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ /* This looks crappy. */
+ /* 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);
+
+ glPushMatrix();
+
+ pp->initial_rotation += 0.02;
+
+ glTranslatef(0.0, 0.0, fisheye ? -3.8 : -4.8);
+
+ gltrackball_rotate (pp->trackball);
+
+ if (rotatepipes)
+ glRotatef(pp->initial_rotation, 0.0, 1.0, 0.0);
+
+ glScalef(Scale4Window, Scale4Window, Scale4Window);
+
+ mi->polygon_count = 0;
+
+ if (pp->fadeout)
+ {
+ GLfloat s = (pp->fadeout * pp->fadeout) / 10000.0;
+ glScalef (s, s, s);
+ glRotatef (90 * (1 - (pp->fadeout/100.0)), 1, 0, 0.1);
+ pp->fadeout -= 4;
+ if (pp->fadeout <= 0)
+ {
+ pp->fadeout = 0;
+ generate_system (mi);
+ }
+ }
+ else if (pp->system_index < pp->system_size)
+ pp->system_index++;
+ else
+ pp->fadeout = 100;
+
+ for (i = 0; i < pp->system_index; i++)
+ {
+ glCallList (pp->dlists[i]);
+ mi->polygon_count += pp->poly_counts[i];
+ }
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ 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
+free_pipes (ModeInfo * mi)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+
+ 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);
+ if (pp->dlists)
+ {
+ int i;
+ for (i = 0; i < pp->dlist_count; i++)
+ glDeleteLists (pp->dlists[i], 1);
+ free (pp->dlists);
+ free (pp->poly_counts);
+ }
+ }
+}
+
+XSCREENSAVER_MODULE ("Pipes", pipes)
+
+#endif