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-rw-r--r--progs/demos/engine.c1343
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diff --git a/progs/demos/engine.c b/progs/demos/engine.c
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-/**
- * Simple engine demo (crankshaft, pistons, connecting rods)
- *
- * Brian Paul
- * June 2006
- */
-
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glew.h>
-#include <GL/glut.h>
-#include "readtex.h"
-#include "trackball.h"
-
-
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-#define DEG_TO_RAD(DEG) ((DEG) * M_PI / 180.0)
-
-#define TEXTURE_FILE "../images/reflect.rgb"
-
-/* Target engine speed: */
-const int RPM = 100.0;
-
-static int Win = 0;
-
-
-/**
- * Engine description.
- */
-typedef struct
-{
- const char *Name;
- int Pistons;
- int Cranks;
- float V_Angle;
- float PistonRadius;
- float PistonHeight;
- float WristPinRadius;
- float Throw;
- float CrankPlateThickness;
- float CrankPinRadius;
- float CrankJournalRadius;
- float CrankJournalLength;
- float ConnectingRodLength;
- float ConnectingRodThickness;
- /* display list IDs */
- GLuint CrankList;
- GLuint ConnRodList;
- GLuint PistonList;
- GLuint BlockList;
-} Engine;
-
-
-typedef struct
-{
- float CurQuat[4];
- float Distance;
- /* When mouse is moving: */
- GLboolean Rotating, Translating;
- GLint StartX, StartY;
- float StartDistance;
-} ViewInfo;
-
-
-typedef enum
-{
- LIT,
- WIREFRAME,
- TEXTURED
-} RenderMode;
-
-
-typedef struct
-{
- RenderMode Mode;
- GLboolean Anim;
- GLboolean Wireframe;
- GLboolean Blend;
- GLboolean Antialias;
- GLboolean Texture;
- GLboolean UseLists;
- GLboolean DrawBox;
- GLboolean ShowInfo;
- GLboolean ShowBlock;
-} RenderInfo;
-
-
-static GLUquadric *Q;
-
-static GLfloat Theta = 0.0;
-
-static const GLfloat PistonColor[4] = { 1.0, 0.5, 0.5, 1.0 };
-static const GLfloat ConnRodColor[4] = { 0.7, 1.0, 0.7, 1.0 };
-static const GLfloat CrankshaftColor[4] = { 0.7, 0.7, 1.0, 1.0 };
-static const GLfloat BlockColor[4] = {0.8, 0.8, 0.8, 0.75 };
-
-static GLuint TextureObj;
-static GLint WinWidth = 800, WinHeight = 500;
-
-static ViewInfo View;
-static RenderInfo Render;
-
-#define NUM_ENGINES 3
-static Engine Engines[NUM_ENGINES] =
-{
- {
- "V-6",
- 6, /* Pistons */
- 3, /* Cranks */
- 90.0, /* V_Angle */
- 0.5, /* PistonRadius */
- 0.6, /* PistonHeight */
- 0.1, /* WristPinRadius */
- 0.5, /* Throw */
- 0.2, /* CrankPlateThickness */
- 0.25, /* CrankPinRadius */
- 0.3, /* CrankJournalRadius */
- 0.4, /* CrankJournalLength */
- 1.5, /* ConnectingRodLength */
- 0.1, /* ConnectingRodThickness */
- 0, /* CrankList */
- 0, /* ConnRodList */
- 0, /* PistonList */
- 0 /* BlockList */
- },
- {
- "Inline-4",
- 4, /* Pistons */
- 4, /* Cranks */
- 0.0, /* V_Angle */
- 0.5, /* PistonRadius */
- 0.6, /* PistonHeight */
- 0.1, /* WristPinRadius */
- 0.5, /* Throw */
- 0.2, /* CrankPlateThickness */
- 0.25, /* CrankPinRadius */
- 0.3, /* CrankJournalRadius */
- 0.4, /* CrankJournalLength */
- 1.5, /* ConnectingRodLength */
- 0.1, /* ConnectingRodThickness */
- 0, /* CrankList */
- 0, /* ConnRodList */
- 0, /* PistonList */
- 0 /* BlockList */
- },
- {
- "Boxer-6",
- 6, /* Pistons */
- 3, /* Cranks */
- 180.0,/* V_Angle */
- 0.5, /* PistonRadius */
- 0.6, /* PistonHeight */
- 0.1, /* WristPinRadius */
- 0.5, /* Throw */
- 0.2, /* CrankPlateThickness */
- 0.25, /* CrankPinRadius */
- 0.3, /* CrankJournalRadius */
- 0.4, /* CrankJournalLength */
- 1.5, /* ConnectingRodLength */
- 0.1, /* ConnectingRodThickness */
- 0, /* CrankList */
- 0, /* ConnRodList */
- 0, /* PistonList */
- 0 /* BlockList */
- }
-};
-
-static int CurEngine = 0;
-
-
-
-static void
-InitViewInfo(ViewInfo *view)
-{
- view->Rotating = GL_FALSE;
- view->Translating = GL_FALSE;
- view->StartX = view->StartY = 0;
- view->Distance = 12.0;
- view->StartDistance = 0.0;
- view->CurQuat[0] = -0.194143;
- view->CurQuat[1] = 0.507848;
- view->CurQuat[2] = 0.115245;
- view->CurQuat[3] = 0.831335;
-}
-
-
-static void
-InitRenderInfo(RenderInfo *render)
-{
- render->Mode = LIT;
- render->Anim = GL_TRUE;
- render->Wireframe = GL_FALSE;
- render->Blend = GL_FALSE;
- render->Antialias = GL_FALSE;
- render->Texture = GL_FALSE;
- render->DrawBox = GL_FALSE;
- render->ShowInfo = GL_TRUE;
- render->ShowBlock = GL_FALSE;
- render->UseLists = GL_FALSE;
-}
-
-
-/**
- * Set GL for given rendering mode.
- */
-static void
-SetRenderState(RenderMode mode)
-{
- static const GLfloat gray2[4] = { 0.2, 0.2, 0.2, 1.0 };
- static const GLfloat gray4[4] = { 0.4, 0.4, 0.4, 1.0 };
-
- /* defaults */
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glDisable(GL_LINE_SMOOTH);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray2);
-
- switch (mode) {
- case LIT:
- glEnable(GL_LIGHTING);
- break;
- case WIREFRAME:
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
- glLineWidth(1.5);
- break;
- case TEXTURED:
- glEnable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray4);
- break;
- default:
- ;
- }
-}
-
-
-/**
- * Animate the engine parts.
- */
-static void
-Idle(void)
-{
- /* convert degrees per millisecond to RPM: */
- const float m = 360.0 / 1000.0 / 60.0;
- GLint t = glutGet(GLUT_ELAPSED_TIME);
- Theta = ((int) (t * RPM * m)) % 360;
- glutPostRedisplay();
-}
-
-
-/**
- * Compute piston's position along its stroke.
- */
-static float
-PistonStrokePosition(float throwDist, float crankAngle, float connRodLength)
-{
- float x = throwDist * cos(DEG_TO_RAD(crankAngle));
- float y = throwDist * sin(DEG_TO_RAD(crankAngle));
- float pos = y + sqrt(connRodLength * connRodLength - x * x);
- return pos;
-}
-
-
-/**
- * Compute position of nth piston along the crankshaft.
- */
-static float
-PistonShaftPosition(const Engine *eng, int piston)
-{
- const int i = piston / (eng->Pistons / eng->Cranks);
- float z;
- assert(piston < eng->Pistons);
- z = 1.5 * eng->CrankJournalLength + eng->CrankPlateThickness
- + i * (2.0 * (eng->CrankJournalLength + eng->CrankPlateThickness));
- if (eng->Pistons > eng->Cranks) {
- if (piston & 1)
- z += eng->ConnectingRodThickness;
- else
- z -= eng->ConnectingRodThickness;
- }
- return z;
-}
-
-
-/**
- * Compute distance between two adjacent pistons
- */
-static float
-PistonSpacing(const Engine *eng)
-{
- const int pistonsPerCrank = eng->Pistons / eng->Cranks;
- const float z0 = PistonShaftPosition(eng, 0);
- const float z1 = PistonShaftPosition(eng, pistonsPerCrank);
- return z1 - z0;
-}
-
-
-/**
- * (x0, y0) = position of big end on crankshaft
- * (x1, y1) = position of small end on piston
- */
-static void
-ComputeConnectingRodPosition(float throwDist, float crankAngle,
- float connRodLength,
- float *x0, float *y0, float *x1, float *y1)
-{
- *x0 = throwDist * cos(DEG_TO_RAD(crankAngle));
- *y0 = throwDist * sin(DEG_TO_RAD(crankAngle));
- *x1 = 0.0;
- *y1 = PistonStrokePosition(throwDist, crankAngle, connRodLength);
-}
-
-
-/**
- * Compute total length of the crankshaft.
- */
-static float
-CrankshaftLength(const Engine *eng)
-{
- float len = (eng->Cranks * 2 + 1) * eng->CrankJournalLength
- + 2 * eng->Cranks * eng->CrankPlateThickness;
- return len;
-}
-
-
-/**
- * Draw a piston.
- * Axis of piston = Z axis. Wrist pin is centered on (0, 0, 0).
- */
-static void
-DrawPiston(const Engine *eng)
-{
- const int slices = 30, stacks = 4, loops = 4;
- const float innerRadius = 0.9 * eng->PistonRadius;
- const float innerHeight = eng->PistonHeight - 0.15;
- const float wristPinLength = 1.8 * eng->PistonRadius;
-
- assert(Q);
-
- glPushMatrix();
- glTranslatef(0, 0, -1.1 * eng->WristPinRadius);
-
- gluQuadricOrientation(Q, GLU_INSIDE);
-
- /* bottom rim */
- gluDisk(Q, innerRadius, eng->PistonRadius, slices, 1/*loops*/);
-
- /* inner cylinder */
- gluCylinder(Q, innerRadius, innerRadius, innerHeight, slices, stacks);
-
- /* inside top */
- glPushMatrix();
- glTranslatef(0, 0, innerHeight);
- gluDisk(Q, 0, innerRadius, slices, loops);
- glPopMatrix();
-
- gluQuadricOrientation(Q, GLU_OUTSIDE);
-
- /* outer cylinder */
- gluCylinder(Q, eng->PistonRadius, eng->PistonRadius, eng->PistonHeight,
- slices, stacks);
-
- /* top */
- glTranslatef(0, 0, eng->PistonHeight);
- gluDisk(Q, 0, eng->PistonRadius, slices, loops);
-
- glPopMatrix();
-
- /* wrist pin */
- glPushMatrix();
- glTranslatef(0, 0.5 * wristPinLength, 0.0);
- glRotatef(90, 1, 0, 0);
- gluCylinder(Q, eng->WristPinRadius, eng->WristPinRadius, wristPinLength,
- slices, stacks);
- glPopMatrix();
-}
-
-
-/**
- * Draw piston at particular position.
- */
-static void
-DrawPositionedPiston(const Engine *eng, float crankAngle)
-{
- const float pos = PistonStrokePosition(eng->Throw, crankAngle,
- eng->ConnectingRodLength);
- glPushMatrix();
- glRotatef(-90, 1, 0, 0);
- glTranslatef(0, 0, pos);
- if (eng->PistonList)
- glCallList(eng->PistonList);
- else
- DrawPiston(eng);
- glPopMatrix();
-}
-
-
-/**
- * Draw connector plate. Used for crankshaft and connecting rods.
- */
-static void
-DrawConnector(float length, float thickness,
- float bigEndRadius, float smallEndRadius)
-{
- const float bigRadius = 1.2 * bigEndRadius;
- const float smallRadius = 1.2 * smallEndRadius;
- const float z0 = -0.5 * thickness, z1 = -z0;
- GLfloat points[36][2], normals[36][2];
- int i;
-
- /* compute vertex locations, normals */
- for (i = 0; i < 36; i++) {
- const int angle = i * 10;
- float x = cos(DEG_TO_RAD(angle));
- float y = sin(DEG_TO_RAD(angle));
- normals[i][0] = x;
- normals[i][1] = y;
- if (angle >= 0 && angle <= 180) {
- x *= smallRadius;
- y = y * smallRadius + length;
- }
- else {
- x *= bigRadius;
- y *= bigRadius;
- }
- points[i][0] = x;
- points[i][1] = y;
- }
-
- /* front face */
- glNormal3f(0, 0, 1);
- glBegin(GL_POLYGON);
- for (i = 0; i < 36; i++) {
- glVertex3f(points[i][0], points[i][1], z1);
- }
- glEnd();
-
- /* back face */
- glNormal3f(0, 0, -1);
- glBegin(GL_POLYGON);
- for (i = 0; i < 36; i++) {
- glVertex3f(points[35-i][0], points[35-i][1], z0);
- }
- glEnd();
-
- /* edge */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= 36; i++) {
- const int j = i % 36;
- glNormal3f(normals[j][0], normals[j][1], 0);
- glVertex3f(points[j][0], points[j][1], z1);
- glVertex3f(points[j][0], points[j][1], z0);
- }
- glEnd();
-}
-
-
-/**
- * Draw a crankshaft. Shaft lies along +Z axis, starting at zero.
- */
-static void
-DrawCrankshaft(const Engine *eng)
-{
- const int slices = 20, stacks = 2;
- const int n = eng->Cranks * 4 + 1;
- const float phiStep = 360 / eng->Cranks;
- float phi = -90.0;
- int i;
- float z = 0.0;
-
- for (i = 0; i < n; i++) {
- glPushMatrix();
- glTranslatef(0, 0, z);
- if (i & 1) {
- /* draw a crank plate */
- glRotatef(phi, 0, 0, 1);
- glTranslatef(0, 0, 0.5 * eng->CrankPlateThickness);
- DrawConnector(eng->Throw, eng->CrankPlateThickness,
- eng->CrankJournalRadius, eng->CrankPinRadius);
- z += 0.2;
- if (i % 4 == 3)
- phi += phiStep;
- }
- else if (i % 4 == 0) {
- /* draw crank journal segment */
- gluCylinder(Q, eng->CrankJournalRadius, eng->CrankJournalRadius,
- eng->CrankJournalLength, slices, stacks);
- z += eng->CrankJournalLength;
- }
- else if (i % 4 == 2) {
- /* draw crank pin segment */
- glRotatef(phi, 0, 0, 1);
- glTranslatef(0, eng->Throw, 0);
- gluCylinder(Q, eng->CrankPinRadius, eng->CrankPinRadius,
- eng->CrankJournalLength, slices, stacks);
- z += eng->CrankJournalLength;
- }
- glPopMatrix();
- }
-}
-
-
-/**
- * Draw crankshaft at a particular rotation.
- * \param crankAngle current crankshaft rotation, in radians
- */
-static void
-DrawPositionedCrankshaft(const Engine *eng, float crankAngle)
-{
- glPushMatrix();
- glRotatef(crankAngle, 0, 0, 1);
- if (eng->CrankList)
- glCallList(eng->CrankList);
- else
- DrawCrankshaft(eng);
- glPopMatrix();
-}
-
-
-/**
- * Draw a connecting rod at particular position.
- * \param eng description of connecting rod to draw
- * \param crankAngle current crankshaft rotation, in radians
- */
-static void
-DrawPositionedConnectingRod(const Engine *eng, float crankAngle)
-{
- float x0, y0, x1, y1;
- float d, phi;
-
- ComputeConnectingRodPosition(eng->Throw, crankAngle,
- eng->ConnectingRodLength,
- &x0, &y0, &x1, &y1);
- d = sqrt(eng->ConnectingRodLength * eng->ConnectingRodLength - x0 * x0);
- phi = atan(x0 / d) * 180.0 / M_PI;
-
- glPushMatrix();
- glTranslatef(x0, y0, 0);
- glRotatef(phi, 0, 0, 1);
- if (eng->ConnRodList)
- glCallList(eng->ConnRodList);
- else
- DrawConnector(eng->ConnectingRodLength, eng->ConnectingRodThickness,
- eng->CrankPinRadius, eng->WristPinRadius);
- glPopMatrix();
-}
-
-
-/**
- * Draw a square with a hole in middle.
- */
-static void
-SquareWithHole(float squareSize, float holeRadius)
-{
- int i;
- glBegin(GL_QUAD_STRIP);
- glNormal3f(0, 0, 1);
- for (i = 0; i <= 360; i += 5) {
- const float x1 = holeRadius * cos(DEG_TO_RAD(i));
- const float y1 = holeRadius * sin(DEG_TO_RAD(i));
- float x2 = 0.0F, y2 = 0.0F;
- if (i > 315 || i <= 45) {
- x2 = squareSize;
- y2 = squareSize * tan(DEG_TO_RAD(i));
- }
- else if (i > 45 && i <= 135) {
- x2 = -squareSize * tan(DEG_TO_RAD(i - 90));
- y2 = squareSize;
- }
- else if (i > 135 && i <= 225) {
- x2 = -squareSize;
- y2 = -squareSize * tan(DEG_TO_RAD(i-180));
- }
- else if (i > 225 && i <= 315) {
- x2 = squareSize * tan(DEG_TO_RAD(i - 270));
- y2 = -squareSize;
- }
- glVertex2f(x1, y1); /* inner circle */
- glVertex2f(x2, y2); /* outer square */
- }
- glEnd();
-}
-
-
-/**
- * Draw block with hole through middle.
- * Hole is centered on Z axis.
- * Bottom of block is at z=0, top of block is at z = blockHeight.
- * index is in [0, count - 1] to determine which block faces are drawn.
- */
-static void
-DrawBlockWithHole(float blockSize, float blockHeight, float holeRadius,
- int index, int count)
-{
- const int slices = 30, stacks = 4;
- const float x = blockSize;
- const float y = blockSize;
- const float z0 = 0;
- const float z1 = blockHeight;
-
- assert(index < count);
- assert(Q);
- gluQuadricOrientation(Q, GLU_INSIDE);
-
- glBegin(GL_QUADS);
- /* +X face */
- glNormal3f(1, 0, 0);
- glVertex3f( x, -y, z0);
- glVertex3f( x, y, z0);
- glVertex3f( x, y, z1);
- glVertex3f( x, -y, z1);
- /* -X face */
- glNormal3f(-1, 0, 0);
- glVertex3f(-x, -y, z1);
- glVertex3f(-x, y, z1);
- glVertex3f(-x, y, z0);
- glVertex3f(-x, -y, z0);
- if (index == 0) {
- /* +Y face */
- glNormal3f(0, 1, 0);
- glVertex3f(-x, y, z1);
- glVertex3f( x, y, z1);
- glVertex3f( x, y, z0);
- glVertex3f(-x, y, z0);
- }
- if (index == count - 1) {
- /* -Y face */
- glNormal3f(0, -1, 0);
- glVertex3f(-x, -y, z0);
- glVertex3f( x, -y, z0);
- glVertex3f( x, -y, z1);
- glVertex3f(-x, -y, z1);
- }
- glEnd();
-
- /* cylinder / hole */
- gluCylinder(Q, holeRadius, holeRadius, blockHeight, slices, stacks);
-
- /* face at z0 */
- glPushMatrix();
- glRotatef(180, 1, 0, 0);
- SquareWithHole(blockSize, holeRadius);
- glPopMatrix();
-
- /* face at z1 */
- glTranslatef(0, 0, z1);
- SquareWithHole(blockSize, holeRadius);
-
- gluQuadricOrientation(Q, GLU_OUTSIDE);
-}
-
-
-/**
- * Draw the engine block.
- */
-static void
-DrawEngineBlock(const Engine *eng)
-{
- const float blockHeight = eng->Throw + 1.5 * eng->PistonHeight;
- const float cylRadius = 1.01 * eng->PistonRadius;
- const float blockSize = 0.5 * PistonSpacing(eng);
- const int pistonsPerCrank = eng->Pistons / eng->Cranks;
- int i;
-
- for (i = 0; i < eng->Pistons; i++) {
- const float z = PistonShaftPosition(eng, i);
- const int crank = i / pistonsPerCrank;
- int k;
-
- glPushMatrix();
- glTranslatef(0, 0, z);
-
- /* additional rotation for kth piston per crank */
- k = i % pistonsPerCrank;
- glRotatef(k * -eng->V_Angle, 0, 0, 1);
-
- /* the block */
- glRotatef(-90, 1, 0, 0);
- glTranslatef(0, 0, eng->Throw * 2);
- DrawBlockWithHole(blockSize, blockHeight, cylRadius,
- crank, eng->Cranks);
- glPopMatrix();
- }
-}
-
-
-/**
- * Generate display lists for engine parts.
- */
-static void
-GenerateDisplayLists(Engine *eng)
-{
- eng->CrankList = glGenLists(1);
- glNewList(eng->CrankList, GL_COMPILE);
- DrawCrankshaft(eng);
- glEndList();
-
- eng->ConnRodList = glGenLists(1);
- glNewList(eng->ConnRodList, GL_COMPILE);
- DrawConnector(eng->ConnectingRodLength, eng->ConnectingRodThickness,
- eng->CrankPinRadius, eng->WristPinRadius);
- glEndList();
-
- eng->PistonList = glGenLists(1);
- glNewList(eng->PistonList, GL_COMPILE);
- DrawPiston(eng);
- glEndList();
-
- eng->BlockList = glGenLists(1);
- glNewList(eng->BlockList, GL_COMPILE);
- DrawEngineBlock(eng);
- glEndList();
-}
-
-
-/**
- * Free engine display lists (render with immediate mode).
- */
-static void
-FreeDisplayLists(Engine *eng)
-{
- glDeleteLists(eng->CrankList, 1);
- eng->CrankList = 0;
- glDeleteLists(eng->ConnRodList, 1);
- eng->ConnRodList = 0;
- glDeleteLists(eng->PistonList, 1);
- eng->PistonList = 0;
- glDeleteLists(eng->BlockList, 1);
- eng->BlockList = 0;
-}
-
-
-/**
- * Draw complete engine.
- * \param eng description of engine to draw
- * \param crankAngle current crankshaft angle, in radians
- */
-static void
-DrawEngine(const Engine *eng, float crankAngle)
-{
- const float crankDelta = 360.0 / eng->Cranks;
- const float crankLen = CrankshaftLength(eng);
- const int pistonsPerCrank = eng->Pistons / eng->Cranks;
- int i;
-
- glPushMatrix();
- glRotatef(eng->V_Angle * 0.5, 0, 0, 1);
- glTranslatef(0, 0, -0.5 * crankLen);
-
- /* crankshaft */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, CrankshaftColor);
- glColor4fv(CrankshaftColor);
- DrawPositionedCrankshaft(eng, crankAngle);
-
- for (i = 0; i < eng->Pistons; i++) {
- const float z = PistonShaftPosition(eng, i);
- const int crank = i / pistonsPerCrank;
- float rot = crankAngle + crank * crankDelta;
- int k;
-
- glPushMatrix();
- glTranslatef(0, 0, z);
-
- /* additional rotation for kth piston per crank */
- k = i % pistonsPerCrank;
- glRotatef(k * -eng->V_Angle, 0, 0, 1);
- rot += k * eng->V_Angle;
-
- /* piston */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, PistonColor);
- glColor4fv(PistonColor);
- DrawPositionedPiston(eng, rot);
-
- /* connecting rod */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ConnRodColor);
- glColor4fv(ConnRodColor);
- DrawPositionedConnectingRod(eng, rot);
- glPopMatrix();
- }
-
- if (Render.ShowBlock) {
- const GLboolean blend = glIsEnabled(GL_BLEND);
-
- glDepthMask(GL_FALSE);
- if (!blend) {
- glEnable(GL_BLEND);
- }
- glEnable(GL_CULL_FACE);
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, BlockColor);
- glColor4fv(BlockColor);
- if (eng->CrankList)
- glCallList(eng->BlockList);
- else
- DrawEngineBlock(eng);
-
- glDisable(GL_CULL_FACE);
- glDepthMask(GL_TRUE);
- if (!blend) {
- glDisable(GL_BLEND);
- }
- }
-
- glPopMatrix();
-}
-
-
-static void
-DrawBox(void)
-{
- const float xmin = -3.0, xmax = 3.0;
- const float ymin = -1.0, ymax = 3.0;
- const float zmin = -4.0, zmax = 4.0;
- const float step = 0.5;
- const float d = 0.01;
- float x, y, z;
- GLboolean lit = glIsEnabled(GL_LIGHTING);
- GLboolean tex = glIsEnabled(GL_TEXTURE_2D);
-
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glLineWidth(1.0);
-
- glColor3f(1, 1, 1);
-
- /* Z min */
- glBegin(GL_LINES);
- for (x = xmin; x <= xmax; x += step) {
- glVertex3f(x, ymin, zmin);
- glVertex3f(x, ymax, zmin);
- }
- glEnd();
- glBegin(GL_LINES);
- for (y = ymin; y <= ymax; y += step) {
- glVertex3f(xmin, y, zmin);
- glVertex3f(xmax, y, zmin);
- }
- glEnd();
-
- /* Y min */
- glBegin(GL_LINES);
- for (x = xmin; x <= xmax; x += step) {
- glVertex3f(x, ymin, zmin);
- glVertex3f(x, ymin, zmax);
- }
- glEnd();
- glBegin(GL_LINES);
- for (z = zmin; z <= zmax; z += step) {
- glVertex3f(xmin, ymin, z);
- glVertex3f(xmax, ymin, z);
- }
- glEnd();
-
- /* X min */
- glBegin(GL_LINES);
- for (y = ymin; y <= ymax; y += step) {
- glVertex3f(xmin, y, zmin);
- glVertex3f(xmin, y, zmax);
- }
- glEnd();
- glBegin(GL_LINES);
- for (z = zmin; z <= zmax; z += step) {
- glVertex3f(xmin, ymin, z);
- glVertex3f(xmin, ymax, z);
- }
- glEnd();
-
- glColor3f(0.4, 0.4, 0.6);
- glBegin(GL_QUADS);
- /* xmin */
- glVertex3f(xmin-d, ymin, zmin);
- glVertex3f(xmin-d, ymax, zmin);
- glVertex3f(xmin-d, ymax, zmax);
- glVertex3f(xmin-d, ymin, zmax);
- /* ymin */
- glVertex3f(xmin, ymin-d, zmin);
- glVertex3f(xmax, ymin-d, zmin);
- glVertex3f(xmax, ymin-d, zmax);
- glVertex3f(xmin, ymin-d, zmax);
- /* zmin */
- glVertex3f(xmin, ymin, zmin-d);
- glVertex3f(xmax, ymin, zmin-d);
- glVertex3f(xmax, ymax, zmin-d);
- glVertex3f(xmin, ymax, zmin-d);
- glEnd();
-
- if (lit)
- glEnable(GL_LIGHTING);
- if (tex)
- glEnable(GL_TEXTURE_2D);
-}
-
-
-static void
-PrintString(const char *s)
-{
- while (*s) {
- glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
- s++;
- }
-}
-
-
-static int
-ComputeFPS(void)
-{
- static double t0 = -1.0;
- static int frames = 0;
- double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- static int fps = 0;
-
- frames++;
-
- if (t0 < 0.0) {
- t0 = t;
- fps = 0;
- }
- else if (t - t0 >= 1.0) {
- fps = (int) (frames / (t - t0) + 0.5);
- t0 = t;
- frames = 0;
- }
-
- return fps;
-}
-
-
-static void
-Draw(void)
-{
- int fps;
- GLfloat rot[4][4];
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
-
- glTranslatef(0.0, 0.0, -View.Distance);
- build_rotmatrix(rot, View.CurQuat);
- glMultMatrixf(&rot[0][0]);
-
- glPushMatrix();
- glTranslatef(0, -0.75, 0);
- if (Render.DrawBox)
- DrawBox();
- DrawEngine(Engines + CurEngine, Theta);
- glPopMatrix();
-
- glPopMatrix();
-
- fps = ComputeFPS();
- if (Render.ShowInfo) {
- GLboolean lit = glIsEnabled(GL_LIGHTING);
- GLboolean tex = glIsEnabled(GL_TEXTURE_2D);
- char s[100];
- sprintf(s, "%s %d FPS %s", Engines[CurEngine].Name, fps,
- Render.UseLists ? "Display Lists" : "Immediate mode");
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glColor3f(1, 1 , 1);
- glWindowPos2iARB(10, 10);
- PrintString(s);
- if (lit)
- glEnable(GL_LIGHTING);
- if (tex)
- glEnable(GL_TEXTURE_2D);
- }
-
- /* also print out a periodic fps to stdout. useful for trying to
- * figure out the performance impact of rendering the string above
- * with glBitmap.
- */
- {
- static GLint T0 = 0;
- static GLint Frames = 0;
- GLint t = glutGet(GLUT_ELAPSED_TIME);
-
- Frames++;
-
- if (t - T0 >= 5000) {
- GLfloat seconds = (t - T0) / 1000.0;
- GLfloat fps = Frames / seconds;
- printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
- fflush(stdout);
- T0 = t;
- Frames = 0;
- }
- }
-
-
- glutSwapBuffers();
-}
-
-
-/**
- * Handle window resize.
- */
-static void
-Reshape(int width, int height)
-{
- float ar = (float) width / height;
- float s = 0.5;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar * s, ar * s, -s, s, 2.0, 50.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- WinWidth = width;
- WinHeight = height;
-}
-
-
-/**
- * Handle mouse button.
- */
-static void
-Mouse(int button, int state, int x, int y)
-{
- if (button == GLUT_LEFT_BUTTON) {
- if (state == GLUT_DOWN) {
- View.StartX = x;
- View.StartY = y;
- View.Rotating = GL_TRUE;
- }
- else if (state == GLUT_UP) {
- View.Rotating = GL_FALSE;
- }
- }
- else if (button == GLUT_MIDDLE_BUTTON) {
- if (state == GLUT_DOWN) {
- View.StartX = x;
- View.StartY = y;
- View.StartDistance = View.Distance;
- View.Translating = GL_TRUE;
- }
- else if (state == GLUT_UP) {
- View.Translating = GL_FALSE;
- }
- }
-}
-
-
-/**
- * Handle mouse motion
- */
-static void
-Motion(int x, int y)
-{
- int i;
- if (View.Rotating) {
- float x0 = (2.0 * View.StartX - WinWidth) / WinWidth;
- float y0 = (WinHeight - 2.0 * View.StartY) / WinHeight;
- float x1 = (2.0 * x - WinWidth) / WinWidth;
- float y1 = (WinHeight - 2.0 * y) / WinHeight;
- float q[4];
-
- trackball(q, x0, y0, x1, y1);
- View.StartX = x;
- View.StartY = y;
- for (i = 0; i < 1; i++)
- add_quats(q, View.CurQuat, View.CurQuat);
-
- glutPostRedisplay();
- }
- else if (View.Translating) {
- float dz = 0.01 * (y - View.StartY);
- View.Distance = View.StartDistance + dz;
- glutPostRedisplay();
- }
-}
-
-
-/**
- ** Menu Callbacks
- **/
-
-static void
-OptAnimation(void)
-{
- Render.Anim = !Render.Anim;
- if (Render.Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
-}
-
-static void
-OptChangeEngine(void)
-{
- CurEngine = (CurEngine + 1) % NUM_ENGINES;
-}
-
-static void
-OptRenderMode(void)
-{
- Render.Mode++;
- if (Render.Mode > TEXTURED)
- Render.Mode = 0;
- SetRenderState(Render.Mode);
-}
-
-static void
-OptDisplayLists(void)
-{
- int i;
- Render.UseLists = !Render.UseLists;
- if (Render.UseLists) {
- for (i = 0; i < NUM_ENGINES; i++) {
- GenerateDisplayLists(Engines + i);
- }
- }
- else {
- for (i = 0; i < NUM_ENGINES; i++) {
- FreeDisplayLists(Engines + i);
- }
- }
-}
-
-static void
-OptShowBlock(void)
-{
- Render.ShowBlock = !Render.ShowBlock;
-}
-
-static void
-OptShowInfo(void)
-{
- Render.ShowInfo = !Render.ShowInfo;
-}
-
-static void
-OptShowBox(void)
-{
- Render.DrawBox = !Render.DrawBox;
-}
-
-static void
-OptRotate(void)
-{
- Theta += 5.0;
-}
-
-static void
-OptExit(void)
-{
- glutDestroyWindow(Win);
- exit(0);
-}
-
-
-/**
- * Define menu entries (w/ keyboard shortcuts)
- */
-
-typedef struct
-{
- const char *Text;
- const char Key;
- void (*Function)(void);
-} MenuInfo;
-
-static const MenuInfo MenuItems[] = {
- { "Animation", 'a', OptAnimation },
- { "Change Engine", 'e', OptChangeEngine },
- { "Rendering Style", 'm', OptRenderMode },
- { "Display Lists", 'd', OptDisplayLists },
- { "Show Block", 'b', OptShowBlock },
- { "Show Info", 'i', OptShowInfo },
- { "Show Box", 'x', OptShowBox },
- { "Exit", 27, OptExit },
- { NULL, 'r', OptRotate },
- { NULL, 0, NULL }
-};
-
-
-/**
- * Handle menu selection.
- */
-static void
-MenuHandler(int entry)
-{
- MenuItems[entry].Function();
- glutPostRedisplay();
-}
-
-
-/**
- * Make pop-up menu.
- */
-static void
-MakeMenu(void)
-{
- int i;
- glutCreateMenu(MenuHandler);
- for (i = 0; MenuItems[i].Text; i++) {
- glutAddMenuEntry(MenuItems[i].Text, i);
- }
- glutAttachMenu(GLUT_RIGHT_BUTTON);
-}
-
-
-/**
- * Handle keyboard event.
- */
-static void
-Key(unsigned char key, int x, int y)
-{
- int i;
- (void) x; (void) y;
- for (i = 0; MenuItems[i].Key; i++) {
- if (MenuItems[i].Key == key) {
- MenuItems[i].Function();
- glutPostRedisplay();
- break;
- }
- }
-}
-
-
-static
-void LoadTexture(void)
-{
- GLboolean convolve = GL_FALSE;
-
- glGenTextures(1, &TextureObj);
- glBindTexture(GL_TEXTURE_2D, TextureObj);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-
- if (convolve) {
-#define FILTER_SIZE 7
- /* use convolution to blur the texture to simulate a dull finish
- * on the object.
- */
- GLubyte *img;
- GLenum format;
- GLint w, h;
- GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];
-
- for (h = 0; h < FILTER_SIZE; h++) {
- for (w = 0; w < FILTER_SIZE; w++) {
- const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
- filter[h][w][0] = k;
- filter[h][w][1] = k;
- filter[h][w][2] = k;
- filter[h][w][3] = k;
- }
- }
-
- glEnable(GL_CONVOLUTION_2D);
- glConvolutionParameteri(GL_CONVOLUTION_2D,
- GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
- glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
- FILTER_SIZE, FILTER_SIZE,
- GL_RGBA, GL_FLOAT, filter);
-
- img = LoadRGBImage(TEXTURE_FILE, &w, &h, &format);
- if (!img) {
- printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
- exit(1);
- }
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
- format, GL_UNSIGNED_BYTE, img);
- free(img);
- }
- else {
- if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
- printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
- exit(1);
- }
- }
-}
-
-
-static void
-Init(void)
-{
- const GLfloat lightColor[4] = { 0.7, 0.7, 0.7, 1.0 };
- const GLfloat specular[4] = { 0.8, 0.8, 0.8, 1.0 };
- const GLfloat backColor[4] = { 1, 1, 0, 0 };
-
- Q = gluNewQuadric();
- gluQuadricNormals(Q, GLU_SMOOTH);
-
- LoadTexture();
-
- glClearColor(0.3, 0.3, 0.3, 0.0);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
- glMaterialf(GL_FRONT, GL_SHININESS, 40);
- glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
- glEnable(GL_NORMALIZE);
-
- glMaterialfv(GL_BACK, GL_DIFFUSE, backColor);
-#if 0
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
-#endif
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- InitViewInfo(&View);
- InitRenderInfo(&Render);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInitWindowSize(WinWidth, WinHeight);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- Win = glutCreateWindow("OpenGL Engine Demo");
- glewInit();
- glutReshapeFunc(Reshape);
- glutMouseFunc(Mouse);
- glutMotionFunc(Motion);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Draw);
- MakeMenu();
- Init();
- if (Render.Anim)
- glutIdleFunc(Idle);
- glutMainLoop();
- return 0;
-}