/*
* engine.c - GL representation of a 4 stroke engine
*
- * version 1.0
+ * version 2.00
*
* Copyright (C) 2001 Ben Buxton (bb@cactii.net)
+ * modified by Ed Beroset (beroset@mindspring.com)
+ * new to 2.0 version is:
+ * - command line argument to specify number of cylinders
+ * - command line argument to specify included angle of engine
+ * - removed broken command line argument to specify rotation speed
+ * - included crankshaft shapes and firing orders for real engines
+ * verified using the Bosch _Automotive Handbook_, 5th edition, pp 402,403
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* implied warranty.
*/
-
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Engine"
-# define HACK_INIT init_engine
-# define HACK_DRAW draw_engine
-# define HACK_RESHAPE reshape_engine
-# define engine_opts xlockmore_opts
-/* insert defaults here */
-
-#define DEFAULTS "*delay: 10000 \n" \
- "*showFPS: False \n" \
- "*move: True \n" \
- "*spin: True \n" \
- "*rotatespeed: 1\n" \
-
-# include "xlockmore.h" /* from the xscreensaver distribution */
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*titleFont: -*-helvetica-medium-r-normal-*-180-*\n" \
+
+# define refresh_engine 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
-# include "xlock.h" /* from the xlockmore distribution */
+# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
+#include "glxfonts.h"
+#include "rotator.h"
+#include "gltrackball.h"
+
/* lifted from lament.c */
#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
#define RANDSIGN() ((random() & 1) ? 1 : -1)
#ifdef USE_GL
-#include <GL/glu.h>
+#define DEF_ENGINE "(none)"
+#define DEF_TITLES "False"
+#define DEF_SPIN "True"
+#define DEF_MOVE "True"
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
-static int rotatespeed;
+static char *which_engine;
static int move;
static int spin;
-
-#undef countof
-#define countof(x) (sizeof((x))/sizeof((*x)))
+static Bool do_titles;
static XrmOptionDescRec opts[] = {
- {"-rotate-speed", ".engine.rotatespeed", XrmoptionSepArg, "1" },
- {"-move", ".engine.move", XrmoptionNoArg, (caddr_t) "true" },
- {"+move", ".engine.move", XrmoptionNoArg, (caddr_t) "false" },
- {"-spin", ".engine.spin", XrmoptionNoArg, (caddr_t) "true" },
- {"+spin", ".engine.spin", XrmoptionNoArg, (caddr_t) "false" },
+ {"-engine", ".engine.engine", XrmoptionSepArg, DEF_ENGINE },
+ {"-move", ".engine.move", XrmoptionNoArg, "True" },
+ {"+move", ".engine.move", XrmoptionNoArg, "False" },
+ {"-spin", ".engine.spin", XrmoptionNoArg, "True" },
+ {"+spin", ".engine.spin", XrmoptionNoArg, "False" },
+ { "-titles", ".engine.titles", XrmoptionNoArg, "True" },
+ { "+titles", ".engine.titles", XrmoptionNoArg, "False" },
};
static argtype vars[] = {
- {(caddr_t *) &rotatespeed, "rotatespeed", "Rotatespeed", "1", t_Int},
- {(caddr_t *) &move, "move", "Move", "True", t_Bool},
- {(caddr_t *) &spin, "spin", "Spin", "True", t_Bool},
+ {&which_engine, "engine", "Engine", DEF_ENGINE, t_String},
+ {&move, "move", "Move", DEF_MOVE, t_Bool},
+ {&spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_titles, "titles", "Titles", DEF_TITLES, t_Bool},
};
-ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL};
+ENTRYPOINT ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct engine_description =
#endif
+/* these defines are used to provide symbolic means
+ * by which to refer to various portions or multiples
+ * of a cyle in degrees
+ */
+#define HALFREV 180
+#define ONEREV 360
+#define TWOREV 720
+
+#define MOVE_MULT 0.05
+
+#define RAND_RANGE(min, max) ((min) + (max - min) * f_rand())
+
typedef struct {
GLXContext *glx_context;
GLfloat nx, ny, nz; /* spin vector */
GLfloat a; /* spin angle */
GLfloat da; /* spin speed */
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+ XFontStruct *xfont;
+ GLuint font_dlist;
+ char *engine_name;
+ int engineType;
+ int movepaused;
+
+ float crankOffset;
+ float crankWidth;
+
+ int win_w, win_h;
+
+ float sin_table[TWOREV];
+ float cos_table[TWOREV];
+ float tan_table[TWOREV];
+
+ GLfloat boom_red[4];
+ GLfloat boom_lpos[4];
+ GLfloat boom_d, boom_wd;
+ int boom_time;
+
+ GLfloat viewer[3], lookat[3];
+
+ int display_a;
+ GLfloat ln[730], yp[730], ang[730];
+ int ln_init;
+ int lastPlug;
+
+ GLuint shaft_list, piston_list;
+ int shaft_polys, piston_polys;
+
} Engine;
static Engine *engine = NULL;
-#include <math.h>
-#include <sys/time.h>
-#include <stdio.h>
-#include <stdlib.h>
+static const GLfloat lightpos[] = {7.0, 7.0, 12, 1.0};
+static const GLfloat light_sp[] = {0.8, 0.8, 0.8, 0.5};
+static const GLfloat red[] = {1.0, 0, 0, 1.0};
+static const GLfloat green[] = {0.0, 1, 0, 1.0};
+static const GLfloat blue[] = {0, 0, 1, 1.0};
+static const GLfloat white[] = {1.0, 1, 1, 1.0};
+static const GLfloat yellow_t[] = {1, 1, 0, 0.4};
-#ifndef M_PI
-#define M_PI 3.14159265
-#endif
+static GLvoid normal(GLfloat [], GLfloat [], GLfloat [],
+ GLfloat *, GLfloat *, GLfloat *);
-#define MOVE_MULT 0.05
+/*
+ * this table represents both the firing order and included angle of engine.
+ * To simplify things, we always number from 0 starting at the flywheel and
+ * moving down the crankshaft toward the back of the engine. This doesn't
+ * always match manufacturer's schemes. For example, the Porsche 911 engine
+ * is a flat six with the following configuration (Porsche's numbering):
+ *
+ * 3 2 1
+ * |= firing order is 1-6-2-4-3-5 in this diagram
+ * 6 5 4
+ *
+ * We renumber these using our scheme but preserve the effective firing order:
+ *
+ * 0 2 4
+ * |= firing order is 4-1-2-5-0-3 in this diagram
+ * 1 3 5
+ *
+ * To avoid going completely insane, we also reorder these so the newly
+ * renumbered cylinder 0 is always first: 0-3-4-1-2-5
+ *
+ * For a flat 6, the included angle is 180 degrees (0 would be a inline
+ * engine). Because these are all four-stroke engines, each piston goes
+ * through 720 degrees of rotation for each time the spark plug sparks,
+ * so in this case, we would use the following angles:
+ *
+ * cylinder firing order angle
+ * -------- ------------ -----
+ * 0 0 0
+ * 1 3 360
+ * 2 4 240
+ * 3 1 600
+ * 4 2 480
+ * 5 5 120
+ *
+ */
-#define RAND_RANGE(min, max) ((min) + (max - min) * f_rand())
+typedef struct
+{
+ int cylinders;
+ int includedAngle;
+ int pistonAngle[12]; /* twelve cylinders should suffice... */
+ int speed; /* step size in degrees for engine speed */
+ const char *engineName; /* currently unused */
+} engine_type;
+
+static const engine_type engines[] = {
+ { 3, 0, { 0, 240, 480, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "Honda Insight" },
+ { 4, 0, { 0, 180, 540, 360, 0, 0,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "BMW M3" },
+ { 4, 180, { 0, 360, 180, 540, 0, 0,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "VW Beetle" },
+ { 5, 0, { 0, 576, 144, 432, 288, 0,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "Audi Quattro" },
+ { 6, 0, { 0, 240, 480, 120, 600, 360,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "BMW M5" },
+ { 6, 90, { 0, 360, 480, 120, 240, 600,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "Subaru XT" },
+ { 6, 180, { 0, 360, 240, 600, 480, 120,
+ 0, 0, 0, 0, 0, 0 }, 12,
+ "Porsche 911" },
+ { 8, 90, { 0, 450, 90, 180, 270, 360,
+ 540, 630, 0, 0, 0, 0 }, 15,
+ "Corvette Z06" },
+ {10, 90, { 0, 72, 432, 504, 288, 360,
+ 144, 216, 576, 648, 0, 0 }, 12,
+ "Dodge Viper" },
+ {12, 60, { 0, 300, 240, 540, 480, 60,
+ 120, 420, 600, 180, 360, 660 }, 12,
+ "Jaguar XKE" },
+};
+
+/* this define is just a little shorter way of referring to members of the
+ * table above
+ */
+#define ENG engines[e->engineType]
-int win_w, win_h;
+/* given a number of cylinders and an included angle, finds matching engine */
+static int
+find_engine(char *name)
+{
+ unsigned int i;
+ char *s;
-static GLfloat viewer[] = {0.0, 0.0, 30.0};
-static GLfloat lookat[] = {0.0, 0.0, 0.0};
-static GLfloat lightpos[] = {7.0, 7.0, 12, 1.0};
-GLfloat light_sp[] = {0.8, 0.8, 0.8, 0.5};
-static GLfloat red[] = {1.0, 0, 0, 1.0};
-static GLfloat green[] = {0.0, 1, 0, 1.0};
-static GLfloat blue[] = {0, 0, 1, 1.0};
-static GLfloat white[] = {1.0, 1, 1, 1.0};
-static GLfloat yellow_t[] = {1, 1, 0, 0.4};
+ if (!name || !*name || !strcasecmp (name, "(none)"))
+ return (random() % countof(engines));
-void circle(float, int,int);
-GLvoid normal(GLfloat [], GLfloat [], GLfloat [],
- GLfloat *, GLfloat *, GLfloat *);
+ for (s = name; *s; s++)
+ if (*s == '-' || *s == '_') *s = ' ';
-float sin_table[720];
-float cos_table[720];
-float tan_table[720];
+ for (i = 0; i < countof(engines); i++) {
+ if (!strcasecmp(name, engines[i].engineName))
+ return i;
+ }
+
+ fprintf (stderr, "%s: unknown engine type \"%s\"\n", progname, name);
+ fprintf (stderr, "%s: available models are:\n", progname);
+ for (i = 0; i < countof(engines); i++) {
+ fprintf (stderr, "\t %-13s (%d cylinders",
+ engines[i].engineName, engines[i].cylinders);
+ if (engines[i].includedAngle == 0)
+ fprintf (stderr, ")\n");
+ else if (engines[i].includedAngle == 180)
+ fprintf (stderr, ", flat)\n");
+ else
+ fprintf (stderr, ", V)\n");
+ }
+ exit(1);
+}
/* we use trig tables to speed things up - 200 calls to sin()
in one frame can be a bit harsh..
*/
-void make_tables(void) {
-int i;
-float f;
+static void make_tables(Engine *e)
+{
+ int i;
+ float f;
- f = 360 / (M_PI * 2);
- for (i = 0 ; i <= 720 ; i++) {
- sin_table[i] = sin(i/f);
+ f = ONEREV / (M_PI * 2);
+ for (i = 0 ; i <= TWOREV ; i++) {
+ e->sin_table[i] = sin(i/f);
}
- for (i = 0 ; i <= 720 ; i++) {
- cos_table[i] = cos(i/f);
+ for (i = 0 ; i <= TWOREV ; i++) {
+ e->cos_table[i] = cos(i/f);
}
- for (i = 0 ; i <= 720 ; i++) {
- tan_table[i] = tan(i/f);
+ for (i = 0 ; i <= TWOREV ; i++) {
+ e->tan_table[i] = tan(i/f);
}
}
/* for a tube, endcaps is 0 (none), 1 (left), 2 (right) or 3(both) */
/* angle is how far around the axis to go (up to 360) */
-void cylinder (GLfloat x, GLfloat y, GLfloat z, float length, float outer, float inner, int endcaps, int sang,
- int eang) {
-int a; /* current angle around cylinder */
-int b = 0; /* previous */
-int angle, norm, step, sangle;
-float z1, y1, z2, y2, ex=0;
-float y3, z3;
-float Z1, Y1, Z2, Y2, xl, Y3, Z3;
-GLfloat y2c[720], z2c[720];
-GLfloat ony, onz; /* previous normals */
-int nsegs, tube = 0;
+static int cylinder (Engine *e, GLfloat x, GLfloat y, GLfloat z,
+ float length, float outer, float inner, int endcaps, int sang, int eang)
+{
+ int polys = 0;
+ int a; /* current angle around cylinder */
+ int b = 0; /* previous */
+ int angle, norm, step, sangle;
+ float z1, y1, z2, y2, ex=0;
+ float Z1, Y1, Z2, Y2, xl;
+ GLfloat y2c[TWOREV], z2c[TWOREV];
+ int nsegs, tube = 0;
glPushMatrix();
- nsegs = outer*(MAX(win_w, win_h)/200);
+ nsegs = outer*(MAX(e->win_w, e->win_h)/200);
nsegs = MAX(nsegs, 6);
nsegs = MAX(nsegs, 40);
if (nsegs % 2)
nsegs += 1;
sangle = sang;
angle = eang;
- ony = onz = 0;
- z1 = cos_table[sangle]*outer+z; y1 = sin_table[sangle] * outer+y;
- Z1 = cos_table[sangle] * inner+z; Y1 = sin_table[sangle]*inner+y ;
+ z1 = e->cos_table[sangle]*outer+z; y1 = e->sin_table[sangle] * outer+y;
+ Z1 = e->cos_table[sangle] * inner+z; Y1 = e->sin_table[sangle]*inner+y ;
Z2 = z;
Y2 = y;
xl = x + length;
if (inner < outer && endcaps < 3) tube = 1;
- step = 360/nsegs;
+ step = ONEREV/nsegs;
glBegin(GL_QUADS);
for (a = sangle ; a <= angle || b <= angle ; a+= step) {
- y2=outer*(float)sin_table[a]+y;
- z2=outer*(float)cos_table[a]+z;
- y3=outer*(float)sin_table[a+step]+y;
- z3=outer*(float)cos_table[a+step]+z;
+ y2=outer*(float)e->sin_table[a]+y;
+ z2=outer*(float)e->cos_table[a]+z;
if (endcaps)
y2c[a] = y2; z2c[a] = z2; /* cache for later */
if (tube) {
- Y2=inner*(float)sin_table[a]+y;
- Z2=inner*(float)cos_table[a]+z;
- Y3=inner*(float)sin_table[a+step]+y;
- Z3=inner*(float)cos_table[a+step]+z;
+ Y2=inner*(float)e->sin_table[a]+y;
+ Z2=inner*(float)e->cos_table[a]+z;
}
glNormal3f(0, y1, z1);
glVertex3f(x,y1,z1);
glNormal3f(0, y2, z2);
glVertex3f(xl,y2,z2);
glVertex3f(x,y2,z2);
- if (a == sangle && angle - sangle < 360) {
+ polys++;
+ if (a == sangle && angle - sangle < ONEREV) {
if (tube)
glVertex3f(x, Y1, Z1);
else
glVertex3f(xl, Z1, Z1);
else
glVertex3f(xl, y, z);
+ polys++;
}
if (tube) {
if (endcaps != 1) {
glVertex3f(x, y2, z2);
glVertex3f(x, Y2, Z2);
glVertex3f(x, Y1, Z1);
+ polys++;
}
glNormal3f(0, -Y1, -Z1); /* inner surface */
glNormal3f(0, -Y2, -Z2);
glVertex3f(xl, Y2, Z2);
glVertex3f(x, Y2, Z2);
+ polys++;
if (endcaps != 2) {
glNormal3f(1, 0, 0); /* right end */
glVertex3f(xl, y2, z2);
glVertex3f(xl, Y2, Z2);
glVertex3f(xl, Y1, Z1);
+ polys++;
}
}
}
glEnd();
- if (angle - sangle < 360) {
+ if (angle - sangle < ONEREV) {
GLfloat nx, ny, nz;
GLfloat v1[3], v2[3], v3[3];
v1[0] = x; v1[1] = y; v1[2] = z;
glVertex3f(x, y1, z1);
glVertex3f(xl, y1, z1);
glVertex3f(xl, y, z);
+ polys++;
glEnd();
}
if (endcaps) {
}
for(ex = start ; ex <= end ; ex += length) {
- z1 = outer*cos_table[sangle]+z;
- y1 = y+sin_table[sangle]*outer;
- step = 360/nsegs;
+ z1 = outer*e->cos_table[sangle]+z;
+ y1 = y+e->sin_table[sangle]*outer;
+ step = ONEREV/nsegs;
glBegin(GL_TRIANGLES);
b = 0;
for (a = sangle ; a <= angle || b <= angle; a+= step) {
glVertex3f(x+ex,y, z);
glVertex3f(x+ex,y1,z1);
glVertex3f(x+ex,y2c[a],z2c[a]);
+ polys++;
y1 = y2c[a]; z1 = z2c[a];
b = a;
}
}
}
glPopMatrix();
+ return polys;
}
-GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[],
+/* this is just a convenience function to make a solid rod */
+static int rod (Engine *e, GLfloat x, GLfloat y, GLfloat z, float length, float diameter)
+{
+ return cylinder(e, x, y, z, length, diameter, diameter, 3, 0, ONEREV);
+}
+
+static GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[],
GLfloat *nx, GLfloat *ny, GLfloat *nz)
{
GLfloat x, y, z, X, Y, Z;
-void circle(float radius, int segments, int half) {
-float x1 = 0, x2 = 0;
-float y1 = 0, y2 = 0;
-int i, t, s;
-
- if (half) {
- t = 270; s = 90;
- x1 = radius, y1 = 0;
- } else {
- t = 360, s = 0;
- }
- glBegin(GL_TRIANGLES);
- glNormal3f(1, 0, 0);
- for(i=s;i<=t;i+=10)
- {
- float angle=i;
- x2=radius*(float)cos_table[(int)angle];
- y2=radius*(float)sin_table[(int)angle];
- glVertex3f(0,0,0);
- glVertex3f(x1,y1,0);
- glVertex3f(x2,y2,0);
- x1=x2;
- y1=y2;
- }
- glEnd();
-}
-
-void ring(GLfloat inner, GLfloat outer, int nsegs) {
-GLfloat z1, z2, y1, y2;
-GLfloat Z1, Z2, Y1, Y2;
-int i;
-
- z1 = inner; y1 = 0;
- Z1 = outer; Y1 = 0;
- glBegin(GL_QUADS);
- glNormal3f(1, 0, 0);
- for(i=0; i <=360 ; i+= 360/nsegs)
- {
- float angle=i;
- z2=inner*(float)sin_table[(int)angle];
- y2=inner*(float)cos_table[(int)angle];
- Z2=outer*(float)sin_table[(int)angle];
- Y2=outer*(float)cos_table[(int)angle];
- glVertex3f(0, Y1, Z1);
- glVertex3f(0, y1, z1);
- glVertex3f(0, y2, z2);
- glVertex3f(0, Y2, Z2);
- z1=z2;
- y1=y2;
- Z1=Z2;
- Y1=Y2;
- }
- glEnd();
-}
-
-void Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h,
- GLfloat t) {
-GLfloat yh;
-GLfloat xw;
-GLfloat zt;
+static int Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h,
+ GLfloat t)
+{
+ int polys = 0;
+ GLfloat yh;
+ GLfloat xw;
+ GLfloat zt;
yh = y+h; xw = x+w; zt = z - t;
glVertex3f(x, yh, z);
glVertex3f(xw, yh, z);
glVertex3f(xw, y, z);
+ polys++;
/* back */
glNormal3f(0, 0, -1);
glVertex3f(x, y, zt);
glVertex3f(x, yh, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, y, zt);
+ polys++;
/* top */
glNormal3f(0, 1, 0);
glVertex3f(x, yh, z);
glVertex3f(x, yh, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, yh, z);
+ polys++;
/* bottom */
glNormal3f(0, -1, 0);
glVertex3f(x, y, z);
glVertex3f(x, y, zt);
glVertex3f(xw, y, zt);
glVertex3f(xw, y, z);
+ polys++;
/* left */
glNormal3f(-1, 0, 0);
glVertex3f(x, y, z);
glVertex3f(x, y, zt);
glVertex3f(x, yh, zt);
glVertex3f(x, yh, z);
+ polys++;
/* right */
glNormal3f(1, 0, 0);
glVertex3f(xw, y, z);
glVertex3f(xw, y, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, yh, z);
+ polys++;
glEnd();
+ return polys;
}
-void makepiston(void) {
-GLfloat colour[] = {0.6, 0.6, 0.6, 1.0};
-int i;
+static int makepiston(Engine *e)
+{
+ int polys = 0;
+ GLfloat colour[] = {0.6, 0.6, 0.6, 1.0};
- i = glGenLists(1);
- glNewList(i, GL_COMPILE);
+ e->piston_list = glGenLists(1);
+ glNewList(e->piston_list, GL_COMPILE);
glRotatef(90, 0, 0, 1);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour);
glMaterialfv(GL_FRONT, GL_SPECULAR, colour);
glMateriali(GL_FRONT, GL_SHININESS, 20);
- cylinder(0, 0, 0, 2, 1, 0.7, 2, 0, 360); /* body */
+ polys += cylinder(e, 0, 0, 0, 2, 1, 0.7, 2, 0, ONEREV); /* body */
colour[0] = colour[1] = colour[2] = 0.2;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour);
- cylinder(1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, 360); /* ring */
- cylinder(1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, 360); /* ring */
+ polys += cylinder(e, 1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
+ polys += cylinder(e, 1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
glEndList();
+ return polys;
}
-void CrankBit(GLfloat x, GLfloat y, GLfloat z) {
- Rect(x, y, z, 0.2, 1.8, 1);
+static int CrankBit(Engine *e, GLfloat x)
+{
+ int polys = 0;
+ polys += Rect(x, -1.4, 0.5, 0.2, 1.8, 1);
+ polys += cylinder(e, x, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
+ return polys;
}
-void boom(GLfloat x, GLfloat y, int s) {
-static GLfloat red[] = {0, 0, 0, 0.9};
-static GLfloat lpos[] = {0, 0, 0, 1};
-static GLfloat d = 0, wd;
-static int time = 0;
+static int boom(Engine *e, GLfloat x, GLfloat y, int s)
+{
+ int polys = 0;
+ int flameOut = 720/ENG.speed/ENG.cylinders;
- if (time == 0 && s) {
- red[0] = red[1] = 0;
- d = 0.05;
- time++;
+ if (e->boom_time == 0 && s) {
+ e->boom_red[0] = e->boom_red[1] = 0;
+ e->boom_d = 0.05;
+ e->boom_time++;
glEnable(GL_LIGHT1);
- } else if (time == 0 && !s) {
- return;
- } else if (time >= 8 && time < 16 && !s) {
- time++;
- red[0] -= 0.2; red[1] -= 0.1;
- d-= 0.04;
- } else if (time >= 16) {
- time = 0;
+ } else if (e->boom_time == 0 && !s) {
+ return polys;
+ } else if (e->boom_time >= 8 && e->boom_time < flameOut && !s) {
+ e->boom_time++;
+ e->boom_red[0] -= 0.2; e->boom_red[1] -= 0.1;
+ e->boom_d-= 0.04;
+ } else if (e->boom_time >= flameOut) {
+ e->boom_time = 0;
glDisable(GL_LIGHT1);
- return;
+ return polys;
} else {
- red[0] += 0.2; red[1] += 0.1;
- d+= 0.04;
- time++;
+ e->boom_red[0] += 0.2; e->boom_red[1] += 0.1;
+ e->boom_d += 0.04;
+ e->boom_time++;
}
- lpos[0] = x; lpos[1] = y-d;
- glLightfv(GL_LIGHT1, GL_POSITION, lpos);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, red);
- glLightfv(GL_LIGHT1, GL_SPECULAR, red);
+ e->boom_lpos[0] = x-e->boom_d; e->boom_lpos[1] = y;
+ glLightfv(GL_LIGHT1, GL_POSITION, e->boom_lpos);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, e->boom_red);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, e->boom_red);
glLighti(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- wd = d*3;
- if (wd > 0.7) wd = 0.7;
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, e->boom_red);
+ e->boom_wd = e->boom_d*3;
+ if (e->boom_wd > 0.7) e->boom_wd = 0.7;
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- cylinder(y-d, -x, 0, d, wd, wd, 1, 0, 360);
+ polys += rod(e, x, y, 0, e->boom_d, e->boom_wd);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
- glPopMatrix();
+ return polys;
}
-void display(Engine *e) {
-
-static int a = 0;
-GLfloat zb, yb;
-static GLfloat ln[730], yp[730], ang[730];
-static int ln_init = 0;
-static int spark;
+static int display(Engine *e)
+{
+ int polys = 0;
+ GLfloat zb, yb;
+ float rightSide;
+ int half;
+ int sides;
+ int j, b;
glEnable(GL_LIGHTING);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
- gluLookAt(viewer[0], viewer[1], viewer[2], lookat[0], lookat[1], lookat[2], 0.0, 1.0, 0.0);
+ gluLookAt(e->viewer[0], e->viewer[1], e->viewer[2],
+ e->lookat[0], e->lookat[1], e->lookat[2],
+ 0.0, 1.0, 0.0);
glPushMatrix();
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
if (move) {
-/* calculate position for the whole object */
- e->x = sin(e->an1)*15;
- e->an1 += e->dx;
- if (e->an1 >= 2*M_PI) e->an1 -= 2*M_PI;
-
- e->y = sin(e->an2)*15;
- e->an2 += e->dy;
- if (e->an2 >= 2*M_PI) e->an2 -= 2*M_PI;
-
- e->z = sin(e->an3)*10-10;
- e->an3 += e->dz;
- if (e->an3 >= 2*M_PI) e->an3 -= 2*M_PI;
- glTranslatef(e->x, e->y, e->z);
+ double x, y, z;
+ get_position (e->rot, &x, &y, &z, !e->button_down_p);
+ glTranslatef(x*16-9, y*14-7, z*16-10);
+ }
+ if (spin) {
+ double x, y, z;
+ gltrackball_rotate (e->trackball);
+ get_rotation(e->rot, &x, &y, &z, !e->button_down_p);
+ glRotatef(x*ONEREV, 1.0, 0.0, 0.0);
+ glRotatef(y*ONEREV, 0.0, 1.0, 0.0);
+ glRotatef(x*ONEREV, 0.0, 0.0, 1.0);
}
- if (spin) glRotatef(e->a, e->nx, e->ny, e->nz);
+/* So the rotation appears around the centre of the engine */
glTranslatef(-5, 0, 0);
- if (spin) e->a += e->da;
- if (spin && (e->a > 360 || e->a < -360)) {
- e->a -= (e->a > 0) ? 360 : -360;
- if ((random() % 5) == 4) {
- e->da = (float)(random() % 1000);
- e->da = e->da/125 - 4;
- }
- if ((random() % 5) == 4) {
- e->nx = (float)(random() % 100) / 100;
- e->ny = (float)(random() % 100) / 100;
- e->nz = (float)(random() % 100) / 100;
- }
- }
+
/* crankshaft */
glPushMatrix();
- glRotatef(a, 1, 0, 0);
- glCallList(1);
+ glRotatef(e->display_a, 1, 0, 0);
+ glCallList(e->shaft_list);
+ polys += e->shaft_polys;
glPopMatrix();
/* init the ln[] matrix for speed */
- if (ln_init == 0) {
- for (ln_init = 0 ; ln_init < 730 ; ln_init++) {
- zb = sin_table[ln_init];
- yb = cos_table[ln_init];
- yp[ln_init] = yb + sqrt(25 - (zb*zb)); /* y ordinate of piston */
- ln[ln_init] = sqrt(zb*zb + (yb-yp[ln_init])*(yb-yp[ln_init])); /* length of rod */
- ang[ln_init] = asin(zb/5)*57; /* angle of connecting rod */
- ang[ln_init] *= -1;
+ if (e->ln_init == 0) {
+ for (e->ln_init = 0 ; e->ln_init < 730 ; e->ln_init++) {
+ zb = e->sin_table[e->ln_init];
+ yb = e->cos_table[e->ln_init];
+ /* y ordinate of piston */
+ e->yp[e->ln_init] = yb + sqrt(25 - (zb*zb));
+ /* length of rod */
+ e->ln[e->ln_init] = sqrt(zb*zb + (yb-e->yp[e->ln_init])*(yb-e->yp[e->ln_init]));
+ /* angle of connecting rod */
+ e->ang[e->ln_init] = asin(zb/5)*57;
+ e->ang[e->ln_init] *= -1;
}
}
- zb = sin_table[a];
- yb = cos_table[a];
-
-/* pistons */
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
- glPushMatrix();
- glTranslatef(0, yp[a]-0.3, 0);
- glCallList(2);
- glPopMatrix();
glPushMatrix();
- glTranslatef(3.2, yp[(a > 180 ? a-180 : a+180)]-0.3, 0);
- glCallList(2);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(6.5, yp[a]-0.3, 0);
- glCallList(2);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(9.8, yp[(a > 180 ? a-180 : a+180)]-0.3, 0);
- glCallList(2);
- glPopMatrix();
-
-/* spark plugs */
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
- cylinder(8.5, 0, 0, 0.5, 0.4, 0.3, 1, 0, 360);
- cylinder(8.5, -3.2, 0, 0.5, 0.4, 0.3, 1, 0, 360);
- cylinder(8.5, -6.5, 0, 0.5, 0.4, 0.3, 1, 0, 360);
- cylinder(8.5, -9.8, 0, 0.5, 0.4, 0.3, 1, 0, 360);
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
- cylinder(8, 0, 0, 0.5, 0.2, 0.2, 1, 0, 360);
- cylinder(8, -3.2, 0, 0.5, 0.2, 0.2, 1, 0, 360);
- cylinder(8, -6.5, 0, 0.5, 0.2, 0.2, 1, 0, 360);
- cylinder(8, -9.8, 0, 0.5, 0.2, 0.2, 1, 0, 360);
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
- cylinder(9, 0, 0, 1, 0.15, 0.15, 1, 0, 360);
- cylinder(9, -3.2, 0, 1, 0.15, 0.15, 1, 0, 360);
- cylinder(9, -6.5, 0, 1, 0.15, 0.15, 1, 0, 360);
- cylinder(9, -9.8, 0, 1, 0.15, 0.15, 1, 0, 360);
-
- glPopMatrix();
-
- if (a == 0) spark = 1 - spark;
-
- if (spark == 0) {
- if (a == 0)
- boom(0, 8, 1);
- else if (a == 180)
- boom(3.2, 8, 1);
- if (a < 180)
- boom(0, 8, 0);
- else if (a < 360)
- boom(3.2, 8, 0);
- } else {
- if (a == 0)
- boom(6.5, 8, 1);
- else if (a == 180)
- boom(9.8, 8, 1);
- if (a < 180)
- boom(6.5, 8, 0);
- else if (a < 360)
- boom(9.8, 8, 0);
+ sides = (ENG.includedAngle == 0) ? 1 : 2;
+ for (half = 0; half < sides; half++, glRotatef(ENG.includedAngle,1,0,0))
+ {
+ /* pistons */
+ /* glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); */
+ for (j = 0; j < ENG.cylinders; j += sides)
+ {
+ b = (e->display_a + ENG.pistonAngle[j+half]) % ONEREV;
+ glPushMatrix();
+ glTranslatef(e->crankWidth/2 + e->crankOffset*(j+half), e->yp[b]-0.3, 0);
+ glCallList(e->piston_list);
+ polys += e->piston_polys;
+ glPopMatrix();
+ }
+ /* spark plugs */
+ glPushMatrix();
+ glRotatef(90, 0, 0, 1);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ for (j = 0; j < ENG.cylinders; j += sides)
+ {
+ polys += cylinder(e, 8.5, -e->crankWidth/2-e->crankOffset*(j+half), 0,
+ 0.5, 0.4, 0.3, 1, 0, ONEREV);
+ }
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
+ for (j = 0; j < ENG.cylinders; j += sides)
+ {
+ polys += rod(e, 8, -e->crankWidth/2-e->crankOffset*(j+half), 0, 0.5, 0.2);
+ polys += rod(e, 9, -e->crankWidth/2-e->crankOffset*(j+half), 0, 1, 0.15);
+ }
+
+ /* rod */
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ for (j = 0; j < ENG.cylinders; j += sides)
+ {
+ b = (e->display_a+HALFREV+ENG.pistonAngle[j+half]) % TWOREV;
+ glPushMatrix();
+ glRotatef(e->ang[b], 0, 1, 0);
+ polys += rod(e,
+ -e->cos_table[b],
+ -e->crankWidth/2-e->crankOffset*(j+half),
+ -e->sin_table[b],
+ e->ln[b], 0.2);
+ glPopMatrix();
+ }
+ glPopMatrix();
+
+ /* engine block */
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow_t);
+ glEnable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ rightSide = (sides > 1) ? 0 : 1.6;
+ /* left plate */
+ polys += Rect(-e->crankWidth/2, -0.5, 1, 0.2, 9, 2);
+ /* right plate */
+ polys += Rect(0.3+e->crankOffset*ENG.cylinders-rightSide, -0.5, 1, 0.2, 9, 2);
+ /* head plate */
+ polys += Rect(-e->crankWidth/2+0.2, 8.3, 1,
+ e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 2);
+ /* front rail */
+ polys += Rect(-e->crankWidth/2+0.2, 3, 1,
+ e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2);
+ /* back rail */
+ polys += Rect(-e->crankWidth/2+0.2, 3, -1+0.2,
+ e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2);
+ /* plates between cylinders */
+ for (j=0; j < ENG.cylinders - (sides == 1); j += sides)
+ polys += Rect(0.4+e->crankWidth+e->crankOffset*(j-half), 3, 1, 1, 5.3, 2);
+ glDepthMask(GL_TRUE);
}
-
-
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
- glPushMatrix();
- cylinder(-0.8, yb, zb, 1.6, 0.3, 0.3, 1, 0, 365);
- cylinder(5.7, yb, zb, 1.7, 0.3, 0.3, 1, 0, 365);
-
- cylinder(2.4, -yb, -zb, 1.7, 0.3, 0.3, 1, 0, 365);
- cylinder(9.0, -yb, -zb, 1.7, 0.3, 0.3, 1, 0, 365);
glPopMatrix();
- /* rod */
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glRotatef(ang[a], 0, -1, 0);
- cylinder(yb, 0, zb, ln[a], 0.2, 0.2, 0, 0, 365);
- cylinder(yb, -6.4, zb, ln[a], 0.2, 0.2, 0, 0, 365);
- glPopMatrix();
-
- glPushMatrix();
- glRotatef(90, 0, 0, 1);
- glRotatef(ang[a+180], 0, -1, 0);
- cylinder(-yb, -3.2, -zb, ln[a], 0.2, 0.2, 0, 0, 365);
- cylinder(-yb, -9.7, -zb, ln[a], 0.2, 0.2, 0, 0, 365);
- glPopMatrix();
-
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow_t);
- glEnable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- Rect(-1, 8.3, 1, 12, 0.2, 2);
- Rect(-1.2, -0.5, 1, 0.2, 9, 2);
-
- Rect(1.4, 3, 1, 0.6, 5.3, 2);
- Rect(4.4, 3, 1, 1, 5.3, 2);
- Rect(7.7, 3, 1, 0.8, 5.3, 2);
- Rect(10.8, -0.5, 1, 0.2, 8.8, 2);
-
- Rect(-1, 2.8, 1, 12, 0.2, 0.2);
- Rect(-1, 2.8, -1, 12, 0.2, 0.2);
+ /* see which of our plugs should fire now, if any */
+ for (j = 0; j < ENG.cylinders; j++)
+ {
+ if (0 == ((e->display_a + ENG.pistonAngle[j]) % TWOREV))
+ {
+ glPushMatrix();
+ if (j & 1)
+ glRotatef(ENG.includedAngle,1,0,0);
+ glRotatef(90, 0, 0, 1);
+ polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*j, 1);
+ e->lastPlug = j;
+ glPopMatrix();
+ }
+ }
- glDepthMask(GL_TRUE);
+ if (e->lastPlug != j)
+ {
+ /* this code causes the last plug explosion to dim gradually */
+ if (e->lastPlug & 1)
+ glRotatef(ENG.includedAngle, 1, 0, 0);
+ glRotatef(90, 0, 0, 1);
+ polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*e->lastPlug, 0);
+ }
glDisable(GL_BLEND);
-
- a+=10; if (a >= 360) a = 0;
+ e->display_a += ENG.speed;
+ if (e->display_a >= TWOREV)
+ e->display_a = 0;
glPopMatrix();
glFlush();
+ return polys;
}
-void makeshaft (void) {
-int i;
- i = glGenLists(1);
- glNewList(i, GL_COMPILE);
- cylinder(10.4, 0, 0, 2, 0.3, 0.3, 1, 0, 365);
- cylinder(7.1, 0, 0, 2, 0.3, 0.3, 0, 0, 365);
- cylinder(3.8, 0, 0, 2, 0.3, 0.3, 0, 0, 365);
- cylinder(0.5, 0, 0, 2, 0.3, 0.3, 0, 0, 365);
- cylinder(-1.5, 0, 0, 1, 0.3, 0.3, 1, 0, 365);
-
- cylinder(12.4, 0, 0, 1, 3, 2.5, 0, 0, 365);
- Rect(12.4, -0.3, 2.8, 0.5, 0.6, 5.6);
- Rect(12.4, -2.8, 0.3, 0.5, 5.6, 0.6);
-
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
- CrankBit(0.5, -0.4, 0.5);
- cylinder(0.5, 0.5, 0, 0.2, 2, 2, 1, 240, 300);
- CrankBit(-0.7, -0.4, 0.5);
- cylinder(-0.7, 0.5, 0, 0.2, 2, 2, 1, 240, 300);
-
- CrankBit(2.5, -1.4, 0.5);
- cylinder(2.5, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
- CrankBit(3.8, -1.4, 0.5);
- cylinder(3.8, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
-
- CrankBit(5.8, -0.4, 0.5);
- cylinder(5.8, 0.5, 0, 0.2, 2, 2, 1, 240, 300);
- CrankBit(7.1, -0.4, 0.5);
- cylinder(7.1, 0.5, 0, 0.2, 2, 2, 1, 240, 300);
-
- CrankBit(9.1, -1.4, 0.5);
- cylinder(9.1, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
- CrankBit(10.4, -1.4, 0.5);
- cylinder(10.4, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
+static int makeshaft (Engine *e)
+{
+ int polys = 0;
+ int j;
+ float crankThick = 0.2;
+ float crankDiam = 0.3;
- glEndList();
+ e->shaft_list = glGenLists(1);
+ glNewList(e->shaft_list, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ /* draw the flywheel */
+ polys += cylinder(e, -2.5, 0, 0, 1, 3, 2.5, 0, 0, ONEREV);
+ polys += Rect(-2, -0.3, 2.8, 0.5, 0.6, 5.6);
+ polys += Rect(-2, -2.8, 0.3, 0.5, 5.6, 0.6);
+
+ /* now make each of the shaft bits between the cranks,
+ * starting from the flywheel end which is at X-coord 0.
+ * the first cranskhaft bit is always 2 units long
+ */
+ polys += rod(e, -2, 0, 0, 2, crankDiam);
+
+ /* Each crank is crankWidth units wide and the total width of a
+ * cylinder assembly is 3.3 units. For inline engines, there is just
+ * a single crank per cylinder width. For other engine
+ * configurations, there is a crank between each pair of adjacent
+ * cylinders on one side of the engine, so the crankOffset length is
+ * halved.
+ */
+ e->crankOffset = 3.3;
+ if (ENG.includedAngle != 0)
+ e->crankOffset /= 2;
+ for (j = 0; j < ENG.cylinders - 1; j++)
+ polys += rod(e,
+ e->crankWidth - crankThick + e->crankOffset*j, 0, 0,
+ e->crankOffset - e->crankWidth + 2 * crankThick, crankDiam);
+ /* the last bit connects to the engine wall on the non-flywheel end */
+ polys += rod(e, e->crankWidth - crankThick + e->crankOffset*j, 0, 0, 0.9, crankDiam);
+
+
+ for (j = 0; j < ENG.cylinders; j++)
+ {
+ glPushMatrix();
+ if (j & 1)
+ glRotatef(HALFREV+ENG.pistonAngle[j]+ENG.includedAngle,1,0,0);
+ else
+ glRotatef(HALFREV+ENG.pistonAngle[j],1,0,0);
+ /* draw wrist pin */
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ polys += rod(e, e->crankOffset*j, -1.0, 0.0, e->crankWidth, crankDiam);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+ /* draw right part of crank */
+ polys += CrankBit(e, e->crankOffset*j);
+ /* draw left part of crank */
+ polys += CrankBit(e, e->crankWidth-crankThick+e->crankOffset*j);
+ glPopMatrix();
+ }
+ glEndList();
+ return polys;
}
-void reshape_engine(ModeInfo *mi, int width, int height)
-{
+ENTRYPOINT void reshape_engine(ModeInfo *mi, int width, int height)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
glViewport(0,0,(GLint)width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0,1.0,-1.0,1.0,1.5,70.0);
glMatrixMode(GL_MODELVIEW);
- win_h = height; win_w = width;
+ e->win_h = height;
+ e->win_w = width;
}
-void init_engine(ModeInfo *mi)
+ENTRYPOINT void init_engine(ModeInfo *mi)
{
-int screen = MI_SCREEN(mi);
-Engine *e;
+ int screen = MI_SCREEN(mi);
+ Engine *e;
if (engine == NULL) {
if ((engine = (Engine *) calloc(MI_NUM_SCREENS(mi),
e->dy = (float)(random() % 1000)/30000;
e->dz = (float)(random() % 1000)/30000;
} else {
- viewer[0] = 0; viewer[1] = 6; viewer[2] = 15;
- lookat[0] = 0; lookat[1] = 4; lookat[2] = 0;
+ e->viewer[0] = 0; e->viewer[1] = 2; e->viewer[2] = 18;
+ e->lookat[0] = 0; e->lookat[1] = 0; e->lookat[2] = 0;
+
}
if (spin) {
e->da = (float)(random() % 1000)/125 - 4;
e->nz = (float)(random() % 100) / 100;
}
+ {
+ double spin_speed = 0.5;
+ double wander_speed = 0.01;
+
+ e->crankWidth = 1.5;
+ e->boom_red[3] = 0.9;
+ e->boom_lpos[3] = 1;
+
+ e->viewer[2] = 30;
+
+ e->rot = make_rotator (spin ? spin_speed : 0,
+ spin ? spin_speed : 0,
+ spin ? spin_speed : 0,
+ 1.0,
+ move ? wander_speed : 0,
+ True);
+
+ e->trackball = gltrackball_init ();
+ }
+
if ((e->glx_context = init_GL(mi)) != NULL) {
reshape_engine(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
} else {
MI_CLEARWINDOW(mi);
}
- glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
- make_tables();
- makeshaft();
- makepiston();
+ make_tables(e);
+ e->engineType = find_engine(which_engine);
+
+ e->engine_name = malloc(200);
+ sprintf (e->engine_name,
+ "%s\n%s%d%s",
+ engines[e->engineType].engineName,
+ (engines[e->engineType].includedAngle == 0 ? "" :
+ engines[e->engineType].includedAngle == 180 ? "Flat " : "V"),
+ engines[e->engineType].cylinders,
+ (engines[e->engineType].includedAngle == 0 ? " Cylinder" : "")
+ );
+
+ e->shaft_polys = makeshaft(e);
+ e->piston_polys = makepiston(e);
+ load_font (mi->dpy, "titleFont", &e->xfont, &e->font_dlist);
+}
+
+ENTRYPOINT Bool
+engine_handle_event (ModeInfo *mi, XEvent *event)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ e->button_down_p = True;
+ gltrackball_start (e->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ e->movepaused = 1;
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1) {
+ e->button_down_p = False;
+ e->movepaused = 0;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
+ {
+ gltrackball_mousewheel (e->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ e->button_down_p) {
+ gltrackball_track (e->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ return False;
}
-void draw_engine(ModeInfo *mi) {
-Engine *e = &engine[MI_SCREEN(mi)];
-Window w = MI_WINDOW(mi);
-Display *disp = MI_DISPLAY(mi);
+ENTRYPOINT void draw_engine(ModeInfo *mi)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
+ Window w = MI_WINDOW(mi);
+ Display *disp = MI_DISPLAY(mi);
if (!e->glx_context)
- return;
+ return;
glXMakeCurrent(disp, w, *(e->glx_context));
- display(e);
+
+ mi->polygon_count = display(e);
+
+ if (do_titles)
+ print_gl_string (mi->dpy, e->xfont, e->font_dlist,
+ mi->xgwa.width, mi->xgwa.height,
+ 10, mi->xgwa.height - 10,
+ e->engine_name, False);
if(mi->fps_p) do_fps(mi);
glFinish();
glXSwapBuffers(disp, w);
}
-void release_engine(ModeInfo *mi) {
-
+ENTRYPOINT void
+release_engine(ModeInfo *mi)
+{
if (engine != NULL) {
(void) free((void *) engine);
engine = NULL;
}
- FreeAllGL(MI);
+ FreeAllGL(mi);
}
+XSCREENSAVER_MODULE ("Engine", engine)
+
#endif