X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fcircuit.c;h=da3be7709efc75e882a47dec68a44f35a51b5d9e;hb=5f9c47ca98dd43d8f59b7c27d3fde6edfde4fe21;hp=867ccb9279b7958e56388e6177b6acd4885f40fa;hpb=a1d41b2aa6e18bf9a49b914a99dda8232c5d7762;p=xscreensaver diff --git a/hacks/glx/circuit.c b/hacks/glx/circuit.c index 867ccb92..da3be770 100644 --- a/hacks/glx/circuit.c +++ b/hacks/glx/circuit.c @@ -1,12 +1,17 @@ /* * circuit - Random electronic components floating around * - * version 1.3 + * version 1.4 * * Since version 1.1: added to-220 transistor, added fuse * Since version 1.2: random display digits, LED improvements (flickering) + * Since version 1.3: ICs look better, font textures, improved normals to + * eliminate segmenting on curved surfaces, speedups + * Since version 1.4: Added RCA connector, 3.5mm connector, slide switch, + * surface mount, to-92 markings. Fixed ~5min crash. + * Better LED illumination. Other minor changes. * - * Copyright (C) 2001 Ben Buxton (bb@cactii.net) + * Copyright (C) 2001,2002 Ben Buxton (bb@cactii.net) * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -21,41 +26,26 @@ * * -seven option is dedicated to all the Slarkeners * - * try "-rotate -rotate-speed 0" - * * This hack uses lookup tables for sin, cos and tan - it can do a lot */ - -#include - #ifdef STANDALONE -# define PROGCLASS "Circuit" -# define HACK_INIT init_circuit -# define HACK_DRAW draw_circuit -# define HACK_RESHAPE reshape_circuit -# define circuit_opts xlockmore_opts -/* insert defaults here */ - -#define DEF_SPIN "True" -#define DEF_SEVEN "False" -#define DEF_PARTS "10" - - -#define DEFAULTS "*parts: " DEF_PARTS " \n" \ - "*spin: " DEF_SPIN "\n" \ - "*delay: 20000 \n" \ - "*showFPS: False \n" \ - "*seven: " DEF_SEVEN "\n" \ - "*light: True \n" \ - "*rotate: False\n" \ - "*rotatespeed: 1\n" \ +#define DEFAULTS "*delay: 20000 \n" \ + "*showFPS: False \n" +# define refresh_circuit 0 +# define circuit_handle_event 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ +#define DEF_SPIN "True" +#define DEF_SEVEN "False" +#define DEF_PARTS "10" +#define DEF_ROTATESPEED "1" +#define DEF_LIGHT "True" + /* lifted from lament.c */ #define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n)))) #define RANDSIGN() ((random() & 1) ? 1 : -1) @@ -63,43 +53,43 @@ #ifdef USE_GL -#include +#include "font-ximage.h" +#undef countof +#define countof(x) (sizeof((x))/sizeof((*x))) static int maxparts; -static int spin; -static int seven; -static int rotate; +static char *font; static int rotatespeed; +static int spin; static int uselight; -int def_parts = 10; +static int seven; #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) static XrmOptionDescRec opts[] = { - {"-parts", ".circuit.parts", XrmoptionSepArg, "10" }, - {"-rotate-speed", ".circuit.rotatespeed", XrmoptionSepArg, "1" }, - {"+spin", ".circuit.spin", XrmoptionNoArg, (caddr_t) "false" }, - {"-spin", ".circuit.spin", XrmoptionNoArg, (caddr_t) "true" }, - {"+light", ".circuit.light", XrmoptionNoArg, (caddr_t) "false" }, - {"-light", ".circuit.light", XrmoptionNoArg, (caddr_t) "true" }, - {"+seven", ".circuit.seven", XrmoptionNoArg, (caddr_t) "false" }, - {"-seven", ".circuit.seven", XrmoptionNoArg, (caddr_t) "true" }, - {"+rotate", ".circuit.rotate", XrmoptionNoArg, (caddr_t) "false" }, - {"-rotate", ".circuit.rotate", XrmoptionNoArg, (caddr_t) "true" }, + {"-parts", ".circuit.parts", XrmoptionSepArg, 0 }, + {"-font", ".circuit.font", XrmoptionSepArg, 0 }, + {"-rotate-speed", ".circuit.rotatespeed", XrmoptionSepArg, 0 }, + {"+spin", ".circuit.spin", XrmoptionNoArg, "false" }, + {"-spin", ".circuit.spin", XrmoptionNoArg, "true" }, + {"+light", ".circuit.light", XrmoptionNoArg, "false" }, + {"-light", ".circuit.light", XrmoptionNoArg, "true" }, + {"+seven", ".circuit.seven", XrmoptionNoArg, "false" }, + {"-seven", ".circuit.seven", XrmoptionNoArg, "true" }, }; static argtype vars[] = { - {(caddr_t *) &maxparts, "parts", "Parts", DEF_PARTS, t_Int}, - {(caddr_t *) &rotatespeed, "rotatespeed", "Rotatespeed", "1", t_Int}, - {(caddr_t *) &spin, "spin", "Spin", DEF_SPIN, t_Bool}, - {(caddr_t *) &rotate, "rotate", "Rotate", "False", t_Bool}, - {(caddr_t *) &uselight, "light", "Light", "True", t_Bool}, - {(caddr_t *) &seven, "seven", "Seven", DEF_SEVEN, t_Bool}, + {&maxparts, "parts", "Parts", DEF_PARTS, t_Int}, + {&font, "font", "Font", "fixed", t_String}, + {&rotatespeed, "rotatespeed", "Rotatespeed", DEF_ROTATESPEED, t_Int}, + {&spin, "spin", "Spin", DEF_SPIN, t_Bool}, + {&uselight, "light", "Light", DEF_LIGHT, t_Bool}, + {&seven, "seven", "Seven", DEF_SEVEN, t_Bool}, }; -ModeSpecOpt circuit_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt circuit_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct circuit_description = @@ -110,52 +100,22 @@ ModStruct circuit_description = #endif +#define MAX_COMPONENTS 400 +#define MOVE_MULT 0.02 -typedef struct { - GLXContext *glx_context; - Window window; -} Circuit; - -static Circuit *circuit = NULL; - -#include -#include -#include -#include - -#ifndef M_PI -#define M_PI 3.14159265 -#endif - -/* window width, height */ -int win_w, win_h; - -/* width and height of viewport */ - -#define XMAX 30 -#define YMAX 30 - -#define MAX_COMPONENTS 30 - -#define MOVE_MULT 0.05 - -static float f_rand(void) { +static float f_rand(void) +{ return ((float)RAND(10000)/(float)10000); } #define RAND_RANGE(min, max) ((min) + (max - min) * f_rand()) -/* one lucky led gets to be a light source , unless -no-light*/ -int light = 0; -int lighton = 0; - -static GLfloat viewer[] = {0.0, 0.0, 14.0}; -static GLfloat lightpos[] = {7.0, 7.0, 15, 1.0}; - -float sin_table[720]; -float cos_table[720]; -float tan_table[720]; - +/* used for allocating font textures */ +typedef struct { + int num; /* index number */ + int w; /* width */ + int h; /* height */ +} TexNum; /* Represents a band on a resistor/diode/etc */ typedef struct { @@ -174,8 +134,51 @@ typedef struct { GLfloat r, g, b; /* body colour */ } Diode; +static const char * const transistortypes[] = { + "TIP2955", + "TIP32C", + "LM 350T", + "IRF730", + "ULN2577", + "7805T", + "7912T", + "TIP120", + "2N6401", + "BD239", + "2SC1590", + "MRF485", + "SC141D" +}; + +static const char * const to92types[] = { + "C\n548", + "C\n848", + "74\nL05", + "C\n858", + "BC\n212L", + "BC\n640", + "BC\n337", + "BC\n338", + "S817", + "78\nL12", + "TL\n431", + "LM\n35DZ", +}; + +static const char * const smctypes[] = { + "1M-", + "1K", + "1F", + "B10", + "S14", + "Q3", + "4A" +}; + typedef struct { int type; /* package type. 0 = to-92, 1 = to-220 */ + GLfloat tw, th; /* texture dimensions */ + GLuint tnum; /* texture binding */ } Transistor; typedef struct { @@ -189,9 +192,68 @@ typedef struct { float length; /* length of an electro */ } Capacitor; +/* 3.5 mm plug */ +typedef struct { + int blah; +} ThreeFive; + +/* slide switch */ +typedef struct { + int position; +} Switch; + +typedef struct { + int pins; + const char *val; +} ICTypes; + +static const ICTypes ictypes[] = { + {8, "NE 555"}, + {8, "LM 386N"}, + {8, "ADC0831"}, + {8, "LM 383T"}, + {8, "TL071"}, + {8, "LM 311"}, + {8, "LM393"}, + {8, "LM 3909"}, + + {14, "LM 380N"}, + {14, "NE 556"}, + {14, "TL074"}, + {14, "LM324"}, + {14, "LM339"}, + {14, "MC1488"}, + {14, "MC1489"}, + {14, "LM1877-9"}, + {14, "4011"}, + {14, "4017"}, + {14, "4013"}, + {14, "4024"}, + {14, "4066"}, + + {16, "4076"}, + {16, "4049"}, + {16, "4094"}, + {16, "4043"}, + {16, "4510"}, + {16, "4511"}, + {16, "4035"}, + {16, "RS232"}, + {16, "MC1800"}, + {16, "ULN2081"}, + {16, "UDN2953"}, + + {24, "ISD1416P"}, + {24, "4515"}, + {24, "TMS6264L"}, + {24, "MC146818"} +}; + typedef struct { int type; /* 0 = DIL, 1 = flat square */ int pins; + float tw, th; /* texture dimensions for markings */ + int tnum; /* texture number */ } IC; /* 7 segment display */ @@ -204,6 +266,11 @@ typedef struct { GLfloat l, w; } Fuse; +typedef struct { + GLfloat l, w; + int col; +} RCA; + typedef struct { GLfloat x, y, z; /* current co-ordinates */ GLfloat dx, dy, dz; /* current direction */ @@ -218,11 +285,9 @@ typedef struct { void * c; /* pointer to the component */ } Component; -static int band_list[12]; - /* standard colour codes */ -static GLfloat colorcodes [12][3] = { +static const GLfloat colorcodes [12][3] = { {0.0,0.0,0.0}, /* black 0 */ {0.49,0.25,0.08}, /* brown 1 */ {1.0,0.0,0.0}, /* red 2 */ @@ -238,7 +303,7 @@ static GLfloat colorcodes [12][3] = { }; /* base values for components - we can multiply by 0 - 1M */ -static int values [9][2] = { +static const int values [9][2] = { {1,0}, {2,2}, {3,3}, @@ -250,70 +315,134 @@ static int values [9][2] = { {9,1} }; -void DrawResistor(Resistor *); -void DrawDiode(Diode *); -void DrawTransistor(Transistor *); -void DrawLED(LED *); -void DrawIC(IC *); -void DrawCapacitor(Capacitor *); -void DrawDisp(Disp *); -void DrawFuse(Fuse *); - -void reorder(Component *[]); -void circle(float, int,int); -void bandedCylinder(float, float , GLfloat, GLfloat , GLfloat, Band **, int); -Resistor *NewResistor(void); -Diode *NewDiode(void); -Transistor *NewTransistor(void); -LED * NewLED(void); -Capacitor *NewCapacitor(void); -IC* NewIC(void); -Disp* NewDisp(void); -Fuse *NewFuse(void); +typedef struct { + GLXContext *glx_context; + Window window; + + int XMAX, YMAX; + int win_w, win_h; + + /* one lucky led gets to be a light source , unless -no-light*/ + int light; + int lighton; + + /* stores refs to textures */ + int s_refs[50]; + + GLfloat viewer[3]; + GLfloat lightpos[4]; + + float sin_table[720]; + float cos_table[720]; + float tan_table[720]; + + Component *components[MAX_COMPONENTS]; + int band_list[12]; + int band_list_polys[12]; + + GLfloat grid_col[3], grid_col2[3]; + + int display_i; + GLfloat rotate_angle; + + char *font_strings[50]; /* max of 40 textures */ + int font_w[50], font_h[50]; + int font_init; + + GLfloat draw_sx, draw_sy; /* bright spot co-ords */ + int draw_sdir; /* 0 = left-right, 1 = right-left, 2 = up->dn, 3 = dn->up */ + int draw_s; /* if spot is enabled */ + float draw_ds; /* speed of spot */ + +} Circuit; + +static Circuit *circuit = NULL; + + +static int DrawResistor(Circuit *, Resistor *); +static int DrawDiode(Circuit *, Diode *); +static int DrawTransistor(Circuit *, Transistor *); +static int DrawLED(Circuit *, LED *); +static int DrawIC(Circuit *, IC *); +static int DrawCapacitor(Circuit *, Capacitor *); +static int DrawDisp(Circuit *, Disp *); +static int DrawFuse(Circuit *, Fuse *); +static int DrawRCA(Circuit *, RCA *); +static int DrawThreeFive(Circuit *, ThreeFive *); +static int DrawSwitch(Circuit *, Switch *); + +static void freetexture(Circuit *, GLuint); +static void reorder(Component *[]); +static int circle(Circuit *, float, int,int); +static int bandedCylinder(Circuit *, + float, float , GLfloat, GLfloat , GLfloat, + Band **, int); +static TexNum *fonttexturealloc(ModeInfo *, const char *, float *, float *); +static int Rect(GLfloat , GLfloat , GLfloat, GLfloat , GLfloat ,GLfloat); +static int ICLeg(GLfloat, GLfloat, GLfloat, int); +static int HoledRectangle(Circuit *ci, + GLfloat, GLfloat, GLfloat, GLfloat, int); +static Resistor *NewResistor(void); +static Diode *NewDiode(void); +static Transistor *NewTransistor(ModeInfo *); +static LED * NewLED(Circuit *); +static Capacitor *NewCapacitor(Circuit *); +static IC* NewIC(ModeInfo *); +static Disp* NewDisp(Circuit *); +static Fuse *NewFuse(Circuit *); +static RCA *NewRCA(Circuit *); +static ThreeFive *NewThreeFive(Circuit *); +static Switch *NewSwitch(Circuit *); /* we use trig tables to speed things up - 200 calls to sin() in one frame can be a bit harsh.. */ -void make_tables(void) { +static void make_tables(Circuit *ci) +{ int i; float f; f = 360 / (M_PI * 2); for (i = 0 ; i < 720 ; i++) { - sin_table[i] = sin(i/f); + ci->sin_table[i] = sin(i/f); } for (i = 0 ; i < 720 ; i++) { - cos_table[i] = cos(i/f); + ci->cos_table[i] = cos(i/f); } for (i = 0 ; i < 720 ; i++) { - tan_table[i] = tan(i/f); + ci->tan_table[i] = tan(i/f); } } -void createCylinder (float length, float radius, int endcaps, int half) { -int a; /* current angle around cylinder */ -int angle, norm; -float z1, y1, z2, y2, ex; -int nsegs; +static int createCylinder (Circuit *ci, + float length, float radius, int endcaps, int half) +{ + int polys = 0; + int a; /* current angle around cylinder */ + int angle, norm; + float z1, y1, z2, y2,ex; + int nsegs; glPushMatrix(); - nsegs = radius*MAX(win_w, win_h)/10; - nsegs = MAX(nsegs, 6); + nsegs = radius*MAX(ci->win_w, ci->win_h)/20; + nsegs = MAX(nsegs, 4); if (nsegs % 2) nsegs += 1; angle = (half) ? (180 - 90/nsegs) : 374; z1 = radius; y1 = 0; glBegin(GL_QUADS); for (a = 0 ; a <= angle ; a+= angle/nsegs) { - y2=radius*(float)sin_table[(int)a]; - z2=radius*(float)cos_table[(int)a]; + y2=radius*(float)ci->sin_table[(int)a]; + z2=radius*(float)ci->cos_table[(int)a]; glNormal3f(0, y1, z1); glVertex3f(0,y1,z1); glVertex3f(length,y1,z1); + glNormal3f(0, y2, z2); glVertex3f(length,y2,z2); glVertex3f(0,y2,z2); + polys++; z1=z2; y1=y2; } @@ -325,33 +454,38 @@ int nsegs; glVertex3f(length, 0, radius); glVertex3f(length, 0, 0 - radius); glVertex3f(0, 0, 0 - radius); + polys++; glEnd(); } if (endcaps) { for(ex = 0 ; ex <= length ; ex += length) { z1 = radius; y1 = 0; norm = (ex == length) ? 1 : -1; + glBegin(GL_TRIANGLES); + glNormal3f(norm, 0, 0); for (a = 0 ; a <= angle ; a+= angle/nsegs) { - y2=radius*(float)sin_table[(int)a]; - z2=radius*(float)cos_table[(int)a]; - glBegin(GL_TRIANGLES); - glNormal3f(norm, 0, 0); + y2=radius*(float)ci->sin_table[(int)a]; + z2=radius*(float)ci->cos_table[(int)a]; glVertex3f(ex,0, 0); glVertex3f(ex,y1,z1); glVertex3f(ex,y2,z2); - glEnd(); + polys++; z1=z2; y1=y2; } + glEnd(); } } glPopMatrix(); + return polys; } -void circle(float radius, int segments, int half) { -float x1 = 0, x2 = 0; -float y1 = 0, y2 = 0; -int i, t, s; +static int circle(Circuit *ci, float radius, int segments, int half) +{ + int polys = 0; + float x1 = 0, x2 = 0; + float y1 = 0, y2 = 0; + int i, t, s; if (half) { t = 270; s = 90; @@ -364,38 +498,46 @@ int i, t, s; for(i=s;i<=t;i+=10) { float angle=i; - x2=radius*(float)cos_table[(int)angle]; - y2=radius*(float)sin_table[(int)angle]; + x2=radius*(float)ci->cos_table[(int)angle]; + y2=radius*(float)ci->sin_table[(int)angle]; glVertex3f(0,0,0); glVertex3f(0,y1,x1); glVertex3f(0,y2,x2); + polys++; x1=x2; y1=y2; } glEnd(); + return polys; } -void wire(float len) { -static GLfloat col[] = {0.3, 0.3, 0.3, 1.0}; -static GLfloat spec[] = {0.9, 0.9, 0.9, 1.0}; -static GLfloat nospec[] = {0.4, 0.4, 0.4, 1.0}; -GLfloat shin = 30; -int n; +static int wire(Circuit *ci, float len) +{ + int polys = 0; + GLfloat col[] = {0.3, 0.3, 0.3, 1.0}; + GLfloat spec[] = {0.9, 0.9, 0.9, 1.0}; + GLfloat nospec[] = {0.4, 0.4, 0.4, 1.0}; + GLfloat shin = 30; + int n; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); glMaterialfv(GL_FRONT, GL_SHININESS, &shin); n = glIsEnabled(GL_NORMALIZE); if (!n) glEnable(GL_NORMALIZE); - createCylinder(len, 0.05, 1, 0); + polys += createCylinder(ci, len, 0.05, 1, 0); if (!n) glDisable(GL_NORMALIZE); glMaterialfv(GL_FRONT, GL_SPECULAR, nospec); + return polys; } -void ring(GLfloat inner, GLfloat outer, int nsegs) { -GLfloat z1, z2, y1, y2; -GLfloat Z1, Z2, Y1, Y2; -int i; +#if 0 +static int ring(GLfloat inner, GLfloat outer, int nsegs) +{ + int polys = 0; + GLfloat z1, z2, y1, y2; + GLfloat Z1, Z2, Y1, Y2; + int i; z1 = inner; y1 = 0; Z1 = outer; Y1 = 0; @@ -404,73 +546,85 @@ int i; 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]; + z2=inner*(float)ci->sin_table[(int)angle]; + y2=inner*(float)ci->cos_table[(int)angle]; + Z2=outer*(float)ci->sin_table[(int)angle]; + Y2=outer*(float)ci->cos_table[(int)angle]; glVertex3f(0, Y1, Z1); glVertex3f(0, y1, z1); glVertex3f(0, y2, z2); glVertex3f(0, Y2, Z2); + polys++; z1=z2; y1=y2; Z1=Z2; Y1=Y2; } glEnd(); + return polys; } +#endif -void sphere(GLfloat r, float stacks, float slices, +static int sphere(Circuit *ci, GLfloat r, float stacks, float slices, int startstack, int endstack, int startslice, - int endslice) { -GLfloat d, d1, dr, dr1, Dr, Dr1, D, D1, z1, z2, y1, y2, Y1, Z1, Y2, Z2; -int a, a1, b, b1, c, c1; -GLfloat step, sstep; - - step = 180/stacks; - sstep = 360/slices; - a1 = startstack * step; - b1 = startslice * sstep; - y1 = z1 = Y1 = Z1 = 0; - c = (endslice / slices) * 360; - c1 = (endstack/stacks)*180; - glBegin(GL_QUADS); - for (a = startstack * step ; a <= c1 ; a+= step) { - d=sin_table[a]; - d1=sin_table[a1]; - D=cos_table[a]; - D1=cos_table[a1]; - dr = d * r; - dr1 = d1 * r; - Dr = D * r; - Dr1 = D1 * r; - for (b = b1 ; b <= c ; b+= sstep) { - y2=dr*sin_table[b]; - z2=dr*cos_table[b]; - Y2=dr1*sin_table[b]; - Z2=dr1*cos_table[b]; - glNormal3f(D, y1, z1); - glVertex3f(Dr,y1,z1); - glVertex3f(Dr,y2,z2); - glVertex3f(Dr1,Y2,Z2); - glVertex3f(Dr1,Y1,Z1); - z1=z2; - y1=y2; - Z1=Z2; - Y1=Y2; - } - a1 = a; - } - glEnd(); + int endslice) +{ + int polys = 0; + GLfloat d, d1, dr, dr1, Dr, Dr1, D, D1, z1, z2, y1, y2, Y1, Z1, Y2, Z2; + int a, a1, b, b1, c0, c1; + GLfloat step, sstep; + + step = 180/stacks; + sstep = 360/slices; + a1 = startstack * step; + b1 = startslice * sstep; + y1 = z1 = Y1 = Z1 = 0; + c0 = (endslice / slices) * 360; + c1 = (endstack/stacks)*180; + glBegin(GL_QUADS); + for (a = startstack * step ; a <= c1 ; a+= step) { + d=ci->sin_table[a]; + d1=ci->sin_table[a1]; + D=ci->cos_table[a]; + D1=ci->cos_table[a1]; + dr = d * r; + dr1 = d1 * r; + Dr = D * r; + Dr1 = D1 * r; + for (b = b1 ; b <= c0 ; b+= sstep) { + y2=dr*ci->sin_table[b]; + z2=dr*ci->cos_table[b]; + Y2=dr1*ci->sin_table[b]; + Z2=dr1*ci->cos_table[b]; + glNormal3f(Dr, y1, z1); + glVertex3f(Dr,y1,z1); + glNormal3f(Dr, y2, z2); + glVertex3f(Dr,y2,z2); + glNormal3f(Dr1, Y2, Z2); + glVertex3f(Dr1,Y2,Z2); + glNormal3f(Dr1, Y1, Z1); + glVertex3f(Dr1,Y1,Z1); + polys++; + z1=z2; + y1=y2; + Z1=Z2; + Y1=Y2; + } + a1 = a; + } + glEnd(); + return polys; } -int DrawComponent(Component *c) { -int ret = 0; /* return 1 if component is freed */ +static int DrawComponent(Circuit *ci, Component *c, unsigned long *polysP) +{ + int polys = *polysP; + int ret = 0; /* return 1 if component is freed */ glPushMatrix(); glTranslatef(c->x, c->y, c->z); if (c->angle > 0) { - glRotatef(c->angle, 0, 0, 1); + glRotatef(c->angle, c->rotx, c->roty, c->rotz); } if (spin) { glRotatef(c->rdeg, c->rotx, c->roty, c->rotz); @@ -484,86 +638,181 @@ int ret = 0; /* return 1 if component is freed */ /* call object draw routine here */ if (c->type == 0) { - DrawResistor(c->c); + polys += DrawResistor(ci, c->c); } else if (c->type == 1) { - DrawDiode(c->c); + polys += DrawDiode(ci, c->c); } else if (c->type == 2) { - DrawTransistor(c->c); + polys += DrawTransistor(ci, c->c); } else if (c->type == 3) { - if (((LED *)c->c)->light && light) { + if (((LED *)c->c)->light && ci->light) { GLfloat lp[] = {0.1, 0, 0, 1}; glEnable(GL_LIGHT1); glLightfv(GL_LIGHT1, GL_POSITION, lp); } - DrawLED(c->c); + polys += DrawLED(ci, c->c); } else if (c->type == 4) { - DrawCapacitor(c->c); + polys += DrawCapacitor(ci, c->c); } else if (c->type == 5) { - DrawIC(c->c); + polys += DrawIC(ci, c->c); } else if (c->type == 6) { - DrawDisp(c->c); + polys += DrawDisp(ci, c->c); } else if (c->type == 7) { - DrawFuse(c->c); + polys += DrawFuse(ci, c->c); + } else if (c->type == 8) { + polys += DrawRCA(ci, c->c); + } else if (c->type == 9) { + polys += DrawThreeFive(ci, c->c); + } else if (c->type == 10) { + polys += DrawSwitch(ci, c->c); } c->x += c->dx * MOVE_MULT; c->y += c->dy * MOVE_MULT; - if (c->x > XMAX/2 || c->x < 0 - XMAX/2 || - c->y > YMAX/2 || c->y < 0 - YMAX/2) { - if (c->type == 3 && ((LED *)c->c)->light && light) { + if (c->x > ci->XMAX/2 || c->x < 0 - ci->XMAX/2 || + c->y > ci->YMAX/2 || c->y < 0 - ci->YMAX/2) { + if (c->type == 3 && ((LED *)c->c)->light && ci->light) { glDisable(GL_LIGHT1); - light = 0; lighton = 0; + ci->light = 0; ci->lighton = 0; } + if (c->type == 5) { + if (((IC *)c->c)->tnum) + freetexture(ci, ((IC *)c->c)->tnum); + } + if (c->type == 2) { + if (((Transistor *)c->c)->tnum) + freetexture(ci, ((Transistor *)c->c)->tnum); + } + if (c->type == 1) + free(((Diode *)c->c)->band); /* remember to free diode band */ free(c->c); ret = 1; } glPopMatrix(); glDisable(GL_NORMALIZE); + *polysP = polys; return ret; } + /* draw a resistor */ -void DrawResistor(Resistor *r) { -int i; -GLfloat col[] = {0.74, 0.62, 0.46, 1.0}; -GLfloat spec[] = {0.8, 0.8, 0.8, 1.0}; -GLfloat shine = 30; +static int DrawResistor(Circuit *ci, Resistor *r) +{ + int polys = 0; + int i; + GLfloat col[] = {0.74, 0.62, 0.46, 1.0}; + GLfloat spec[] = {0.8, 0.8, 0.8, 1.0}; + GLfloat shine = 30; glTranslatef(-4, 0, 0); - wire(3); + polys += wire(ci, 3); glTranslatef(3, 0, 0); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); glMaterialfv(GL_FRONT, GL_SHININESS, &shine); - createCylinder(1.8, 0.4, 1, 0); + polys += createCylinder(ci, 1.8, 0.4, 1, 0); glPushMatrix(); for (i = 0 ; i < 4 ; i++) { glTranslatef(0.35, 0, 0); - glCallList(band_list[r->b[i]]); + glCallList(ci->band_list[r->b[i]]); + polys += ci->band_list_polys[r->b[i]]; } glPopMatrix(); glTranslatef(1.8, 0, 0); - wire(3); + polys += wire(ci, 3); + return polys; +} + +static int DrawRCA(Circuit *ci, RCA *rca) +{ + int polys = 0; + GLfloat col[] = {0.6, 0.6, 0.6, 1.0}; /* metal */ + GLfloat red[] = {1.0, 0.0, 0.0, 1.0}; /* red */ + GLfloat white[] = {1.0, 1.0, 1.0, 1.0}; /* white */ + GLfloat spec[] = {1, 1, 1, 1}; /* glass */ + + glPushMatrix(); + glTranslatef(0.3, 0, 0); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); + glMateriali(GL_FRONT, GL_SHININESS, 40); + glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + polys += createCylinder(ci, 0.7, 0.45, 0, 0); + glTranslatef(0.4, 0, 0); + polys += createCylinder(ci, 0.9, 0.15, 1, 0); + glTranslatef(-1.9, 0, 0); + glMateriali(GL_FRONT, GL_SHININESS, 20); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, rca->col ? white : red); + polys += createCylinder(ci, 1.5, 0.6, 1, 0); + glTranslatef(-0.9, 0, 0); + polys += createCylinder(ci, 0.9, 0.25, 0, 0); + glTranslatef(0.1, 0, 0); + polys += createCylinder(ci, 0.2, 0.3, 0, 0); + glTranslatef(0.3, 0, 0); + polys += createCylinder(ci, 0.2, 0.3, 1, 0); + glTranslatef(0.3, 0, 0); + polys += createCylinder(ci, 0.2, 0.3, 1, 0); + glPopMatrix(); + return polys; +} + +static int DrawSwitch(Circuit *ci, Switch *f) +{ + int polys = 0; + GLfloat col[] = {0.6, 0.6, 0.6, 0}; /* metal */ + GLfloat dark[] = {0.1, 0.1, 0.1, 1.0}; /* dark */ + GLfloat brown[] = {0.69, 0.32, 0, 1.0}; /* brown */ + GLfloat spec[] = {0.9, 0.9, 0.9, 1}; /* shiny */ + + glPushMatrix(); + glMaterialfv(GL_FRONT, GL_DIFFUSE, col); + glMaterialfv(GL_FRONT, GL_AMBIENT, dark); + glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + glMateriali(GL_FRONT, GL_SHININESS, 90); + polys += Rect(-0.25, 0, 0, 1.5, 0.5, 0.75); +/* polys += Rect(-0.5, 0.5, 0, 2, 0.1, 0.75); */ + glPushMatrix(); + glRotatef(90, 1, 0, 0); + glTranslatef(-0.5, -0.4, -0.4); + polys += HoledRectangle(ci, 0.5, 0.75, 0.1, 0.15, 8); + glTranslatef(2, 0, 0); + polys += HoledRectangle(ci, 0.5, 0.75, 0.1, 0.15, 8); + glPopMatrix(); + polys += Rect(0.1, -0.4, -0.25, 0.1, 0.4, 0.05); + polys += Rect(0.5, -0.4, -0.25, 0.1, 0.4, 0.05); + polys += Rect(0.9, -0.4, -0.25, 0.1, 0.4, 0.05); + polys += Rect(0.1, -0.4, -0.5, 0.1, 0.4, 0.05); + polys += Rect(0.5, -0.4, -0.5, 0.1, 0.4, 0.05); + polys += Rect(0.9, -0.4, -0.5, 0.1, 0.4, 0.05); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, dark); + glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + polys += Rect(0, 0.5, -0.1, 1, 0.05, 0.5); + polys += Rect(0, 0.6, -0.1, 0.5, 0.6, 0.5); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, brown); + polys += Rect(-0.2, -0.01, -0.1, 1.4, 0.1, 0.55); + glPopMatrix(); + return polys; } -void DrawFuse(Fuse *f) { -static GLfloat col[] = {0.5, 0.5, 0.5, 1.0}; /* endcaps */ -static GLfloat glass[] = {0.4, 0.4, 0.4, 0.3}; /* glass */ -static GLfloat spec[] = {1, 1, 1, 1}; /* glass */ + +static int DrawFuse(Circuit *ci, Fuse *f) +{ + int polys = 0; + GLfloat col[] = {0.5, 0.5, 0.5, 1.0}; /* endcaps */ + GLfloat glass[] = {0.4, 0.4, 0.4, 0.3}; /* glass */ + GLfloat spec[] = {1, 1, 1, 1}; /* glass */ glPushMatrix(); + glTranslatef(-1.8, 0, 0); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); glMateriali(GL_FRONT, GL_SHININESS, 40); - createCylinder(0.8, 0.45, 1, 0); + polys += createCylinder(ci, 0.8, 0.45, 1, 0); glTranslatef(0.8, 0, 0); glEnable(GL_BLEND); glDepthMask(GL_FALSE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, glass); glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 40); - createCylinder(2, 0.4, 0, 0); - createCylinder(2, 0.3, 0, 0); + polys += createCylinder(ci, 2, 0.4, 0, 0); + polys += createCylinder(ci, 2, 0.3, 0, 0); glDisable(GL_BLEND); glDepthMask(GL_TRUE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); @@ -573,29 +822,33 @@ static GLfloat spec[] = {1, 1, 1, 1}; /* glass */ glVertex3f(2, 0. ,0); glEnd(); glTranslatef(2, 0, 0); - createCylinder(0.8, 0.45, 1, 0); + polys += createCylinder(ci, 0.8, 0.45, 1, 0); glPopMatrix(); + return polys; } -void DrawCapacitor(Capacitor *c) { -static GLfloat col[] = {0, 0, 0, 0}; -static GLfloat spec[] = {0.8, 0.8, 0.8, 0}; -GLfloat brown[] = {0.84, 0.5, 0}; -static GLfloat shine = 40; +static int DrawCapacitor(Circuit *ci, Capacitor *c) +{ + int polys = 0; + GLfloat col[] = {0, 0, 0, 0}; + GLfloat spec[] = {0.8, 0.8, 0.8, 0}; + GLfloat brown[] = {0.84, 0.5, 0}; + GLfloat shine = 40; glPushMatrix(); if (c->type) { glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, brown); - sphere(c->width, 20, 20, 0, 5 ,0, 20); - glTranslatef(1.45*c->width, 0, 0); - sphere(c->width, 20, 20, 15, 20, 0, 20); + polys += sphere(ci, c->width, 15, 15, 0, 4 ,0, 15); + glTranslatef(1.35*c->width, 0, 0); + polys += sphere(ci, c->width, 15, 15, 11, 15, 0, 15); glRotatef(90, 0, 0, 1); glTranslatef(0, 0.7*c->width, 0.3*c->width); - wire(3*c->width); + polys += wire(ci, 3*c->width); glTranslatef(0, 0, -0.6*c->width); - wire(3*c->width); + polys += wire(ci, 3*c->width); } else { + glTranslatef(0-c->length*2, 0, 0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &shine); @@ -605,49 +858,55 @@ static GLfloat shine = 40; glVertex3f(3*c->length, 0.82*c->width, 0.1); glVertex3f(0, 0.82*c->width, 0.1); glEnd(); - col[0] = 0.7; - col[1] = 0.7; - col[2] = 0.7; - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); - circle(0.6*c->width, 30, 0); col[0] = 0.0; col[1] = 0.2; col[2] = 0.9; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); - ring(0.6*c->width, 0.8*c->width, 30); - glTranslatef(0.01, 0.0, 0); - createCylinder(3.0*c->length, 0.8*c->width, 1, 0); + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.0, 1.0); + polys += createCylinder(ci, 3.0*c->length, 0.8*c->width, 1, 0); + glDisable(GL_POLYGON_OFFSET_FILL); + col[0] = 0.7; + col[1] = 0.7; + col[2] = 0.7; + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); + polys += circle(ci, 0.6*c->width, 30, 0); col[0] = 0; col[1] = 0; col[2] = 0; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); - glTranslatef(3.01*c->length, 0.0, 0); - circle(0.6*c->width, 30, 0); + glTranslatef(3.0*c->length, 0.0, 0); + polys += circle(ci, 0.6*c->width, 30, 0); glTranslatef(0, 0.4*c->width, 0); - wire(3*c->length); + polys += wire(ci, 3*c->length); glTranslatef(0.0, -0.8*c->width, 0); - wire(3.3*c->length); + polys += wire(ci, 3.3*c->length); } glPopMatrix(); + return polys; } -void DrawLED(LED *l) { -GLfloat col[] = {0, 0, 0, 0.6}; +static int DrawLED(Circuit *ci, LED *l) +{ + int polys = 0; + GLfloat col[] = {0, 0, 0, 0.6}; + GLfloat black[] = {0, 0, 0, 0.6}; col[0] = l->r; col[1] = l->g; col[2] = l->b; - if (l->light && light) { + if (l->light && ci->light) { GLfloat dir[] = {-1, 0, 0}; glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, dir); - if (!lighton) { + if (!ci->lighton) { glLightfv(GL_LIGHT1, GL_SPECULAR, col); - glLightfv(GL_LIGHT1, GL_AMBIENT, col); + glLightfv(GL_LIGHT1, GL_AMBIENT, black); + col[0] /= 1.5; col[1] /= 1.5; col[2] /= 1.5; glLightfv(GL_LIGHT1, GL_DIFFUSE, col); glLighti(GL_LIGHT1, GL_SPOT_CUTOFF, (GLint) 90); glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (GLfloat)1); glLighti(GL_LIGHT1, GL_LINEAR_ATTENUATION, (GLfloat)0); glLighti(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (GLfloat)0); glLighti(GL_LIGHT1, GL_SPOT_EXPONENT, (GLint) 20); - lighton = 1; + ci->lighton = 1; } } glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); @@ -658,13 +917,14 @@ GLfloat col[] = {0, 0, 0, 0.6}; glDepthMask(GL_FALSE); glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); } - createCylinder(1.2, 0.3, 0, 0); - if (l->light && light) { + glTranslatef(-0.9, 0, 0); + polys += createCylinder(ci, 1.2, 0.3, 0, 0); + if (l->light && ci->light) { glDisable(GL_LIGHTING); glColor3fv(col); } - sphere(0.3, 10, 10, 5, 10, 0, 10); - if (l->light && light) { + polys += sphere(ci, 0.3, 7, 7, 3, 7, 0, 7); + if (l->light && ci->light) { glEnable(GL_LIGHTING); } else { glDepthMask(GL_TRUE); @@ -672,46 +932,86 @@ GLfloat col[] = {0, 0, 0, 0.6}; } glTranslatef(1.2, 0, 0); - createCylinder(0.1, 0.38, 1, 0); + polys += createCylinder(ci, 0.1, 0.38, 1, 0); glTranslatef(-0.3, 0.15, 0); - wire(3); + polys += wire(ci, 3); glTranslatef(0, -0.3, 0); - wire(3.3); + polys += wire(ci, 3.3); if (random() % 50 == 25) { if (l->light) { - l->light = 0; light = 0; lighton = 0; + l->light = 0; ci->light = 0; ci->lighton = 0; glDisable(GL_LIGHT1); - } else if (!light) { - l->light = 1; light = 1; + } else if (!ci->light) { + l->light = 1; + ci->light = 1; } } + return polys; } + + +static int DrawThreeFive(Circuit *ci, ThreeFive *d) +{ + int polys = 0; + GLfloat shine = 40; + GLfloat const dark[] = {0.3, 0.3, 0.3, 0}; + GLfloat const light[] = {0.6, 0.6, 0.6, 0}; + GLfloat const cream[] = {0.8, 0.8, 0.6, 0}; + GLfloat const spec[] = {0.7, 0.7, 0.7, 0}; + + glPushMatrix(); + glMaterialfv(GL_FRONT, GL_SHININESS, &shine); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cream); + glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + glTranslatef(-2.0, 0, 0); + polys += createCylinder(ci, 0.7, 0.2, 0, 0); + glTranslatef(0.7, 0, 0); + polys += createCylinder(ci, 1.3, 0.4, 1, 0); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light); + glTranslatef(1.3, 0, 0); + polys += createCylinder(ci, 1.3, 0.2, 0, 0); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, dark); + glTranslatef(0.65, 0, 0); + polys += createCylinder(ci, 0.15, 0.21, 0, 0); + glTranslatef(0.3, 0, 0); + polys += createCylinder(ci, 0.15, 0.21, 0, 0); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light); + glTranslatef(0.4, 0, 0); + polys += sphere(ci, 0.23, 7, 7, 0, 5, 0, 7); + glPopMatrix(); + return polys; +} -void DrawDiode(Diode *d) { -GLfloat shine = 40; -GLfloat col[] = {0.3, 0.3, 0.3, 0}; -GLfloat spec[] = {0.7, 0.7, 0.7, 0}; +static int DrawDiode(Circuit *ci, Diode *d) +{ + int polys = 0; + GLfloat shine = 40; + GLfloat col[] = {0.3, 0.3, 0.3, 0}; + GLfloat spec[] = {0.7, 0.7, 0.7, 0}; glPushMatrix(); glMaterialfv(GL_FRONT, GL_SHININESS, &shine); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); glTranslatef(-4, 0, 0); - wire(3); + polys += wire(ci, 3); glTranslatef(3, 0, 0); - bandedCylinder(0.3, 1.5, d->r, d->g, d->b, &(d->band), 1); + polys += bandedCylinder(ci, 0.3, 1.5, d->r, d->g, d->b, &(d->band), 1); glTranslatef(1.5, 0, 0); - wire(3); + polys += wire(ci, 3); glPopMatrix(); + return polys; } -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; @@ -721,70 +1021,82 @@ GLfloat zt; 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; } /* IC pins */ -void ICLeg(GLfloat x, GLfloat y, GLfloat z, int dir) { - - +static int ICLeg(GLfloat x, GLfloat y, GLfloat z, int dir) +{ + int polys = 0; if (dir) { - Rect(x-0.1, y, z, 0.1, 0.1, 0.02); - Rect(x-0.1, y, z, 0.02, 0.1, 0.1); - Rect(x-0.1, y+0.03, z-0.1, 0.02, 0.05, 0.3); + polys += Rect(x-0.1, y, z, 0.1, 0.1, 0.02); + polys += Rect(x-0.1, y, z, 0.02, 0.1, 0.1); + polys += Rect(x-0.1, y+0.03, z-0.1, 0.02, 0.05, 0.3); } else { - Rect(x, y, z, 0.1, 0.1, 0.02); - Rect(x+0.8*0.1, y, z, 0.02, 0.1, 0.1); - Rect(x+0.8*0.1, y+0.03, z-0.1, 0.02, 0.05, 0.3); + polys += Rect(x, y, z, 0.1, 0.1, 0.02); + polys += Rect(x+0.8*0.1, y, z, 0.02, 0.1, 0.1); + polys += Rect(x+0.8*0.1, y+0.03, z-0.1, 0.02, 0.05, 0.3); } - + return polys; } -void DrawIC(IC *c) { -GLfloat w, h, d; -int z; -GLfloat col[] = {0.1, 0.1, 0.1, 0}; -GLfloat spec[] = {0.6, 0.6, 0.6, 0}; -GLfloat shine = 40; -GLfloat lspec[] = {0.6, 0.6, 0.6, 0}; -GLfloat lcol[] = {0.4, 0.4, 0.4, 0}; -GLfloat lshine = 40; +static int DrawIC(Circuit *ci, IC *c) +{ + int polys = 0; + GLfloat w, h, d; + int z; + GLfloat col[] = {0.1, 0.1, 0.1, 0}; + GLfloat col2[] = {0.2, 0.2, 0.2, 0}; + GLfloat spec[] = {0.6, 0.6, 0.6, 0}; + GLfloat shine = 40; + GLfloat lspec[] = {0.6, 0.6, 0.6, 0}; + GLfloat lcol[] = {0.4, 0.4, 0.4, 0}; + GLfloat lshine = 40; + float mult, th, size; glPushMatrix(); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMaterialfv(GL_FRONT, GL_SHININESS, &shine); switch(c->pins) { case 8: @@ -802,115 +1114,152 @@ GLfloat lshine = 40; break; } w = w/2; h = h/2; + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.0, 1.0); glBegin(GL_QUADS); glNormal3f(0, 0, 1); glVertex3f(w, h, 0.1); glVertex3f(w, -h, 0.1); glVertex3f(-w, -h, 0.1); glVertex3f(-w, h, 0.1); + polys++; glNormal3f(0, 0, -1); glVertex3f(w, h, -0.1); glVertex3f(w, -h, -0.1); glVertex3f(-w, -h, -0.1); glVertex3f(-w, h, -0.1); + polys++; glNormal3f(1, 0, 0); glVertex3f(w, h, -0.1); glVertex3f(w, -h, -0.1); glVertex3f(w, -h, 0.1); glVertex3f(w, h, 0.1); + polys++; glNormal3f(0, -1, 0); glVertex3f(w, -h, -0.1); glVertex3f(w, -h, 0.1); glVertex3f(-w, -h, 0.1); glVertex3f(-w, -h, -0.1); + polys++; glNormal3f(-1, 0, 0); glVertex3f(-w, h, -0.1); glVertex3f(-w, h, 0.1); glVertex3f(-w, -h, 0.1); glVertex3f(-w, -h, -0.1); + polys++; glNormal3f(0, -1, 0); glVertex3f(-w, h, -0.1); glVertex3f(w, h, -0.1); glVertex3f(w, h, 0.1); glVertex3f(-w, h, 0.1); + polys++; + glEnd(); + glDisable(GL_POLYGON_OFFSET_FILL); + if (c->tnum) glBindTexture(GL_TEXTURE_2D, c->tnum); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + if (c->pins == 8) + size = 0.4; + else + size = 0.6; + th = size*2/3; + mult = size*c->tw / c->th; + mult /= 2; + glBegin(GL_QUADS); /* text markings */ + glNormal3f(0, 0, 1); + glTexCoord2f(0, 1); + glVertex3f(th, mult, 0.1); + glTexCoord2f(1, 1); + glVertex3f(th, -mult, 0.1); + glTexCoord2f(1, 0); + glVertex3f(-th, -mult, 0.1); + glTexCoord2f(0, 0); + glVertex3f(-th, mult, 0.1); + polys++; glEnd(); + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); d = (h*2-0.1) / c->pins; d*=2; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lcol); glMaterialfv(GL_FRONT, GL_SPECULAR, lspec); glMaterialfv(GL_FRONT, GL_SHININESS, &lshine); for (z = 0 ; z < c->pins/2 ; z++) { - ICLeg(w, -h + z*d + d/2, 0, 0); + polys += ICLeg(w, -h + z*d + d/2, 0, 0); } for (z = 0 ; z < c->pins/2 ; z++) { - ICLeg(-w, -h + z*d + d/2, 0, 1); + polys += ICLeg(-w, -h + z*d + d/2, 0, 1); } + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col2); + glTranslatef(-w+0.3, h-0.3, 0.1); + glRotatef(90, 0, 1, 0); + polys += circle(ci, 0.1, 7, 0); glPopMatrix(); + return polys; } -void DrawDisp(Disp *d) { -GLfloat col[] = {0.8, 0.8, 0.8, 1.0}; /* body colour */ -GLfloat front[] = {0.2, 0.2, 0.2, 1.0}; /* front colour */ -GLfloat on[] = {0.9, 0, 0, 1}; /* 'on' segment */ -GLfloat off[] = {0.3, 0, 0, 1}; /* 'off' segment */ -int i, j, k; -GLfloat x, y; /* for the pins */ -GLfloat spec[] = {0.6, 0.6, 0.6, 0}; -GLfloat lcol[] = {0.4, 0.4, 0.4, 0}; -GLfloat shine = 40; -static GLfloat vdata_h[6][2] = -{ - {0, 0}, - {0.1, 0.1}, - {0.9, 0.1}, - {1, 0}, - {0.9, -0.1}, - {0.1, -0.1} -}; -static GLfloat vdata_v[6][2] = -{ - {0.27, 0}, - {0.35, -0.1}, - {0.2, -0.9}, - {0.1, -1}, - {0, -0.9}, - {0.15, -0.15} -}; - -static GLfloat seg_start[7][2] = -{ - - {0.55, 2.26}, - {1.35, 2.26}, - {1.2, 1.27}, - {0.25, 0.25}, - {0.06, 1.25}, - {0.25, 2.25}, - {0.39, 1.24} -}; - -static int nums[10][7] = +static int DrawDisp(Circuit *ci, Disp *d) { - {1, 1, 1, 1, 1, 1, 0}, /* 0 */ - {0, 1, 1, 0, 0, 0, 0}, /* 1 */ - {1, 1, 0, 1, 1, 0, 1}, /* 2 */ - {1, 1, 1, 1, 0, 0, 1}, /* 3 */ - {0, 1, 1, 0, 0, 1, 1}, /* 4 */ - {1, 0, 1, 1, 0, 1, 1}, /* 5 */ - {1, 0, 1, 1, 1, 1, 1}, /* 6 */ - {1, 1, 1, 0, 0, 0, 0}, /* 7 */ - {1, 1, 1, 1, 1, 1, 1}, /* 8 */ - {1, 1, 1, 0, 0, 1, 1} /* 9 */ -}; - + int polys = 0; + GLfloat col[] = {0.8, 0.8, 0.8, 1.0}; /* body colour */ + GLfloat front[] = {0.2, 0.2, 0.2, 1.0}; /* front colour */ + GLfloat on[] = {0.9, 0, 0, 1}; /* 'on' segment */ + GLfloat off[] = {0.3, 0, 0, 1}; /* 'off' segment */ + int i, j, k; + GLfloat x, y; /* for the pins */ + GLfloat spec[] = {0.6, 0.6, 0.6, 0}; + GLfloat lcol[] = {0.4, 0.4, 0.4, 0}; + GLfloat shine = 40; + static const GLfloat vdata_h[6][2] = { + {0, 0}, + {0.1, 0.1}, + {0.9, 0.1}, + {1, 0}, + {0.9, -0.1}, + {0.1, -0.1} + }; + static const GLfloat vdata_v[6][2] = { + {0.27, 0}, + {0.35, -0.1}, + {0.2, -0.9}, + {0.1, -1}, + {0, -0.9}, + {0.15, -0.15} + }; + + static const GLfloat seg_start[7][2] = { + {0.55, 2.26}, + {1.35, 2.26}, + {1.2, 1.27}, + {0.25, 0.25}, + {0.06, 1.25}, + {0.25, 2.25}, + {0.39, 1.24} + }; + + static const int nums[10][7] = { + {1, 1, 1, 1, 1, 1, 0}, /* 0 */ + {0, 1, 1, 0, 0, 0, 0}, /* 1 */ + {1, 1, 0, 1, 1, 0, 1}, /* 2 */ + {1, 1, 1, 1, 0, 0, 1}, /* 3 */ + {0, 1, 1, 0, 0, 1, 1}, /* 4 */ + {1, 0, 1, 1, 0, 1, 1}, /* 5 */ + {1, 0, 1, 1, 1, 1, 1}, /* 6 */ + {1, 1, 1, 0, 0, 0, 0}, /* 7 */ + {1, 1, 1, 1, 1, 1, 1}, /* 8 */ + {1, 1, 1, 0, 0, 1, 1} /* 9 */ + }; + + glTranslatef(-0.9, -1.8, 0); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); - Rect(0, 0, -0.01, 1.8, 2.6, 0.7); + polys += Rect(0, 0, -0.01, 1.8, 2.6, 0.7); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, front); glBegin(GL_QUADS); glVertex2f(-0.05, -0.05); glVertex2f(-0.05, 2.65); glVertex2f(1.85, 2.65); glVertex2f(1.85, -0.05); + polys++; glEnd(); glDisable(GL_LIGHTING); /* lit segments dont need light */ if (!seven && (random() % 30) == 19) { /* randomly change value */ @@ -935,12 +1284,14 @@ static int nums[10][7] = for(i = 0 ; i < 6 ; i++) { glVertex3f(xx[i], yy[i], 0.01); } + polys++; glEnd(); } glColor3fv(on); glPointSize(4); glBegin(GL_POINTS); glVertex3f(1.5, 0.2, 0.01); + polys++; glEnd(); glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lcol); @@ -948,16 +1299,21 @@ static int nums[10][7] = glMaterialfv(GL_FRONT, GL_SHININESS, &shine); for (x = 0.35 ; x <= 1.5 ; x+= 1.15) { for ( y = 0.2 ; y <= 2.4 ; y += 0.3) { - ICLeg(x, y, -0.7, 1); + polys += ICLeg(x, y, -0.7, 1); } } + return polys; } -void HoledRectangle(GLfloat w, GLfloat h, GLfloat d, GLfloat radius, int p) { -int step, a; -GLfloat x1, y1, x2, y2; -GLfloat yr, yr1, xr, xr1, side, side1; -GLfloat nx, ny; +static int HoledRectangle(Circuit *ci, + GLfloat w, GLfloat h, GLfloat d, GLfloat radius, + int p) +{ + int polys = 0; + int step, a; + GLfloat x1, y1, x2, y2; + GLfloat yr, yr1, xr, xr1, side, side1; + GLfloat nx, ny; step = 360 / p; x1 = radius; y1 = 0; @@ -966,15 +1322,15 @@ GLfloat nx, ny; side1 = h/2; glBegin(GL_QUADS); for (a = 0 ; a <= 360 ; a+= step) { - y2=radius*(float)sin_table[(int)a]; - x2=radius*(float)cos_table[(int)a]; + y2=radius*(float)ci->sin_table[(int)a]; + x2=radius*(float)ci->cos_table[(int)a]; if (a < 45 || a > 315) { xr = side; - yr = side1 * tan_table[a]; + yr = side1 * ci->tan_table[a]; nx = 1; ny = 0; } else if (a <= 135 || a >= 225) { - xr = side/tan_table[a]; + xr = side/ci->tan_table[a]; if (a >= 225) { yr = -side1; xr = 0 - xr; @@ -985,7 +1341,7 @@ GLfloat nx, ny; } } else { xr = -side; - yr = -side1 * tan_table[a]; + yr = -side1 * ci->tan_table[a]; nx = -1; ny = 0; } @@ -994,106 +1350,200 @@ GLfloat nx, ny; glVertex3f(x1,y1,-d); glVertex3f(x2,y2,-d); glVertex3f(x2,y2,0); + polys++; glNormal3f(0, 0, 1); /* front face */ glVertex3f(x1,y1,0); glVertex3f(xr1, yr1, 0); glVertex3f(xr, yr, 0); glVertex3f(x2, y2, 0); + polys++; glNormal3f(nx, ny, 0); /* side */ glVertex3f(xr, yr, 0); glVertex3f(xr, yr, -d); glVertex3f(xr1, yr1, -d); glVertex3f(xr1, yr1, 0); + polys++; glNormal3f(0, 0, -1); /* back */ glVertex3f(xr, yr, -d); glVertex3f(x2, y2, -d); glVertex3f(x1, y1, -d); glVertex3f(xr1, yr1, -d); + polys++; x1=x2; y1=y2; xr1 = xr; yr1 = yr; } glEnd(); + return polys; } -void DrawTransistor(Transistor *t) { -static GLfloat col[] = {0.3, 0.3, 0.3, 1.0}; -static GLfloat spec[] = {0.9, 0.9, 0.9, 1.0}; -static GLfloat nospec[] = {0.4, 0.4, 0.4, 1.0}; -GLfloat shin = 30; +static int DrawTransistor(Circuit *ci, Transistor *t) +{ + int polys = 0; + GLfloat col[] = {0.3, 0.3, 0.3, 1.0}; + GLfloat spec[] = {0.9, 0.9, 0.9, 1.0}; + GLfloat nospec[] = {0.4, 0.4, 0.4, 1.0}; + GLfloat shin = 30; glPushMatrix(); glMaterialfv(GL_FRONT, GL_SHININESS, &shin); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col); - if (t->type == 1) { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if (t->type == 1) { /* TO-92 style */ + float mult, y1, y2; + mult = 1.5*t->th/t->tw; + y1 = 0.2+mult/2; + y2 = 0.8-mult/2; + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, col); glRotatef(90, 0, 1, 0); glRotatef(90, 0, 0, 1); - createCylinder(1.0, 0.4, 1, 1); - Rect(0, -0.2, 0.4, 1, 0.2, 0.8); + polys += createCylinder(ci, 1.0, 0.4, 1, 1); + polys += Rect(0, -0.2, 0.4, 1, 0.2, 0.8); +/* Draw the markings */ + glEnable(GL_TEXTURE_2D); + if (t->tnum) glBindTexture(GL_TEXTURE_2D, t->tnum); + glEnable(GL_BLEND); + glDepthMask(GL_FALSE); + glBegin (GL_QUADS); + glNormal3f(0, 0, 1); + glTexCoord2f(0, 1); + glVertex3f(y1, -0.21, 0.3); + glTexCoord2f(1, 1); + glVertex3f(y1, -0.21, -0.3); + glTexCoord2f(1, 0); + glVertex3f(y2, -0.21, -0.3); + glTexCoord2f(0, 0); + glVertex3f(y2, -0.21, 0.3); + polys++; + glEnd(); + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); glTranslatef(-2, 0, -0.2); - wire(2); + polys += wire(ci, 2); glTranslatef(0, 0, 0.2); - wire(2); + polys += wire(ci, 2); glTranslatef(0, 0, 0.2); - wire(2); - } else { - Rect(0, 0, 0, 1.5, 1.5, 0.75); - glTranslatef(0.75, 1.875, -0.5); + polys += wire(ci, 2); + } else if (t->type == 0) { /* TO-220 Style */ + float mult, y1, y2; + mult = 1.5*t->th/t->tw; + y1 = 0.75+mult/2; + y2 = 0.75-mult/2; + polys += Rect(0, 0, 0, 1.5, 1.5, 0.5); + glEnable(GL_TEXTURE_2D); + if (t->tnum) glBindTexture(GL_TEXTURE_2D, t->tnum); + glEnable(GL_BLEND); + glDepthMask(GL_FALSE); + glBegin (GL_QUADS); + glNormal3f(0, 0, 1); + glTexCoord2f(0, 1); + glVertex3f(0, y1, 0.01); + glTexCoord2f(1, 1); + glVertex3f(1.5, y1, 0.01); + glTexCoord2f(1, 0); + glVertex3f(1.5, y2, 0.01); + glTexCoord2f(0, 0); + glVertex3f(0, y2, 0.01); + glEnd(); + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT, GL_SPECULAR, spec); glMaterialfv(GL_FRONT, GL_SHININESS, &shin); - if (glIsEnabled(GL_NORMALIZE)) glEnable(GL_NORMALIZE); - HoledRectangle(1.5, 0.75, 0.25, 0.2, 8); + polys += Rect(0, 0, -0.5, 1.5, 1.5, 0.30); + if (!glIsEnabled(GL_NORMALIZE)) glEnable(GL_NORMALIZE); + glTranslatef(0.75, 1.875, -0.55); + polys += HoledRectangle(ci, 1.5, 0.75, 0.25, 0.2, 8); glMaterialfv(GL_FRONT, GL_SPECULAR, nospec); glTranslatef(-0.375, -1.875, 0); glRotatef(90, 0, 0, -1); - wire(2); + polys += wire(ci, 2); glTranslatef(0, 0.375, 0); - wire(2); + polys += wire(ci, 2); glTranslatef(0, 0.375, 0); - wire(2); + polys += wire(ci, 2); + } else { /* SMC transistor */ +/* Draw the body */ + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, col); + glTranslatef(-0.5, -0.25, 0.1); + polys += Rect(0, 0, 0, 1, 0.5, 0.2); +/* Draw the markings */ + glEnable(GL_TEXTURE_2D); + if (t->tnum) glBindTexture(GL_TEXTURE_2D, t->tnum); + glEnable(GL_BLEND); + glDepthMask(GL_FALSE); + glBegin (GL_QUADS); + glNormal3f(0, 0, 1); + glTexCoord2f(0, 1); + glVertex3f(0.2, 0, 0.01); + glTexCoord2f(1, 1); + glVertex3f(0.8, 0, 0.01); + glTexCoord2f(1, 0); + glVertex3f(0.8, 0.5, 0.01); + glTexCoord2f(0, 0); + glVertex3f(0.2, 0.5, 0.01); + polys++; + glEnd(); + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); +/* Now draw the legs */ + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); + glMaterialfv(GL_FRONT, GL_SPECULAR, spec); + glMaterialfv(GL_FRONT, GL_SHININESS, &shin); + polys += Rect(0.25, -0.1, -0.05, 0.1, 0.1, 0.2); + polys += Rect(0.75, -0.1, -0.05, 0.1, 0.1, 0.2); + polys += Rect(0.5, 0.5, -0.05, 0.1, 0.1, 0.2); + polys += Rect(0.25, -0.2, -0.2, 0.1, 0.15, 0.1); + polys += Rect(0.75, -0.2, -0.2, 0.1, 0.15, 0.1); + polys += Rect(0.5, 0.5, -0.2, 0.1, 0.15, 0.1); } glPopMatrix(); + return polys; } -Component * NewComponent(void) { -Component *c; -float rnd; +static Component * NewComponent(ModeInfo *mi) +{ + Circuit *ci = &circuit[MI_SCREEN(mi)]; + Component *c; + float rnd; c = malloc(sizeof(Component)); c->angle = RAND_RANGE(0,360); rnd = f_rand(); if (rnd < 0.25) { /* come from the top */ - c->y = YMAX/2; - c->x = RAND_RANGE(0, XMAX) - XMAX/2; + c->y = ci->YMAX/2; + c->x = RAND_RANGE(0, ci->XMAX) - ci->XMAX/2; if (c->x > 0) c->dx = 0 - RAND_RANGE(0.5, 2); else c->dx = RAND_RANGE(0.5, 2); c->dy = 0 - RAND_RANGE(0.5, 2); } else if (rnd < 0.5) { /* come from the bottom */ - c->y = 0 - YMAX/2; - c->x = RAND_RANGE(0, XMAX) - XMAX/2; + c->y = 0 - ci->YMAX/2; + c->x = RAND_RANGE(0, ci->XMAX) - ci->XMAX/2; if (c->x > 0) c->dx = 0 - RAND_RANGE(0.5, 2); else c->dx = RAND_RANGE(0.5, 2); c->dy = RAND_RANGE(0.5, 2); } else if (rnd < 0.75) { /* come from the left */ - c->x = 0 - XMAX/2; - c->y = RAND_RANGE(0, YMAX) - YMAX/2; + c->x = 0 - ci->XMAX/2; + c->y = RAND_RANGE(0, ci->YMAX) - ci->YMAX/2; c->dx = RAND_RANGE(0.5, 2); if (c->y > 0) c->dy = 0 - RAND_RANGE(0.5, 2); else c->dy = RAND_RANGE(0.5, 2); } else { /* come from the right */ - c->x = XMAX/2; - c->y = RAND_RANGE(0, YMAX) - YMAX/2; + c->x = ci->XMAX/2; + c->y = RAND_RANGE(0, ci->YMAX) - ci->YMAX/2; c->dx = 0 - RAND_RANGE(0.5, 2); if (c->y > 0) c->dy = 0 - RAND_RANGE(0.5, 2); @@ -1104,61 +1554,114 @@ float rnd; c->rotx = f_rand(); c->roty = f_rand(); c->rotz = f_rand(); - c->drot = f_rand() * 7; + c->drot = f_rand() * 3; c->rdeg = 0; c->dz = f_rand()*2 - 1; c->norm = 0; c->alpha = 0; /* explicitly set to 1 later */ - rnd = f_rand(); - if (rnd < 0.1) { + rnd = random() % 11; + if (rnd < 1) { c->c = NewResistor(); c->type = 0; if (f_rand() < 0.4) c->norm = 1; /* some resistors shine */ - } else if (rnd < 0.2) { + } else if (rnd < 2) { c->c = NewDiode(); if (f_rand() < 0.4) c->norm = 1; /* some diodes shine */ c->type = 1; - } else if (rnd < 0.3) { - c->c = NewTransistor(); + } else if (rnd < 3) { + c->c = NewTransistor(mi); c->norm = 1; c->type = 2; - } else if (rnd < 0.4) { - c->c = NewCapacitor(); - if (f_rand() < 0.4) - c->norm = 1; /* some capacitors shine */ + } else if (rnd < 4) { + c->c = NewCapacitor(ci); + c->norm = 1; c->type = 4; - } else if (rnd < 0.6) { - c->c = NewIC(); + } else if (rnd < 5) { + c->c = NewIC(mi); c->type = 5; - } else if (rnd < 0.7) { - c->c = NewLED(); + c->norm = 1; + } else if (rnd < 6) { + c->c = NewLED(ci); c->type = 3; c->norm = 1; c->alpha = 1; - } else if (rnd < 0.8) { - c->c = NewFuse(); + } else if (rnd < 7) { + c->c = NewFuse(ci); c->norm = 1; c->type = 7; c->alpha = 1; + } else if (rnd < 8) { + c->c = NewRCA(ci); + c->norm = 1; + c->type = 8; + } else if (rnd < 9) { + c->c = NewThreeFive(ci); + c->norm = 1; + c->type = 9; + } else if (rnd < 10) { + c->c = NewSwitch(ci); + c->norm = 1; + c->type = 10; } else { - c->c = NewDisp(); + c->c = NewDisp(ci); c->type = 6; } return c; } -Transistor *NewTransistor(void) { -Transistor *t; +static Transistor *NewTransistor(ModeInfo *mi) +{ + Transistor *t; + float texfg[] = {0.7, 0.7, 0.7, 1.0}; + float texbg[] = {0.3, 0.3, 0.3, 0.1}; + TexNum *tn; + const char *val; t = malloc(sizeof(Transistor)); - t->type = (f_rand() < 0.5); + t->type = (random() % 3); + if (t->type == 0) { + val = transistortypes[random() % countof(transistortypes)]; + tn = fonttexturealloc(mi, val, texfg, texbg); + if (tn == NULL) { + fprintf(stderr, "Error getting a texture for a string!\n"); + t->tnum = 0; + } else { + t->tnum = tn->num; + t->tw = tn->w; t->th = tn->h; + free(tn); + } + } else if (t->type == 2) { + val = smctypes[random() % countof(smctypes)]; + tn = fonttexturealloc(mi, val, texfg, texbg); + if (tn == NULL) { + fprintf(stderr, "Error getting a texture for a string!\n"); + t->tnum = 0; + } else { + t->tnum = tn->num; + t->tw = tn->w; t->th = tn->h; + free(tn); + } + } else if (t->type == 1) { + val = to92types[random() % countof(to92types)]; + tn = fonttexturealloc(mi, val, texfg, texbg); + if (tn == NULL) { + fprintf(stderr, "Error getting a texture for a string!\n"); + t->tnum = 0; + } else { + t->tnum = tn->num; + t->tw = tn->w; t->th = tn->h; + free(tn); + } + } + return t; } -Capacitor *NewCapacitor(void) { -Capacitor *c; +static Capacitor *NewCapacitor(Circuit *ci) +{ + Capacitor *c; c = malloc(sizeof(Capacitor)); c->type = (f_rand() < 0.5); @@ -1166,15 +1669,16 @@ Capacitor *c; c->length = RAND_RANGE(0.5, 1); c->width = RAND_RANGE(0.5, 1); } else { - c->width = RAND_RANGE(1, 2); + c->width = RAND_RANGE(0.3, 1); } return c; } /* 7 segment display */ -Disp *NewDisp(void) { -Disp *d; +static Disp *NewDisp(Circuit *ci) +{ + Disp *d; d = malloc(sizeof(Disp)); if (seven) @@ -1185,9 +1689,16 @@ Disp *d; } -IC *NewIC(void) { -IC *c; -int pins; +static IC *NewIC(ModeInfo *mi) +{ + IC *c; + int pins; + TexNum *tn; + float texfg[] = {0.7, 0.7, 0.7, 1.0}; + float texbg[] = {0.1, 0.1, 0.1, 0}; + const char *val; + char *str; + int types[countof(ictypes)], i, n = 0; c = malloc(sizeof(IC)); c->type = 0; @@ -1206,19 +1717,41 @@ int pins; pins = 24; break; } + for (i = 0 ; i < countof(ictypes) ; i++) { + if (ictypes[i].pins == pins) { + types[n] = i; + n++; + } + } + + if (n > countof(types)) abort(); + val = ictypes[types[random() % n]].val; + str = malloc(strlen(val) + 1 + 4 + 1); /* add space for production date */ + sprintf(str, "%s\n%02d%02d", val, (int)RAND_RANGE(80, 100), (int)RAND_RANGE(1,53)); + tn = fonttexturealloc(mi, str, texfg, texbg); + free(str); + if (tn == NULL) { + fprintf(stderr, "Error allocating font texture for '%s'\n", val); + c->tnum = 0; + } else { + c->tw = tn->w; c->th = tn->h; + c->tnum = tn->num; + free(tn); + } c->pins = pins; return c; } -LED *NewLED(void) { -LED *l; -float r; +static LED *NewLED(Circuit *ci) +{ + LED *l; + float r; l = malloc(sizeof(LED)); r = f_rand(); l->light = 0; - if (!light && (f_rand() < 0.4)) { - light = 1; + if (!ci->light && (f_rand() < 0.4)) { + ci->light = 1; l->light = 1; } if (r < 0.2) { @@ -1235,16 +1768,44 @@ float r; return l; } -Fuse *NewFuse(void) { -Fuse *f; +static Fuse *NewFuse(Circuit *ci) +{ + Fuse *f; f = malloc(sizeof(Fuse)); return f; } -Diode *NewDiode(void) { -Band *b; -Diode *ret; +static RCA *NewRCA(Circuit *ci) +{ + RCA *r; + + r = malloc(sizeof(RCA)); + r->col = (random() % 10 < 5); + return r; +} + +static ThreeFive *NewThreeFive(Circuit *ci) +{ + ThreeFive *r; + + r = malloc(sizeof(ThreeFive)); + return r; +} + +static Switch *NewSwitch(Circuit *ci) +{ + Switch *s; + + s = malloc(sizeof(Switch)); + s->position = 0; + return s; +} + +static Diode *NewDiode(void) +{ + Band *b; + Diode *ret; ret = malloc(sizeof(Diode)); b = malloc(sizeof(Band)); @@ -1266,9 +1827,10 @@ Diode *ret; } -Resistor * NewResistor(void) { -int v, m, t; /* value, multiplier, tolerance */ -Resistor *ret; +static Resistor * NewResistor(void) +{ + int v, m, t; /* value, multiplier, tolerance */ + Resistor *ret; v = RAND(9); m = RAND(5); @@ -1287,204 +1849,207 @@ Resistor *ret; return ret; } -void makebandlist(void) { -int i; -GLfloat col[] = {0,0,0,0}; -GLfloat spec[] = {0.8,0.8,0.8,0}; -GLfloat shine = 40; +static void makebandlist(Circuit *ci) +{ + int i; + GLfloat col[] = {0,0,0,0}; + GLfloat spec[] = {0.8,0.8,0.8,0}; + GLfloat shine = 40; for (i = 0 ; i < 12 ; i++) { - band_list[i] = glGenLists(i); - glNewList(band_list[i], GL_COMPILE); + ci->band_list[i] = glGenLists(1); + glNewList(ci->band_list[i], GL_COMPILE); col[0] = colorcodes[i][0]; col[1] = colorcodes[i][1]; col[2] = colorcodes[i][2]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &shine); - createCylinder(0.1, 0.42, 0, 0); + ci->band_list_polys[i] = createCylinder(ci, 0.1, 0.42, 0, 0); glEndList(); } } -void bandedCylinder(float radius, float l, GLfloat r, GLfloat g, GLfloat bl, - Band **b, int nbands) { -int n; /* band number */ -int p = 0; /* prev number + 1; */ -GLfloat col[] = {0,0,0,0}; +static int bandedCylinder(Circuit *ci, + float radius, float l, + GLfloat r, GLfloat g, GLfloat bl, + Band **b, int nbands) +{ + int polys = 0; + int n; /* band number */ + GLfloat col[] = {0,0,0,0}; col[0] = r; col[1] = g; col[2] = bl; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); - createCylinder(l, radius, 1, 0); /* body */ + polys += createCylinder(ci, l, radius, 1, 0); /* body */ for (n = 0 ; n < nbands ; n++) { glPushMatrix(); glTranslatef(b[n]->pos*l, 0, 0); col[0] = b[n]->r; col[1] = b[n]->g; col[2] = b[n]->b; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col); - createCylinder(b[n]->len*l, radius*1.05, 0, 0); /* band */ + polys += createCylinder(ci, b[n]->len*l, radius*1.05, 0, 0); /* band */ glPopMatrix(); - p = n+1; } + return polys; } -void drawgrid(void) { -GLfloat x, y; -static GLfloat col[] = {0, 0.25, 0.05}; -static GLfloat col2[] = {0, 0.125, 0.05}; -GLfloat col3[] = {0, 0.8, 0}; -static GLfloat sx, sy; /* bright spot co-ords */ -static int sdir; /* 0 = left-right, 1 = right-left, 2 = up->dn, 3 = dn->up */ -static int s = 0; /* if spot is enabled */ -static float ds; /* speed of spot */ - - if (!s) { - if (f_rand() < ((rotate) ? 0.05 : 0.01)) { - sdir = RAND_RANGE(0, 4); - ds = RAND_RANGE(0.4, 0.8); - switch (sdir) { +static int drawgrid(Circuit *ci) +{ + int polys = 0; + GLfloat x, y; + GLfloat col3[] = {0, 0.8, 0}; + + if (!ci->draw_s) { + if (f_rand() < ((rotatespeed > 0) ? 0.05 : 0.01)) { + ci->draw_sdir = RAND_RANGE(0, 4); + ci->draw_ds = RAND_RANGE(0.4, 0.8); + switch (ci->draw_sdir) { case 0: - sx = -XMAX/2; - sy = ((int)RAND_RANGE(0, YMAX/2))*2 - YMAX/2; + ci->draw_sx = -ci->XMAX/2; + ci->draw_sy = ((int)RAND_RANGE(0, ci->YMAX/2))*2 - ci->YMAX/2; break; case 1: - sx = XMAX/2; - sy = ((int)RAND_RANGE(0, YMAX/2))*2 - YMAX/2; + ci->draw_sx = ci->XMAX/2; + ci->draw_sy = ((int)RAND_RANGE(0, ci->YMAX/2))*2 - ci->YMAX/2; break; case 2: - sy = YMAX/2; - sx = ((int)RAND_RANGE(0, XMAX/2))*2 - XMAX/2; + ci->draw_sy = ci->YMAX/2; + ci->draw_sx = ((int)RAND_RANGE(0, ci->XMAX/2))*2 - ci->XMAX/2; break; case 3: - sy = -YMAX/2; - sx = ((int)RAND_RANGE(0, XMAX/2))*2 - XMAX/2; + ci->draw_sy = -ci->YMAX/2; + ci->draw_sx = ((int)RAND_RANGE(0, ci->XMAX/2))*2 - ci->XMAX/2; break; } - s = 1; + ci->draw_s = 1; } - } else if (!rotate) { - if (col[1] < 0.25) { - col[1] += 0.025; col[2] += 0.005; - col2[1] += 0.015 ; col2[2] += 0.005; + } else if (rotatespeed <= 0) { + if (ci->grid_col[1] < 0.25) { + ci->grid_col[1] += 0.025; ci->grid_col[2] += 0.005; + ci->grid_col2[1] += 0.015 ; ci->grid_col2[2] += 0.005; } } glDisable(GL_LIGHTING); - if (s) { + if (ci->draw_s) { glColor3fv(col3); glPushMatrix(); - glTranslatef(sx, sy, -10); - sphere(0.1, 10, 10, 0, 10, 0, 10); - if (sdir == 0) - glTranslatef(-ds, 0, 0); - if (sdir == 1) - glTranslatef(ds, 0, 0); - if (sdir == 2) - glTranslatef(0, ds, 0); - if (sdir == 3) - glTranslatef(0, -ds, 0); - sphere(0.05, 10, 10, 0, 10, 0, 10); + glTranslatef(ci->draw_sx, ci->draw_sy, -10); + polys += sphere(ci, 0.1, 10, 10, 0, 10, 0, 10); + if (ci->draw_sdir == 0) + glTranslatef(-ci->draw_ds, 0, 0); + if (ci->draw_sdir == 1) + glTranslatef(ci->draw_ds, 0, 0); + if (ci->draw_sdir == 2) + glTranslatef(0, ci->draw_ds, 0); + if (ci->draw_sdir == 3) + glTranslatef(0, -ci->draw_ds, 0); + polys += sphere(ci, 0.05, 10, 10, 0, 10, 0, 10); glPopMatrix(); - if (sdir == 0) { - sx += ds; - if (sx > XMAX/2) - s = 0; + if (ci->draw_sdir == 0) { + ci->draw_sx += ci->draw_ds; + if (ci->draw_sx > ci->XMAX/2) + ci->draw_s = 0; } - if (sdir == 1) { - sx -= ds; - if (sx < -XMAX/2) - s = 0; + if (ci->draw_sdir == 1) { + ci->draw_sx -= ci->draw_ds; + if (ci->draw_sx < -ci->XMAX/2) + ci->draw_s = 0; } - if (sdir == 2) { - sy -= ds; - if (sy < YMAX/2) - s = 0; + if (ci->draw_sdir == 2) { + ci->draw_sy -= ci->draw_ds; + if (ci->draw_sy < ci->YMAX/2) + ci->draw_s = 0; } - if (sdir == 3) { - sy += ds; - if (sy > YMAX/2) - s = 0; + if (ci->draw_sdir == 3) { + ci->draw_sy += ci->draw_ds; + if (ci->draw_sy > ci->YMAX/2) + ci->draw_s = 0; } - } else if (!rotate) { - if (col[1] > 0) { - col[1] -= 0.0025; col[2] -= 0.0005; - col2[1] -= 0.0015 ; col2[2] -= 0.0005; + } else if (rotatespeed <= 0) { + if (ci->grid_col[1] > 0) { + ci->grid_col[1] -= 0.0025; ci->grid_col[2] -= 0.0005; + ci->grid_col2[1] -= 0.0015 ; ci->grid_col2[2] -= 0.0005; } } - for (x = -XMAX/2 ; x <= XMAX/2 ; x+= 2) { - glColor3fv(col); + for (x = -ci->XMAX/2 ; x <= ci->XMAX/2 ; x+= 2) { + glColor3fv(ci->grid_col); glBegin(GL_LINES); - glVertex3f(x, YMAX/2, -10); - glVertex3f(x, -YMAX/2, -10); - glColor3fv(col2); - glVertex3f(x-0.02, YMAX/2, -10); - glVertex3f(x-0.02, -YMAX/2, -10); - glVertex3f(x+0.02, YMAX/2, -10); - glVertex3f(x+0.02, -YMAX/2, -10); + glVertex3f(x, ci->YMAX/2, -10); + glVertex3f(x, -ci->YMAX/2, -10); + glColor3fv(ci->grid_col2); + glVertex3f(x-0.02, ci->YMAX/2, -10); + glVertex3f(x-0.02, -ci->YMAX/2, -10); + glVertex3f(x+0.02, ci->YMAX/2, -10); + glVertex3f(x+0.02, -ci->YMAX/2, -10); glEnd(); } - for (y = -YMAX/2 ; y <= YMAX/2 ; y+= 2) { - glColor3fv(col); + for (y = -ci->YMAX/2 ; y <= ci->YMAX/2 ; y+= 2) { + glColor3fv(ci->grid_col); glBegin(GL_LINES); - glVertex3f(-XMAX/2, y, -10); - glVertex3f(XMAX/2, y, -10); - glColor3fv(col2); - glVertex3f(-XMAX/2, y-0.02, -10); - glVertex3f(XMAX/2, y-0.02, -10); - glVertex3f(-XMAX/2, y+0.02, -10); - glVertex3f(XMAX/2, y+0.02, -10); + glVertex3f(-ci->XMAX/2, y, -10); + glVertex3f(ci->XMAX/2, y, -10); + glColor3fv(ci->grid_col2); + glVertex3f(-ci->XMAX/2, y-0.02, -10); + glVertex3f(ci->XMAX/2, y-0.02, -10); + glVertex3f(-ci->XMAX/2, y+0.02, -10); + glVertex3f(ci->XMAX/2, y+0.02, -10); glEnd(); } glEnable(GL_LIGHTING); + return polys; } -void display(void) { -static Component *c[MAX_COMPONENTS]; -static int i = 0; -GLfloat light_sp[] = {0.8, 0.8, 0.8, 1.0}; -GLfloat black[] = {0, 0, 0, 1.0}; -static GLfloat rotate_angle = 0; /* when 'rotate' is enabled */ -int j; - - if (i == 0) { - for (i = 0 ; i < maxparts ; i++) { - c[i] = NULL; +static void display(ModeInfo *mi) +{ + Circuit *ci = &circuit[MI_SCREEN(mi)]; + GLfloat light_sp[] = {0.8, 0.8, 0.8, 1.0}; + GLfloat black[] = {0, 0, 0, 1.0}; + int j; + + mi->polygon_count = 0; + + if (ci->display_i == 0) { + for (ci->display_i = 0 ; ci->display_i < maxparts ; ci->display_i++) { + ci->components[ci->display_i] = NULL; } } glEnable(GL_LIGHTING); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); + gluLookAt(ci->viewer[0], ci->viewer[1], ci->viewer[2], + 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0); glPushMatrix(); - if (rotate) { - glRotatef(rotate_angle, 0, 0, 1); - rotate_angle += 0.01 * (float)rotatespeed; - if (rotate_angle >= 360) rotate_angle = 0; - } - glLightfv(GL_LIGHT0, GL_POSITION, lightpos); + glRotatef(ci->rotate_angle, 0, 0, 1); + ci->rotate_angle += 0.01 * (float)rotatespeed; + if (ci->rotate_angle >= 360) ci->rotate_angle = 0; + + glLightfv(GL_LIGHT0, GL_POSITION, ci->lightpos); glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp); glLighti(GL_LIGHT0, GL_CONSTANT_ATTENUATION, (GLfloat)1); glLighti(GL_LIGHT0, GL_LINEAR_ATTENUATION, (GLfloat)0.5); glLighti(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, (GLfloat)0); - drawgrid(); + mi->polygon_count += drawgrid(ci); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, light_sp); if (f_rand() < 0.05) { for (j = 0 ; j < maxparts ; j++) { - if (c[j] == NULL) { - c[j] = NewComponent(); + if (ci->components[j] == NULL) { + ci->components[j] = NewComponent(mi); j = maxparts; } } - reorder(&c[0]); + reorder(&ci->components[0]); } for (j = 0 ; j < maxparts ; j++) { glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, black); glMaterialfv(GL_FRONT, GL_EMISSION, black); glMaterialfv(GL_FRONT, GL_SPECULAR, black); - if (c[j] != NULL) { - if (DrawComponent(c[j])) { - free(c[j]); c[j] = NULL; + if (ci->components[j] != NULL) { + if (DrawComponent(ci, ci->components[j], &mi->polygon_count)) { + free(ci->components[j]); ci->components[j] = NULL; } } } @@ -1492,11 +2057,99 @@ int j; glFlush(); } +static void freetexture (Circuit *ci, GLuint texture) +{ + ci->s_refs[texture]--; + if (ci->s_refs[texture] < 1) { + glDeleteTextures(1, &texture); + } +} + +static TexNum * fonttexturealloc (ModeInfo *mi, + const char *str, float *fg, float *bg) +{ + Circuit *ci = &circuit[MI_SCREEN(mi)]; + int i, status; + XImage *ximage; + char *c; + TexNum *t; + + if (ci->font_init == 0) { + for (i = 0 ; i < 50 ; i++) { + ci->font_strings[i] = NULL; + ci->s_refs[i] = 0; + ci->font_w[i] = 0; ci->font_h[i] = 0; + } + ci->font_init++; + } + for (i = 0 ; i < 50 ; i++) { + if (!ci->s_refs[i] && ci->font_strings[i]) { + free (ci->font_strings[i]); + ci->font_strings[i] = NULL; + } + if (ci->font_strings[i] && !strcmp(str, ci->font_strings[i])) { /* if one matches */ + t = malloc(sizeof(TexNum)); + t->w = ci->font_w[i]; t->h = ci->font_h[i]; + t->num = i; + ci->s_refs[i]++; + return t; + } + } + + /* at this point we need to make the new texture */ + ximage = text_to_ximage (mi->xgwa.screen, + mi->xgwa.visual, + font, str, + fg, bg); + for (i = 0 ; ci->font_strings[i] != NULL ; i++) { /* set i to the next unused value */ + if (i > 49) { + fprintf(stderr, "Texture cache full!\n"); + free(ximage->data); + ximage->data = 0; + XFree (ximage); + return NULL; + } + } + + glBindTexture(GL_TEXTURE_2D, i); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + clear_gl_error(); + status = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ximage->width, ximage->height, + GL_RGBA, GL_UNSIGNED_BYTE, ximage->data); + if (status) + { + const char *s = (char *) gluErrorString (status); + fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n", + progname, ximage->width, ximage->height, + (s ? s : "(unknown)")); + exit (1); + } + check_gl_error("mipmapping"); + + t = malloc(sizeof(TexNum)); + t->w = ximage->width; + t->h = ximage->height; + ci->font_w[i] = t->w; ci->font_h[i] = t->h; + free(ximage->data); + ximage->data = 0; + XFree (ximage); + c = malloc(strlen(str)+1); + strncpy(c, str, strlen(str)+1); + ci->font_strings[i] = c; + ci->s_refs[i]++; + t->num = i; + return t; +} + /* ensure transparent components are at the end */ -void reorder(Component *c[]) { -int i, j, k; -Component *c1[MAX_COMPONENTS]; -Component *c2[MAX_COMPONENTS]; +static void reorder(Component *c[]) +{ + int i, j, k; + Component *c1[MAX_COMPONENTS]; + Component *c2[MAX_COMPONENTS]; j = 0; for (i = 0 ; i < maxparts ; i++) { /* clear old matrix */ @@ -1528,74 +2181,94 @@ Component *c2[MAX_COMPONENTS]; } } -void reshape_circuit(ModeInfo *mi, int width, int height) +ENTRYPOINT void reshape_circuit(ModeInfo *mi, int width, int height) { - + Circuit *ci = &circuit[MI_SCREEN(mi)]; + GLfloat h = (GLfloat) height / (GLfloat) width; glViewport(0,0,(GLint)width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glFrustum(-1.0,1.0,-1.0,1.0,1.5,35.0); + glFrustum(-1.0,1.0,-h,h,1.5,35.0); glMatrixMode(GL_MODELVIEW); - win_h = height; win_w = width; + ci->win_h = height; + ci->win_w = width; + ci->YMAX = ci->XMAX * h; } -void init_circuit(ModeInfo *mi) +ENTRYPOINT void init_circuit(ModeInfo *mi) { int screen = MI_SCREEN(mi); -Circuit *c; +Circuit *ci; if (circuit == NULL) { if ((circuit = (Circuit *) calloc(MI_NUM_SCREENS(mi), sizeof(Circuit))) == NULL) return; } - c = &circuit[screen]; - c->window = MI_WINDOW(mi); + ci = &circuit[screen]; + ci->window = MI_WINDOW(mi); + + ci->XMAX = ci->YMAX = 30; + ci->viewer[2] = 14; + ci->lightpos[0] = 7; + ci->lightpos[1] = 7; + ci->lightpos[2] = 15; + ci->lightpos[3] = 1; + + ci->grid_col[1] = 0.25; + ci->grid_col[2] = 0.05; + ci->grid_col2[1] = 0.125; + ci->grid_col2[2] = 0.05; + if (maxparts >= MAX_COMPONENTS) + maxparts = MAX_COMPONENTS-1; - if ((c->glx_context = init_GL(mi)) != NULL) { + if ((ci->glx_context = init_GL(mi)) != NULL) { reshape_circuit(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); } else { MI_CLEARWINDOW(mi); } if (uselight == 0) - light = 1; - glClearColor(0.0,0.0,0.0,0.0); + ci->light = 1; glShadeModel(GL_SMOOTH); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); - make_tables(); - makebandlist(); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + make_tables(ci); + makebandlist(ci); } -void draw_circuit(ModeInfo *mi) { -Circuit *c = &circuit[MI_SCREEN(mi)]; -Window w = MI_WINDOW(mi); -Display *disp = MI_DISPLAY(mi); +ENTRYPOINT void draw_circuit(ModeInfo *mi) +{ + Circuit *ci = &circuit[MI_SCREEN(mi)]; + Window w = MI_WINDOW(mi); + Display *disp = MI_DISPLAY(mi); - if (!c->glx_context) + if (!ci->glx_context) return; - glXMakeCurrent(disp, w, *(c->glx_context)); + glXMakeCurrent(disp, w, *(ci->glx_context)); - display(); + display(mi); if(mi->fps_p) do_fps(mi); glFinish(); glXSwapBuffers(disp, w); } -void release_circuit(ModeInfo *mi) { - +ENTRYPOINT void release_circuit(ModeInfo *mi) +{ if (circuit != NULL) { (void) free((void *) circuit); circuit = NULL; } - FreeAllGL(MI); + FreeAllGL(mi); } +XSCREENSAVER_MODULE ("Circuit", circuit) + #endif