/*
* 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
*
* Copyright (C) 2001 Ben Buxton (bb@cactii.net)
*
"*seven: " DEF_SEVEN "\n" \
"*light: True \n" \
"*rotate: False\n" \
+ "*font: fixed\n" \
"*rotatespeed: 1\n" \
# include "xlockmore.h" /* from the xscreensaver distribution */
#ifdef USE_GL
#include <GL/glu.h>
+#include "font-ximage.h"
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
static int maxparts;
static int spin;
static int rotate;
static int rotatespeed;
static int uselight;
+static char *font;
int def_parts = 10;
#undef countof
static XrmOptionDescRec opts[] = {
{"-parts", ".circuit.parts", XrmoptionSepArg, "10" },
+ {"-font", ".circuit.font", XrmoptionSepArg, "fixed" },
{"-rotate-speed", ".circuit.rotatespeed", XrmoptionSepArg, "1" },
{"+spin", ".circuit.spin", XrmoptionNoArg, (caddr_t) "false" },
{"-spin", ".circuit.spin", XrmoptionNoArg, (caddr_t) "true" },
static argtype vars[] = {
{(caddr_t *) &maxparts, "parts", "Parts", DEF_PARTS, t_Int},
+ {(caddr_t *) &font, "font", "Font", "fixed", t_String},
{(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},
float cos_table[720];
float tan_table[720];
+ModeInfo *modeinfo;
+
+/* 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 {
GLfloat r, g, b; /* body colour */
} Diode;
+static const char * transistortypes[] = {
+ "TIP2955",
+ "TIP32C",
+ "LM 350T",
+ "IRF730",
+ "ULN2577",
+ "7805T",
+ "7912T",
+ "TIP120",
+ "2N6401",
+ "BD239",
+ "2SC1590",
+ "MRF485",
+ "SC141D"
+};
+
typedef struct {
int type; /* package type. 0 = to-92, 1 = to-220 */
+ GLfloat tw, th; /* texture dimensions */
+ int tnum; /* texture binding */
} Transistor;
typedef struct {
float length; /* length of an electro */
} Capacitor;
+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 */
void reorder(Component *[]);
void circle(float, int,int);
void bandedCylinder(float, float , GLfloat, GLfloat , GLfloat, Band **, int);
+TexNum *fonttexturealloc(const char *, float *, float *);
Resistor *NewResistor(void);
Diode *NewDiode(void);
Transistor *NewTransistor(void);
}
-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;
+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 step;
+ int nsegs;
glPushMatrix();
- nsegs = radius*MAX(win_w, win_h)/10;
- nsegs = MAX(nsegs, 6);
+ nsegs = radius*MAX(win_w, win_h)/20;
+ nsegs = MAX(nsegs, 4);
if (nsegs % 2)
nsegs += 1;
angle = (half) ? (180 - 90/nsegs) : 374;
+ step = angle/nsegs;
z1 = radius; y1 = 0;
glBegin(GL_QUADS);
for (a = 0 ; a <= angle ; a+= angle/nsegs) {
glNormal3f(0, y1, z1);
glVertex3f(0,y1,z1);
glVertex3f(length,y1,z1);
+ glNormal3f(0, y2, z2);
glVertex3f(length,y2,z2);
glVertex3f(0,y2,z2);
z1=z2;
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);
glVertex3f(ex,0, 0);
glVertex3f(ex,y1,z1);
glVertex3f(ex,y2,z2);
- glEnd();
z1=z2;
y1=y2;
}
+ glEnd();
}
}
glPopMatrix();
}
-void circle(float radius, int segments, int half) {
-float x1 = 0, x2 = 0;
-float y1 = 0, y2 = 0;
-int i, t, s;
+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;
glEnd();
}
-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;
+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;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col);
glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
glMaterialfv(GL_FRONT, GL_SPECULAR, nospec);
}
-void ring(GLfloat inner, GLfloat outer, int nsegs) {
-GLfloat z1, z2, y1, y2;
-GLfloat Z1, Z2, Y1, Y2;
-int i;
+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;
void sphere(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)
+{
+ 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(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);
+ z1=z2;
+ y1=y2;
+ Z1=Z2;
+ Y1=Y2;
+ }
+ a1 = a;
+ }
+ glEnd();
}
-int DrawComponent(Component *c) {
-int ret = 0; /* return 1 if component is freed */
+int DrawComponent(Component *c)
+{
+ 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);
glDisable(GL_LIGHT1);
light = 0; lighton = 0;
}
+ if (c->type == 1)
+ free(((Diode *)c->c)->band); /* remember to free diode band */
free(c->c);
ret = 1;
}
glDisable(GL_NORMALIZE);
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;
+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;
glTranslatef(-4, 0, 0);
wire(3);
wire(3);
}
-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 */
+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 */
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);
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);
}
-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;
+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;
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);
+ sphere(c->width, 15, 15, 0, 4 ,0, 15);
+ glTranslatef(1.35*c->width, 0, 0);
+ sphere(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);
glPopMatrix();
}
-void DrawLED(LED *l) {
-GLfloat col[] = {0, 0, 0, 0.6};
+void DrawLED(LED *l)
+{
+ GLfloat col[] = {0, 0, 0, 0.6};
col[0] = l->r; col[1] = l->g; col[2] = l->b;
if (l->light && light) {
glDisable(GL_LIGHTING);
glColor3fv(col);
}
- sphere(0.3, 10, 10, 5, 10, 0, 10);
+ sphere(0.3, 7, 7, 3, 7, 0, 7);
if (l->light && light) {
glEnable(GL_LIGHTING);
} else {
}
}
}
-
-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};
+
+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};
glPushMatrix();
glMaterialfv(GL_FRONT, GL_SHININESS, &shine);
}
void Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h,
- GLfloat t) {
-GLfloat yh;
-GLfloat xw;
-GLfloat zt;
+ GLfloat t)
+{
+ GLfloat yh;
+ GLfloat xw;
+ GLfloat zt;
yh = y+h; xw = x+w; zt = z - t;
/* IC pins */
-void ICLeg(GLfloat x, GLfloat y, GLfloat z, int dir) {
-
-
+void ICLeg(GLfloat x, GLfloat y, GLfloat z, int dir)
+{
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);
}
-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;
+void DrawIC(IC *c)
+{
+ 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:
glVertex3f(w, h, 0.1);
glVertex3f(-w, h, 0.1);
glEnd();
+ glBindTexture(GL_TEXTURE_2D, c->tnum);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ if (c->pins == 8)
+ size = 0.4;
+ else
+ size = 0.6;
+ th = size/2;
+ mult = size*c->tw / c->th;
+ mult /= 2;
+ glBegin(GL_QUADS); /* text markings */
+ glNormal3f(0, 0, 1);
+ glTexCoord2f(0, 1);
+ glVertex3f(th, mult, 0.11);
+ glTexCoord2f(1, 1);
+ glVertex3f(th, -mult, 0.11);
+ glTexCoord2f(1, 0);
+ glVertex3f(-th, -mult, 0.11);
+ glTexCoord2f(0, 0);
+ glVertex3f(-th, mult, 0.11);
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
d = (h*2-0.1) / c->pins;
d*=2;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lcol);
for (z = 0 ; z < c->pins/2 ; z++) {
ICLeg(-w, -h + z*d + d/2, 0, 1);
}
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col2);
+ glTranslatef(-w+0.3, h-0.3, 0.11);
+ glRotatef(90, 0, 1, 0);
+ circle(0.1, 7, 0);
glPopMatrix();
}
-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] =
+void DrawDisp(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 */
-};
-
+ 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] = {
+ {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);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, front);
}
}
-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;
+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;
step = 360 / p;
x1 = radius; y1 = 0;
glEnd();
}
-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;
+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;
glPushMatrix();
glMaterialfv(GL_FRONT, GL_SHININESS, &shin);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (t->type == 1) {
+ 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);
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);
+ float mult, y1, y2;
+ mult = 1.5*t->th/t->tw;
+ y1 = 0.75+mult/2;
+ y2 = 0.75-mult/2;
+ Rect(0, 0, 0, 1.5, 1.5, 0.5);
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ 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);
HoledRectangle(1.5, 0.75, 0.25, 0.2, 8);
glMaterialfv(GL_FRONT, GL_SPECULAR, nospec);
glTranslatef(-0.375, -1.875, 0);
glPopMatrix();
}
-Component * NewComponent(void) {
-Component *c;
-float rnd;
+Component * NewComponent(void)
+{
+ Component *c;
+ float rnd;
c = malloc(sizeof(Component));
c->angle = RAND_RANGE(0,360);
c->type = 2;
} else if (rnd < 0.4) {
c->c = NewCapacitor();
- if (f_rand() < 0.4)
- c->norm = 1; /* some capacitors shine */
+ c->norm = 1;
c->type = 4;
} else if (rnd < 0.6) {
c->c = NewIC();
c->type = 5;
+ c->norm = 1;
} else if (rnd < 0.7) {
c->c = NewLED();
c->type = 3;
return c;
}
-Transistor *NewTransistor(void) {
-Transistor *t;
+Transistor *NewTransistor(void)
+{
+ 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);
+ if (t->type == 0) {
+ val = transistortypes[random() % countof(transistortypes)];
+ tn = fonttexturealloc(val, texfg, texbg);
+ if (tn == NULL) {
+ fprintf(stderr, "Error getting a texture for a string!\n");
+ } else {
+ t->tnum = tn->num;
+ t->tw = tn->w; t->th = tn->h;
+ free(tn);
+ }
+ }
return t;
}
-Capacitor *NewCapacitor(void) {
-Capacitor *c;
+Capacitor *NewCapacitor(void)
+{
+ Capacitor *c;
c = malloc(sizeof(Capacitor));
c->type = (f_rand() < 0.5);
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;
+Disp *NewDisp(void)
+{
+ Disp *d;
d = malloc(sizeof(Disp));
if (seven)
}
-IC *NewIC(void) {
-IC *c;
-int pins;
+IC *NewIC(void)
+{
+ 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;
+ int types[countof(ictypes)], i, n = 0;
c = malloc(sizeof(IC));
c->type = 0;
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;
+ tn = fonttexturealloc(val, texfg, texbg);
+ if (tn == NULL) {
+ fprintf(stderr, "Error allocating font texture for '%s'\n", val);
+ } 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;
+LED *NewLED(void)
+{
+ LED *l;
+ float r;
l = malloc(sizeof(LED));
r = f_rand();
return l;
}
-Fuse *NewFuse(void) {
-Fuse *f;
+Fuse *NewFuse(void)
+{
+ Fuse *f;
f = malloc(sizeof(Fuse));
return f;
}
-Diode *NewDiode(void) {
-Band *b;
-Diode *ret;
+Diode *NewDiode(void)
+{
+ Band *b;
+ Diode *ret;
ret = malloc(sizeof(Diode));
b = malloc(sizeof(Band));
}
-Resistor * NewResistor(void) {
-int v, m, t; /* value, multiplier, tolerance */
-Resistor *ret;
+Resistor * NewResistor(void)
+{
+ int v, m, t; /* value, multiplier, tolerance */
+ Resistor *ret;
v = RAND(9);
m = RAND(5);
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;
+void makebandlist(void)
+{
+ 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);
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};
+ Band **b, int nbands)
+{
+ int n; /* band number */
+ int p = 0; /* prev number + 1; */
+ GLfloat col[] = {0,0,0,0};
col[0] = r; col[1] = g; col[2] = bl;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, col);
}
}
-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 */
+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)) {
glEnable(GL_LIGHTING);
}
-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;
+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++) {
glFlush();
}
+TexNum * fonttexturealloc (const char *str, float *fg, float *bg)
+{
+ static char *strings[50]; /* max of 40 textures */
+ static int w[50], h[50];
+ int i;
+ static int init;
+ XImage *ximage;
+ char *c;
+ TexNum *t;
+
+ if (init == 0) {
+ for (i = 1 ; i < 50 ; i++) {
+ strings[i] = NULL;
+ w[i] = 0; h[i] = 0;
+ }
+ init++;
+ }
+ for (i = 1 ; i < 50 ; i++) {
+ if (strings[i] && !strcmp(str, strings[i])) { /* if one matches */
+ t = malloc(sizeof(TexNum));
+ t->w = w[i]; t->h = h[i];
+ t->num = i;
+ return t;
+ }
+ }
+ /* at this point we need to make the new texture */
+ ximage = text_to_ximage (modeinfo->xgwa.screen,
+ modeinfo->xgwa.visual,
+ font, str,
+ fg, bg);
+ for (i = 1 ; strings[i] != NULL ; i++); /* set i to the next unused value */
+ glBindTexture(GL_TEXTURE_2D, i);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ximage->width, ximage->height, GL_RGBA,
+ GL_UNSIGNED_BYTE, ximage->data);
+ t = malloc(sizeof(TexNum));
+ t->w = ximage->width;
+ t->h = ximage->height;
+ w[i] = t->w; h[i] = t->h;
+ free(ximage->data);
+ ximage->data = 0;
+ XFree (ximage);
+ c = malloc(strlen(str)+1);
+ strncpy(c, str, strlen(str)+1);
+ strings[i] = c;
+ 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];
+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 */
void reshape_circuit(ModeInfo *mi, int width, int height)
{
-
glViewport(0,0,(GLint)width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
make_tables();
makebandlist();
}
-void draw_circuit(ModeInfo *mi) {
-Circuit *c = &circuit[MI_SCREEN(mi)];
-Window w = MI_WINDOW(mi);
-Display *disp = MI_DISPLAY(mi);
+void draw_circuit(ModeInfo *mi)
+{
+ Circuit *c = &circuit[MI_SCREEN(mi)];
+ Window w = MI_WINDOW(mi);
+ Display *disp = MI_DISPLAY(mi);
if (!c->glx_context)
return;
+ modeinfo = mi;
glXMakeCurrent(disp, w, *(c->glx_context));
glXSwapBuffers(disp, w);
}
-void release_circuit(ModeInfo *mi) {
-
+void release_circuit(ModeInfo *mi)
+{
if (circuit != NULL) {
(void) free((void *) circuit);
circuit = NULL;