X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fengine.c;h=aadc1a265f8c3b640d41d34775a45326991d9e0c;hp=58bf4a53d54defa16c07e18a102d6f36a92a444c;hb=6b1c86cf395f59389e4ece4ea8f4bea2c332745b;hpb=c28aecf9fc41e3a03494bacf7279745425e2fa18 diff --git a/hacks/glx/engine.c b/hacks/glx/engine.c index 58bf4a53..aadc1a26 100644 --- a/hacks/glx/engine.c +++ b/hacks/glx/engine.c @@ -1,9 +1,16 @@ /* * engine.c - GL representation of a 4 stroke engine * - * version 1.01 + * version 2.00 * * Copyright (C) 2001 Ben Buxton (bb@cactii.net) + * modified by Ed Beroset (beroset@mindspring.com) + * new to 2.0 version is: + * - command line argument to specify number of cylinders + * - command line argument to specify included angle of engine + * - removed broken command line argument to specify rotation speed + * - included crankshaft shapes and firing orders for real engines + * verified using the Bosch _Automotive Handbook_, 5th edition, pp 402,403 * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -14,30 +21,18 @@ * implied warranty. */ - -#include - #ifdef STANDALONE -# define PROGCLASS "Engine" -# define HACK_INIT init_engine -# define HACK_DRAW draw_engine -# define HACK_HANDLE_EVENT engine_handle_event -# define HACK_RESHAPE reshape_engine -# define EVENT_MASK PointerMotionMask -# define engine_opts xlockmore_opts -/* insert defaults here */ - -#define DEFAULTS "*delay: 10000 \n" \ - "*showFPS: False \n" \ - "*move: True \n" \ - "*spin: True \n" \ - "*rotatespeed: 1\n" \ - -# include "xlockmore.h" /* from the xscreensaver distribution */ +#define DEFAULTS "*delay: 30000 \n" \ + "*showFPS: False \n" \ + "*titleFont: -*-times-bold-r-normal-*-180-*\n" \ + +# define refresh_engine 0 +# include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ -# include "xlock.h" /* from the xlockmore distribution */ +# include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ +#include "glxfonts.h" #include "rotator.h" #include "gltrackball.h" @@ -48,32 +43,37 @@ #ifdef USE_GL -#include +#define DEF_ENGINE "(none)" +#define DEF_TITLES "False" +#define DEF_SPIN "True" +#define DEF_WANDER "True" +#undef countof +#define countof(x) (sizeof((x))/sizeof((*x))) -static int rotatespeed; +static char *which_engine; static int move; -static int movepaused = 0; static int spin; - -#undef countof -#define countof(x) (sizeof((x))/sizeof((*x))) +static Bool do_titles; static XrmOptionDescRec opts[] = { - {"-rotate-speed", ".engine.rotatespeed", XrmoptionSepArg, "1" }, - {"-move", ".engine.move", XrmoptionNoArg, (caddr_t) "true" }, - {"+move", ".engine.move", XrmoptionNoArg, (caddr_t) "false" }, - {"-spin", ".engine.spin", XrmoptionNoArg, (caddr_t) "true" }, - {"+spin", ".engine.spin", XrmoptionNoArg, (caddr_t) "false" }, + {"-engine", ".engine.engine", XrmoptionSepArg, DEF_ENGINE }, + {"-move", ".engine.move", XrmoptionNoArg, "True" }, + {"+move", ".engine.move", XrmoptionNoArg, "False" }, + {"-spin", ".engine.spin", XrmoptionNoArg, "True" }, + {"+spin", ".engine.spin", XrmoptionNoArg, "False" }, + { "-titles", ".engine.titles", XrmoptionNoArg, "True" }, + { "+titles", ".engine.titles", XrmoptionNoArg, "False" }, }; static argtype vars[] = { - {(caddr_t *) &rotatespeed, "rotatespeed", "Rotatespeed", "1", t_Int}, - {(caddr_t *) &move, "move", "Move", "True", t_Bool}, - {(caddr_t *) &spin, "spin", "Spin", "True", t_Bool}, + {&which_engine, "engine", "Engine", DEF_ENGINE, t_String}, + {&move, "move", "Move", DEF_WANDER, t_Bool}, + {&spin, "spin", "Spin", DEF_SPIN, t_Bool}, + {&do_titles, "titles", "Titles", DEF_TITLES, t_Bool}, }; -ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct engine_description = @@ -84,6 +84,18 @@ ModStruct engine_description = #endif +/* these defines are used to provide symbolic means + * by which to refer to various portions or multiples + * of a cyle in degrees + */ +#define HALFREV 180 +#define ONEREV 360 +#define TWOREV 720 + +#define MOVE_MULT 0.05 + +#define RAND_RANGE(min, max) ((min) + (max - min) * f_rand()) + typedef struct { GLXContext *glx_context; @@ -97,60 +109,182 @@ typedef struct { rotator *rot; trackball_state *trackball; Bool button_down_p; + XFontStruct *xfont; + GLuint font_dlist; + char *engine_name; + int engineType; + int movepaused; + + float crankOffset; + float crankWidth; + + int win_w, win_h; + + float sin_table[TWOREV]; + float cos_table[TWOREV]; + float tan_table[TWOREV]; + + GLfloat boom_red[4]; + GLfloat boom_lpos[4]; + GLfloat boom_d, boom_wd; + int boom_time; + + GLfloat viewer[3], lookat[3]; + + int display_a; + GLfloat ln[730], yp[730], ang[730]; + int ln_init; + int lastPlug; + } Engine; static Engine *engine = NULL; -#include -#include -#include -#include +static const GLfloat lightpos[] = {7.0, 7.0, 12, 1.0}; +static const GLfloat light_sp[] = {0.8, 0.8, 0.8, 0.5}; +static const GLfloat red[] = {1.0, 0, 0, 1.0}; +static const GLfloat green[] = {0.0, 1, 0, 1.0}; +static const GLfloat blue[] = {0, 0, 1, 1.0}; +static const GLfloat white[] = {1.0, 1, 1, 1.0}; +static const GLfloat yellow_t[] = {1, 1, 0, 0.4}; -#ifndef M_PI -#define M_PI 3.14159265 -#endif +static GLvoid normal(GLfloat [], GLfloat [], GLfloat [], + GLfloat *, GLfloat *, GLfloat *); -#define MOVE_MULT 0.05 +/* + * this table represents both the firing order and included angle of engine. + * To simplify things, we always number from 0 starting at the flywheel and + * moving down the crankshaft toward the back of the engine. This doesn't + * always match manufacturer's schemes. For example, the Porsche 911 engine + * is a flat six with the following configuration (Porsche's numbering): + * + * 3 2 1 + * |= firing order is 1-6-2-4-3-5 in this diagram + * 6 5 4 + * + * We renumber these using our scheme but preserve the effective firing order: + * + * 0 2 4 + * |= firing order is 4-1-2-5-0-3 in this diagram + * 1 3 5 + * + * To avoid going completely insane, we also reorder these so the newly + * renumbered cylinder 0 is always first: 0-3-4-1-2-5 + * + * For a flat 6, the included angle is 180 degrees (0 would be a inline + * engine). Because these are all four-stroke engines, each piston goes + * through 720 degrees of rotation for each time the spark plug sparks, + * so in this case, we would use the following angles: + * + * cylinder firing order angle + * -------- ------------ ----- + * 0 0 0 + * 1 3 360 + * 2 4 240 + * 3 1 600 + * 4 2 480 + * 5 5 120 + * + */ -#define RAND_RANGE(min, max) ((min) + (max - min) * f_rand()) +typedef struct +{ + int cylinders; + int includedAngle; + int pistonAngle[12]; /* twelve cylinders should suffice... */ + int speed; /* step size in degrees for engine speed */ + const char *engineName; /* currently unused */ +} engine_type; + +static const engine_type engines[] = { + { 3, 0, { 0, 240, 480, 0, 0, 0, + 0, 0, 0, 0, 0, 0 }, 12, + "Honda Insight" }, + { 4, 0, { 0, 180, 540, 360, 0, 0, + 0, 0, 0, 0, 0, 0 }, 12, + "BMW M3" }, + { 4, 180, { 0, 360, 180, 540, 0, 0, + 0, 0, 0, 0, 0, 0 }, 12, + "VW Beetle" }, + { 5, 0, { 0, 576, 144, 432, 288, 0, + 0, 0, 0, 0, 0, 0 }, 12, + "Audi Quattro" }, + { 6, 0, { 0, 240, 480, 120, 600, 360, + 0, 0, 0, 0, 0, 0 }, 12, + "BMW M5" }, + { 6, 90, { 0, 360, 480, 120, 240, 600, + 0, 0, 0, 0, 0, 0 }, 12, + "Subaru XT" }, + { 6, 180, { 0, 360, 240, 600, 480, 120, + 0, 0, 0, 0, 0, 0 }, 12, + "Porsche 911" }, + { 8, 90, { 0, 450, 90, 180, 270, 360, + 540, 630, 0, 0, 0, 0 }, 15, + "Corvette Z06" }, + {10, 90, { 0, 72, 432, 504, 288, 360, + 144, 216, 576, 648, 0, 0 }, 12, + "Dodge Viper" }, + {12, 60, { 0, 300, 240, 540, 480, 60, + 120, 420, 600, 180, 360, 660 }, 12, + "Jaguar XKE" }, +}; -int win_w, win_h; +/* this define is just a little shorter way of referring to members of the + * table above + */ +#define ENG engines[e->engineType] -static GLfloat viewer[] = {0.0, 0.0, 30.0}; -static GLfloat lookat[] = {0.0, 0.0, 0.0}; -static GLfloat lightpos[] = {7.0, 7.0, 12, 1.0}; -GLfloat light_sp[] = {0.8, 0.8, 0.8, 0.5}; -static GLfloat red[] = {1.0, 0, 0, 1.0}; -static GLfloat green[] = {0.0, 1, 0, 1.0}; -static GLfloat blue[] = {0, 0, 1, 1.0}; -static GLfloat white[] = {1.0, 1, 1, 1.0}; -static GLfloat yellow_t[] = {1, 1, 0, 0.4}; +/* given a number of cylinders and an included angle, finds matching engine */ +static int +find_engine(char *name) +{ + unsigned int i; + char *s; -void circle(float, int,int); -GLvoid normal(GLfloat [], GLfloat [], GLfloat [], - GLfloat *, GLfloat *, GLfloat *); + if (!name || !*name || !strcasecmp (name, "(none)")) + return (random() % countof(engines)); -float sin_table[720]; -float cos_table[720]; -float tan_table[720]; + for (s = name; *s; s++) + if (*s == '-' || *s == '_') *s = ' '; + + for (i = 0; i < countof(engines); i++) { + if (!strcasecmp(name, engines[i].engineName)) + return i; + } + + fprintf (stderr, "%s: unknown engine type \"%s\"\n", progname, name); + fprintf (stderr, "%s: available models are:\n", progname); + for (i = 0; i < countof(engines); i++) { + fprintf (stderr, "\t %-13s (%d cylinders", + engines[i].engineName, engines[i].cylinders); + if (engines[i].includedAngle == 0) + fprintf (stderr, ")\n"); + else if (engines[i].includedAngle == 180) + fprintf (stderr, ", flat)\n"); + else + fprintf (stderr, ", V)\n"); + } + exit(1); +} /* we use trig tables to speed things up - 200 calls to sin() in one frame can be a bit harsh.. */ -void make_tables(void) { -int i; -float f; +static void make_tables(Engine *e) +{ + int i; + float f; - f = 360 / (M_PI * 2); - for (i = 0 ; i <= 720 ; i++) { - sin_table[i] = sin(i/f); + f = ONEREV / (M_PI * 2); + for (i = 0 ; i <= TWOREV ; i++) { + e->sin_table[i] = sin(i/f); } - for (i = 0 ; i <= 720 ; i++) { - cos_table[i] = cos(i/f); + for (i = 0 ; i <= TWOREV ; i++) { + e->cos_table[i] = cos(i/f); } - for (i = 0 ; i <= 720 ; i++) { - tan_table[i] = tan(i/f); + for (i = 0 ; i <= TWOREV ; i++) { + e->tan_table[i] = tan(i/f); } } @@ -158,20 +292,21 @@ float f; /* for a tube, endcaps is 0 (none), 1 (left), 2 (right) or 3(both) */ /* angle is how far around the axis to go (up to 360) */ -void cylinder (GLfloat x, GLfloat y, GLfloat z, float length, float outer, float inner, int endcaps, int sang, - int eang) { -int a; /* current angle around cylinder */ -int b = 0; /* previous */ -int angle, norm, step, sangle; -float z1, y1, z2, y2, ex=0; -float y3, z3; -float Z1, Y1, Z2, Y2, xl, Y3, Z3; -GLfloat y2c[720], z2c[720]; -GLfloat ony, onz; /* previous normals */ -int nsegs, tube = 0; +static void cylinder (Engine *e, GLfloat x, GLfloat y, GLfloat z, + float length, float outer, float inner, int endcaps, int sang, int eang) +{ + int a; /* current angle around cylinder */ + int b = 0; /* previous */ + int angle, norm, step, sangle; + float z1, y1, z2, y2, ex=0; + float y3, z3; + float Z1, Y1, Z2, Y2, xl, Y3, Z3; + GLfloat y2c[TWOREV], z2c[TWOREV]; + GLfloat ony, onz; /* previous normals */ + int nsegs, tube = 0; glPushMatrix(); - nsegs = outer*(MAX(win_w, win_h)/200); + nsegs = outer*(MAX(e->win_w, e->win_h)/200); nsegs = MAX(nsegs, 6); nsegs = MAX(nsegs, 40); if (nsegs % 2) @@ -179,27 +314,27 @@ int nsegs, tube = 0; sangle = sang; angle = eang; ony = onz = 0; - z1 = cos_table[sangle]*outer+z; y1 = sin_table[sangle] * outer+y; - Z1 = cos_table[sangle] * inner+z; Y1 = sin_table[sangle]*inner+y ; + z1 = e->cos_table[sangle]*outer+z; y1 = e->sin_table[sangle] * outer+y; + Z1 = e->cos_table[sangle] * inner+z; Y1 = e->sin_table[sangle]*inner+y ; Z2 = z; Y2 = y; xl = x + length; if (inner < outer && endcaps < 3) tube = 1; - step = 360/nsegs; + step = ONEREV/nsegs; glBegin(GL_QUADS); for (a = sangle ; a <= angle || b <= angle ; a+= step) { - y2=outer*(float)sin_table[a]+y; - z2=outer*(float)cos_table[a]+z; - y3=outer*(float)sin_table[a+step]+y; - z3=outer*(float)cos_table[a+step]+z; + y2=outer*(float)e->sin_table[a]+y; + z2=outer*(float)e->cos_table[a]+z; + y3=outer*(float)e->sin_table[a+step]+y; + z3=outer*(float)e->cos_table[a+step]+z; if (endcaps) y2c[a] = y2; z2c[a] = z2; /* cache for later */ if (tube) { - Y2=inner*(float)sin_table[a]+y; - Z2=inner*(float)cos_table[a]+z; - Y3=inner*(float)sin_table[a+step]+y; - Z3=inner*(float)cos_table[a+step]+z; + Y2=inner*(float)e->sin_table[a]+y; + Z2=inner*(float)e->cos_table[a]+z; + Y3=inner*(float)e->sin_table[a+step]+y; + Z3=inner*(float)e->cos_table[a+step]+z; } glNormal3f(0, y1, z1); glVertex3f(x,y1,z1); @@ -207,7 +342,7 @@ int nsegs, tube = 0; glNormal3f(0, y2, z2); glVertex3f(xl,y2,z2); glVertex3f(x,y2,z2); - if (a == sangle && angle - sangle < 360) { + if (a == sangle && angle - sangle < ONEREV) { if (tube) glVertex3f(x, Y1, Z1); else @@ -250,7 +385,7 @@ int nsegs, tube = 0; } glEnd(); - if (angle - sangle < 360) { + if (angle - sangle < ONEREV) { GLfloat nx, ny, nz; GLfloat v1[3], v2[3], v3[3]; v1[0] = x; v1[1] = y; v1[2] = z; @@ -284,9 +419,9 @@ int nsegs, tube = 0; } for(ex = start ; ex <= end ; ex += length) { - z1 = outer*cos_table[sangle]+z; - y1 = y+sin_table[sangle]*outer; - step = 360/nsegs; + z1 = outer*e->cos_table[sangle]+z; + y1 = y+e->sin_table[sangle]*outer; + step = ONEREV/nsegs; glBegin(GL_TRIANGLES); b = 0; for (a = sangle ; a <= angle || b <= angle; a+= step) { @@ -304,7 +439,13 @@ int nsegs, tube = 0; glPopMatrix(); } -GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[], +/* this is just a convenience function to make a solid rod */ +static void rod (Engine *e, GLfloat x, GLfloat y, GLfloat z, float length, float diameter) +{ + cylinder(e, x, y, z, length, diameter, diameter, 3, 0, ONEREV); +} + +static GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[], GLfloat *nx, GLfloat *ny, GLfloat *nz) { GLfloat x, y, z, X, Y, Z; @@ -324,66 +465,12 @@ GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[], -void circle(float radius, int segments, int half) { -float x1 = 0, x2 = 0; -float y1 = 0, y2 = 0; -int i, t, s; - - if (half) { - t = 270; s = 90; - x1 = radius, y1 = 0; - } else { - t = 360, s = 0; - } - glBegin(GL_TRIANGLES); - glNormal3f(1, 0, 0); - for(i=s;i<=t;i+=10) - { - float angle=i; - x2=radius*(float)cos_table[(int)angle]; - y2=radius*(float)sin_table[(int)angle]; - glVertex3f(0,0,0); - glVertex3f(x1,y1,0); - glVertex3f(x2,y2,0); - x1=x2; - y1=y2; - } - glEnd(); -} - -void ring(GLfloat inner, GLfloat outer, int nsegs) { -GLfloat z1, z2, y1, y2; -GLfloat Z1, Z2, Y1, Y2; -int i; - - z1 = inner; y1 = 0; - Z1 = outer; Y1 = 0; - glBegin(GL_QUADS); - glNormal3f(1, 0, 0); - for(i=0; i <=360 ; i+= 360/nsegs) - { - float angle=i; - z2=inner*(float)sin_table[(int)angle]; - y2=inner*(float)cos_table[(int)angle]; - Z2=outer*(float)sin_table[(int)angle]; - Y2=outer*(float)cos_table[(int)angle]; - glVertex3f(0, Y1, Z1); - glVertex3f(0, y1, z1); - glVertex3f(0, y2, z2); - glVertex3f(0, Y2, Z2); - z1=z2; - y1=y2; - Z1=Z2; - Y1=Y2; - } - glEnd(); -} - -void Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h, - GLfloat t) { -GLfloat yh; -GLfloat xw; -GLfloat zt; +static void Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h, + GLfloat t) +{ + GLfloat yh; + GLfloat xw; + GLfloat zt; yh = y+h; xw = x+w; zt = z - t; @@ -426,9 +513,10 @@ GLfloat zt; glEnd(); } -void makepiston(void) { -GLfloat colour[] = {0.6, 0.6, 0.6, 1.0}; -int i; +static void makepiston(Engine *e) +{ + GLfloat colour[] = {0.6, 0.6, 0.6, 1.0}; + int i; i = glGenLists(1); glNewList(i, GL_COMPILE); @@ -436,77 +524,76 @@ int i; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour); glMaterialfv(GL_FRONT, GL_SPECULAR, colour); glMateriali(GL_FRONT, GL_SHININESS, 20); - cylinder(0, 0, 0, 2, 1, 0.7, 2, 0, 360); /* body */ + cylinder(e, 0, 0, 0, 2, 1, 0.7, 2, 0, ONEREV); /* body */ colour[0] = colour[1] = colour[2] = 0.2; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour); - cylinder(1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, 360); /* ring */ - cylinder(1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, 360); /* ring */ + cylinder(e, 1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */ + cylinder(e, 1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */ glEndList(); } -void CrankBit(GLfloat x, GLfloat y, GLfloat z) { - Rect(x, y, z, 0.2, 1.8, 1); +static void CrankBit(Engine *e, GLfloat x) +{ + Rect(x, -1.4, 0.5, 0.2, 1.8, 1); + cylinder(e, x, -0.5, 0, 0.2, 2, 2, 1, 60, 120); } -void boom(GLfloat x, GLfloat y, int s) { -static GLfloat red[] = {0, 0, 0, 0.9}; -static GLfloat lpos[] = {0, 0, 0, 1}; -static GLfloat d = 0, wd; -static int time = 0; +static void boom(Engine *e, GLfloat x, GLfloat y, int s) +{ + int flameOut = 720/ENG.speed/ENG.cylinders; - if (time == 0 && s) { - red[0] = red[1] = 0; - d = 0.05; - time++; + if (e->boom_time == 0 && s) { + e->boom_red[0] = e->boom_red[1] = 0; + e->boom_d = 0.05; + e->boom_time++; glEnable(GL_LIGHT1); - } else if (time == 0 && !s) { + } else if (e->boom_time == 0 && !s) { return; - } else if (time >= 8 && time < 16 && !s) { - time++; - red[0] -= 0.2; red[1] -= 0.1; - d-= 0.04; - } else if (time >= 16) { - time = 0; + } else if (e->boom_time >= 8 && e->boom_time < flameOut && !s) { + e->boom_time++; + e->boom_red[0] -= 0.2; e->boom_red[1] -= 0.1; + e->boom_d-= 0.04; + } else if (e->boom_time >= flameOut) { + e->boom_time = 0; glDisable(GL_LIGHT1); return; } else { - red[0] += 0.2; red[1] += 0.1; - d+= 0.04; - time++; + e->boom_red[0] += 0.2; e->boom_red[1] += 0.1; + e->boom_d += 0.04; + e->boom_time++; } - lpos[0] = x; lpos[1] = y-d; - glLightfv(GL_LIGHT1, GL_POSITION, lpos); - glLightfv(GL_LIGHT1, GL_DIFFUSE, red); - glLightfv(GL_LIGHT1, GL_SPECULAR, red); + e->boom_lpos[0] = x-e->boom_d; e->boom_lpos[1] = y; + glLightfv(GL_LIGHT1, GL_POSITION, e->boom_lpos); + glLightfv(GL_LIGHT1, GL_DIFFUSE, e->boom_red); + glLightfv(GL_LIGHT1, GL_SPECULAR, e->boom_red); glLighti(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3); glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); - glPushMatrix(); - glRotatef(90, 0, 0, 1); - wd = d*3; - if (wd > 0.7) wd = 0.7; + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, e->boom_red); + e->boom_wd = e->boom_d*3; + if (e->boom_wd > 0.7) e->boom_wd = 0.7; glEnable(GL_BLEND); glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - cylinder(y-d, -x, 0, d, wd, wd, 1, 0, 360); + rod(e, x, y, 0, e->boom_d, e->boom_wd); glDepthMask(GL_TRUE); glDisable(GL_BLEND); - glPopMatrix(); } -void display(Engine *e) { - -static int a = 0; -GLfloat zb, yb; -static GLfloat ln[730], yp[730], ang[730]; -static int ln_init = 0; -static int spark; +static void display(Engine *e) +{ + GLfloat zb, yb; + float rightSide; + int half; + int sides; + int j, b; glEnable(GL_LIGHTING); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - gluLookAt(viewer[0], viewer[1], viewer[2], lookat[0], lookat[1], lookat[2], 0.0, 1.0, 0.0); + gluLookAt(e->viewer[0], e->viewer[1], e->viewer[2], + e->lookat[0], e->lookat[1], e->lookat[2], + 0.0, 1.0, 0.0); glPushMatrix(); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp); @@ -521,9 +608,9 @@ static int spark; double x, y, z; gltrackball_rotate (e->trackball); get_rotation(e->rot, &x, &y, &z, !e->button_down_p); - glRotatef(x*360, 1.0, 0.0, 0.0); - glRotatef(y*360, 0.0, 1.0, 0.0); - glRotatef(x*360, 0.0, 0.0, 1.0); + glRotatef(x*ONEREV, 1.0, 0.0, 0.0); + glRotatef(y*ONEREV, 0.0, 1.0, 0.0); + glRotatef(x*ONEREV, 0.0, 0.0, 1.0); } /* So the rotation appears around the centre of the engine */ @@ -531,196 +618,207 @@ static int spark; /* crankshaft */ glPushMatrix(); - glRotatef(a, 1, 0, 0); + glRotatef(e->display_a, 1, 0, 0); glCallList(1); glPopMatrix(); /* init the ln[] matrix for speed */ - if (ln_init == 0) { - for (ln_init = 0 ; ln_init < 730 ; ln_init++) { - zb = sin_table[ln_init]; - yb = cos_table[ln_init]; - yp[ln_init] = yb + sqrt(25 - (zb*zb)); /* y ordinate of piston */ - ln[ln_init] = sqrt(zb*zb + (yb-yp[ln_init])*(yb-yp[ln_init])); /* length of rod */ - ang[ln_init] = asin(zb/5)*57; /* angle of connecting rod */ - ang[ln_init] *= -1; + if (e->ln_init == 0) { + for (e->ln_init = 0 ; e->ln_init < 730 ; e->ln_init++) { + zb = e->sin_table[e->ln_init]; + yb = e->cos_table[e->ln_init]; + /* y ordinate of piston */ + e->yp[e->ln_init] = yb + sqrt(25 - (zb*zb)); + /* length of rod */ + e->ln[e->ln_init] = sqrt(zb*zb + (yb-e->yp[e->ln_init])*(yb-e->yp[e->ln_init])); + /* angle of connecting rod */ + e->ang[e->ln_init] = asin(zb/5)*57; + e->ang[e->ln_init] *= -1; } } - zb = sin_table[a]; - yb = cos_table[a]; - -/* pistons */ - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); - glPushMatrix(); - glTranslatef(0, yp[a]-0.3, 0); - glCallList(2); - glPopMatrix(); - glPushMatrix(); - glTranslatef(3.2, yp[(a > 180 ? a-180 : a+180)]-0.3, 0); - glCallList(2); - glPopMatrix(); - glPushMatrix(); - glTranslatef(6.5, yp[a]-0.3, 0); - glCallList(2); - glPopMatrix(); - glPushMatrix(); - glTranslatef(9.8, yp[(a > 180 ? a-180 : a+180)]-0.3, 0); - glCallList(2); - glPopMatrix(); - -/* spark plugs */ glPushMatrix(); - glRotatef(90, 0, 0, 1); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); - cylinder(8.5, 0, 0, 0.5, 0.4, 0.3, 1, 0, 360); - cylinder(8.5, -3.2, 0, 0.5, 0.4, 0.3, 1, 0, 360); - cylinder(8.5, -6.5, 0, 0.5, 0.4, 0.3, 1, 0, 360); - cylinder(8.5, -9.8, 0, 0.5, 0.4, 0.3, 1, 0, 360); - - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); - cylinder(8, 0, 0, 0.5, 0.2, 0.2, 1, 0, 360); - cylinder(8, -3.2, 0, 0.5, 0.2, 0.2, 1, 0, 360); - cylinder(8, -6.5, 0, 0.5, 0.2, 0.2, 1, 0, 360); - cylinder(8, -9.8, 0, 0.5, 0.2, 0.2, 1, 0, 360); - - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); - cylinder(9, 0, 0, 1, 0.15, 0.15, 1, 0, 360); - cylinder(9, -3.2, 0, 1, 0.15, 0.15, 1, 0, 360); - cylinder(9, -6.5, 0, 1, 0.15, 0.15, 1, 0, 360); - cylinder(9, -9.8, 0, 1, 0.15, 0.15, 1, 0, 360); - - glPopMatrix(); - - if (a == 0) spark = 1 - spark; - - if (spark == 0) { - if (a == 0) - boom(0, 8, 1); - else if (a == 180) - boom(3.2, 8, 1); - if (a < 180) - boom(0, 8, 0); - else if (a < 360) - boom(3.2, 8, 0); - } else { - if (a == 0) - boom(6.5, 8, 1); - else if (a == 180) - boom(9.8, 8, 1); - if (a < 180) - boom(6.5, 8, 0); - else if (a < 360) - boom(9.8, 8, 0); + sides = (ENG.includedAngle == 0) ? 1 : 2; + for (half = 0; half < sides; half++, glRotatef(ENG.includedAngle,1,0,0)) + { + /* pistons */ + /* glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); */ + for (j = 0; j < ENG.cylinders; j += sides) + { + b = (e->display_a + ENG.pistonAngle[j+half]) % ONEREV; + glPushMatrix(); + glTranslatef(e->crankWidth/2 + e->crankOffset*(j+half), e->yp[b]-0.3, 0); + glCallList(2); + glPopMatrix(); + } + /* spark plugs */ + glPushMatrix(); + glRotatef(90, 0, 0, 1); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); + for (j = 0; j < ENG.cylinders; j += sides) + { + cylinder(e, 8.5, -e->crankWidth/2-e->crankOffset*(j+half), 0, + 0.5, 0.4, 0.3, 1, 0, ONEREV); + } + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); + for (j = 0; j < ENG.cylinders; j += sides) + { + rod(e, 8, -e->crankWidth/2-e->crankOffset*(j+half), 0, 0.5, 0.2); + rod(e, 9, -e->crankWidth/2-e->crankOffset*(j+half), 0, 1, 0.15); + } + + /* rod */ + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); + for (j = 0; j < ENG.cylinders; j += sides) + { + b = (e->display_a+HALFREV+ENG.pistonAngle[j+half]) % TWOREV; + glPushMatrix(); + glRotatef(e->ang[b], 0, 1, 0); + rod(e, + -e->cos_table[b], + -e->crankWidth/2-e->crankOffset*(j+half), + -e->sin_table[b], + e->ln[b], 0.2); + glPopMatrix(); + } + glPopMatrix(); + + /* engine block */ + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow_t); + glEnable(GL_BLEND); + glDepthMask(GL_FALSE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + rightSide = (sides > 1) ? 0 : 1.6; + /* left plate */ + Rect(-e->crankWidth/2, -0.5, 1, 0.2, 9, 2); + /* right plate */ + Rect(0.3+e->crankOffset*ENG.cylinders-rightSide, -0.5, 1, 0.2, 9, 2); + /* head plate */ + Rect(-e->crankWidth/2+0.2, 8.3, 1, + e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 2); + /* front rail */ + Rect(-e->crankWidth/2+0.2, 3, 1, + e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2); + /* back rail */ + Rect(-e->crankWidth/2+0.2, 3, -1+0.2, + e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2); + /* plates between cylinders */ + for (j=0; j < ENG.cylinders - (sides == 1); j += sides) + Rect(0.4+e->crankWidth+e->crankOffset*(j-half), 3, 1, 1, 5.3, 2); + glDepthMask(GL_TRUE); } - - - - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); - glPushMatrix(); - cylinder(-0.8, yb, zb, 1.6, 0.3, 0.3, 1, 0, 365); - cylinder(5.7, yb, zb, 1.7, 0.3, 0.3, 1, 0, 365); - - cylinder(2.4, -yb, -zb, 1.7, 0.3, 0.3, 1, 0, 365); - cylinder(9.0, -yb, -zb, 1.7, 0.3, 0.3, 1, 0, 365); - glPopMatrix(); - - /* rod */ - glPushMatrix(); - glRotatef(90, 0, 0, 1); - glRotatef(ang[a], 0, -1, 0); - cylinder(yb, 0, zb, ln[a], 0.2, 0.2, 0, 0, 365); - cylinder(yb, -6.4, zb, ln[a], 0.2, 0.2, 0, 0, 365); - glPopMatrix(); - - glPushMatrix(); - glRotatef(90, 0, 0, 1); - glRotatef(ang[a+180], 0, -1, 0); - cylinder(-yb, -3.2, -zb, ln[a], 0.2, 0.2, 0, 0, 365); - cylinder(-yb, -9.7, -zb, ln[a], 0.2, 0.2, 0, 0, 365); glPopMatrix(); + /* see which of our plugs should fire now, if any */ + for (j = 0; j < ENG.cylinders; j++) + { + if (0 == ((e->display_a + ENG.pistonAngle[j]) % TWOREV)) + { + glPushMatrix(); + if (j & 1) + glRotatef(ENG.includedAngle,1,0,0); + glRotatef(90, 0, 0, 1); + boom(e, 8, -e->crankWidth/2-e->crankOffset*j, 1); + e->lastPlug = j; + glPopMatrix(); + } + } - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow_t); - glEnable(GL_BLEND); - glDepthMask(GL_FALSE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - Rect(-1, 8.3, 1, 12, 0.2, 2); - Rect(-1.2, -0.5, 1, 0.2, 9, 2); - - Rect(1.4, 3, 1, 0.6, 5.3, 2); - Rect(4.4, 3, 1, 1, 5.3, 2); - Rect(7.7, 3, 1, 0.8, 5.3, 2); - Rect(10.8, -0.5, 1, 0.2, 8.8, 2); - - Rect(-1, 2.8, 1, 12, 0.2, 0.2); - Rect(-1, 2.8, -1, 12, 0.2, 0.2); - - glDepthMask(GL_TRUE); + if (e->lastPlug != j) + { + /* this code causes the last plug explosion to dim gradually */ + if (e->lastPlug & 1) + glRotatef(ENG.includedAngle, 1, 0, 0); + glRotatef(90, 0, 0, 1); + boom(e, 8, -e->crankWidth/2-e->crankOffset*e->lastPlug, 0); + } glDisable(GL_BLEND); - - a+=10; if (a >= 360) a = 0; + e->display_a += ENG.speed; + if (e->display_a >= TWOREV) + e->display_a = 0; glPopMatrix(); glFlush(); } -void makeshaft (void) { -int i; +static void makeshaft (Engine *e) +{ + int i; + int j; + float crankThick = 0.2; + float crankDiam = 0.3; + i = glGenLists(1); glNewList(i, GL_COMPILE); - cylinder(10.4, 0, 0, 2, 0.3, 0.3, 1, 0, 365); - cylinder(7.1, 0, 0, 2, 0.3, 0.3, 0, 0, 365); - cylinder(3.8, 0, 0, 2, 0.3, 0.3, 0, 0, 365); - cylinder(0.5, 0, 0, 2, 0.3, 0.3, 0, 0, 365); - cylinder(-1.5, 0, 0, 1, 0.3, 0.3, 1, 0, 365); - - cylinder(12.4, 0, 0, 1, 3, 2.5, 0, 0, 365); - Rect(12.4, -0.3, 2.8, 0.5, 0.6, 5.6); - Rect(12.4, -2.8, 0.3, 0.5, 5.6, 0.6); - - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); - CrankBit(0.5, -0.4, 0.5); - cylinder(0.5, 0.5, 0, 0.2, 2, 2, 1, 240, 300); - CrankBit(-0.7, -0.4, 0.5); - cylinder(-0.7, 0.5, 0, 0.2, 2, 2, 1, 240, 300); - - CrankBit(2.5, -1.4, 0.5); - cylinder(2.5, -0.5, 0, 0.2, 2, 2, 1, 60, 120); - CrankBit(3.8, -1.4, 0.5); - cylinder(3.8, -0.5, 0, 0.2, 2, 2, 1, 60, 120); - - CrankBit(5.8, -0.4, 0.5); - cylinder(5.8, 0.5, 0, 0.2, 2, 2, 1, 240, 300); - CrankBit(7.1, -0.4, 0.5); - cylinder(7.1, 0.5, 0, 0.2, 2, 2, 1, 240, 300); - - CrankBit(9.1, -1.4, 0.5); - cylinder(9.1, -0.5, 0, 0.2, 2, 2, 1, 60, 120); - CrankBit(10.4, -1.4, 0.5); - cylinder(10.4, -0.5, 0, 0.2, 2, 2, 1, 60, 120); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); + /* draw the flywheel */ + cylinder(e, -2.5, 0, 0, 1, 3, 2.5, 0, 0, ONEREV); + Rect(-2, -0.3, 2.8, 0.5, 0.6, 5.6); + Rect(-2, -2.8, 0.3, 0.5, 5.6, 0.6); + + /* now make each of the shaft bits between the cranks, + * starting from the flywheel end which is at X-coord 0. + * the first cranskhaft bit is always 2 units long + */ + rod(e, -2, 0, 0, 2, crankDiam); + + /* Each crank is crankWidth units wide and the total width of a + * cylinder assembly is 3.3 units. For inline engines, there is just + * a single crank per cylinder width. For other engine + * configurations, there is a crank between each pair of adjacent + * cylinders on one side of the engine, so the crankOffset length is + * halved. + */ + e->crankOffset = 3.3; + if (ENG.includedAngle != 0) + e->crankOffset /= 2; + for (j = 0; j < ENG.cylinders - 1; j++) + rod(e, + e->crankWidth - crankThick + e->crankOffset*j, 0, 0, + e->crankOffset - e->crankWidth + 2 * crankThick, crankDiam); + /* the last bit connects to the engine wall on the non-flywheel end */ + rod(e, e->crankWidth - crankThick + e->crankOffset*j, 0, 0, 0.9, crankDiam); + + + for (j = 0; j < ENG.cylinders; j++) + { + glPushMatrix(); + if (j & 1) + glRotatef(HALFREV+ENG.pistonAngle[j]+ENG.includedAngle,1,0,0); + else + glRotatef(HALFREV+ENG.pistonAngle[j],1,0,0); + /* draw wrist pin */ + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); + rod(e, e->crankOffset*j, -1.0, 0.0, e->crankWidth, crankDiam); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); + /* draw right part of crank */ + CrankBit(e, e->crankOffset*j); + /* draw left part of crank */ + CrankBit(e, e->crankWidth-crankThick+e->crankOffset*j); + glPopMatrix(); + } glEndList(); - } -void reshape_engine(ModeInfo *mi, int width, int height) -{ +ENTRYPOINT void reshape_engine(ModeInfo *mi, int width, int height) +{ + Engine *e = &engine[MI_SCREEN(mi)]; glViewport(0,0,(GLint)width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0,1.0,-1.0,1.0,1.5,70.0); glMatrixMode(GL_MODELVIEW); - win_h = height; win_w = width; + e->win_h = height; + e->win_w = width; } -void init_engine(ModeInfo *mi) +ENTRYPOINT void init_engine(ModeInfo *mi) { -int screen = MI_SCREEN(mi); -Engine *e; + int screen = MI_SCREEN(mi); + Engine *e; if (engine == NULL) { if ((engine = (Engine *) calloc(MI_NUM_SCREENS(mi), @@ -738,8 +836,9 @@ Engine *e; e->dy = (float)(random() % 1000)/30000; e->dz = (float)(random() % 1000)/30000; } else { - viewer[0] = 0; viewer[1] = 6; viewer[2] = 15; - lookat[0] = 0; lookat[1] = 4; lookat[2] = 0; + e->viewer[0] = 0; e->viewer[1] = 2; e->viewer[2] = 18; + e->lookat[0] = 0; e->lookat[1] = 0; e->lookat[2] = 0; + } if (spin) { e->da = (float)(random() % 1000)/125 - 4; @@ -749,8 +848,14 @@ Engine *e; } { - double spin_speed = 1.0; - double wander_speed = 0.03; + double spin_speed = 0.5; + double wander_speed = 0.01; + + e->crankWidth = 1.5; + e->boom_red[3] = 0.9; + e->boom_lpos[3] = 1; + + e->viewer[2] = 30; e->rot = make_rotator (spin ? spin_speed : 0, spin ? spin_speed : 0, @@ -774,30 +879,55 @@ Engine *e; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); - make_tables(); - makeshaft(); - makepiston(); + make_tables(e); + e->engineType = find_engine(which_engine); + + e->engine_name = malloc(200); + sprintf (e->engine_name, + "%s\n%s%d%s", + engines[e->engineType].engineName, + (engines[e->engineType].includedAngle == 0 ? "" : + engines[e->engineType].includedAngle == 180 ? "Flat " : "V"), + engines[e->engineType].cylinders, + (engines[e->engineType].includedAngle == 0 ? " Cylinder" : "") + ); + + makeshaft(e); + makepiston(e); + load_font (mi->dpy, "titleFont", &e->xfont, &e->font_dlist); } -Bool engine_handle_event (ModeInfo *mi, XEvent *event) { +ENTRYPOINT Bool +engine_handle_event (ModeInfo *mi, XEvent *event) +{ Engine *e = &engine[MI_SCREEN(mi)]; if (event->xany.type == ButtonPress && - event->xbutton.button & Button1) + event->xbutton.button == Button1) { e->button_down_p = True; gltrackball_start (e->trackball, event->xbutton.x, event->xbutton.y, MI_WIDTH (mi), MI_HEIGHT (mi)); - movepaused = 1; + e->movepaused = 1; return True; } else if (event->xany.type == ButtonRelease && - event->xbutton.button & Button1) { + event->xbutton.button == Button1) { e->button_down_p = False; - movepaused = 0; + e->movepaused = 0; return True; } + else if (event->xany.type == ButtonPress && + (event->xbutton.button == Button4 || + event->xbutton.button == Button5 || + event->xbutton.button == Button6 || + event->xbutton.button == Button7)) + { + gltrackball_mousewheel (e->trackball, event->xbutton.button, 10, + !!event->xbutton.state); + return True; + } else if (event->xany.type == MotionNotify && e->button_down_p) { gltrackball_track (e->trackball, @@ -808,31 +938,41 @@ Bool engine_handle_event (ModeInfo *mi, XEvent *event) { return False; } -void draw_engine(ModeInfo *mi) { -Engine *e = &engine[MI_SCREEN(mi)]; -Window w = MI_WINDOW(mi); -Display *disp = MI_DISPLAY(mi); +ENTRYPOINT void draw_engine(ModeInfo *mi) +{ + Engine *e = &engine[MI_SCREEN(mi)]; + Window w = MI_WINDOW(mi); + Display *disp = MI_DISPLAY(mi); if (!e->glx_context) - return; + return; glXMakeCurrent(disp, w, *(e->glx_context)); display(e); + if (do_titles) + print_gl_string (mi->dpy, e->xfont, e->font_dlist, + mi->xgwa.width, mi->xgwa.height, + 10, mi->xgwa.height - 10, + e->engine_name); + if(mi->fps_p) do_fps(mi); glFinish(); glXSwapBuffers(disp, w); } -void release_engine(ModeInfo *mi) { - +ENTRYPOINT void +release_engine(ModeInfo *mi) +{ if (engine != NULL) { (void) free((void *) engine); engine = NULL; } - FreeAllGL(MI); + FreeAllGL(mi); } +XSCREENSAVER_MODULE ("Engine", engine) + #endif