1343 lines
30 KiB
C
1343 lines
30 KiB
C
/**
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* Simple engine demo (crankshaft, pistons, connecting rods)
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*
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* Brian Paul
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* June 2006
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*/
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "readtex.h"
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#include "trackball.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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#define DEG_TO_RAD(DEG) ((DEG) * M_PI / 180.0)
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#define TEXTURE_FILE "../images/reflect.rgb"
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/* Target engine speed: */
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const int RPM = 100.0;
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static int Win = 0;
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/**
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* Engine description.
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*/
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typedef struct
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{
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const char *Name;
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int Pistons;
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int Cranks;
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float V_Angle;
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float PistonRadius;
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float PistonHeight;
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float WristPinRadius;
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float Throw;
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float CrankPlateThickness;
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float CrankPinRadius;
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float CrankJournalRadius;
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float CrankJournalLength;
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float ConnectingRodLength;
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float ConnectingRodThickness;
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/* display list IDs */
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GLuint CrankList;
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GLuint ConnRodList;
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GLuint PistonList;
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GLuint BlockList;
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} Engine;
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typedef struct
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{
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float CurQuat[4];
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float Distance;
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/* When mouse is moving: */
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GLboolean Rotating, Translating;
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GLint StartX, StartY;
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float StartDistance;
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} ViewInfo;
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typedef enum
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{
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LIT,
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WIREFRAME,
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TEXTURED
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} RenderMode;
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typedef struct
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{
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RenderMode Mode;
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GLboolean Anim;
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GLboolean Wireframe;
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GLboolean Blend;
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GLboolean Antialias;
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GLboolean Texture;
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GLboolean UseLists;
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GLboolean DrawBox;
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GLboolean ShowInfo;
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GLboolean ShowBlock;
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} RenderInfo;
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static GLUquadric *Q;
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static GLfloat Theta = 0.0;
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static const GLfloat PistonColor[4] = { 1.0, 0.5, 0.5, 1.0 };
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static const GLfloat ConnRodColor[4] = { 0.7, 1.0, 0.7, 1.0 };
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static const GLfloat CrankshaftColor[4] = { 0.7, 0.7, 1.0, 1.0 };
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static const GLfloat BlockColor[4] = {0.8, 0.8, 0.8, 0.75 };
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static GLuint TextureObj;
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static GLint WinWidth = 800, WinHeight = 500;
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static ViewInfo View;
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static RenderInfo Render;
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#define NUM_ENGINES 3
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static Engine Engines[NUM_ENGINES] =
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{
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{
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"V-6",
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6, /* Pistons */
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3, /* Cranks */
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90.0, /* V_Angle */
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0.5, /* PistonRadius */
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0.6, /* PistonHeight */
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0.1, /* WristPinRadius */
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0.5, /* Throw */
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0.2, /* CrankPlateThickness */
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0.25, /* CrankPinRadius */
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0.3, /* CrankJournalRadius */
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0.4, /* CrankJournalLength */
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1.5, /* ConnectingRodLength */
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0.1, /* ConnectingRodThickness */
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0, /* CrankList */
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0, /* ConnRodList */
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0, /* PistonList */
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0 /* BlockList */
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},
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{
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"Inline-4",
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4, /* Pistons */
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4, /* Cranks */
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0.0, /* V_Angle */
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0.5, /* PistonRadius */
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0.6, /* PistonHeight */
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0.1, /* WristPinRadius */
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0.5, /* Throw */
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0.2, /* CrankPlateThickness */
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0.25, /* CrankPinRadius */
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0.3, /* CrankJournalRadius */
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0.4, /* CrankJournalLength */
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1.5, /* ConnectingRodLength */
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0.1, /* ConnectingRodThickness */
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0, /* CrankList */
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0, /* ConnRodList */
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0, /* PistonList */
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0 /* BlockList */
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},
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{
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"Boxer-6",
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6, /* Pistons */
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3, /* Cranks */
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180.0,/* V_Angle */
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0.5, /* PistonRadius */
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0.6, /* PistonHeight */
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0.1, /* WristPinRadius */
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0.5, /* Throw */
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0.2, /* CrankPlateThickness */
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0.25, /* CrankPinRadius */
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0.3, /* CrankJournalRadius */
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0.4, /* CrankJournalLength */
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1.5, /* ConnectingRodLength */
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0.1, /* ConnectingRodThickness */
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0, /* CrankList */
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0, /* ConnRodList */
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0, /* PistonList */
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0 /* BlockList */
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}
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};
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static int CurEngine = 0;
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static void
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InitViewInfo(ViewInfo *view)
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{
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view->Rotating = GL_FALSE;
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view->Translating = GL_FALSE;
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view->StartX = view->StartY = 0;
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view->Distance = 12.0;
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view->StartDistance = 0.0;
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view->CurQuat[0] = -0.194143;
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view->CurQuat[1] = 0.507848;
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view->CurQuat[2] = 0.115245;
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view->CurQuat[3] = 0.831335;
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}
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static void
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InitRenderInfo(RenderInfo *render)
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{
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render->Mode = LIT;
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render->Anim = GL_TRUE;
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render->Wireframe = GL_FALSE;
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render->Blend = GL_FALSE;
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render->Antialias = GL_FALSE;
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render->Texture = GL_FALSE;
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render->DrawBox = GL_FALSE;
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render->ShowInfo = GL_TRUE;
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render->ShowBlock = GL_FALSE;
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render->UseLists = GL_FALSE;
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}
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/**
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* Set GL for given rendering mode.
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*/
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static void
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SetRenderState(RenderMode mode)
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{
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static const GLfloat gray2[4] = { 0.2, 0.2, 0.2, 1.0 };
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static const GLfloat gray4[4] = { 0.4, 0.4, 0.4, 1.0 };
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/* defaults */
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray2);
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switch (mode) {
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case LIT:
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glEnable(GL_LIGHTING);
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break;
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case WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_BLEND);
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glLineWidth(1.5);
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break;
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case TEXTURED:
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glEnable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray4);
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break;
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default:
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;
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}
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}
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/**
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* Animate the engine parts.
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*/
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static void
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Idle(void)
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{
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/* convert degrees per millisecond to RPM: */
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const float m = 360.0 / 1000.0 / 60.0;
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GLint t = glutGet(GLUT_ELAPSED_TIME);
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Theta = ((int) (t * RPM * m)) % 360;
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glutPostRedisplay();
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}
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/**
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* Compute piston's position along its stroke.
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*/
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static float
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PistonStrokePosition(float throwDist, float crankAngle, float connRodLength)
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{
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float x = throwDist * cos(DEG_TO_RAD(crankAngle));
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float y = throwDist * sin(DEG_TO_RAD(crankAngle));
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float pos = y + sqrt(connRodLength * connRodLength - x * x);
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return pos;
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}
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/**
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* Compute position of nth piston along the crankshaft.
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*/
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static float
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PistonShaftPosition(const Engine *eng, int piston)
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{
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const int i = piston / (eng->Pistons / eng->Cranks);
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float z;
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assert(piston < eng->Pistons);
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z = 1.5 * eng->CrankJournalLength + eng->CrankPlateThickness
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+ i * (2.0 * (eng->CrankJournalLength + eng->CrankPlateThickness));
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if (eng->Pistons > eng->Cranks) {
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if (piston & 1)
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z += eng->ConnectingRodThickness;
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else
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z -= eng->ConnectingRodThickness;
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}
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return z;
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}
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/**
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* Compute distance between two adjacent pistons
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*/
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static float
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PistonSpacing(const Engine *eng)
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{
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const int pistonsPerCrank = eng->Pistons / eng->Cranks;
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const float z0 = PistonShaftPosition(eng, 0);
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const float z1 = PistonShaftPosition(eng, pistonsPerCrank);
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return z1 - z0;
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}
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/**
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* (x0, y0) = position of big end on crankshaft
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* (x1, y1) = position of small end on piston
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*/
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static void
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ComputeConnectingRodPosition(float throwDist, float crankAngle,
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float connRodLength,
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float *x0, float *y0, float *x1, float *y1)
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{
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*x0 = throwDist * cos(DEG_TO_RAD(crankAngle));
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*y0 = throwDist * sin(DEG_TO_RAD(crankAngle));
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*x1 = 0.0;
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*y1 = PistonStrokePosition(throwDist, crankAngle, connRodLength);
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}
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/**
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* Compute total length of the crankshaft.
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*/
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static float
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CrankshaftLength(const Engine *eng)
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{
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float len = (eng->Cranks * 2 + 1) * eng->CrankJournalLength
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+ 2 * eng->Cranks * eng->CrankPlateThickness;
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return len;
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}
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/**
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* Draw a piston.
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* Axis of piston = Z axis. Wrist pin is centered on (0, 0, 0).
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*/
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static void
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DrawPiston(const Engine *eng)
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{
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const int slices = 30, stacks = 4, loops = 4;
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const float innerRadius = 0.9 * eng->PistonRadius;
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const float innerHeight = eng->PistonHeight - 0.15;
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const float wristPinLength = 1.8 * eng->PistonRadius;
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assert(Q);
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glPushMatrix();
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glTranslatef(0, 0, -1.1 * eng->WristPinRadius);
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gluQuadricOrientation(Q, GLU_INSIDE);
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/* bottom rim */
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gluDisk(Q, innerRadius, eng->PistonRadius, slices, 1/*loops*/);
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/* inner cylinder */
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gluCylinder(Q, innerRadius, innerRadius, innerHeight, slices, stacks);
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/* inside top */
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glPushMatrix();
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glTranslatef(0, 0, innerHeight);
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gluDisk(Q, 0, innerRadius, slices, loops);
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glPopMatrix();
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gluQuadricOrientation(Q, GLU_OUTSIDE);
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/* outer cylinder */
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gluCylinder(Q, eng->PistonRadius, eng->PistonRadius, eng->PistonHeight,
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slices, stacks);
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/* top */
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glTranslatef(0, 0, eng->PistonHeight);
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gluDisk(Q, 0, eng->PistonRadius, slices, loops);
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glPopMatrix();
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/* wrist pin */
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glPushMatrix();
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glTranslatef(0, 0.5 * wristPinLength, 0.0);
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glRotatef(90, 1, 0, 0);
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gluCylinder(Q, eng->WristPinRadius, eng->WristPinRadius, wristPinLength,
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slices, stacks);
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glPopMatrix();
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}
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/**
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* Draw piston at particular position.
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*/
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static void
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DrawPositionedPiston(const Engine *eng, float crankAngle)
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{
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const float pos = PistonStrokePosition(eng->Throw, crankAngle,
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eng->ConnectingRodLength);
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glPushMatrix();
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glRotatef(-90, 1, 0, 0);
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glTranslatef(0, 0, pos);
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if (eng->PistonList)
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glCallList(eng->PistonList);
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else
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DrawPiston(eng);
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glPopMatrix();
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}
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/**
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* Draw connector plate. Used for crankshaft and connecting rods.
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*/
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static void
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DrawConnector(float length, float thickness,
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float bigEndRadius, float smallEndRadius)
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{
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const float bigRadius = 1.2 * bigEndRadius;
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const float smallRadius = 1.2 * smallEndRadius;
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const float z0 = -0.5 * thickness, z1 = -z0;
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GLfloat points[36][2], normals[36][2];
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int i;
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/* compute vertex locations, normals */
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for (i = 0; i < 36; i++) {
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const int angle = i * 10;
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float x = cos(DEG_TO_RAD(angle));
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float y = sin(DEG_TO_RAD(angle));
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normals[i][0] = x;
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normals[i][1] = y;
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if (angle >= 0 && angle <= 180) {
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x *= smallRadius;
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y = y * smallRadius + length;
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}
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else {
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x *= bigRadius;
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y *= bigRadius;
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}
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points[i][0] = x;
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points[i][1] = y;
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}
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/* front face */
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glNormal3f(0, 0, 1);
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glBegin(GL_POLYGON);
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for (i = 0; i < 36; i++) {
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glVertex3f(points[i][0], points[i][1], z1);
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}
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glEnd();
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/* back face */
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glNormal3f(0, 0, -1);
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glBegin(GL_POLYGON);
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for (i = 0; i < 36; i++) {
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glVertex3f(points[35-i][0], points[35-i][1], z0);
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}
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glEnd();
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/* edge */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= 36; i++) {
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const int j = i % 36;
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glNormal3f(normals[j][0], normals[j][1], 0);
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glVertex3f(points[j][0], points[j][1], z1);
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glVertex3f(points[j][0], points[j][1], z0);
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}
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glEnd();
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}
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/**
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* Draw a crankshaft. Shaft lies along +Z axis, starting at zero.
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*/
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static void
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DrawCrankshaft(const Engine *eng)
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{
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const int slices = 20, stacks = 2;
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const int n = eng->Cranks * 4 + 1;
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const float phiStep = 360 / eng->Cranks;
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float phi = -90.0;
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int i;
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float z = 0.0;
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for (i = 0; i < n; i++) {
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glPushMatrix();
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glTranslatef(0, 0, z);
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if (i & 1) {
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/* draw a crank plate */
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glRotatef(phi, 0, 0, 1);
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glTranslatef(0, 0, 0.5 * eng->CrankPlateThickness);
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DrawConnector(eng->Throw, eng->CrankPlateThickness,
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eng->CrankJournalRadius, eng->CrankPinRadius);
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z += 0.2;
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if (i % 4 == 3)
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phi += phiStep;
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}
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else if (i % 4 == 0) {
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/* draw crank journal segment */
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gluCylinder(Q, eng->CrankJournalRadius, eng->CrankJournalRadius,
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eng->CrankJournalLength, slices, stacks);
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z += eng->CrankJournalLength;
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}
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else if (i % 4 == 2) {
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/* draw crank pin segment */
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glRotatef(phi, 0, 0, 1);
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glTranslatef(0, eng->Throw, 0);
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gluCylinder(Q, eng->CrankPinRadius, eng->CrankPinRadius,
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eng->CrankJournalLength, slices, stacks);
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z += eng->CrankJournalLength;
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}
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glPopMatrix();
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}
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}
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/**
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* Draw crankshaft at a particular rotation.
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* \param crankAngle current crankshaft rotation, in radians
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*/
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static void
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DrawPositionedCrankshaft(const Engine *eng, float crankAngle)
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{
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glPushMatrix();
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glRotatef(crankAngle, 0, 0, 1);
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if (eng->CrankList)
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glCallList(eng->CrankList);
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else
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DrawCrankshaft(eng);
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glPopMatrix();
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}
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/**
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* Draw a connecting rod at particular position.
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* \param eng description of connecting rod to draw
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* \param crankAngle current crankshaft rotation, in radians
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*/
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static void
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DrawPositionedConnectingRod(const Engine *eng, float crankAngle)
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{
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float x0, y0, x1, y1;
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float d, phi;
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ComputeConnectingRodPosition(eng->Throw, crankAngle,
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eng->ConnectingRodLength,
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&x0, &y0, &x1, &y1);
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d = sqrt(eng->ConnectingRodLength * eng->ConnectingRodLength - x0 * x0);
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phi = atan(x0 / d) * 180.0 / M_PI;
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glPushMatrix();
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glTranslatef(x0, y0, 0);
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glRotatef(phi, 0, 0, 1);
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if (eng->ConnRodList)
|
|
glCallList(eng->ConnRodList);
|
|
else
|
|
DrawConnector(eng->ConnectingRodLength, eng->ConnectingRodThickness,
|
|
eng->CrankPinRadius, eng->WristPinRadius);
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw a square with a hole in middle.
|
|
*/
|
|
static void
|
|
SquareWithHole(float squareSize, float holeRadius)
|
|
{
|
|
int i;
|
|
glBegin(GL_QUAD_STRIP);
|
|
glNormal3f(0, 0, 1);
|
|
for (i = 0; i <= 360; i += 5) {
|
|
const float x1 = holeRadius * cos(DEG_TO_RAD(i));
|
|
const float y1 = holeRadius * sin(DEG_TO_RAD(i));
|
|
float x2 = 0.0F, y2 = 0.0F;
|
|
if (i > 315 || i <= 45) {
|
|
x2 = squareSize;
|
|
y2 = squareSize * tan(DEG_TO_RAD(i));
|
|
}
|
|
else if (i > 45 && i <= 135) {
|
|
x2 = -squareSize * tan(DEG_TO_RAD(i - 90));
|
|
y2 = squareSize;
|
|
}
|
|
else if (i > 135 && i <= 225) {
|
|
x2 = -squareSize;
|
|
y2 = -squareSize * tan(DEG_TO_RAD(i-180));
|
|
}
|
|
else if (i > 225 && i <= 315) {
|
|
x2 = squareSize * tan(DEG_TO_RAD(i - 270));
|
|
y2 = -squareSize;
|
|
}
|
|
glVertex2f(x1, y1); /* inner circle */
|
|
glVertex2f(x2, y2); /* outer square */
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw block with hole through middle.
|
|
* Hole is centered on Z axis.
|
|
* Bottom of block is at z=0, top of block is at z = blockHeight.
|
|
* index is in [0, count - 1] to determine which block faces are drawn.
|
|
*/
|
|
static void
|
|
DrawBlockWithHole(float blockSize, float blockHeight, float holeRadius,
|
|
int index, int count)
|
|
{
|
|
const int slices = 30, stacks = 4;
|
|
const float x = blockSize;
|
|
const float y = blockSize;
|
|
const float z0 = 0;
|
|
const float z1 = blockHeight;
|
|
|
|
assert(index < count);
|
|
assert(Q);
|
|
gluQuadricOrientation(Q, GLU_INSIDE);
|
|
|
|
glBegin(GL_QUADS);
|
|
/* +X face */
|
|
glNormal3f(1, 0, 0);
|
|
glVertex3f( x, -y, z0);
|
|
glVertex3f( x, y, z0);
|
|
glVertex3f( x, y, z1);
|
|
glVertex3f( x, -y, z1);
|
|
/* -X face */
|
|
glNormal3f(-1, 0, 0);
|
|
glVertex3f(-x, -y, z1);
|
|
glVertex3f(-x, y, z1);
|
|
glVertex3f(-x, y, z0);
|
|
glVertex3f(-x, -y, z0);
|
|
if (index == 0) {
|
|
/* +Y face */
|
|
glNormal3f(0, 1, 0);
|
|
glVertex3f(-x, y, z1);
|
|
glVertex3f( x, y, z1);
|
|
glVertex3f( x, y, z0);
|
|
glVertex3f(-x, y, z0);
|
|
}
|
|
if (index == count - 1) {
|
|
/* -Y face */
|
|
glNormal3f(0, -1, 0);
|
|
glVertex3f(-x, -y, z0);
|
|
glVertex3f( x, -y, z0);
|
|
glVertex3f( x, -y, z1);
|
|
glVertex3f(-x, -y, z1);
|
|
}
|
|
glEnd();
|
|
|
|
/* cylinder / hole */
|
|
gluCylinder(Q, holeRadius, holeRadius, blockHeight, slices, stacks);
|
|
|
|
/* face at z0 */
|
|
glPushMatrix();
|
|
glRotatef(180, 1, 0, 0);
|
|
SquareWithHole(blockSize, holeRadius);
|
|
glPopMatrix();
|
|
|
|
/* face at z1 */
|
|
glTranslatef(0, 0, z1);
|
|
SquareWithHole(blockSize, holeRadius);
|
|
|
|
gluQuadricOrientation(Q, GLU_OUTSIDE);
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw the engine block.
|
|
*/
|
|
static void
|
|
DrawEngineBlock(const Engine *eng)
|
|
{
|
|
const float blockHeight = eng->Throw + 1.5 * eng->PistonHeight;
|
|
const float cylRadius = 1.01 * eng->PistonRadius;
|
|
const float blockSize = 0.5 * PistonSpacing(eng);
|
|
const int pistonsPerCrank = eng->Pistons / eng->Cranks;
|
|
int i;
|
|
|
|
for (i = 0; i < eng->Pistons; i++) {
|
|
const float z = PistonShaftPosition(eng, i);
|
|
const int crank = i / pistonsPerCrank;
|
|
int k;
|
|
|
|
glPushMatrix();
|
|
glTranslatef(0, 0, z);
|
|
|
|
/* additional rotation for kth piston per crank */
|
|
k = i % pistonsPerCrank;
|
|
glRotatef(k * -eng->V_Angle, 0, 0, 1);
|
|
|
|
/* the block */
|
|
glRotatef(-90, 1, 0, 0);
|
|
glTranslatef(0, 0, eng->Throw * 2);
|
|
DrawBlockWithHole(blockSize, blockHeight, cylRadius,
|
|
crank, eng->Cranks);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate display lists for engine parts.
|
|
*/
|
|
static void
|
|
GenerateDisplayLists(Engine *eng)
|
|
{
|
|
eng->CrankList = glGenLists(1);
|
|
glNewList(eng->CrankList, GL_COMPILE);
|
|
DrawCrankshaft(eng);
|
|
glEndList();
|
|
|
|
eng->ConnRodList = glGenLists(1);
|
|
glNewList(eng->ConnRodList, GL_COMPILE);
|
|
DrawConnector(eng->ConnectingRodLength, eng->ConnectingRodThickness,
|
|
eng->CrankPinRadius, eng->WristPinRadius);
|
|
glEndList();
|
|
|
|
eng->PistonList = glGenLists(1);
|
|
glNewList(eng->PistonList, GL_COMPILE);
|
|
DrawPiston(eng);
|
|
glEndList();
|
|
|
|
eng->BlockList = glGenLists(1);
|
|
glNewList(eng->BlockList, GL_COMPILE);
|
|
DrawEngineBlock(eng);
|
|
glEndList();
|
|
}
|
|
|
|
|
|
/**
|
|
* Free engine display lists (render with immediate mode).
|
|
*/
|
|
static void
|
|
FreeDisplayLists(Engine *eng)
|
|
{
|
|
glDeleteLists(eng->CrankList, 1);
|
|
eng->CrankList = 0;
|
|
glDeleteLists(eng->ConnRodList, 1);
|
|
eng->ConnRodList = 0;
|
|
glDeleteLists(eng->PistonList, 1);
|
|
eng->PistonList = 0;
|
|
glDeleteLists(eng->BlockList, 1);
|
|
eng->BlockList = 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* Draw complete engine.
|
|
* \param eng description of engine to draw
|
|
* \param crankAngle current crankshaft angle, in radians
|
|
*/
|
|
static void
|
|
DrawEngine(const Engine *eng, float crankAngle)
|
|
{
|
|
const float crankDelta = 360.0 / eng->Cranks;
|
|
const float crankLen = CrankshaftLength(eng);
|
|
const int pistonsPerCrank = eng->Pistons / eng->Cranks;
|
|
int i;
|
|
|
|
glPushMatrix();
|
|
glRotatef(eng->V_Angle * 0.5, 0, 0, 1);
|
|
glTranslatef(0, 0, -0.5 * crankLen);
|
|
|
|
/* crankshaft */
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, CrankshaftColor);
|
|
glColor4fv(CrankshaftColor);
|
|
DrawPositionedCrankshaft(eng, crankAngle);
|
|
|
|
for (i = 0; i < eng->Pistons; i++) {
|
|
const float z = PistonShaftPosition(eng, i);
|
|
const int crank = i / pistonsPerCrank;
|
|
float rot = crankAngle + crank * crankDelta;
|
|
int k;
|
|
|
|
glPushMatrix();
|
|
glTranslatef(0, 0, z);
|
|
|
|
/* additional rotation for kth piston per crank */
|
|
k = i % pistonsPerCrank;
|
|
glRotatef(k * -eng->V_Angle, 0, 0, 1);
|
|
rot += k * eng->V_Angle;
|
|
|
|
/* piston */
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, PistonColor);
|
|
glColor4fv(PistonColor);
|
|
DrawPositionedPiston(eng, rot);
|
|
|
|
/* connecting rod */
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ConnRodColor);
|
|
glColor4fv(ConnRodColor);
|
|
DrawPositionedConnectingRod(eng, rot);
|
|
glPopMatrix();
|
|
}
|
|
|
|
if (Render.ShowBlock) {
|
|
const GLboolean blend = glIsEnabled(GL_BLEND);
|
|
|
|
glDepthMask(GL_FALSE);
|
|
if (!blend) {
|
|
glEnable(GL_BLEND);
|
|
}
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, BlockColor);
|
|
glColor4fv(BlockColor);
|
|
if (eng->CrankList)
|
|
glCallList(eng->BlockList);
|
|
else
|
|
DrawEngineBlock(eng);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDepthMask(GL_TRUE);
|
|
if (!blend) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
static void
|
|
DrawBox(void)
|
|
{
|
|
const float xmin = -3.0, xmax = 3.0;
|
|
const float ymin = -1.0, ymax = 3.0;
|
|
const float zmin = -4.0, zmax = 4.0;
|
|
const float step = 0.5;
|
|
const float d = 0.01;
|
|
float x, y, z;
|
|
GLboolean lit = glIsEnabled(GL_LIGHTING);
|
|
GLboolean tex = glIsEnabled(GL_TEXTURE_2D);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glColor3f(1, 1, 1);
|
|
|
|
/* Z min */
|
|
glBegin(GL_LINES);
|
|
for (x = xmin; x <= xmax; x += step) {
|
|
glVertex3f(x, ymin, zmin);
|
|
glVertex3f(x, ymax, zmin);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (y = ymin; y <= ymax; y += step) {
|
|
glVertex3f(xmin, y, zmin);
|
|
glVertex3f(xmax, y, zmin);
|
|
}
|
|
glEnd();
|
|
|
|
/* Y min */
|
|
glBegin(GL_LINES);
|
|
for (x = xmin; x <= xmax; x += step) {
|
|
glVertex3f(x, ymin, zmin);
|
|
glVertex3f(x, ymin, zmax);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (z = zmin; z <= zmax; z += step) {
|
|
glVertex3f(xmin, ymin, z);
|
|
glVertex3f(xmax, ymin, z);
|
|
}
|
|
glEnd();
|
|
|
|
/* X min */
|
|
glBegin(GL_LINES);
|
|
for (y = ymin; y <= ymax; y += step) {
|
|
glVertex3f(xmin, y, zmin);
|
|
glVertex3f(xmin, y, zmax);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (z = zmin; z <= zmax; z += step) {
|
|
glVertex3f(xmin, ymin, z);
|
|
glVertex3f(xmin, ymax, z);
|
|
}
|
|
glEnd();
|
|
|
|
glColor3f(0.4, 0.4, 0.6);
|
|
glBegin(GL_QUADS);
|
|
/* xmin */
|
|
glVertex3f(xmin-d, ymin, zmin);
|
|
glVertex3f(xmin-d, ymax, zmin);
|
|
glVertex3f(xmin-d, ymax, zmax);
|
|
glVertex3f(xmin-d, ymin, zmax);
|
|
/* ymin */
|
|
glVertex3f(xmin, ymin-d, zmin);
|
|
glVertex3f(xmax, ymin-d, zmin);
|
|
glVertex3f(xmax, ymin-d, zmax);
|
|
glVertex3f(xmin, ymin-d, zmax);
|
|
/* zmin */
|
|
glVertex3f(xmin, ymin, zmin-d);
|
|
glVertex3f(xmax, ymin, zmin-d);
|
|
glVertex3f(xmax, ymax, zmin-d);
|
|
glVertex3f(xmin, ymax, zmin-d);
|
|
glEnd();
|
|
|
|
if (lit)
|
|
glEnable(GL_LIGHTING);
|
|
if (tex)
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
|
|
static void
|
|
PrintString(const char *s)
|
|
{
|
|
while (*s) {
|
|
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
|
|
s++;
|
|
}
|
|
}
|
|
|
|
|
|
static int
|
|
ComputeFPS(void)
|
|
{
|
|
static double t0 = -1.0;
|
|
static int frames = 0;
|
|
double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
|
static int fps = 0;
|
|
|
|
frames++;
|
|
|
|
if (t0 < 0.0) {
|
|
t0 = t;
|
|
fps = 0;
|
|
}
|
|
else if (t - t0 >= 1.0) {
|
|
fps = (int) (frames / (t - t0) + 0.5);
|
|
t0 = t;
|
|
frames = 0;
|
|
}
|
|
|
|
return fps;
|
|
}
|
|
|
|
|
|
static void
|
|
Draw(void)
|
|
{
|
|
int fps;
|
|
GLfloat rot[4][4];
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(0.0, 0.0, -View.Distance);
|
|
build_rotmatrix(rot, View.CurQuat);
|
|
glMultMatrixf(&rot[0][0]);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(0, -0.75, 0);
|
|
if (Render.DrawBox)
|
|
DrawBox();
|
|
DrawEngine(Engines + CurEngine, Theta);
|
|
glPopMatrix();
|
|
|
|
glPopMatrix();
|
|
|
|
fps = ComputeFPS();
|
|
if (Render.ShowInfo) {
|
|
GLboolean lit = glIsEnabled(GL_LIGHTING);
|
|
GLboolean tex = glIsEnabled(GL_TEXTURE_2D);
|
|
char s[100];
|
|
sprintf(s, "%s %d FPS %s", Engines[CurEngine].Name, fps,
|
|
Render.UseLists ? "Display Lists" : "Immediate mode");
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glColor3f(1, 1 , 1);
|
|
glWindowPos2iARB(10, 10);
|
|
PrintString(s);
|
|
if (lit)
|
|
glEnable(GL_LIGHTING);
|
|
if (tex)
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
/* also print out a periodic fps to stdout. useful for trying to
|
|
* figure out the performance impact of rendering the string above
|
|
* with glBitmap.
|
|
*/
|
|
{
|
|
static GLint T0 = 0;
|
|
static GLint Frames = 0;
|
|
GLint t = glutGet(GLUT_ELAPSED_TIME);
|
|
|
|
Frames++;
|
|
|
|
if (t - T0 >= 5000) {
|
|
GLfloat seconds = (t - T0) / 1000.0;
|
|
GLfloat fps = Frames / seconds;
|
|
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
|
|
fflush(stdout);
|
|
T0 = t;
|
|
Frames = 0;
|
|
}
|
|
}
|
|
|
|
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle window resize.
|
|
*/
|
|
static void
|
|
Reshape(int width, int height)
|
|
{
|
|
float ar = (float) width / height;
|
|
float s = 0.5;
|
|
glViewport(0, 0, width, height);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glFrustum(-ar * s, ar * s, -s, s, 2.0, 50.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
WinWidth = width;
|
|
WinHeight = height;
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle mouse button.
|
|
*/
|
|
static void
|
|
Mouse(int button, int state, int x, int y)
|
|
{
|
|
if (button == GLUT_LEFT_BUTTON) {
|
|
if (state == GLUT_DOWN) {
|
|
View.StartX = x;
|
|
View.StartY = y;
|
|
View.Rotating = GL_TRUE;
|
|
}
|
|
else if (state == GLUT_UP) {
|
|
View.Rotating = GL_FALSE;
|
|
}
|
|
}
|
|
else if (button == GLUT_MIDDLE_BUTTON) {
|
|
if (state == GLUT_DOWN) {
|
|
View.StartX = x;
|
|
View.StartY = y;
|
|
View.StartDistance = View.Distance;
|
|
View.Translating = GL_TRUE;
|
|
}
|
|
else if (state == GLUT_UP) {
|
|
View.Translating = GL_FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle mouse motion
|
|
*/
|
|
static void
|
|
Motion(int x, int y)
|
|
{
|
|
int i;
|
|
if (View.Rotating) {
|
|
float x0 = (2.0 * View.StartX - WinWidth) / WinWidth;
|
|
float y0 = (WinHeight - 2.0 * View.StartY) / WinHeight;
|
|
float x1 = (2.0 * x - WinWidth) / WinWidth;
|
|
float y1 = (WinHeight - 2.0 * y) / WinHeight;
|
|
float q[4];
|
|
|
|
trackball(q, x0, y0, x1, y1);
|
|
View.StartX = x;
|
|
View.StartY = y;
|
|
for (i = 0; i < 1; i++)
|
|
add_quats(q, View.CurQuat, View.CurQuat);
|
|
|
|
glutPostRedisplay();
|
|
}
|
|
else if (View.Translating) {
|
|
float dz = 0.01 * (y - View.StartY);
|
|
View.Distance = View.StartDistance + dz;
|
|
glutPostRedisplay();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
** Menu Callbacks
|
|
**/
|
|
|
|
static void
|
|
OptAnimation(void)
|
|
{
|
|
Render.Anim = !Render.Anim;
|
|
if (Render.Anim)
|
|
glutIdleFunc(Idle);
|
|
else
|
|
glutIdleFunc(NULL);
|
|
}
|
|
|
|
static void
|
|
OptChangeEngine(void)
|
|
{
|
|
CurEngine = (CurEngine + 1) % NUM_ENGINES;
|
|
}
|
|
|
|
static void
|
|
OptRenderMode(void)
|
|
{
|
|
Render.Mode++;
|
|
if (Render.Mode > TEXTURED)
|
|
Render.Mode = 0;
|
|
SetRenderState(Render.Mode);
|
|
}
|
|
|
|
static void
|
|
OptDisplayLists(void)
|
|
{
|
|
int i;
|
|
Render.UseLists = !Render.UseLists;
|
|
if (Render.UseLists) {
|
|
for (i = 0; i < NUM_ENGINES; i++) {
|
|
GenerateDisplayLists(Engines + i);
|
|
}
|
|
}
|
|
else {
|
|
for (i = 0; i < NUM_ENGINES; i++) {
|
|
FreeDisplayLists(Engines + i);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
OptShowBlock(void)
|
|
{
|
|
Render.ShowBlock = !Render.ShowBlock;
|
|
}
|
|
|
|
static void
|
|
OptShowInfo(void)
|
|
{
|
|
Render.ShowInfo = !Render.ShowInfo;
|
|
}
|
|
|
|
static void
|
|
OptShowBox(void)
|
|
{
|
|
Render.DrawBox = !Render.DrawBox;
|
|
}
|
|
|
|
static void
|
|
OptRotate(void)
|
|
{
|
|
Theta += 5.0;
|
|
}
|
|
|
|
static void
|
|
OptExit(void)
|
|
{
|
|
glutDestroyWindow(Win);
|
|
exit(0);
|
|
}
|
|
|
|
|
|
/**
|
|
* Define menu entries (w/ keyboard shortcuts)
|
|
*/
|
|
|
|
typedef struct
|
|
{
|
|
const char *Text;
|
|
const char Key;
|
|
void (*Function)(void);
|
|
} MenuInfo;
|
|
|
|
static const MenuInfo MenuItems[] = {
|
|
{ "Animation", 'a', OptAnimation },
|
|
{ "Change Engine", 'e', OptChangeEngine },
|
|
{ "Rendering Style", 'm', OptRenderMode },
|
|
{ "Display Lists", 'd', OptDisplayLists },
|
|
{ "Show Block", 'b', OptShowBlock },
|
|
{ "Show Info", 'i', OptShowInfo },
|
|
{ "Show Box", 'x', OptShowBox },
|
|
{ "Exit", 27, OptExit },
|
|
{ NULL, 'r', OptRotate },
|
|
{ NULL, 0, NULL }
|
|
};
|
|
|
|
|
|
/**
|
|
* Handle menu selection.
|
|
*/
|
|
static void
|
|
MenuHandler(int entry)
|
|
{
|
|
MenuItems[entry].Function();
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
|
|
/**
|
|
* Make pop-up menu.
|
|
*/
|
|
static void
|
|
MakeMenu(void)
|
|
{
|
|
int i;
|
|
glutCreateMenu(MenuHandler);
|
|
for (i = 0; MenuItems[i].Text; i++) {
|
|
glutAddMenuEntry(MenuItems[i].Text, i);
|
|
}
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle keyboard event.
|
|
*/
|
|
static void
|
|
Key(unsigned char key, int x, int y)
|
|
{
|
|
int i;
|
|
(void) x; (void) y;
|
|
for (i = 0; MenuItems[i].Key; i++) {
|
|
if (MenuItems[i].Key == key) {
|
|
MenuItems[i].Function();
|
|
glutPostRedisplay();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static
|
|
void LoadTexture(void)
|
|
{
|
|
GLboolean convolve = GL_FALSE;
|
|
|
|
glGenTextures(1, &TextureObj);
|
|
glBindTexture(GL_TEXTURE_2D, TextureObj);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
|
|
if (convolve) {
|
|
#define FILTER_SIZE 7
|
|
/* use convolution to blur the texture to simulate a dull finish
|
|
* on the object.
|
|
*/
|
|
GLubyte *img;
|
|
GLenum format;
|
|
GLint w, h;
|
|
GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];
|
|
|
|
for (h = 0; h < FILTER_SIZE; h++) {
|
|
for (w = 0; w < FILTER_SIZE; w++) {
|
|
const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
|
|
filter[h][w][0] = k;
|
|
filter[h][w][1] = k;
|
|
filter[h][w][2] = k;
|
|
filter[h][w][3] = k;
|
|
}
|
|
}
|
|
|
|
glEnable(GL_CONVOLUTION_2D);
|
|
glConvolutionParameteri(GL_CONVOLUTION_2D,
|
|
GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
|
|
glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
|
|
FILTER_SIZE, FILTER_SIZE,
|
|
GL_RGBA, GL_FLOAT, filter);
|
|
|
|
img = LoadRGBImage(TEXTURE_FILE, &w, &h, &format);
|
|
if (!img) {
|
|
printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
|
|
exit(1);
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
|
|
format, GL_UNSIGNED_BYTE, img);
|
|
free(img);
|
|
}
|
|
else {
|
|
if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
|
|
printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
|
|
exit(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
Init(void)
|
|
{
|
|
const GLfloat lightColor[4] = { 0.7, 0.7, 0.7, 1.0 };
|
|
const GLfloat specular[4] = { 0.8, 0.8, 0.8, 1.0 };
|
|
const GLfloat backColor[4] = { 1, 1, 0, 0 };
|
|
|
|
Q = gluNewQuadric();
|
|
gluQuadricNormals(Q, GLU_SMOOTH);
|
|
|
|
LoadTexture();
|
|
|
|
glClearColor(0.3, 0.3, 0.3, 0.0);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
|
|
glMaterialf(GL_FRONT, GL_SHININESS, 40);
|
|
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
glMaterialfv(GL_BACK, GL_DIFFUSE, backColor);
|
|
#if 0
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
|
|
#endif
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
InitViewInfo(&View);
|
|
InitRenderInfo(&Render);
|
|
}
|
|
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
glutInitWindowSize(WinWidth, WinHeight);
|
|
glutInit(&argc, argv);
|
|
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
|
Win = glutCreateWindow("OpenGL Engine Demo");
|
|
glewInit();
|
|
glutReshapeFunc(Reshape);
|
|
glutMouseFunc(Mouse);
|
|
glutMotionFunc(Motion);
|
|
glutKeyboardFunc(Key);
|
|
glutDisplayFunc(Draw);
|
|
MakeMenu();
|
|
Init();
|
|
if (Render.Anim)
|
|
glutIdleFunc(Idle);
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|