| /** |
| * Simple engine demo (crankshaft, pistons, connecting rods) |
| * |
| * Brian Paul |
| * June 2006 |
| */ |
| |
| #include <assert.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/glew.h> |
| #include <GL/glut.h> |
| #include "readtex.h" |
| #include "trackball.h" |
| |
| |
| #ifndef M_PI |
| #define M_PI 3.14159265358979323846 |
| #endif |
| |
| #define DEG_TO_RAD(DEG) ((DEG) * M_PI / 180.0) |
| |
| #define TEXTURE_FILE "../images/reflect.rgb" |
| |
| /* Target engine speed: */ |
| const int RPM = 100.0; |
| |
| |
| /** |
| * Engine description. |
| */ |
| typedef struct |
| { |
| const char *Name; |
| int Pistons; |
| int Cranks; |
| float V_Angle; |
| float PistonRadius; |
| float PistonHeight; |
| float WristPinRadius; |
| float Throw; |
| float CrankPlateThickness; |
| float CrankPinRadius; |
| float CrankJournalRadius; |
| float CrankJournalLength; |
| float ConnectingRodLength; |
| float ConnectingRodThickness; |
| /* display list IDs */ |
| GLuint CrankList; |
| GLuint ConnRodList; |
| GLuint PistonList; |
| GLuint BlockList; |
| } Engine; |
| |
| |
| typedef struct |
| { |
| float CurQuat[4]; |
| float Distance; |
| /* When mouse is moving: */ |
| GLboolean Rotating, Translating; |
| GLint StartX, StartY; |
| float StartDistance; |
| } ViewInfo; |
| |
| |
| typedef enum |
| { |
| LIT, |
| WIREFRAME, |
| TEXTURED |
| } RenderMode; |
| |
| |
| typedef struct |
| { |
| RenderMode Mode; |
| GLboolean Anim; |
| GLboolean Wireframe; |
| GLboolean Blend; |
| GLboolean Antialias; |
| GLboolean Texture; |
| GLboolean UseLists; |
| GLboolean DrawBox; |
| GLboolean ShowInfo; |
| GLboolean ShowBlock; |
| } RenderInfo; |
| |
| |
| static GLUquadric *Q; |
| |
| static GLfloat Theta = 0.0; |
| |
| static const GLfloat PistonColor[4] = { 1.0, 0.5, 0.5, 1.0 }; |
| static const GLfloat ConnRodColor[4] = { 0.7, 1.0, 0.7, 1.0 }; |
| static const GLfloat CrankshaftColor[4] = { 0.7, 0.7, 1.0, 1.0 }; |
| static const GLfloat BlockColor[4] = {0.8, 0.8, 0.8, 0.75 }; |
| |
| static GLuint TextureObj; |
| static GLint WinWidth = 800, WinHeight = 500; |
| |
| static ViewInfo View; |
| static RenderInfo Render; |
| |
| #define NUM_ENGINES 3 |
| static Engine Engines[NUM_ENGINES] = |
| { |
| { |
| "V-6", |
| 6, /* Pistons */ |
| 3, /* Cranks */ |
| 90.0, /* V_Angle */ |
| 0.5, /* PistonRadius */ |
| 0.6, /* PistonHeight */ |
| 0.1, /* WristPinRadius */ |
| 0.5, /* Throw */ |
| 0.2, /* CrankPlateThickness */ |
| 0.25, /* CrankPinRadius */ |
| 0.3, /* CrankJournalRadius */ |
| 0.4, /* CrankJournalLength */ |
| 1.5, /* ConnectingRodLength */ |
| 0.1 /* ConnectingRodThickness */ |
| }, |
| { |
| "Inline-4", |
| 4, /* Pistons */ |
| 4, /* Cranks */ |
| 0.0, /* V_Angle */ |
| 0.5, /* PistonRadius */ |
| 0.6, /* PistonHeight */ |
| 0.1, /* WristPinRadius */ |
| 0.5, /* Throw */ |
| 0.2, /* CrankPlateThickness */ |
| 0.25, /* CrankPinRadius */ |
| 0.3, /* CrankJournalRadius */ |
| 0.4, /* CrankJournalLength */ |
| 1.5, /* ConnectingRodLength */ |
| 0.1 /* ConnectingRodThickness */ |
| }, |
| { |
| "Boxer-6", |
| 6, /* Pistons */ |
| 3, /* Cranks */ |
| 180.0,/* V_Angle */ |
| 0.5, /* PistonRadius */ |
| 0.6, /* PistonHeight */ |
| 0.1, /* WristPinRadius */ |
| 0.5, /* Throw */ |
| 0.2, /* CrankPlateThickness */ |
| 0.25, /* CrankPinRadius */ |
| 0.3, /* CrankJournalRadius */ |
| 0.4, /* CrankJournalLength */ |
| 1.5, /* ConnectingRodLength */ |
| 0.1 /* ConnectingRodThickness */ |
| } |
| }; |
| |
| static int CurEngine = 0; |
| |
| |
| |
| static void |
| InitViewInfo(ViewInfo *view) |
| { |
| view->Rotating = GL_FALSE; |
| view->Translating = GL_FALSE; |
| view->StartX = view->StartY = 0; |
| view->Distance = 12.0; |
| view->StartDistance = 0.0; |
| view->CurQuat[0] = -0.194143; |
| view->CurQuat[1] = 0.507848; |
| view->CurQuat[2] = 0.115245; |
| view->CurQuat[3] = 0.831335; |
| } |
| |
| |
| static void |
| InitRenderInfo(RenderInfo *render) |
| { |
| render->Mode = LIT; |
| render->Anim = GL_TRUE; |
| render->Wireframe = GL_FALSE; |
| render->Blend = GL_FALSE; |
| render->Antialias = GL_FALSE; |
| render->Texture = GL_FALSE; |
| render->DrawBox = GL_FALSE; |
| render->ShowInfo = GL_TRUE; |
| render->ShowBlock = GL_FALSE; |
| render->UseLists = GL_FALSE; |
| } |
| |
| |
| /** |
| * Set GL for given rendering mode. |
| */ |
| static void |
| SetRenderState(RenderMode mode) |
| { |
| static const GLfloat gray2[4] = { 0.2, 0.2, 0.2, 1.0 }; |
| static const GLfloat gray4[4] = { 0.4, 0.4, 0.4, 1.0 }; |
| |
| /* defaults */ |
| glDisable(GL_LIGHTING); |
| glDisable(GL_TEXTURE_2D); |
| glDisable(GL_BLEND); |
| glDisable(GL_LINE_SMOOTH); |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray2); |
| |
| switch (mode) { |
| case LIT: |
| glEnable(GL_LIGHTING); |
| break; |
| case WIREFRAME: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| glEnable(GL_LINE_SMOOTH); |
| glEnable(GL_BLEND); |
| glLineWidth(1.5); |
| break; |
| case TEXTURED: |
| glEnable(GL_LIGHTING); |
| glEnable(GL_TEXTURE_2D); |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray4); |
| break; |
| default: |
| ; |
| } |
| } |
| |
| |
| /** |
| * Animate the engine parts. |
| */ |
| static void |
| Idle(void) |
| { |
| /* convert degrees per millisecond to RPM: */ |
| const float m = 360.0 / 1000.0 / 60.0; |
| GLint t = glutGet(GLUT_ELAPSED_TIME); |
| Theta = ((int) (t * RPM * m)) % 360; |
| glutPostRedisplay(); |
| } |
| |
| |
| /** |
| * Compute piston's position along its stroke. |
| */ |
| static float |
| PistonStrokePosition(float throwDist, float crankAngle, float connRodLength) |
| { |
| float x = throwDist * cos(DEG_TO_RAD(crankAngle)); |
| float y = throwDist * sin(DEG_TO_RAD(crankAngle)); |
| float pos = y + sqrt(connRodLength * connRodLength - x * x); |
| return pos; |
| } |
| |
| |
| /** |
| * Compute position of nth piston along the crankshaft. |
| */ |
| static float |
| PistonShaftPosition(const Engine *eng, int piston) |
| { |
| const int i = piston / (eng->Pistons / eng->Cranks); |
| float z; |
| assert(piston < eng->Pistons); |
| z = 1.5 * eng->CrankJournalLength + eng->CrankPlateThickness |
| + i * (2.0 * (eng->CrankJournalLength + eng->CrankPlateThickness)); |
| if (eng->Pistons > eng->Cranks) { |
| if (piston & 1) |
| z += eng->ConnectingRodThickness; |
| else |
| z -= eng->ConnectingRodThickness; |
| } |
| return z; |
| } |
| |
| |
| /** |
| * Compute distance between two adjacent pistons |
| */ |
| static float |
| PistonSpacing(const Engine *eng) |
| { |
| const int pistonsPerCrank = eng->Pistons / eng->Cranks; |
| const float z0 = PistonShaftPosition(eng, 0); |
| const float z1 = PistonShaftPosition(eng, pistonsPerCrank); |
| return z1 - z0; |
| } |
| |
| |
| /** |
| * (x0, y0) = position of big end on crankshaft |
| * (x1, y1) = position of small end on piston |
| */ |
| static void |
| ComputeConnectingRodPosition(float throwDist, float crankAngle, |
| float connRodLength, |
| float *x0, float *y0, float *x1, float *y1) |
| { |
| *x0 = throwDist * cos(DEG_TO_RAD(crankAngle)); |
| *y0 = throwDist * sin(DEG_TO_RAD(crankAngle)); |
| *x1 = 0.0; |
| *y1 = PistonStrokePosition(throwDist, crankAngle, connRodLength); |
| } |
| |
| |
| /** |
| * Compute total length of the crankshaft. |
| */ |
| static float |
| CrankshaftLength(const Engine *eng) |
| { |
| float len = (eng->Cranks * 2 + 1) * eng->CrankJournalLength |
| + 2 * eng->Cranks * eng->CrankPlateThickness; |
| return len; |
| } |
| |
| |
| /** |
| * Draw a piston. |
| * Axis of piston = Z axis. Wrist pin is centered on (0, 0, 0). |
| */ |
| static void |
| DrawPiston(const Engine *eng) |
| { |
| const int slices = 30, stacks = 4, loops = 4; |
| const float innerRadius = 0.9 * eng->PistonRadius; |
| const float innerHeight = eng->PistonHeight - 0.15; |
| const float wristPinLength = 1.8 * eng->PistonRadius; |
| |
| assert(Q); |
| |
| glPushMatrix(); |
| glTranslatef(0, 0, -1.1 * eng->WristPinRadius); |
| |
| gluQuadricOrientation(Q, GLU_INSIDE); |
| |
| /* bottom rim */ |
| gluDisk(Q, innerRadius, eng->PistonRadius, slices, 1/*loops*/); |
| |
| /* inner cylinder */ |
| gluCylinder(Q, innerRadius, innerRadius, innerHeight, slices, stacks); |
| |
| /* inside top */ |
| glPushMatrix(); |
| glTranslatef(0, 0, innerHeight); |
| gluDisk(Q, 0, innerRadius, slices, loops); |
| glPopMatrix(); |
| |
| gluQuadricOrientation(Q, GLU_OUTSIDE); |
| |
| /* outer cylinder */ |
| gluCylinder(Q, eng->PistonRadius, eng->PistonRadius, eng->PistonHeight, |
| slices, stacks); |
| |
| /* top */ |
| glTranslatef(0, 0, eng->PistonHeight); |
| gluDisk(Q, 0, eng->PistonRadius, slices, loops); |
| |
| glPopMatrix(); |
| |
| /* wrist pin */ |
| glPushMatrix(); |
| glTranslatef(0, 0.5 * wristPinLength, 0.0); |
| glRotatef(90, 1, 0, 0); |
| gluCylinder(Q, eng->WristPinRadius, eng->WristPinRadius, wristPinLength, |
| slices, stacks); |
| glPopMatrix(); |
| } |
| |
| |
| /** |
| * Draw piston at particular position. |
| */ |
| static void |
| DrawPositionedPiston(const Engine *eng, float crankAngle) |
| { |
| const float pos = PistonStrokePosition(eng->Throw, crankAngle, |
| eng->ConnectingRodLength); |
| glPushMatrix(); |
| glRotatef(-90, 1, 0, 0); |
| glTranslatef(0, 0, pos); |
| if (eng->PistonList) |
| glCallList(eng->PistonList); |
| else |
| DrawPiston(eng); |
| glPopMatrix(); |
| } |
| |
| |
| /** |
| * Draw connector plate. Used for crankshaft and connecting rods. |
| */ |
| static void |
| DrawConnector(float length, float thickness, |
| float bigEndRadius, float smallEndRadius) |
| { |
| const float bigRadius = 1.2 * bigEndRadius; |
| const float smallRadius = 1.2 * smallEndRadius; |
| const float z0 = -0.5 * thickness, z1 = -z0; |
| GLfloat points[36][2], normals[36][2]; |
| int i; |
| |
| /* compute vertex locations, normals */ |
| for (i = 0; i < 36; i++) { |
| const int angle = i * 10; |
| float x = cos(DEG_TO_RAD(angle)); |
| float y = sin(DEG_TO_RAD(angle)); |
| normals[i][0] = x; |
| normals[i][1] = y; |
| if (angle >= 0 && angle <= 180) { |
| x *= smallRadius; |
| y = y * smallRadius + length; |
| } |
| else { |
| x *= bigRadius; |
| y *= bigRadius; |
| } |
| points[i][0] = x; |
| points[i][1] = y; |
| } |
| |
| /* front face */ |
| glNormal3f(0, 0, 1); |
| glBegin(GL_POLYGON); |
| for (i = 0; i < 36; i++) { |
| glVertex3f(points[i][0], points[i][1], z1); |
| } |
| glEnd(); |
| |
| /* back face */ |
| glNormal3f(0, 0, -1); |
| glBegin(GL_POLYGON); |
| for (i = 0; i < 36; i++) { |
| glVertex3f(points[35-i][0], points[35-i][1], z0); |
| } |
| glEnd(); |
| |
| /* edge */ |
| glBegin(GL_QUAD_STRIP); |
| for (i = 0; i <= 36; i++) { |
| const int j = i % 36; |
| glNormal3f(normals[j][0], normals[j][1], 0); |
| glVertex3f(points[j][0], points[j][1], z1); |
| glVertex3f(points[j][0], points[j][1], z0); |
| } |
| glEnd(); |
| } |
| |
| |
| /** |
| * Draw a crankshaft. Shaft lies along +Z axis, starting at zero. |
| */ |
| static void |
| DrawCrankshaft(const Engine *eng) |
| { |
| const int slices = 20, stacks = 2; |
| const int n = eng->Cranks * 4 + 1; |
| const float phiStep = 360 / eng->Cranks; |
| float phi = -90.0; |
| int i; |
| float z = 0.0; |
| |
| for (i = 0; i < n; i++) { |
| glPushMatrix(); |
| glTranslatef(0, 0, z); |
| if (i & 1) { |
| /* draw a crank plate */ |
| glRotatef(phi, 0, 0, 1); |
| glTranslatef(0, 0, 0.5 * eng->CrankPlateThickness); |
| DrawConnector(eng->Throw, eng->CrankPlateThickness, |
| eng->CrankJournalRadius, eng->CrankPinRadius); |
| z += 0.2; |
| if (i % 4 == 3) |
| phi += phiStep; |
| } |
| else if (i % 4 == 0) { |
| /* draw crank journal segment */ |
| gluCylinder(Q, eng->CrankJournalRadius, eng->CrankJournalRadius, |
| eng->CrankJournalLength, slices, stacks); |
| z += eng->CrankJournalLength; |
| } |
| else if (i % 4 == 2) { |
| /* draw crank pin segment */ |
| glRotatef(phi, 0, 0, 1); |
| glTranslatef(0, eng->Throw, 0); |
| gluCylinder(Q, eng->CrankPinRadius, eng->CrankPinRadius, |
| eng->CrankJournalLength, slices, stacks); |
| z += eng->CrankJournalLength; |
| } |
| glPopMatrix(); |
| } |
| } |
| |
| |
| /** |
| * Draw crankshaft at a particular rotation. |
| * \param crankAngle current crankshaft rotation, in radians |
| */ |
| static void |
| DrawPositionedCrankshaft(const Engine *eng, float crankAngle) |
| { |
| glPushMatrix(); |
| glRotatef(crankAngle, 0, 0, 1); |
| if (eng->CrankList) |
| glCallList(eng->CrankList); |
| else |
| DrawCrankshaft(eng); |
| glPopMatrix(); |
| } |
| |
| |
| /** |
| * Draw a connecting rod at particular position. |
| * \param eng description of connecting rod to draw |
| * \param crankAngle current crankshaft rotation, in radians |
| */ |
| static void |
| DrawPositionedConnectingRod(const Engine *eng, float crankAngle) |
| { |
| float x0, y0, x1, y1; |
| float d, phi; |
| |
| ComputeConnectingRodPosition(eng->Throw, crankAngle, |
| eng->ConnectingRodLength, |
| &x0, &y0, &x1, &y1); |
| d = sqrt(eng->ConnectingRodLength * eng->ConnectingRodLength - x0 * x0); |
| phi = atan(x0 / d) * 180.0 / M_PI; |
| |
| glPushMatrix(); |
| glTranslatef(x0, y0, 0); |
| glRotatef(phi, 0, 0, 1); |
| 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) |
| { |
| 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[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowSize(WinWidth, WinHeight); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
| 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; |
| } |