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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/engine.c
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Original 5.40
Diffstat (limited to 'hacks/glx/engine.c')
-rw-r--r--hacks/glx/engine.c1006
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diff --git a/hacks/glx/engine.c b/hacks/glx/engine.c
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+/*
+ * engine.c - GL representation of a 4 stroke engine
+ *
+ * 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
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: 30000 \n" \
+ "*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
+ "*titleFont: -*-helvetica-medium-r-normal-*-*-180-*-*-*-*-*-*\n" \
+
+# define free_engine 0
+# define release_engine 0
+# include "xlockmore.h" /* from the xscreensaver distribution */
+#else /* !STANDALONE */
+# include "xlock.h" /* from the xlockmore distribution */
+#endif /* !STANDALONE */
+
+#include "texfont.h"
+#include "rotator.h"
+#include "gltrackball.h"
+
+/* lifted from lament.c */
+#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+
+#ifdef USE_GL
+
+#define DEF_ENGINE "(none)"
+#define DEF_TITLES "False"
+#define DEF_SPIN "True"
+#define DEF_MOVE "True"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+static char *which_engine;
+static int move;
+static int spin;
+static Bool do_titles;
+
+static XrmOptionDescRec opts[] = {
+ {"-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[] = {
+ {&which_engine, "engine", "Engine", DEF_ENGINE, t_String},
+ {&move, "move", "Move", DEF_MOVE, t_Bool},
+ {&spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_titles, "titles", "Titles", DEF_TITLES, t_Bool},
+};
+
+ENTRYPOINT ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+#ifdef USE_MODULES
+ModStruct engine_description =
+{"engine", "init_engine", "draw_engine", NULL,
+ "draw_engine", "init_engine", NULL, &engine_opts,
+ 1000, 1, 2, 1, 4, 1.0, "",
+ "A four stroke engine", 0, NULL};
+
+#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;
+ Window window;
+ GLfloat x, y, z; /* position */
+ GLfloat dx, dy, dz; /* position */
+ GLfloat an1, an2, an3; /* internal angle */
+ GLfloat nx, ny, nz; /* spin vector */
+ GLfloat a; /* spin angle */
+ GLfloat da; /* spin speed */
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+ texture_font_data *font_data;
+ 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;
+
+ GLuint shaft_list, piston_list;
+ int shaft_polys, piston_polys;
+
+} Engine;
+
+static Engine *engine = NULL;
+
+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};
+
+static GLvoid normal(GLfloat [], GLfloat [], GLfloat [],
+ GLfloat *, GLfloat *, GLfloat *);
+
+/*
+ * 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
+ *
+ */
+
+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" },
+};
+
+/* this define is just a little shorter way of referring to members of the
+ * table above
+ */
+#define ENG engines[e->engineType]
+
+/* given a number of cylinders and an included angle, finds matching engine */
+static int
+find_engine(char *name)
+{
+ unsigned int i;
+ char *s;
+
+ if (!name || !*name || !strcasecmp (name, "(none)"))
+ return (random() % countof(engines));
+
+ 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..
+*/
+
+static void make_tables(Engine *e)
+{
+ int i;
+ float f;
+
+ f = ONEREV / (M_PI * 2);
+ for (i = 0 ; i < TWOREV ; i++) {
+ e->sin_table[i] = sin(i/f);
+ }
+ for (i = 0 ; i < TWOREV ; i++) {
+ e->cos_table[i] = cos(i/f);
+ }
+ for (i = 0 ; i < TWOREV ; i++) {
+ e->tan_table[i] = tan(i/f);
+ }
+}
+
+/* if inner and outer are the same, we draw a cylinder, not a tube */
+/* 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) */
+
+static int cylinder (Engine *e, GLfloat x, GLfloat y, GLfloat z,
+ float length, float outer, float inner, int endcaps, int sang, int eang)
+{
+ int polys = 0;
+ int a; /* current angle around cylinder */
+ int b = 0; /* previous */
+ int angle, norm, step, sangle;
+ float z1, y1, z2, y2, ex=0;
+ float Z1, Y1, Z2, Y2, xl;
+ GLfloat y2c[TWOREV], z2c[TWOREV];
+ int nsegs, tube = 0;
+
+ glPushMatrix();
+ nsegs = outer*(MAX(e->win_w, e->win_h)/200);
+ nsegs = MAX(nsegs, 6);
+ nsegs = MAX(nsegs, 40);
+ if (nsegs % 2)
+ nsegs += 1;
+ sangle = sang;
+ angle = eang;
+ 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 = ONEREV/nsegs;
+
+ glBegin(GL_QUADS);
+ for (a = sangle ; a <= angle || b <= angle ; a+= step) {
+ y2=outer*(float)e->sin_table[a]+y;
+ z2=outer*(float)e->cos_table[a]+z;
+ if (endcaps) {
+ y2c[a] = y2;
+ z2c[a] = z2; /* cache for later */
+ }
+ if (tube) {
+ Y2=inner*(float)e->sin_table[a]+y;
+ Z2=inner*(float)e->cos_table[a]+z;
+ }
+ glNormal3f(0, y1, z1);
+ glVertex3f(x,y1,z1);
+ glVertex3f(xl,y1,z1);
+ glNormal3f(0, y2, z2);
+ glVertex3f(xl,y2,z2);
+ glVertex3f(x,y2,z2);
+ polys++;
+ if (a == sangle && angle - sangle < ONEREV) {
+ if (tube)
+ glVertex3f(x, Y1, Z1);
+ else
+ glVertex3f(x, y, z);
+ glVertex3f(x, y1, z1);
+ glVertex3f(xl, y1, z1);
+ if (tube)
+ glVertex3f(xl, Z1, Z1);
+ else
+ glVertex3f(xl, y, z);
+ polys++;
+ }
+ if (tube) {
+ if (endcaps != 1) {
+ glNormal3f(-1, 0, 0); /* left end */
+ glVertex3f(x, y1, z1);
+ glVertex3f(x, y2, z2);
+ glVertex3f(x, Y2, Z2);
+ glVertex3f(x, Y1, Z1);
+ polys++;
+ }
+
+ glNormal3f(0, -Y1, -Z1); /* inner surface */
+ glVertex3f(x, Y1, Z1);
+ glVertex3f(xl, Y1, Z1);
+ glNormal3f(0, -Y2, -Z2);
+ glVertex3f(xl, Y2, Z2);
+ glVertex3f(x, Y2, Z2);
+ polys++;
+
+ if (endcaps != 2) {
+ glNormal3f(1, 0, 0); /* right end */
+ glVertex3f(xl, y1, z1);
+ glVertex3f(xl, y2, z2);
+ glVertex3f(xl, Y2, Z2);
+ glVertex3f(xl, Y1, Z1);
+ polys++;
+ }
+ }
+
+ z1=z2; y1=y2;
+ Z1=Z2; Y1=Y2;
+ b = a;
+ }
+ glEnd();
+
+ if (angle - sangle < ONEREV) {
+ GLfloat nx, ny, nz;
+ GLfloat v1[3], v2[3], v3[3];
+ v1[0] = x; v1[1] = y; v1[2] = z;
+ v2[0] = x; v2[1] = y1; v2[2] = z1;
+ v3[0] = xl; v3[1] = y1; v3[2] = z1;
+ normal(&v2[0], &v1[0], &v3[0], &nx, &ny, &nz);
+ glBegin(GL_QUADS);
+ glNormal3f(nx, ny, nz);
+ glVertex3f(x, y, z);
+ glVertex3f(x, y1, z1);
+ glVertex3f(xl, y1, z1);
+ glVertex3f(xl, y, z);
+ polys++;
+ glEnd();
+ }
+ if (endcaps) {
+ GLfloat end, start;
+ if (tube) {
+ if (endcaps == 1) {
+ end = 0;
+ start = 0;
+ } else if (endcaps == 2) {
+ start = end = length+0.01;
+ } else {
+ end = length+0.02; start = -0.01;
+ }
+ norm = (ex == length+0.01) ? -1 : 1;
+ } else {
+ end = length;
+ start = 0;
+ norm = -1;
+ }
+
+ for(ex = start ; ex <= end ; ex += length) {
+ 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) {
+ glNormal3f(norm, 0, 0);
+ glVertex3f(x+ex,y, z);
+ glVertex3f(x+ex,y1,z1);
+ glVertex3f(x+ex,y2c[a],z2c[a]);
+ polys++;
+ y1 = y2c[a]; z1 = z2c[a];
+ b = a;
+ }
+ if (!tube) norm = 1;
+ glEnd();
+ }
+ }
+ glPopMatrix();
+ return polys;
+}
+
+/* this is just a convenience function to make a solid rod */
+static int rod (Engine *e, GLfloat x, GLfloat y, GLfloat z, float length, float diameter)
+{
+ return 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;
+
+ x = v2[0]-v1[0];
+ y = v2[1]-v1[1];
+ z = v2[2]-v1[2];
+ X = v3[0]-v1[0];
+ Y = v3[1]-v1[1];
+ Z = v3[2]-v1[2];
+
+ *nx = Y*z - Z*y;
+ *ny = Z*x - X*z;
+ *nz = X*y - Y*x;
+
+}
+
+
+
+static int Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h,
+ GLfloat t)
+{
+ int polys = 0;
+ GLfloat yh;
+ GLfloat xw;
+ GLfloat zt;
+
+ yh = y+h; xw = x+w; zt = z - t;
+
+ glBegin(GL_QUADS); /* front */
+ glNormal3f(0, 0, 1);
+ glVertex3f(x, y, z);
+ glVertex3f(x, yh, z);
+ glVertex3f(xw, yh, z);
+ glVertex3f(xw, y, z);
+ polys++;
+ /* back */
+ glNormal3f(0, 0, -1);
+ glVertex3f(x, y, zt);
+ glVertex3f(x, yh, zt);
+ glVertex3f(xw, yh, zt);
+ glVertex3f(xw, y, zt);
+ polys++;
+ /* top */
+ glNormal3f(0, 1, 0);
+ glVertex3f(x, yh, z);
+ glVertex3f(x, yh, zt);
+ glVertex3f(xw, yh, zt);
+ glVertex3f(xw, yh, z);
+ polys++;
+ /* bottom */
+ glNormal3f(0, -1, 0);
+ glVertex3f(x, y, z);
+ glVertex3f(x, y, zt);
+ glVertex3f(xw, y, zt);
+ glVertex3f(xw, y, z);
+ polys++;
+ /* left */
+ glNormal3f(-1, 0, 0);
+ glVertex3f(x, y, z);
+ glVertex3f(x, y, zt);
+ glVertex3f(x, yh, zt);
+ glVertex3f(x, yh, z);
+ polys++;
+ /* right */
+ glNormal3f(1, 0, 0);
+ glVertex3f(xw, y, z);
+ glVertex3f(xw, y, zt);
+ glVertex3f(xw, yh, zt);
+ glVertex3f(xw, yh, z);
+ polys++;
+ glEnd();
+ return polys;
+}
+
+static int makepiston(Engine *e)
+{
+ int polys = 0;
+ GLfloat colour[] = {0.6, 0.6, 0.6, 1.0};
+
+ /* if (e->piston_list) glDeleteLists(1, e->piston_list); */
+ if (! e->piston_list) e->piston_list = glGenLists(1);
+ glNewList(e->piston_list, GL_COMPILE);
+ glRotatef(90, 0, 0, 1);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, colour);
+ glMateriali(GL_FRONT, GL_SHININESS, 20);
+ polys += 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);
+ polys += cylinder(e, 1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
+ polys += cylinder(e, 1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
+ glEndList();
+ return polys;
+}
+
+static int CrankBit(Engine *e, GLfloat x)
+{
+ int polys = 0;
+ polys += Rect(x, -1.4, 0.5, 0.2, 1.8, 1);
+ polys += cylinder(e, x, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
+ return polys;
+}
+
+static int boom(Engine *e, GLfloat x, GLfloat y, int s)
+{
+ int polys = 0;
+ int flameOut = 720/ENG.speed/ENG.cylinders;
+
+ 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 (e->boom_time == 0 && !s) {
+ return polys;
+ } 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 polys;
+ } else {
+ e->boom_red[0] += 0.2; e->boom_red[1] += 0.1;
+ e->boom_d += 0.04;
+ e->boom_time++;
+ }
+ 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);
+ glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
+ glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0);
+
+ 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);
+ polys += rod(e, x, y, 0, e->boom_d, e->boom_wd);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_BLEND);
+ return polys;
+}
+
+static int display(ModeInfo *mi)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
+ int polys = 0;
+ 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(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();
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
+
+ if (move) {
+ double x, y, z;
+ get_position (e->rot, &x, &y, &z, !e->button_down_p);
+ glTranslatef(x*16-9, y*14-7, z*16-10);
+ }
+
+ if (spin) {
+ double x, y, z;
+
+ gltrackball_rotate (e->trackball);
+
+ get_rotation(e->rot, &x, &y, &z, !e->button_down_p);
+ 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 */
+ glTranslatef(-5, 0, 0);
+
+/* crankshaft */
+ glPushMatrix();
+ glRotatef(e->display_a, 1, 0, 0);
+ glCallList(e->shaft_list);
+ polys += e->shaft_polys;
+ glPopMatrix();
+
+ /* init the ln[] matrix for speed */
+ if (e->ln_init == 0) {
+ for (e->ln_init = 0 ; e->ln_init < countof(e->sin_table) ; 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;
+ }
+ }
+
+ glPushMatrix();
+ 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(e->piston_list);
+ polys += e->piston_polys;
+ 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)
+ {
+ polys += 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)
+ {
+ polys += rod(e, 8, -e->crankWidth/2-e->crankOffset*(j+half), 0, 0.5, 0.2);
+ polys += 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);
+ polys += 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 */
+ polys += Rect(-e->crankWidth/2, -0.5, 1, 0.2, 9, 2);
+ /* right plate */
+ polys += Rect(0.3+e->crankOffset*ENG.cylinders-rightSide, -0.5, 1, 0.2, 9, 2);
+ /* head plate */
+ polys += Rect(-e->crankWidth/2+0.2, 8.3, 1,
+ e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 2);
+ /* front rail */
+ polys += Rect(-e->crankWidth/2+0.2, 3, 1,
+ e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2);
+ /* back rail */
+ polys += 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)
+ polys += Rect(0.4+e->crankWidth+e->crankOffset*(j-half), 3, 1, 1, 5.3, 2);
+ glDepthMask(GL_TRUE);
+ }
+ 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);
+ polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*j, 1);
+ e->lastPlug = j;
+ glPopMatrix();
+ }
+ }
+
+ 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);
+ polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*e->lastPlug, 0);
+ }
+ glDisable(GL_BLEND);
+
+ e->display_a += ENG.speed;
+ if (e->display_a >= TWOREV)
+ e->display_a = 0;
+ glPopMatrix();
+ glFlush();
+ return polys;
+}
+
+static int makeshaft (Engine *e)
+{
+ int polys = 0;
+ int j;
+ float crankThick = 0.2;
+ float crankDiam = 0.3;
+
+ /* if (e->shaft_list) glDeleteLists(1, e->shaft_list); */
+ if (! e->shaft_list) e->shaft_list = glGenLists(1);
+ glNewList(e->shaft_list, GL_COMPILE);
+
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ /* draw the flywheel */
+ polys += cylinder(e, -2.5, 0, 0, 1, 3, 2.5, 0, 0, ONEREV);
+ polys += Rect(-2, -0.3, 2.8, 0.5, 0.6, 5.6);
+ polys += 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
+ */
+ polys += 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++)
+ polys += 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 */
+ polys += 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);
+ polys += 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 */
+ polys += CrankBit(e, e->crankOffset*j);
+ /* draw left part of crank */
+ polys += CrankBit(e, e->crankWidth-crankThick+e->crankOffset*j);
+ glPopMatrix();
+ }
+ glEndList();
+ return polys;
+}
+
+
+ENTRYPOINT void reshape_engine(ModeInfo *mi, int width, int height)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
+ double h = (GLfloat) height / (GLfloat) width;
+ int y = 0;
+
+ if (width > height * 5) { /* tiny window: show middle */
+ height = width * 9/16;
+ y = -height/2;
+ h = height / (GLfloat) width;
+ }
+
+ glViewport(0, y, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(40, 1/h, 1.5, 70.0);
+ glMatrixMode(GL_MODELVIEW);
+ e->win_h = height;
+ e->win_w = width;
+}
+
+
+ENTRYPOINT void init_engine(ModeInfo *mi)
+{
+ int screen = MI_SCREEN(mi);
+ Engine *e;
+
+ MI_INIT(mi, engine);
+ e = &engine[screen];
+ e->window = MI_WINDOW(mi);
+
+ e->x = e->y = e->z = e->a = e->an1 = e->nx = e->ny = e->nz =
+ e->dx = e->dy = e->dz = e->da = 0;
+
+ if (move) {
+ e->dx = (float)(random() % 1000)/30000;
+ e->dy = (float)(random() % 1000)/30000;
+ e->dz = (float)(random() % 1000)/30000;
+ } else {
+ 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;
+ e->nx = (float)(random() % 100) / 100;
+ e->ny = (float)(random() % 100) / 100;
+ e->nz = (float)(random() % 100) / 100;
+ }
+
+ {
+ 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,
+ spin ? spin_speed : 0,
+ 1.0,
+ move ? wander_speed : 0,
+ True);
+
+ e->trackball = gltrackball_init (True);
+ }
+
+ if (!e->glx_context && /* re-initting breaks print_texture_label */
+ (e->glx_context = init_GL(mi)) != NULL) {
+ reshape_engine(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+ glShadeModel(GL_SMOOTH);
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_NORMALIZE);
+ make_tables(e);
+ e->engineType = find_engine(which_engine);
+
+ if (!e->engine_name)
+ 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" : "")
+ );
+
+ e->shaft_polys = makeshaft(e);
+ e->piston_polys = makepiston(e);
+
+ if (!e->font_data)
+ e->font_data = load_texture_font (mi->dpy, "titleFont");
+}
+
+ENTRYPOINT Bool
+engine_handle_event (ModeInfo *mi, XEvent *event)
+{
+ Engine *e = &engine[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1) {
+ e->movepaused = 0;
+ }
+
+ if (gltrackball_event_handler (event, e->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &e->button_down_p))
+ return True;
+ else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ which_engine = NULL; /* randomize */
+ init_engine(mi);
+ return True;
+ }
+
+ return False;
+}
+
+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;
+
+ glXMakeCurrent(disp, w, *(e->glx_context));
+
+
+ mi->polygon_count = display(mi);
+
+ glColor3f (1, 1, 0);
+ if (do_titles)
+ print_texture_label (mi->dpy, e->font_data,
+ mi->xgwa.width, mi->xgwa.height,
+ 1, e->engine_name);
+
+ if(mi->fps_p) do_fps(mi);
+ glFinish();
+ glXSwapBuffers(disp, w);
+}
+
+XSCREENSAVER_MODULE ("Engine", engine)
+
+#endif