0,0 → 1,1676 |
/* |
* Demo of off-screen Mesa rendering |
* |
* See Mesa/include/GL/osmesa.h for documentation of the OSMesa functions. |
* |
* If you want to render BIG images you'll probably have to increase |
* MAX_WIDTH and MAX_Height in src/config.h. |
* |
* This program is in the public domain. |
* |
* Brian Paul |
* |
* PPM output provided by Joerg Schmalzl. |
* ASCII PPM output added by Brian Paul. |
* |
* Usage: osdemo [filename] |
*/ |
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#include <math.h> |
#include <stdio.h> |
#include <stdlib.h> |
#include <string.h> |
#include <assert.h> |
#define GL_GLEXT_PROTOTYPES |
#include "GL/osmesa.h" |
#include <GL/glext.h> |
#include "GL/glu.h" |
#include "shaderutil.h" |
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static int Width = 500; |
static int Height = 400; |
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int check_events(); |
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GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; |
GLfloat angle = 0.0; |
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GLboolean animate = GL_TRUE; /* Animation */ |
GLfloat eyesep = 5.0; /* Eye separation. */ |
GLfloat fix_point = 40.0; /* Fixation point distance. */ |
GLfloat left, right, asp; /* Stereo frustum params. */ |
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void init( void ); |
void reshape( int width, int height ); |
void draw( void ); |
void idle(); |
void Key(unsigned char key, int x, int y); |
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typedef union __attribute__((packed)) |
{ |
uint32_t val; |
struct |
{ |
uint8_t state; |
uint8_t code; |
uint16_t ctrl_key; |
}; |
}oskey_t; |
|
static inline oskey_t get_key(void) |
{ |
oskey_t val; |
__asm__ __volatile__( |
"int $0x40" |
:"=eax"(val) |
:"a"(2)); |
return val; |
} |
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|
struct blit_call |
{ |
int dstx; |
int dsty; |
int w; |
int h; |
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int srcx; |
int srcy; |
int srcw; |
int srch; |
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unsigned char *bitmap; |
int stride; |
}; |
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static inline uint32_t wait_os_event(int time) |
{ |
uint32_t val; |
__asm__ __volatile__( |
"int $0x40" |
:"=a"(val) |
:"a"(23),"b"(time)); |
return val; |
}; |
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static inline uint32_t get_os_button() |
{ |
uint32_t val; |
__asm__ __volatile__( |
"int $0x40" |
:"=a"(val) |
:"a"(17)); |
return val>>8; |
}; |
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static inline void DrawWindow(int x, int y, int w, int h, char *name, |
uint32_t workcolor, uint32_t style) |
{ |
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__asm__ __volatile__( |
"int $0x40" |
::"a"(0), |
"b"((x << 16) | (w & 0xFFFF)), |
"c"((y << 16) | (h & 0xFFFF)), |
"d"((style << 24) | (workcolor & 0xFFFFFF)), |
"D"(name)); |
}; |
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static inline void Blit(void *bitmap, int dst_x, int dst_y, |
int src_x, int src_y, int w, int h, |
int src_w, int src_h, int stride) |
{ |
volatile struct blit_call bc; |
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bc.dstx = dst_x; |
bc.dsty = dst_y; |
bc.w = w; |
bc.h = h; |
bc.srcx = src_x; |
bc.srcy = src_y; |
bc.srcw = src_w; |
bc.srch = src_h; |
bc.stride = stride; |
bc.bitmap = bitmap; |
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__asm__ __volatile__( |
"int $0x40" |
::"a"(73),"b"(0),"c"(&bc.dstx)); |
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}; |
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#define XK_Left 176 |
#define XK_Right 179 |
#define XK_Up 178 |
#define XK_Down 177 |
|
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int main(int argc, char *argv[]) |
{ |
OSMesaContext ctx; |
void *buffer; |
char *filename = NULL; |
int ev; |
int repeat=1; |
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/* Create an RGBA-mode context */ |
/* specify Z, stencil, accum sizes */ |
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ctx = OSMesaCreateContextExt( OSMESA_RGBA, 16, 0, 0, NULL ); |
if (!ctx) { |
printf("OSMesaCreateContext failed!\n"); |
return 0; |
} |
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/* Allocate the image buffer */ |
buffer = malloc( Width * Height * 4 * sizeof(GLubyte) ); |
if (!buffer) { |
printf("Alloc image buffer failed!\n"); |
return 0; |
} |
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// __asm__ __volatile__("int3"); |
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/* Bind the buffer to the context and make it current */ |
if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height )) { |
printf("OSMesaMakeCurrent failed!\n"); |
return 0; |
} |
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{ |
int z, s, a; |
glGetIntegerv(GL_DEPTH_BITS, &z); |
glGetIntegerv(GL_STENCIL_BITS, &s); |
glGetIntegerv(GL_ACCUM_RED_BITS, &a); |
printf("Depth=%d Stencil=%d Accum=%d\n", z, s, a); |
} |
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reshape(Width, Height); |
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init(); |
draw(); |
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printf("all done\n"); |
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DrawWindow(10, 10, Width+9, Height+26, "OpenGL Engine Demo", 0x000000, 0x74); |
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4); |
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while(repeat) |
{ |
oskey_t key; |
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ev = wait_os_event(1); |
switch(ev) |
{ |
case 1: |
DrawWindow(10, 10, Width+9, Width+26, NULL, 0x000000,0x74); |
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4); |
continue; |
|
case 2: |
key = get_key(); |
Key(key.code, 0, 0); |
draw(); |
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4); |
continue; |
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case 3: |
if(get_os_button()==1) |
repeat=0; |
continue; |
}; |
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idle(); |
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// angle += 70.0 * 0.05; /* 70 degrees per second */ |
// if (angle > 3600.0) |
// angle -= 3600.0; |
draw(); |
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4); |
}; |
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/* free the image buffer */ |
free( buffer ); |
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/* destroy the context */ |
OSMesaDestroyContext( ctx ); |
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return 0; |
} |
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void exit(int code) |
{ |
_exit(code); |
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} |
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#if 0 |
static char *FragProgFile = "CH11-toyball.frag"; |
static char *VertProgFile = "CH11-toyball.vert"; |
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/* program/shader objects */ |
static GLuint fragShader; |
static GLuint vertShader; |
static GLuint program; |
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static struct uniform_info Uniforms[] = { |
{ "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, |
{ "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, |
{ "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 }, |
{ "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 }, |
{ "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 }, |
{ "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 }, |
{ "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 }, |
{ "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 }, |
{ "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, |
{ "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, |
{ "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, |
{ "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 }, |
{ "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 }, |
{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 }, |
{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 }, |
END_OF_UNIFORMS |
}; |
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static GLint win = 0; |
static GLboolean Anim = GL_FALSE; |
static GLfloat TexRot = 0.0; |
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; |
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void Idle(void) |
{ |
TexRot += 2.0; |
if (TexRot > 360.0) |
TexRot -= 360.0; |
} |
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void draw(void) |
{ |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glPushMatrix(); |
glRotatef(xRot, 1.0f, 0.0f, 0.0f); |
glRotatef(yRot, 0.0f, 1.0f, 0.0f); |
glRotatef(zRot, 0.0f, 0.0f, 1.0f); |
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glMatrixMode(GL_TEXTURE); |
glLoadIdentity(); |
glRotatef(TexRot, 0.0f, 1.0f, 0.0f); |
glMatrixMode(GL_MODELVIEW); |
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glutSolidSphere(2.0, 20, 10); |
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glPopMatrix(); |
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} |
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void |
reshape(int width, int height) |
{ |
glViewport(0, 0, width, height); |
glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
glMatrixMode(GL_MODELVIEW); |
glLoadIdentity(); |
glTranslatef(0.0f, 0.0f, -15.0f); |
} |
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static void |
CleanUp(void) |
{ |
glDeleteShader(fragShader); |
glDeleteShader(vertShader); |
glDeleteProgram(program); |
glutDestroyWindow(win); |
} |
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void init(void) |
{ |
// if (!ShadersSupported()) |
// exit(1); |
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vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); |
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); |
program = LinkShaders(vertShader, fragShader); |
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glUseProgram(program); |
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SetUniformValues(program, Uniforms); |
PrintUniforms(Uniforms); |
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assert(glGetError() == 0); |
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f); |
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glEnable(GL_DEPTH_TEST); |
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glColor3f(1, 0, 0); |
} |
#endif |
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#if 0 |
static float Zrot = 0.0; |
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void draw( void ) |
{ |
glClearColor(0.3, 0.3, 0.3, 1); |
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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glEnable(GL_VERTEX_PROGRAM_NV); |
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glLoadIdentity(); |
glRotatef(Zrot, 0, 0, 1); |
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glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW, GL_IDENTITY_NV); |
glPushMatrix(); |
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glVertexAttrib3fNV(3, 1, 0.5, 0.25); |
glBegin(GL_TRIANGLES); |
#if 1 |
glVertexAttrib3fNV(3, 1.0, 0.0, 0.0); |
glVertexAttrib2fNV(0, -0.5, -0.5); |
glVertexAttrib3fNV(3, 0.0, 1.0, 0.0); |
glVertexAttrib2fNV(0, 0.5, -0.5); |
glVertexAttrib3fNV(3, 0.0, 0.0, 1.0); |
glVertexAttrib2fNV(0, 0, 0.5); |
#else |
glVertex2f( -1, -1); |
glVertex2f( 1, -1); |
glVertex2f( 0, 1); |
#endif |
glEnd(); |
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glPopMatrix(); |
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} |
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void reshape( int width, int height ) |
{ |
glViewport( 0, 0, width, height ); |
glMatrixMode( GL_PROJECTION ); |
glLoadIdentity(); |
/* glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );*/ |
glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0 ); |
glMatrixMode( GL_MODELVIEW ); |
glLoadIdentity(); |
/*glTranslatef( 0.0, 0.0, -15.0 );*/ |
} |
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void idle() |
{ |
Zrot-=4.0; |
}; |
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void init( void ) |
{ |
static const char *prog1 = |
"!!VP1.0\n" |
"MOV o[COL0], v[COL0];\n" |
#if 0 |
"MOV o[HPOS], v[OPOS];\n" |
#else |
"DP4 o[HPOS].x, v[OPOS], c[0];\n" |
"DP4 o[HPOS].y, v[OPOS], c[1];\n" |
"DP4 o[HPOS].z, v[OPOS], c[2];\n" |
"DP4 o[HPOS].w, v[OPOS], c[3];\n" |
#endif |
"END\n"; |
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// if (!glutExtensionSupported("GL_NV_vertex_program")) { |
// printf("Sorry, this program requires GL_NV_vertex_program\n"); |
// exit(1); |
// } |
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glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1, |
strlen(prog1), |
(const GLubyte *) prog1); |
assert(glIsProgramNV(1)); |
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glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1); |
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printf("glGetError = %x\n", (int) glGetError()); |
} |
#endif |
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#ifndef M_PI |
#define M_PI 3.14159265358979323846 |
#endif |
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#define DEG_TO_RAD(DEG) ((DEG) * M_PI / 180.0) |
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#define TEXTURE_FILE "reflect.rgb" |
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/* Target engine speed: */ |
const int RPM = 100.0; |
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static int Win = 0; |
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/** |
* 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; |
|
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typedef struct |
{ |
float CurQuat[4]; |
float Distance; |
/* When mouse is moving: */ |
GLboolean Rotating, Translating; |
GLint StartX, StartY; |
float StartDistance; |
} ViewInfo; |
|
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typedef enum |
{ |
LIT, |
WIREFRAME, |
TEXTURED |
} RenderMode; |
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typedef struct |
{ |
RenderMode Mode; |
GLboolean Anim; |
GLboolean Wireframe; |
GLboolean Blend; |
GLboolean Antialias; |
GLboolean Texture; |
GLboolean UseLists; |
GLboolean DrawBox; |
GLboolean ShowInfo; |
GLboolean ShowBlock; |
} 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 }; |
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 }; |
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static GLuint TextureObj; |
static GLint WinWidth = 800, WinHeight = 500; |
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static ViewInfo View; |
static RenderInfo Render; |
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void build_rotmatrix(float m[4][4], const float q[4]) |
{ |
m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]); |
m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]); |
m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]); |
m[0][3] = 0.0; |
|
m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]); |
m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]); |
m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]); |
m[1][3] = 0.0; |
|
m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]); |
m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]); |
m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]); |
m[2][3] = 0.0; |
|
m[3][0] = 0.0; |
m[3][1] = 0.0; |
m[3][2] = 0.0; |
m[3][3] = 1.0; |
} |
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#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 */ |
0, /* CrankList */ |
0, /* ConnRodList */ |
0, /* PistonList */ |
0 /* BlockList */ |
}, |
{ |
"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 */ |
0, /* CrankList */ |
0, /* ConnRodList */ |
0, /* PistonList */ |
0 /* BlockList */ |
}, |
{ |
"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 */ |
0, /* CrankList */ |
0, /* ConnRodList */ |
0, /* PistonList */ |
0 /* BlockList */ |
} |
}; |
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static int CurEngine = 0; |
|
|
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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. |
*/ |
void idle(void) |
{ |
/* convert degrees per millisecond to RPM: */ |
const float m = 360.0 / 1000.0 / 60.0; |
static GLfloat t; |
t+=10; |
Theta = ((int) (t * RPM * m)) % 360; |
|
} |
|
|
/** |
* 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); |
glLineWidth(1.0); |
|
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++; |
} |
} |
*/ |
|
|
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(); |
|
} |
|
|
/** |
* Handle window resize. |
*/ |
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; |
} |
|
#if 0 |
/** |
* 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); |
} |
else if (View.Translating) { |
float dz = 0.01 * (y - View.StartY); |
View.Distance = View.StartDistance + dz; |
} |
} |
#endif |
|
/** |
** Menu Callbacks |
**/ |
|
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; |
} |
|
/** |
* Define menu entries (w/ keyboard shortcuts) |
*/ |
|
typedef struct |
{ |
const char *Text; |
const char Key; |
void (*Function)(void); |
} MenuInfo; |
|
static const MenuInfo MenuItems[] = { |
{ "Change Engine", 'e', OptChangeEngine }, |
{ "Rendering Style", 'm', OptRenderMode }, |
{ "Display Lists", 'd', OptDisplayLists }, |
{ "Show Block", 98, OptShowBlock }, /* b */ |
{ "Show Box", 'x', OptShowBox }, |
{ NULL, 'r', OptRotate }, |
{ NULL, 0, NULL } |
}; |
|
|
/** |
* Handle keyboard event. |
*/ |
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(); |
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); |
} |
} |
} |
|
|
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 atexit(void (*func)(void)) |
{ |
return 0; |
}; |
|
/* |
#define GL_NO_ERROR 0x0 |
#define GL_INVALID_ENUM 0x0500 |
#define GL_INVALID_VALUE 0x0501 |
#define GL_INVALID_OPERATION 0x0502 |
#define GL_STACK_OVERFLOW 0x0503 |
#define GL_STACK_UNDERFLOW 0x0504 |
#define GL_OUT_OF_MEMORY 0x0505 |
*/ |
|
|
|