boinc/api/graphics_api.C

276 lines
7.4 KiB
C++
Raw Normal View History

// The contents of this file are subject to the BOINC Public License
// Version 1.0 (the "License"); you may not use this file except in
// compliance with the License. You may obtain a copy of the License at
// http://boinc.berkeley.edu/license_1.0.txt
//
// Software distributed under the License is distributed on an "AS IS"
// basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
// License for the specific language governing rights and limitations
// under the License.
//
// The Original Code is the Berkeley Open Infrastructure for Network Computing.
//
// The Initial Developer of the Original Code is the SETI@home project.
// Portions created by the SETI@home project are Copyright (C) 2002
// University of California at Berkeley. All Rights Reserved.
//
// Contributor(s):
//
// The part of the BOINC app lib having to do with graphics.
// This code is NOT linked into the core client.
#include "config.h"
#ifdef _WIN32
#include <afxwin.h>
extern DWORD WINAPI win_graphics_event_loop( LPVOID duff );
HANDLE graphics_threadh=NULL;
#endif
#ifdef __APPLE_CC__
#include "mac_app_opengl.h"
#endif
#include <string.h>
#include <stdarg.h>
#ifdef HAVE_PTHREAD
#include <pthread.h>
#endif
#include "parse.h"
#include "util.h"
#include "app_ipc.h"
#include "error_numbers.h"
#include "boinc_api.h"
#include "graphics_api.h"
double boinc_max_fps = 30.;
double boinc_max_gfx_cpu_frac = 0.5;
#ifdef _WIN32
HANDLE hQuitEvent;
#endif
GRAPHICS_INFO gi;
bool graphics_inited = false;
int boinc_init_opengl() {
#ifdef HAVE_GL_LIB
FILE* f;
int retval;
f = fopen(GRAPHICS_DATA_FILE, "r");
if (!f) {
fprintf(stderr, "boinc_init(): can't open graphics data file\n");
fprintf(stderr, "Using default graphics settings.\n");
gi.refresh_period = 0.1; // 1/10th of a second
gi.xsize = 640;
gi.ysize = 480;
} else {
retval = parse_graphics_file(f, &gi);
if (retval) {
fprintf(stderr, "boinc_init(): can't parse graphics data file\n");
return retval;
}
fclose(f);
}
#ifdef _WIN32
// Create the event object used to signal between the
// worker and event threads
hQuitEvent = CreateEvent(
NULL, // no security attributes
TRUE, // manual reset event
TRUE, // initial state is signaled
NULL // object not named
);
DWORD threadId;
// Create the graphics thread, passing it the graphics info
// TODO: is it better to use _beginthreadex here?
//
graphics_threadh = CreateThread(
NULL, 0, win_graphics_event_loop, &gi, CREATE_SUSPENDED, &threadId
);
// lower priority of worker thread (i.e. current thread)
//
HANDLE h = GetCurrentThread();
SetThreadPriority(h, THREAD_PRIORITY_LOWEST);
// Raise graphics thread priority
//
SetThreadPriority(graphics_threadh, THREAD_PRIORITY_HIGHEST);
// Start the graphics thread
//
ResumeThread(graphics_threadh);
#endif
#ifdef __APPLE_CC__
OSErr theErr = noErr;
ThreadID graphicsThreadID = 0;
ThreadEntryUPP entry_proc;
entry_proc = NewThreadEntryUPP( mac_graphics_event_loop );
// Create the thread in a suspended state
theErr = NewThread ( kCooperativeThread, entry_proc,
(void *)(&gi), 0, kNewSuspend | kCreateIfNeeded, NULL, &graphicsThreadID
);
if (theErr != noErr) return ERR_THREAD;
// In theory we could do customized scheduling or install thread disposal routines here
// Put the graphics event loop into the ready state
SetThreadState(graphicsThreadID, kReadyThreadState, kNoThreadID);
YieldToAnyThread();
#endif
#ifdef _PTHREAD_H
pthread_t graphics_thread;
pthread_attr_t graphics_thread_attr;
pthread_attr_init( &graphics_thread_attr );
retval = pthread_create( &graphics_thread, &graphics_thread_attr, p_graphics_loop, &gi );
if (retval) return ERR_THREAD;
pthread_attr_destroy( &graphics_thread_attr );
#endif
graphics_inited = true;
#else
graphics_inited = false;
#endif
return !graphics_inited;
}
int boinc_finish_opengl() {
#ifdef _WIN32
if (graphics_inited) {
win_loop_done = TRUE;
if (hQuitEvent != NULL) {
WaitForSingleObject(hQuitEvent, 1000); // Wait up to 1000 ms
}
}
#endif
return 0;
}
bool throttled_app_render(int x, int y, double t) {
static double total_render_time = 0;
static double time_until_render = 0;
static double last_now = 0;
static double elapsed_time = 0;
double now, t0, t1, diff, frac, m;
bool ok_to_render;
ok_to_render = true;
now = dtime();
diff = now - last_now;
last_now = now;
if (diff > 1000) diff = 0; // handle initial case
// enforce frames/sec restriction
//
if (boinc_max_fps) {
time_until_render -= diff;
if (time_until_render < 0) {
time_until_render += 1./boinc_max_fps;
} else {
ok_to_render = false;
}
}
// enforce max CPU time restriction
//
if (boinc_max_gfx_cpu_frac) {
elapsed_time += diff;
if (elapsed_time) {
frac = total_render_time/elapsed_time;
if (frac > boinc_max_gfx_cpu_frac) {
ok_to_render = false;
}
}
}
// render if allowed
//
if (ok_to_render) {
if (boinc_max_gfx_cpu_frac) {
boinc_cpu_time(t0, m);
}
app_render(x, y, t);
if (boinc_max_gfx_cpu_frac) {
boinc_cpu_time(t1, m);
total_render_time += t1 - t0;
}
return true;
}
return false;
}
#ifdef HAVE_GL_LIB
// Custom GL "Print" Routine
GLvoid glPrint(GLuint font, const char *fmt, ...) {
/*
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(font); // Sets The Base Character
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
*/
}
// All Setup For OpenGL Goes Here
//
GLenum InitGL(GLvoid) {
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return GL_NO_ERROR; // Initialization Went OK
}
// Resize And Initialize The GL Window
// TODO: why is 4/3 hardwired here?
GLenum ReSizeGLScene(GLsizei width, GLsizei height) {
GLenum err;
#if 0
double aspect_ratio = 4.0/3.0;
if (height<=0) height=1;
if (width<=0) width=1;
if (height*aspect_ratio > width) {
glViewport(0,0,(int)width,(int)(width/aspect_ratio));
} else {
glViewport(0,0,(int)(height*aspect_ratio),(height));
}
#endif
glViewport(0,0,(int)width,(int)(height));
err = glGetError();
if (err) return err;
app_resize(width,height);
return GL_NO_ERROR;
}
#endif