mirror of https://github.com/BOINC/boinc.git
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svn path=/trunk/boinc/; revision=2341
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b45639d97b
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12
api/gutil.C
12
api/gutil.C
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@ -459,9 +459,6 @@ void draw_text_new(
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if (q) *q = 0;
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glRasterPos3d(pos[0],pos[1],pos[2]);
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print_text(listBase, p);
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// draw_text_start(pos, char_height, line_width);
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/// draw_text_line_aux(p);
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// draw_text_end();
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pos[1] -= line_spacing;
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if (!q) break;
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p = q+1;
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@ -759,7 +756,7 @@ void draw_texture(float* p, float* size) {
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//star drawing functions -<oliver wang>-
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#define STARFIELD_SIZE 1000
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#define STAR_SPEED 80.0f
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#define STAR_SPEED 20.0f
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#define PI 3.14159265358979323846264
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//pointer to the begining of the list
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@ -841,10 +838,15 @@ void update_stars()
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continue;
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}
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// tmpStar->x+=(0)*tmpStar->v*STAR_SPEED;
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// tmpStar->y+=(0)*tmpStar->v*STAR_SPEED;
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// tmpStar->z+=(1)*tmpStar->v*STAR_SPEED;
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tmpStar->x+=(eye[0])*tmpStar->v*STAR_SPEED;
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tmpStar->y+=(eye[1])*tmpStar->v*STAR_SPEED;
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tmpStar->z+=(eye[2])*tmpStar->v*STAR_SPEED;
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//grow objects as the approach you
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if(dist>900) glPointSize(1.0f);
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108
api/reduce.C
108
api/reduce.C
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@ -278,7 +278,7 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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glBegin(GL_QUADS);
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for (i=0; i<rdimx; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax*.8f;
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x1 = x0 + draw_deltax*.95f;
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h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y0 = draw_pos[1];
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@ -328,6 +328,7 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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//draw lines
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mode_unshaded();
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glLineWidth(.8f);
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glBegin(GL_LINES);
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@ -394,13 +395,19 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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glEnd();
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break;
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case TYPE_SURFACE:
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glBegin(GL_QUAD_STRIP);
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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z1 = z0+.14f;
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row0 = rrow(row);
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trow=row-1;
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trow=row-1;
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if(row!=0) trow0 = rrow(trow);
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int i;
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//close left hand side
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glVertex3f(draw_pos[0],draw_pos[1],z0);
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glVertex3f(draw_pos[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
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for (i=0; i<rdimx; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax*.8f;
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@ -418,7 +425,49 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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glColor4f(color.r, color.g, color.b, alpha);
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glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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}
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if(row==0)
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{
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glVertex3f(x0,y0,z1); //close up back
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}
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else
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{
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float h2 = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
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float z2 = draw_pos[2] + (draw_size[2]*trow)/rdimy;
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float y2 = draw_pos[1] + draw_size[1]*h2;
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glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
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}
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}
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//close up right
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glVertex3f(draw_pos[0]+draw_size[0],draw_pos[1],z0);
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glVertex3f(draw_pos[0]+draw_size[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
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glEnd();
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glBegin(GL_QUAD_STRIP); //close up front
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for (i=0; i<rdimx; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax*.8f;
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h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y0 = draw_pos[1];
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y1 = draw_pos[1] + draw_size[1]*h;
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double hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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double sat = 1.;
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double lum = .5 + h/2;
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COLOR color;
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HLStoRGB(hue, lum, sat, color);
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glColor4f(color.r, color.g, color.b, alpha);
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glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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float z2 = draw_pos[2] + (draw_size[2]*row+1)/rdimy;
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float y2 = draw_pos[1];
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if(i==0) glVertex3f(x0,y2,z2);
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else if(i==rdimx-1) glVertex3f(x0+((x1-x0)/2.0f),y2,z2);
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else glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
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}
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glEnd();
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break;
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case TYPE_WAVE:
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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@ -426,6 +475,7 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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row0 = rrow(row);
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if(row!=0) trow0 = rrow(trow);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINES);
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glVertex3f(draw_pos[0],draw_pos[1],z0);
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for (i=0; i<rdimx; i++) {
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@ -458,13 +508,13 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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if(row==0)
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{
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float z2 = draw_pos[2] + (draw_size[2]*row-1)/rdimy;
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float z2 = draw_pos[2] - (draw_size[2]*row)/rdimy;
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float y2 = draw_pos[1];
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glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
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}
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if(row==rdimy-1)
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if(row==rdimy-1) //last row
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{
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float z2 = draw_pos[2] + (draw_size[2]*row+1)/rdimy;
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float y2 = draw_pos[1];
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@ -476,6 +526,7 @@ void REDUCED_ARRAY::draw_row_rect_x(DrawType type,int row)
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}
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glVertex3f(x1,y0,z0);
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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break;
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case TYPE_STRIP:
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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@ -645,7 +696,8 @@ void REDUCED_ARRAY::draw_axis_labels()
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void REDUCED_ARRAY::draw_axes() {
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float adj=-.18f;
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float adj2=-.18f;
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float adj=0.0f;
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// box
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mode_unshaded();
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@ -667,30 +719,30 @@ void REDUCED_ARRAY::draw_axes() {
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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//top square
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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//connecting lines
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glEnd();
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@ -706,13 +758,13 @@ void REDUCED_ARRAY::draw_axes() {
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glEnd();
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@ -721,8 +773,8 @@ void REDUCED_ARRAY::draw_axes() {
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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}
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@ -806,7 +858,7 @@ void REDUCED_ARRAY::draw_labels()
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print_text(listBase, "Frequency(HZ)");
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glPopMatrix();
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ortho_done();
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}
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@ -19,6 +19,10 @@
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#include "util.h"
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#include "win_idle_tracker.h"
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//remove if there are windows problems
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#define WIN32_LEAN_AND_MEAN // This trims down the windows libraries.
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#define WIN32_EXTRA_LEAN // Trims even farther.
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static HDC hDC;
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static HGLRC hRC;
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static HWND hWnd=NULL; // Holds Our Window Handle
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@ -43,7 +47,9 @@ DWORD WINAPI win_graphics_event_loop( LPVOID duff );
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BOOL reg_win_class();
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BOOL unreg_win_class();
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bool KillWindow() {
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bool KillWindow() {
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if(hDC) app_unload_gl();
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if (hRC) { // Do We Have A Rendering Context?
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if (!wglMakeCurrent(NULL,NULL)) { // Are We Able To Release The DC And RC Contexts?
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return false;
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@ -65,8 +71,7 @@ bool KillWindow() {
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return false;
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hWnd=NULL; // Set hWnd To NULL
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}
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app_unload_gl();
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return true;
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}
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