// 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): // #include "config.h" #ifdef _WIN32 #include "boinc_win.h" #include "jpeglib.h" #include "bmplib.h" #include "tgalib.h" #endif #ifndef _WIN32 #include #include #include #include #include extern "C"{ #include } #endif #include "boinc_gl.h" #include #include "gutil.h" #include "filesys.h" #include "util.h" GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat mat_shininess[] = {40.0}; // call this to draw 3D stuff with shaded color // void mode_shaded(GLfloat* color) { glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel (GL_SMOOTH); glDepthMask(GL_TRUE); glMaterialfv(GL_FRONT, GL_DIFFUSE, color); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); } // call this to use textures (turn off lighting) // void mode_texture() { glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); } // call this to draw unshaded color // void mode_unshaded() { glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel(GL_SMOOTH); glDepthMask(GL_TRUE); } // call this to render 2D stuff, with 0..1x0..1 getting mapped // to the full window. You must call ortho_done() when done. // void mode_ortho() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 1, 0, 1, 0, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluLookAt( 0.0, 0.0, 1.0, // eye position 0, 0, 0, // where we're looking 0.0, 1.0, 0. // up is in positive Y direction ); int viewport[4]; get_viewport(viewport); center_screen(viewport[2], viewport[3]); scale_screen(viewport[2], viewport[3]); } void ortho_done() { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } bool get_matrix(double src[16]) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glGetDoublev(GL_MODELVIEW_MATRIX, src); glPopMatrix(); return true; } bool get_projection(double src[16]) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glGetDoublev(GL_PROJECTION_MATRIX, src); glPopMatrix(); return true; } bool get_viewport(int view[4]) { glMatrixMode(GL_MODELVIEW); glGetIntegerv(GL_VIEWPORT, (GLint*)view); return true; } void get_2d_positions(double x, double y, double z, double model[16], double proj[16], int viewport[4], double proj_pos[3] ) { gluProject(x, y, z,model,proj,viewport,&proj_pos[0],&proj_pos[1],&proj_pos[2]); } void mode_lines() { glEnable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); } static double HuetoRGB(double m1, double m2, double h ) { if( h < 0 ) h += 1.0; if( h > 1 ) h -= 1.0; if( 6.0*h < 1 ) return (m1+(m2-m1)*h*6.0); if( 2.0*h < 1 ) return m2; if( 3.0*h < 2.0 ) return (m1+(m2-m1)*((2.0/3.0)-h)*6.0); return m1; } void HLStoRGB( double H, double L, double S, COLOR& c) { double m1, m2; if(S==0) { c.r=c.g=c.b=L; } else { if(L <=0.5) { m2 = L*(1.0+S); } else { m2 = L+S-L*S; } m1 = 2.0*L-m2; c.r = HuetoRGB(m1,m2,H+1.0/3.0); c.g = HuetoRGB(m1,m2,H); c.b = HuetoRGB(m1,m2,H-1.0/3.0); } } static inline float frand() { return rand()/(float)RAND_MAX; } void scale_screen(int iw, int ih) { double aspect_ratio = 4.0/3.0; double w=iw, h=ih; double xs, ys; if (h*aspect_ratio > w) { xs = 1.0; ys = (w/aspect_ratio)/h; } else { xs = (h*aspect_ratio)/w; ys = 1.0; } glScalef(xs, ys*4./3., 1); } void center_screen(int iw, int ih) { double aspect_ratio = 4.0/3.0; double w=iw, h=ih; if (h*aspect_ratio > w) { glTranslatef(0.0, (h/2.0-(w/aspect_ratio/2.0))/h, 0.0); } else { glTranslatef((w/2.0-(h*aspect_ratio/2.0))/w, 0.0, 0.0); } } void drawSphere(GLfloat* pos, GLfloat rad) { GLUquadricObj* x = gluNewQuadric(); glPushMatrix(); glTranslatef(pos[0], pos[1], pos[2]); gluSphere(x, rad, 20, 20); gluDeleteQuadric(x); glPopMatrix(); } void drawCylinder(bool vertical, GLfloat* pos, GLfloat len, GLfloat rad) { GLUquadricObj* x = gluNewQuadric(); glPushMatrix(); glTranslatef(pos[0], pos[1], pos[2]); if (vertical) { glRotated(-90., 1., 0., 0.); } else { glRotated(90., 0., 1., 0.); } gluCylinder(x, rad, rad, len, 20, 1); gluDeleteQuadric(x); glPopMatrix(); } #define STROKE_SCALE 120 // GLUT stroke characters are about 120 units high GLfloat text_width(const char* text) { GLfloat sum = 0; for (const char* p = text; *p; p++) { sum += glutStrokeWidth(GLUT_STROKE_ROMAN, *p); } return sum/STROKE_SCALE; } #ifdef _WIN32 extern float get_char_width(unsigned char c); #endif float text_width_new(const char* text) { float sum=0; #ifdef _WIN32 for(const char* p = text; *p; p++) { // sum += get_char_width(p[0]); } #endif return sum; } static void draw_text_line_aux(const char *text) { for (const char* p = text; *p; p++) { glutStrokeCharacter(GLUT_STROKE_ROMAN, *p); } } static void draw_text_start(GLfloat* pos, GLfloat char_height, GLfloat line_width) { glLineWidth(line_width); glPushMatrix(); glTranslatef(pos[0], pos[1], pos[2]); glRasterPos3d(pos[0],pos[1],pos[2]); float w = char_height/STROKE_SCALE; glScalef(w, w, w); } static void draw_text_end() { glPopMatrix(); } // draw a line of text in the XY plane at the given starting position, // character height, and line width. void draw_text_simple(const char* text, float line_width, float char_height) { glLineWidth(line_width); float w = char_height/STROKE_SCALE; glScalef(w, w, w); draw_text_line_aux(text); } void draw_text_line( GLfloat* _pos, GLfloat char_height, GLfloat line_width, const char *text, int justify ) { GLfloat pos[3]; GLfloat w; memcpy(pos, _pos, sizeof(pos)); switch(justify) { case TEXT_LEFT: break; case TEXT_CENTER: w = text_width(text); pos[0] -= w/2; break; case TEXT_RIGHT: w = text_width(text); pos[0] -= w; break; } draw_text_start(pos, char_height, line_width); draw_text_line_aux(text); draw_text_end(); } // draw rotated text void draw_rotated_text( GLfloat* pos, GLfloat height, GLfloat width, GLfloat spacing, const char *text, GLfloat rotation, GLfloat* rotation_vector) { draw_text_start(pos, height, width); glRotatef(rotation,rotation_vector[0],rotation_vector[1],rotation_vector[2]); draw_text_line_aux(text); draw_text_end(); } // draw multiple lines of text // void draw_text( GLfloat* _pos, GLfloat char_height, GLfloat line_width, GLfloat line_spacing, const char* text ) { char* q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos, _pos, sizeof(pos)); strlcpy(buf, text, 4096); p = buf; while (*p) { q = strchr(p, '\n'); if (q) *q = 0; draw_text_start(pos, char_height, line_width); draw_text_line_aux(p); draw_text_end(); pos[1] -= line_spacing; if (!q) break; p = q+1; } } void draw_text_new_3d( GLfloat* _pos, GLfloat char_height, GLfloat line_width, GLfloat line_spacing, const char* text ) { char* q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos, _pos, sizeof(pos)); strlcpy(buf, text, 4096); p = buf; glPushMatrix(); glTranslatef(pos[0], pos[1], pos[2]); while (*p) { q = strchr(p, '\n'); if (q) *q = 0; glRasterPos3d(pos[0],pos[1],pos[2]); print_text(p); pos[1] -= line_spacing; if (!q) break; p = q+1; } glPopMatrix(); } void draw_text_new( GLfloat* _pos, GLfloat char_height, GLfloat line_width, GLfloat line_spacing, const char* text ) { char *q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos,_pos,sizeof(pos)); strlcpy(buf, text, 4096); p=buf; int viewport[4]; get_viewport(viewport); while(*p) { q = strchr(p, '\n'); if (q) *q = 0; glRasterPos3d(pos[0],pos[1],pos[2]); print_text(p); pos[1] -= line_spacing; if (!q) break; p = q+1; } } void draw_text_right( GLfloat* _pos, GLfloat char_height, GLfloat line_width, GLfloat line_spacing, const char* text ) { char *q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos,_pos,sizeof(pos)); float orig = pos[0]; strlcpy(buf, text, 4096); p=buf; float w; while (*p) { q = strchr(p, '\n'); if (q) *q = 0; w = text_width(p)/66.5f; pos[0] -= w; draw_text_start(pos, char_height, line_width); draw_text_line_aux(p); draw_text_end(); pos[1] -= line_spacing; pos[0]=orig; if (!q) break; p = q+1; } } void MOVING_TEXT_PANEL::init( float* p, float* s, COLOR& c, double d, double ch, double lw, double ls, double m ) { memcpy(pos, p, sizeof(pos)); memcpy(base_pos, p, sizeof(base_pos)); memcpy(size, s, sizeof(size)); color = c; theta = 0; dtheta = d; char_height = ch; line_width = lw; line_spacing = ls; margin = m; memset(text, 0, sizeof(text)); } // draw a rectangle of the given color in the XY plane // and draw the given test in it // void MOVING_TEXT_PANEL::draw() { COLOR side_color = color; GLfloat pos0[3], pos1[3], pos2[3], pos3[3]; memcpy(pos0, pos, sizeof(pos0)); memcpy(pos1, pos, sizeof(pos0)); pos1[0] += size[0]; memcpy(pos2, pos1, sizeof(pos0)); pos2[1] += size[1]; memcpy(pos3, pos2, sizeof(pos0)); pos3[0] -= size[0]; mode_unshaded(); glColor4fv(&color.r); glBegin(GL_QUADS); glVertex3fv(pos0); glVertex3fv(pos1); glVertex3fv(pos2); glVertex3fv(pos3); // draw flanges // side_color.r /= 2; side_color.g /= 2; side_color.b /= 2; glColor4fv(&side_color.r); GLfloat posa0[3], posa1[3], posa2[3], posa3[3]; memcpy(posa0, pos0, sizeof(pos0)); memcpy(posa1, pos1, sizeof(pos0)); memcpy(posa2, pos2, sizeof(pos0)); memcpy(posa3, pos3, sizeof(pos0)); posa0[2] -= .2; posa1[2] -= .2; posa2[2] -= .2; posa3[2] -= .2; glVertex3fv(pos0); glVertex3fv(pos1); glVertex3fv(posa1); glVertex3fv(posa0); glVertex3fv(pos1); glVertex3fv(pos2); glVertex3fv(posa2); glVertex3fv(posa1); glVertex3fv(pos2); glVertex3fv(pos3); glVertex3fv(posa3); glVertex3fv(posa2); glVertex3fv(pos3); glVertex3fv(pos0); glVertex3fv(posa0); glVertex3fv(posa3); glEnd(); pos3[0] += margin; pos3[1] -= (margin+char_height); pos3[2] += 0.01; glColor3f(1, 1, 1); for (int i=0; ipos[2] > tp2->pos[2]) return 1; if (tp2->pos[2] > tp1->pos[2]) return -1; return 0; } void MOVING_TEXT_PANEL::sort(MOVING_TEXT_PANEL* tp, int n) { qsort(tp, n, sizeof(MOVING_TEXT_PANEL), compare_tp); } void PROGRESS::init( GLfloat* p, GLfloat l, GLfloat r, GLfloat in, GLfloat* c, GLfloat* ic ) { memcpy(pos, p, sizeof(pos)); len = l; rad = r; inner_rad = in; memcpy(color, c, sizeof(color)); memcpy(inner_color, ic, sizeof(inner_color)); } void PROGRESS::draw(float x) { mode_shaded(inner_color); drawCylinder(false, pos, x*len, inner_rad); mode_shaded(color); drawCylinder(false, pos, len, rad); } void PROGRESS_2D::init( GLfloat* p, GLfloat l, GLfloat w, GLfloat in, GLfloat* c, GLfloat* ic ) { memcpy(pos, p, sizeof(pos)); len = l; width = w; inner_width = in; memcpy(color, c, sizeof(color)); memcpy(inner_color, ic, sizeof(inner_color)); } void PROGRESS_2D::set_pos(float* p) { memcpy(pos, p, sizeof(pos)); } //pos specifies top left of graph void PROGRESS_2D::draw(float x) { glBegin(GL_QUADS); glColor4d(color[0],color[1],color[2],color[3]); glVertex3d(pos[0],pos[1],pos[2]); glVertex3d(pos[0],pos[1]-width,pos[2]); glVertex3d(pos[0]+len,pos[1]-width,pos[2]); glVertex3d(pos[0]+len,pos[1],pos[2]); glEnd(); float dif=width-inner_width; float zoffset=.01; glBegin(GL_QUADS); glColor4d(inner_color[0],inner_color[1],inner_color[2],inner_color[3]); glVertex3d(pos[0],pos[1]-(dif/2.),pos[2]+zoffset); glVertex3d(pos[0],pos[1]-(inner_width+dif/2.),pos[2]+zoffset); glVertex3d(pos[0]+x*len,pos[1]-(inner_width+dif/2.),pos[2]+zoffset); glVertex3d(pos[0]+x*len,pos[1]-(dif/2.),pos[2]+zoffset); glEnd(); #if 0 glColor4f(1,1,1,1); glLineWidth(.8f); glEnable(GL_LINE_SMOOTH); glBegin(GL_LINE_STRIP); glVertex3d(pos[0],pos[1],pos[2]); glVertex3d(pos[0],pos[1]-width,pos[2]); glVertex3d(pos[0]+len,pos[1]-width,pos[2]); glVertex3d(pos[0]+len,pos[1],pos[2]); glVertex3d(pos[0],pos[1],pos[2]); glEnd(); glDisable(GL_LINE_SMOOTH); #endif } //----------------- RIBBON_GRAPH --------------------- void RIBBON_GRAPH::init(float* p, float* s, float* c, float* tc, float ty) { memcpy(pos, p, sizeof(pos)); memcpy(size, s, sizeof(size)); memcpy(color, c, sizeof(color)); memcpy(tick_color, tc, sizeof(tick_color)); tick_yfrac = ty; } void RIBBON_GRAPH::set_pos(float* p) { memcpy(pos, p, sizeof(pos)); } static float yvec[] = {0., 1., 0.}; static float xvec[] = {1., 0., 0.}; static float xvecneg[] = {-1., 0., 0.}; static float zvec[] = {0, 0, 1}; // draw XZ rect from i to i+1, with height data[i] // void RIBBON_GRAPH::draw_x(int i) { GLfloat pt[3]; double r1 = i/(double)len; double r2 = (i+1)/(double)len; glNormal3fv(yvec); pt[0] = pos[0] + r1*size[0]; pt[1] = pos[1] + data[i]*size[1]/dmax; pt[2] = pos[2]; glVertex3fv(pt); pt[0] = pos[0] + r2*size[0]; glVertex3fv(pt); pt[2] = pos[2] + size[2]; glVertex3fv(pt); pt[0] = pos[0] + r1*size[0]; glVertex3fv(pt); // also draw XY rect glNormal3fv(zvec); pt[0] = pos[0] + r1*size[0]; pt[1] = pos[1] + data[i]*size[1]/dmax; pt[2] = pos[2]+size[2]; glVertex3fv(pt); pt[1] = pos[1]; glVertex3fv(pt); pt[0] = pos[0] + r2*size[0]; glVertex3fv(pt); pt[1] = pos[1] + data[i]*size[1]/dmax; glVertex3fv(pt); } // draw YZ rect at position i, with height from data[i-1] to data[i] // void RIBBON_GRAPH::draw_y(int i) { GLfloat pt[3]; double r1 = i/(double)len; (data[i]>data[i-1])?glNormal3fv(xvecneg):glNormal3fv(xvec); pt[0] = pos[0] + r1*size[0]; pt[1] = pos[1] + data[i-1]*size[1]/dmax; pt[2] = pos[2]; glVertex3fv(pt); pt[1] = pos[1] + data[i]*size[1]/dmax; glVertex3fv(pt); pt[2] = pos[2] + size[2]; glVertex3fv(pt); pt[1] = pos[1] + data[i-1]*size[1]/dmax; glVertex3fv(pt); } void RIBBON_GRAPH::draw_tick(int i) { GLfloat pt[3]; double r1 = ticks[i]/(double)len; pt[0] = pos[0] + r1*size[0]; pt[1] = pos[1] + (1.-tick_yfrac)*size[1]; pt[2] = pos[2]; glVertex3fv(pt); pt[1] = pos[1] + size[1]*1.1; glVertex3fv(pt); pt[2] = pos[2] + size[2]; glVertex3fv(pt); pt[1] = pos[1] + (1.-tick_yfrac)*size[1]; glVertex3fv(pt); } void RIBBON_GRAPH::draw(float* d, int ln, bool with_ticks) { int i; data = d; len = ln; dmax = 0; for (i=0; i dmax) dmax = data[i]; } if (dmax ==0) dmax = 1; mode_shaded(color); glBegin(GL_QUADS); draw_x(0); for (i=1; i zmax) stars[i].z -= zmax; double x = stars[i].x/stars[i].z; double y = stars[i].y/stars[i].z; x = (x*zmax+1)/2; y = (y*zmax+1)/2; if (stars[i].z > zmax/2) glPointSize(1); else glPointSize(2); glBegin(GL_POINTS); glVertex2f(x, y); glEnd(); } ortho_done(); } void STARFIELD::replace_star(int i) { stars[i].x = frand()*2-1; stars[i].y = frand()*2-1; stars[i].z = frand()*zmax; } // ------------ TEXTURE STUFF -------------------- // struct tImageJPG { int rowSpan; int sizeX; int sizeY; unsigned char *data; }; struct Vertex { float tu, tv; float x, y, z; }; Vertex g_quadVertices[] = { { 0.0f,0.0f, -1.0f,-1.0f, 0.0f }, { 1.0f,0.0f, 1.0f,-1.0f, 0.0f }, { 1.0f,1.0f, 1.0f, 1.0f, 0.0f }, { 0.0f,1.0f, -1.0f, 1.0f, 0.0f } }; float white[4] = {1., 1., 1., 1.}; // read a PPM file // to generate PPM from JPEG: // mogrify -format ppm foo.jpg // or xv foo.jpg; right click on image, choose PPM // int read_ppm_file(const char* name, int& w, int& h, unsigned char** arrayp) { FILE* f; char buf[256]; char img_type; unsigned char* array; int i; f = boinc_fopen(name, "rb"); if (!f) return -1; do {fgets(buf, 256, f);} while (buf[0] == '#'); if (buf[0] != 'P') { return -1; } img_type = buf[1]; do {fgets(buf, 256, f);} while (buf[0] == '#'); sscanf(buf, "%d %d", &w, &h); do {fgets(buf, 256, f);} while (buf[0] == '#'); array = (unsigned char*)malloc(w*h*3); switch(img_type) { // TODO: pad image dimension to power of 2 case '3': for (i=0; i sratio) { // texture is wider than space new_size = size[0]/tratio; if (yalign == ALIGN_CENTER) pos[1] += (size[1]-new_size)/2; if (yalign == ALIGN_TOP) pos[1] += size[1]-new_size; size[1] = new_size; } if (sratio > tratio) { // space is wider than texture new_size = size[1]*tratio; if (xalign == ALIGN_CENTER) pos[0] += (size[0]-new_size)/2; if (xalign == ALIGN_TOP) pos[0] += size[0]-new_size; size[0] = new_size; } #if 1 glBegin(GL_QUADS); glTexCoord2f(0., 1.); glVertex3fv(pos); pos[0] += size[0]; glTexCoord2f(1., 1.); glVertex3fv(pos); pos[1] += size[1]; glTexCoord2f(1., 0.); glVertex3fv(pos); pos[0] -= size[0]; glTexCoord2f(0., 0.); glVertex3fv(pos); glEnd(); #else glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices ); glDrawArrays( GL_QUADS, 0, 4 ); #endif glDisable(GL_TEXTURE_2D); } void DecodeJPG(jpeg_decompress_struct* cinfo, tImageJPG *pImageData) { jpeg_read_header(cinfo, TRUE); jpeg_start_decompress(cinfo); int rem = cinfo->output_width%4; pImageData->rowSpan = cinfo->output_width * cinfo->output_components; pImageData->sizeX = cinfo->output_width; pImageData->sizeY = cinfo->output_height; pImageData->data = new unsigned char[pImageData->rowSpan * pImageData->sizeY]; unsigned char** rowPtr = new unsigned char*[pImageData->sizeY]; for (int i = 0; i < pImageData->sizeY; i++) rowPtr[i] = &(pImageData->data[i*pImageData->rowSpan]); int rowsRead = 0; while (cinfo->output_scanline < cinfo->output_height) { rowsRead += jpeg_read_scanlines(cinfo, &rowPtr[rowsRead], cinfo->output_height - rowsRead); } delete [] rowPtr; jpeg_finish_decompress(cinfo); } struct my_error_mgr { struct jpeg_error_mgr pub; jmp_buf setjmp_buffer; }; typedef struct my_error_mgr * my_error_ptr; METHODDEF(void) my_error_exit (j_common_ptr cinfo) { my_error_ptr myerr = (my_error_ptr) cinfo->err; (*cinfo->err->output_message) (cinfo); longjmp(myerr->setjmp_buffer, 1); } tImageJPG *LoadJPG(const char *filename) { struct jpeg_decompress_struct cinfo; tImageJPG *pImageData = NULL; FILE *pFile; if((pFile = boinc_fopen(filename, "rb")) == NULL) { fprintf(stderr,"Unable to load JPG File!"); return NULL; } struct my_error_mgr jerr; cinfo.err = jpeg_std_error(&jerr.pub); jerr.pub.error_exit = my_error_exit; if (setjmp(jerr.setjmp_buffer)) { jpeg_destroy_decompress(&cinfo); fclose(pFile); return NULL; } jpeg_create_decompress(&cinfo); jpeg_stdio_src(&cinfo, pFile); pImageData = (tImageJPG*)malloc(sizeof(tImageJPG)); DecodeJPG(&cinfo, pImageData); jpeg_destroy_decompress(&cinfo); fclose(pFile); return pImageData; } void printdata(const char* filename, int x, int y, unsigned char* data) { FILE* bmpfile = boinc_fopen(filename,"w"); fprintf(bmpfile,"%i,%i\n",x,y); for(int i=0;isizeX, pImage->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); xsize = pImage->sizeX; ysize = pImage->sizeY; if (pImage) { if (pImage->data) { free(pImage->data); } free(pImage); } return 0; } int TEXTURE_DESC::CreateTextureBMP(const char* strFileName) { #ifdef _WIN32 DIB_BITMAP image; if(image.loadBMP(strFileName) == false) { return -1; } glPixelStorei(GL_UNPACK_ALIGNMENT,4); glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); gluBuild2DMipmaps(GL_TEXTURE_2D, image.get_channels(), image.get_width(), image.get_height(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image.getLinePtr(0) ); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); xsize = image.get_width(); ysize = image.get_height(); #endif return 0; } int TEXTURE_DESC::CreateTexturePPM(const char* strFileName) { #ifdef _WIN32 unsigned char* pixels; int width, height, retval; retval = read_ppm_file(strFileName, width, height, &pixels); if (retval) return retval; glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); gluBuild2DMipmaps(GL_TEXTURE_2D,3,width,height,GL_RGB,GL_UNSIGNED_BYTE,pixels); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); xsize = width; ysize = height; #endif return 0; } int TEXTURE_DESC::CreateTextureTGA(const char* strFileName) { #ifdef _WIN32 if(!strFileName) // Return from the function if no file name was passed in return -1; tImageTGA *pImage = LoadTGA(strFileName); // Load the image and store the data if(pImage == NULL) { return -1; } glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); int textureType = GL_RGB; if(pImage->channels == 4) { textureType = GL_RGBA; } gluBuild2DMipmaps(GL_TEXTURE_2D, pImage->channels, pImage->sizeX, pImage->sizeY, textureType, GL_UNSIGNED_BYTE, pImage->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); xsize = pImage->sizeX; ysize = pImage->sizeY; if (pImage) { // If we loaded the image if (pImage->data) { // If there is texture data delete[] pImage->data; // Free the texture data, we don't need it anymore } free(pImage); // Free the image structure } #endif return 0; } int TEXTURE_DESC::load_image_file(const char* filename) { int retval; FILE* f; f = boinc_fopen(filename, "r"); if (!f) goto done; fclose(f); // for now, just try all the image types in turn present = true; retval = CreateTextureJPG(filename); if (!retval) return 0; retval = CreateTexturePPM(filename); if (!retval) return 0; retval = CreateTextureBMP(filename); if (!retval) return 0; retval = CreateTextureTGA(filename); if (!retval) return 0; done: present = false; return -1; } //text unsigned int listBase; void print_text(const char* string) { if(string==NULL) return; glPushAttrib(GL_LIST_BIT); glListBase(listBase); glCallLists((GLsizei)strlen(string), GL_UNSIGNED_BYTE, string); glPopAttrib(); }