// 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 extern DWORD WINAPI win_graphics_event_loop( LPVOID duff ); HANDLE graphics_threadh=NULL; #endif #ifdef __APPLE_CC__ #include "mac_app_opengl.h" #endif #include #include #ifdef HAVE_PTHREAD #include #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