// This file is part of BOINC. // http://boinc.berkeley.edu // Copyright (C) 2008 University of California // // BOINC is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License // as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // // BOINC is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. // See the GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with BOINC. If not, see . #if defined(_WIN32) && !defined(__STDWX_H__) && !defined(_BOINC_WIN_) && !defined(_AFX_STDAFX_H_) #include "boinc_win.h" #else #include "config.h" #endif #include #include #include #include #include #ifdef _WIN32 #ifdef __cplusplus extern "C" { #include "jpeglib.h" } #else #include "jpeglib.h" #endif #include "bmplib.h" #include "tgalib.h" #endif #ifndef _WIN32 extern "C"{ #include } #endif #include "boinc_gl.h" #include "filesys.h" #include "util.h" #include "gutil.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() { glDisable(GL_DEPTH_TEST); 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,(GLint*)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=(float)L; } else { if(L <=0.5) { m2 = L*(1.0+S); } else { m2 = L+S-L*S; } m1 = 2.0*L-m2; c.r = (float)HuetoRGB(m1,m2,(H+1.0/3.0)); c.g = (float)HuetoRGB(m1,m2,H); c.b = (float)HuetoRGB(m1,m2,H-1.0/3.0); } } static inline float frand() { return rand()/(float)RAND_MAX; } void scale_screen(int iw, int ih) { float aspect_ratio = 4.0f/3.0f; float w=(float)iw, h=(float)ih; float xs, ys; if (h*aspect_ratio > w) { xs = 1.0f; ys = (w/aspect_ratio)/h; } else { xs = (h*aspect_ratio)/w; ys = 1.0f; } glScalef(xs, ys*aspect_ratio, 1.0f); } void center_screen(int iw, int ih) { float aspect_ratio = 4.0f/3.0f; float w=(float)iw, h=(float)ih; if (h*aspect_ratio > w) { glTranslatef(0.0f, (h/2.0f-(w/aspect_ratio/2.0f))/h, 0.0f); } else { glTranslatef((w/2.0f-(h*aspect_ratio/2.0f))/w, 0.0f, 0.0f); } } 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(); } 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=.01f; 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]; float r1 = i/(float)len; float r2 = (i+1)/(float)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]; float r1 = i/(float)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]; float r1 = ticks[i]/(float)len; pt[0] = pos[0] + r1*size[0]; pt[1] = pos[1] + (1.0f-tick_yfrac)*size[1]; pt[2] = pos[2]; glVertex3fv(pt); pt[1] = pos[1] + size[1]*1.1f; glVertex3fv(pt); pt[2] = pos[2] + size[2]; glVertex3fv(pt); pt[1] = pos[1] + (1.0f-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((GLfloat)x, (GLfloat)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 } }; // draw a texture at a given position and size. // Change size if needed so aspect ratio of texture isn't changed // void TEXTURE_DESC::draw(float* p, float* size, int xalign, int yalign, float alpha) { float pos[3]; float tratio, sratio, new_size; memcpy(pos, p, sizeof(pos)); glColor4f(1.,1.,1.,alpha); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, id); tratio = static_cast(xsize/ysize); sratio = size[0]/size[1]; if (tratio > sratio) { // texture is wider than space new_size = size[0]/tratio; if (yalign == ALIGN_CENTER) pos[1] += (size[1]-new_size)/2.0f; 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)/2.0f; 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); } #if 0 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;ioutput_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)); if (!pImageData) { jpeg_destroy_decompress(&cinfo); fclose(pFile); fprintf(stderr, "out of mem in LoadJPG"); return 0; } DecodeJPG(&cinfo, pImageData); jpeg_destroy_decompress(&cinfo); fclose(pFile); return pImageData; } int TEXTURE_DESC::CreateTextureJPG(const char* strFileName) { if(!strFileName) return -1; // Load the image and store the data // tImageJPG *pImage = LoadJPG(strFileName); if(pImage == NULL) return -1; glPixelStorei(GL_UNPACK_ALIGNMENT,1); glGenTextures(1, (GLuint*)&id); glBindTexture(GL_TEXTURE_2D, id); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pImage->sizeX, 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->data) { free(pImage->data); } free(pImage); 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) { fprintf(stderr, "Successfully loaded '%s'.\n", filename); return 0; } done: present = false; fprintf(stderr, "Failed to load '%s'.\n", filename); 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(); }