// Include this file in a BOINC application to display // a static image (JPEG, GIFF, BMP, Targa) as its graphics. // // The image file must be included with the workunit // #ifdef _WIN32 #include "stdafx.h" #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #endif #include "gutil.h" #define FILENAME "background" TEXTURE_DESC background; void app_graphics_render(int xs, int ys, double time_of_day) { float pos[3] = {0, 0, 0}; float size[3] = {1, 1, 0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); mode_ortho(); mode_unshaded(); glColor4d(1,1,1,1); background.draw(pos, size, ALIGN_CENTER, ALIGN_CENTER); ortho_done(); glFlush(); } void app_graphics_init() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 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 char filename[256]; boinc_resolve_filename(FILENAME, filename, sizeof(filename)); background.load_image_file(filename); } void boinc_app_key_press(int, int) { } void boinc_app_key_release(int, int) { } void boinc_app_mouse_button(int x, int y, int which, bool is_down) { } void boinc_app_mouse_move(int x, int y, bool left, bool middle, bool right) { } void app_graphics_resize(int w, int h) { glViewport(0, 0, w, h); }