// 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 .
// shared-library part of the implementation of REDUCE
#if defined(_WIN32) && !defined(__STDWX_H__) && !defined(_BOINC_WIN_) && !defined(_AFX_STDAFX_H_)
#include "boinc_win.h"
#else
#include "config.h"
#endif
#ifdef _WIN32
#include
#endif
#include
#include "boinc_gl.h"
#include "gutil.h"
#include "reduce.h"
void REDUCED_ARRAY_RENDER::init_display(
GRAPH_STYLE st, float* p, float* s, double h0, double dh, float trans,
char* xl, char* yl, char* zl
) {
memcpy(draw_pos, p, sizeof(draw_pos));
memcpy(draw_size, s, sizeof(draw_size));
hue0 = h0;
dhue = dh;
alpha = trans;
draw_style = st;
xlabel=xl;
ylabel=yl;
zlabel=zl;
}
void REDUCED_ARRAY_RENDER::new_array() {
draw_deltax = draw_size[0]/rdimx;
draw_deltaz = draw_size[2]/rdimy;
}
void REDUCED_ARRAY_RENDER::draw_row_quad(int row) {
float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
float z1 = z0 + draw_deltaz;
float x0, x1, y00, y01, y10, y11;
float* row0 = rrow(row);
float* row1 = rrow(row+1);
int i;
glBegin(GL_QUADS); // TODO: use GL_QUADSTRIP
for (i=0; i 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0, y00, z0);
glVertex3f(x1, y01, z0);
glVertex3f(x1, y11, z1);
glVertex3f(x0, y10, z1);
}
glEnd();
#if 0
// draw a black line on front and right edge of each quad
//
glLineWidth(4.0);
glDisable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
glColor4f(0., 0., 0., 1.0);
for (i=0; i 1) hue -= 1;
sat = 1.;
lum = .5 + h/2;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
//front
glVertex3f(x0, y0, z0);
glVertex3f(x1, y0, z0);
glVertex3f(x1, y1, z0);
glVertex3f(x0, y1, z0);
/*
//back
glVertex3f(x0, y0, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x0, y1, z1);
//left
glVertex3f(x0, y0, z0);
glVertex3f(x0, y0, z1);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y1, z0);
//right
glVertex3f(x1, y0, z0);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z0);
//top
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z0);
*/
}
glEnd();
#if 0
//draw lines
mode_unshaded();
glLineWidth(.5f);
glBegin(GL_LINES);
glColor4f(0,0,0,1);
for (i=0; i 1) hue -= 1;
sat = 1.;
lum = .5 + h/2;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
if(row!=0) {
float lh = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
float ly = draw_pos[1] + draw_size[1]*lh;
float lz = draw_pos[2] + (draw_size[2]*trow)/rdimy + .14f;
glVertex3f(xm,ly,lz);
glVertex3f(xm,y1,z1);
}
}
glEnd();
break;
case GRAPH_STYLE_WIREFRAME:
glLineWidth(1.0f);
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
if(row!=0) trow0 = rrow(trow);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
for (i=0; i 1) hue -= 1;
sat = 1.;
lum = .5 + h/2;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
if(i!=rdimx-1) glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
if(row!=0)
{
float h2 = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
float z2 = draw_pos[2] + (draw_size[2]*trow)/rdimy;
float y2 = draw_pos[1] + draw_size[1]*h2;
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
}
if(i!=0) glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
break;
case GRAPH_STYLE_PLANES:
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
i=0;
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
sat = 1.;
lum = .5 + h/2;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(draw_pos[0],draw_pos[1],z0);
glVertex3f(draw_pos[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
glBegin(GL_QUAD_STRIP);
for (i=0; i 1) hue -= 1;
sat = 1.;
lum = .5 + h/2;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3d(x1,y0,z0);
glVertex3d(x1,y1,z0);
}
glEnd();
break;
default:
break;
}
}
void REDUCED_ARRAY_RENDER::draw_row_rect_y(int row) {
float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
float z1 = z0 + draw_deltaz*.8f;
float x0, y0, y1;
float* row0 = rrow(row);
int i;
glBegin(GL_QUADS);
for (i=0; i 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0, y0, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y0, z1);
}
glEnd();
// draw a black line on top of rectangle
//
#if 0
glBegin(GL_LINES);
glColor4f(0., 0., 0., 1.0);
for (i=0; i (double)w) {
model[1]*=1.0f/(((double)w/aspect_ratio)/(double)h);
model[5]*=1.0f/(((double)w/aspect_ratio)/(double)h);
model[9]*=1.0f/(((double)w/aspect_ratio)/(double)h);
} else {
model[0]*=1.0f/(((double)h*aspect_ratio)/(double)w);
model[4]*=1.0f/(((double)h*aspect_ratio)/(double)w);
model[8]*=1.0f/(((double)h*aspect_ratio)/(double)w);
}
//project to ortho coordinates
viewport[0]=0;
viewport[1]=0;
viewport[2]=1;
viewport[3]=1;
get_2d_positions(draw_pos[0],draw_pos[1],draw_pos[2]+(draw_size[2]/2.0f),
model, proj, viewport,z_pos
);
get_2d_positions(draw_pos[0]+draw_size[0]/2.0f,draw_pos[1],draw_pos[2]+draw_size[2],
model, proj, viewport,x_pos
);
get_2d_positions(draw_pos[0]+draw_size[0]+.2f,draw_pos[1]+.6f,draw_pos[2]+draw_size[2]-.4f,
model, proj, viewport,p_pos
);
glPopMatrix();
mode_ortho();
mode_unshaded();
glColor3d(1,1,1);
float zpos[3]={(float)z_pos[0],(float)z_pos[1],(float)z_pos[2]};
float xpos[3]={(float)x_pos[0],(float)x_pos[1],(float)x_pos[2]};
float ppos[3]={(float)p_pos[0],(float)p_pos[1],(float)p_pos[2]};
draw_text_right(zpos,ch,lw,ls,zlabel);
draw_text(xpos,ch,lw,ls,xlabel);
draw_text(ppos,ch,lw,ls,ylabel);
ortho_done();
}