// 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" #include #include #include #include #include #ifdef _WIN32 #include #include "jpeglib.h" #include "bmplib.h" #include "tgalib.h" #else #include #endif #ifdef HAVE_GL_H #include "gl.h" #elif defined(HAVE_GL_GL_H) #include #elif defined(HAVE_OPENGL_GL_H) #include #else #endif #ifdef HAVE_GLU_H #include "glu.h" #elif defined(HAVE_GL_GLU_H) #include #elif defined(HAVE_OPENGL_GLU_H) #include #endif #ifdef HAVE_GLUT_H #include "glut.h" #elif defined(HAVE_GL_GLUT_H) #include #elif defined(HAVE_OPENGL_GLUT_H) #include #elif defined(HAVE_GLUT_GLUT_H) #include #endif #include "gutil.h" GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat mat_shininess[] = {40.0}; 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); } void mode_texture() { #if 0 glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); #endif glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); } 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); } void mode_ortho() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0,1,0,1); //glScalef(1, -1, 1); //glTranslatef(0, -1, 0); 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 } 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,view); return true; } void get_2d_positions(float p1,float p2,float p3, double model[16], double proj[16], int viewport[4], double proj_pos[3] ) { gluProject(p1,p2,p3,model,proj,viewport,&proj_pos[0],&proj_pos[1],&proj_pos[2]); } bool get_matrix_invert(float src[16]) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glGetFloatv(GL_MODELVIEW_MATRIX,src); glPopMatrix(); float tmp[12]; /* temp array for pairs */ float dst[16]; /* array of destination matrix */ float det; /* determinant */ int i; /* calculate pairs for first 8 elements (cofactors) */ tmp[0] = src[10] * src[15]; tmp[1] = src[11] * src[14]; tmp[2] = src[9] * src[15]; tmp[3] = src[11] * src[13]; tmp[4] = src[9] * src[14]; tmp[5] = src[10] * src[13]; tmp[6] = src[8] * src[15]; tmp[7] = src[11] * src[12]; tmp[8] = src[8] * src[14]; tmp[9] = src[10] * src[12]; tmp[10] = src[8] * src[13]; tmp[11] = src[9] * src[12]; /* calculate first 8 elements (cofactors) */ dst[0] = tmp[0]*src[5] + tmp[3]*src[6] + tmp[4]*src[7]; dst[0] -= tmp[1]*src[5] + tmp[2]*src[6] + tmp[5]*src[7]; dst[1] = tmp[1]*src[4] + tmp[6]*src[6] + tmp[9]*src[7]; dst[1] -= tmp[0]*src[4] + tmp[7]*src[6] + tmp[8]*src[7]; dst[2] = tmp[2]*src[4] + tmp[7]*src[5] + tmp[10]*src[7]; dst[2] -= tmp[3]*src[4] + tmp[6]*src[5] + tmp[11]*src[7]; dst[3] = tmp[5]*src[4] + tmp[8]*src[5] + tmp[11]*src[6]; dst[3] -= tmp[4]*src[4] + tmp[9]*src[5] + tmp[10]*src[6]; dst[4] = tmp[1]*src[1] + tmp[2]*src[2] + tmp[5]*src[3]; dst[4] -= tmp[0]*src[1] + tmp[3]*src[2] + tmp[4]*src[3]; dst[5] = tmp[0]*src[0] + tmp[7]*src[2] + tmp[8]*src[3]; dst[5] -= tmp[1]*src[0] + tmp[6]*src[2] + tmp[9]*src[3]; dst[6] = tmp[3]*src[0] + tmp[6]*src[1] + tmp[11]*src[3]; dst[6] -= tmp[2]*src[0] + tmp[7]*src[1] + tmp[10]*src[3]; dst[7] = tmp[4]*src[0] + tmp[9]*src[1] + tmp[10]*src[2]; dst[7] -= tmp[5]*src[0] + tmp[8]*src[1] + tmp[11]*src[2]; /* calculate pairs for second 8 elements (cofactors) */ tmp[0] = src[2]*src[7]; tmp[1] = src[3]*src[6]; tmp[2] = src[1]*src[7]; tmp[3] = src[3]*src[5]; tmp[4] = src[1]*src[6]; tmp[5] = src[2]*src[5]; tmp[6] = src[0]*src[7]; tmp[7] = src[3]*src[4]; tmp[8] = src[0]*src[6]; tmp[9] = src[2]*src[4]; tmp[10] = src[0]*src[5]; tmp[11] = src[1]*src[4]; /* calculate second 8 elements (cofactors) */ dst[8] = tmp[0]*src[13] + tmp[3]*src[14] + tmp[4]*src[15]; dst[8] -= tmp[1]*src[13] + tmp[2]*src[14] + tmp[5]*src[15]; dst[9] = tmp[1]*src[12] + tmp[6]*src[14] + tmp[9]*src[15]; dst[9] -= tmp[0]*src[12] + tmp[7]*src[14] + tmp[8]*src[15]; dst[10] = tmp[2]*src[12] + tmp[7]*src[13] + tmp[10]*src[15]; dst[10]-= tmp[3]*src[12] + tmp[6]*src[13] + tmp[11]*src[15]; dst[11] = tmp[5]*src[12] + tmp[8]*src[13] + tmp[11]*src[14]; dst[11]-= tmp[4]*src[12] + tmp[9]*src[13] + tmp[10]*src[14]; dst[12] = tmp[2]*src[10] + tmp[5]*src[11] + tmp[1]*src[9]; dst[12]-= tmp[4]*src[11] + tmp[0]*src[9] + tmp[3]*src[10]; dst[13] = tmp[8]*src[11] + tmp[0]*src[8] + tmp[7]*src[10]; dst[13]-= tmp[6]*src[10] + tmp[9]*src[11] + tmp[1]*src[8]; dst[14] = tmp[6]*src[9] + tmp[11]*src[11] + tmp[3]*src[8]; dst[14]-= tmp[10]*src[11] + tmp[2]*src[8] + tmp[7]*src[9]; dst[15] = tmp[10]*src[10] + tmp[4]*src[8] + tmp[9]*src[9]; dst[15]-= tmp[8]*src[9] + tmp[11]*src[10] + tmp[5]*src[8]; /* calculate determinant */ det=src[0]*dst[0]+src[1]*dst[1]+src[2]*dst[2]+src[3]*dst[3]; /* calculate matrix inverse */ if(det == 0) return false; det = 1.0f/det; for (i = 0; i < 16; i++) { dst[i] *= det; } for (i = 0; i < 4; i++) { src[i*4] = dst[i*4]; src[i*4+1] = dst[i*4+1]; src[i*4+2] = dst[i*4+2]; src[i*4+3] = dst[i*4+3]; } return true; } void mode_lines() { glEnable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); //glBlendFunc(GL_SRC_ALPHA, GL_ONE); //glDepthMask(GL_TRUE); //glEnable(GL_LINE_SMOOTH); //glHint(GL_LINE_SMOOTH, GL_NICEST); //glDisable(GL_DEPTH_TEST); } 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); } } float frand() { return rand()/(float)RAND_MAX; } 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(char* text) { GLfloat sum = 0; char* p; for (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(char* text) { float sum=0; #ifdef _WIN32 char* p; for(p=text;*p;p++) { sum += get_char_width(p[0]); } #endif return sum; } static void draw_text_line_aux(char *text) { char *p; for (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(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, 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, 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, char* text ) { char* q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos, _pos, sizeof(pos)); strcpy(buf, text); 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, char* text) { char* q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos, _pos, sizeof(pos)); strcpy(buf, text); 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, char* text) { char *q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos,_pos,sizeof(pos)); strcpy(buf,text); 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_new_right( GLfloat* _pos, GLfloat char_height, GLfloat line_width, GLfloat line_spacing, char* text) { char *q, *p; char buf[4096]; GLfloat pos[3]; memcpy(pos,_pos,sizeof(pos)); strcpy(buf,text); p=buf; float l; #if 0 strcpy(buf2,text); strcpy(buf3,text); t=buf2; a=buf3; int lines=0; while(*t) { u = strchr(t, '\n'); if (u) *u = 0; lines++; if (!u) break; t = u+1; } float* line_ratios; line_ratios = (float*)malloc(sizeof(float)*lines); int count=0; float total_length=0; while(*a) { b = strchr(a, '\n'); if (b) *b = 0; line_ratios[count]=text_width_new(a); total_length+=line_ratios[count]; count++; if (!b) break; a = b+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); } PROGRESS::PROGRESS( 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); } PROGRESS_2D::PROGRESS_2D( 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)); } //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 --------------------- RIBBON_GRAPH::RIBBON_GRAPH(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; } float yvec[] = {0., 1., 0.}; float xvec[] = {1., 0., 0.}; float xvecneg[] = {-1., 0., 0.}; 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- #define PI 3.14159265358979323846264 #define TAN22_5 0.41421356237309504880 //moves stars towards the eye vector, and replaces ones that go behind z=0 void normalize(float a[3]) { float mag = sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]); if(mag!=0) { a[0]/=mag; a[1]/=mag; a[2]/=mag; } else { a[0]=0; a[1]=0; a[2]=0; } } float dotProd(float a, float b, float c, float x, float y, float z) { return(a*x+b*y+c*z); } void crossProd(float a[3], float b[3], float out[3]) { out[0] = a[1]*b[2] - a[2]*b[1]; out[1] = a[2]*b[0] - a[0]*b[2]; out[2] = a[0]*b[1] - a[1]*b[0]; normalize(out); } //makes a list of stars that lie on cocentric circles (inefficient, most will be out of sight) // void STARFIELD::build_stars(int size, float speed) { float modelview[16]; float eye[3]; float up[3]; float camera[3]; float right[3]; stars = (STAR*)calloc(sizeof(STAR), size); if(get_matrix_invert(modelview)==false) fprintf(stderr,"ERROR: 0 determinant in modelview matrix"); eye[0]=modelview[2]; eye[1]=modelview[6]; eye[2]=modelview[10]; //this shortcut only works if the modelview has not been rotated around the z axis up[0]=eye[0]; up[1]=eye[2]; up[2]=-eye[1]; camera[0]=modelview[2]; camera[1]=modelview[6]; camera[2]=modelview[10]; crossProd(eye,up,right); int i=0; float fov=45.0f; for(i=0;i0 && dotProd(eye[0],eye[1],eye[2],d[0],d[1],d[2])<0) { replace_star(i,false,eye,up,right,camera); continue; } else if(speed <=0 && dist>2000) { replace_star(i,true,eye,up,right,camera); continue; } stars[i].x+=(eye[0])*stars[i].v*speed*dt; stars[i].y+=(eye[1])*stars[i].v*speed*dt; stars[i].z+=(eye[2])*stars[i].v*speed*dt; //grow objects as they approach you if(dist>800) glPointSize(1); else glPointSize(2); glBegin(GL_POINTS); glVertex3f(stars[i].x,stars[i].y,stars[i].z); glEnd(); } GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, no_mat ); } void STARFIELD::replace_star(int i, bool front,float eye[3], float up[3], float right[3], float camera[3]) { if(front) { float x = frand()*500.0f; float y = frand()*500.0f; float z = frand()*100.0f; x-=250.f; y-=250.f; stars[i].x=eye[0]*z + up[0]*y + right[0]*x; stars[i].y=eye[1]*z + up[1]*y + right[1]*x; stars[i].z=eye[2]*z + up[2]*y + right[2]*x; } else { float z = -frand()*2000; float x = 2.0f*-z*TAN22_5*frand(); float y = 2.0f*-z*TAN22_5*frand(); x-=-z*TAN22_5; y-=-z*TAN22_5; stars[i].x=eye[0]*z + up[0]*y + right[0]*x; stars[i].y=eye[1]*z + up[1]*y + right[1]*x; stars[i].z=eye[2]*z + up[2]*y + right[2]*x; } float v = frand(); stars[i].v=v; } // ------------ TEXTURE STUFF -------------------- // 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(char* name, int& w, int& h, unsigned char** arrayp) { FILE* f; char buf[256]; char img_type; unsigned char* array; int i; f = 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 = 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(char* filename, int x, int y, unsigned char* data) { FILE* bmpfile = 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(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(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(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(char* filename) { int retval; FILE* f; f = 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(char* string) { if(string==NULL) return; glPushAttrib(GL_LIST_BIT); glListBase(listBase); glCallLists(strlen(string), GL_UNSIGNED_BYTE, string); glPopAttrib(); }