mirror of https://github.com/BOINC/boinc.git
733 lines
17 KiB
C++
733 lines
17 KiB
C++
// This file is part of BOINC.
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// http://boinc.berkeley.edu
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// Copyright (C) 2008 University of California
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//
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// BOINC is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License
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// as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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//
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// BOINC is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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// See the GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with BOINC. If not, see <http://www.gnu.org/licenses/>.
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#if defined(_WIN32) && !defined(__STDWX_H__) && !defined(_BOINC_WIN_) && !defined(_AFX_STDAFX_H_)
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#include "boinc_win.h"
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#else
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#include "config.h"
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <cmath>
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#include <setjmp.h>
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#ifdef _WIN32
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#ifdef __cplusplus
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extern "C" {
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#include "jpeglib.h"
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}
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#else
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#include "jpeglib.h"
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#endif
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#include "bmplib.h"
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#include "tgalib.h"
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#endif
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#ifndef _WIN32
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extern "C"{
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#include <jpeglib.h>
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}
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#endif
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#include "boinc_gl.h"
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#include "filesys.h"
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#include "util.h"
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#include "gutil.h"
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GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat mat_shininess[] = {40.0};
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// call this to draw 3D stuff with shaded color
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//
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void mode_shaded(GLfloat* color) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel (GL_SMOOTH);
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glDepthMask(GL_TRUE);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, color);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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}
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// call this to use textures (turn off lighting)
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//
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void mode_texture() {
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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// call this to draw unshaded color
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//
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void mode_unshaded() {
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel(GL_SMOOTH);
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glDepthMask(GL_TRUE);
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}
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// call this to render 2D stuff, with 0..1x0..1 getting mapped
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// to the full window. You must call ortho_done() when done.
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//
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void mode_ortho() {
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, 1, 0, 1, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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gluLookAt(
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0.0, 0.0, 1.0, // eye position
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0, 0, 0, // where we're looking
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0.0, 1.0, 0. // up is in positive Y direction
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);
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int viewport[4];
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get_viewport(viewport);
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center_screen(viewport[2], viewport[3]);
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scale_screen(viewport[2], viewport[3]);
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}
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void ortho_done() {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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bool get_matrix(double src[16]) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glGetDoublev(GL_MODELVIEW_MATRIX, src);
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glPopMatrix();
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return true;
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}
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bool get_projection(double src[16]) {
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glGetDoublev(GL_PROJECTION_MATRIX, src);
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glPopMatrix();
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return true;
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}
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bool get_viewport(int view[4]) {
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glMatrixMode(GL_MODELVIEW);
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glGetIntegerv(GL_VIEWPORT, (GLint*)view);
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return true;
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}
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void get_2d_positions(double x, double y, double z,
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double model[16], double proj[16], int viewport[4], double proj_pos[3]
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) {
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gluProject(x, y, z,model,proj,(GLint*)viewport,&proj_pos[0],&proj_pos[1],&proj_pos[2]);
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}
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void mode_lines() {
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glEnable(GL_BLEND);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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static double HuetoRGB(double m1, double m2, double h ) {
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if( h < 0 ) h += 1.0;
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if( h > 1 ) h -= 1.0;
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if( 6.0*h < 1 ) return (m1+(m2-m1)*h*6.0);
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if( 2.0*h < 1 ) return m2;
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if( 3.0*h < 2.0 ) return (m1+(m2-m1)*((2.0/3.0)-h)*6.0);
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return m1;
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}
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void HLStoRGB( double H, double L, double S, COLOR& c) {
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double m1, m2;
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if(S==0) {
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c.r=c.g=c.b=(float)L;
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} else {
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if(L <=0.5) {
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m2 = L*(1.0+S);
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} else {
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m2 = L+S-L*S;
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}
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m1 = 2.0*L-m2;
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c.r = (float)HuetoRGB(m1,m2,(H+1.0/3.0));
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c.g = (float)HuetoRGB(m1,m2,H);
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c.b = (float)HuetoRGB(m1,m2,H-1.0/3.0);
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}
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}
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static inline float frand() {
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return rand()/(float)RAND_MAX;
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}
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void scale_screen(int iw, int ih) {
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float aspect_ratio = 4.0f/3.0f;
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float w=(float)iw, h=(float)ih;
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float xs, ys;
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if (h*aspect_ratio > w) {
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xs = 1.0f;
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ys = (w/aspect_ratio)/h;
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} else {
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xs = (h*aspect_ratio)/w;
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ys = 1.0f;
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}
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glScalef(xs, ys*aspect_ratio, 1.0f);
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}
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void center_screen(int iw, int ih) {
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float aspect_ratio = 4.0f/3.0f;
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float w=(float)iw, h=(float)ih;
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if (h*aspect_ratio > w) {
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glTranslatef(0.0f, (h/2.0f-(w/aspect_ratio/2.0f))/h, 0.0f);
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} else {
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glTranslatef((w/2.0f-(h*aspect_ratio/2.0f))/w, 0.0f, 0.0f);
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}
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}
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void drawSphere(GLfloat* pos, GLfloat rad) {
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GLUquadricObj* x = gluNewQuadric();
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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gluSphere(x, rad, 20, 20);
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gluDeleteQuadric(x);
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glPopMatrix();
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}
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void drawCylinder(bool vertical, GLfloat* pos, GLfloat len, GLfloat rad) {
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GLUquadricObj* x = gluNewQuadric();
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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if (vertical) {
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glRotated(-90., 1., 0., 0.);
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} else {
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glRotated(90., 0., 1., 0.);
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}
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gluCylinder(x, rad, rad, len, 20, 1);
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gluDeleteQuadric(x);
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glPopMatrix();
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}
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void PROGRESS::init(
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GLfloat* p, GLfloat l, GLfloat r, GLfloat in, GLfloat* c, GLfloat* ic
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) {
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memcpy(pos, p, sizeof(pos));
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len = l;
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rad = r;
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inner_rad = in;
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memcpy(color, c, sizeof(color));
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memcpy(inner_color, ic, sizeof(inner_color));
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}
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void PROGRESS::draw(float x) {
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mode_shaded(inner_color);
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drawCylinder(false, pos, x*len, inner_rad);
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mode_shaded(color);
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drawCylinder(false, pos, len, rad);
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}
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void PROGRESS_2D::init(
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GLfloat* p, GLfloat l, GLfloat w, GLfloat in, GLfloat* c, GLfloat* ic
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) {
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memcpy(pos, p, sizeof(pos));
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len = l;
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width = w;
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inner_width = in;
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memcpy(color, c, sizeof(color));
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memcpy(inner_color, ic, sizeof(inner_color));
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}
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void PROGRESS_2D::set_pos(float* p) {
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memcpy(pos, p, sizeof(pos));
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}
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//pos specifies top left of graph
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void PROGRESS_2D::draw(float x) {
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glBegin(GL_QUADS);
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glColor4d(color[0],color[1],color[2],color[3]);
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glVertex3d(pos[0],pos[1],pos[2]);
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glVertex3d(pos[0],pos[1]-width,pos[2]);
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glVertex3d(pos[0]+len,pos[1]-width,pos[2]);
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glVertex3d(pos[0]+len,pos[1],pos[2]);
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glEnd();
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float dif=width-inner_width;
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float zoffset=.01f;
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glBegin(GL_QUADS);
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glColor4d(inner_color[0],inner_color[1],inner_color[2],inner_color[3]);
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glVertex3d(pos[0],pos[1]-(dif/2.),pos[2]+zoffset);
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glVertex3d(pos[0],pos[1]-(inner_width+dif/2.),pos[2]+zoffset);
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glVertex3d(pos[0]+x*len,pos[1]-(inner_width+dif/2.),pos[2]+zoffset);
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glVertex3d(pos[0]+x*len,pos[1]-(dif/2.),pos[2]+zoffset);
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glEnd();
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#if 0
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glColor4f(1,1,1,1);
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glLineWidth(.8f);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINE_STRIP);
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glVertex3d(pos[0],pos[1],pos[2]);
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glVertex3d(pos[0],pos[1]-width,pos[2]);
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glVertex3d(pos[0]+len,pos[1]-width,pos[2]);
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glVertex3d(pos[0]+len,pos[1],pos[2]);
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glVertex3d(pos[0],pos[1],pos[2]);
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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#endif
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}
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//----------------- RIBBON_GRAPH ---------------------
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void RIBBON_GRAPH::init(float* p, float* s, float* c, float* tc, float ty) {
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memcpy(pos, p, sizeof(pos));
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memcpy(size, s, sizeof(size));
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memcpy(color, c, sizeof(color));
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memcpy(tick_color, tc, sizeof(tick_color));
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tick_yfrac = ty;
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}
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void RIBBON_GRAPH::set_pos(float* p) {
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memcpy(pos, p, sizeof(pos));
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}
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static float yvec[] = {0., 1., 0.};
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static float xvec[] = {1., 0., 0.};
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static float xvecneg[] = {-1., 0., 0.};
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static float zvec[] = {0, 0, 1};
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// draw XZ rect from i to i+1, with height data[i]
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//
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void RIBBON_GRAPH::draw_x(int i) {
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GLfloat pt[3];
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float r1 = i/(float)len;
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float r2 = (i+1)/(float)len;
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glNormal3fv(yvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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pt[2] = pos[2];
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glVertex3fv(pt);
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pt[0] = pos[0] + r2*size[0];
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glVertex3fv(pt);
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pt[2] = pos[2] + size[2];
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glVertex3fv(pt);
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pt[0] = pos[0] + r1*size[0];
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glVertex3fv(pt);
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// also draw XY rect
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glNormal3fv(zvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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pt[2] = pos[2]+size[2];
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glVertex3fv(pt);
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pt[1] = pos[1];
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glVertex3fv(pt);
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pt[0] = pos[0] + r2*size[0];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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glVertex3fv(pt);
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}
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// draw YZ rect at position i, with height from data[i-1] to data[i]
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//
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void RIBBON_GRAPH::draw_y(int i) {
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GLfloat pt[3];
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float r1 = i/(float)len;
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(data[i]>data[i-1])?glNormal3fv(xvecneg):glNormal3fv(xvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i-1]*size[1]/dmax;
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pt[2] = pos[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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glVertex3fv(pt);
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pt[2] = pos[2] + size[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i-1]*size[1]/dmax;
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glVertex3fv(pt);
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}
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void RIBBON_GRAPH::draw_tick(int i) {
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GLfloat pt[3];
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float r1 = ticks[i]/(float)len;
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + (1.0f-tick_yfrac)*size[1];
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pt[2] = pos[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + size[1]*1.1f;
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glVertex3fv(pt);
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pt[2] = pos[2] + size[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + (1.0f-tick_yfrac)*size[1];
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glVertex3fv(pt);
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}
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void RIBBON_GRAPH::draw(float* d, int ln, bool with_ticks) {
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int i;
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data = d;
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len = ln;
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dmax = 0;
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for (i=0; i<len; i++) {
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if (data[i] > dmax) dmax = data[i];
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}
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if (dmax ==0) dmax = 1;
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mode_shaded(color);
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glBegin(GL_QUADS);
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draw_x(0);
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for (i=1; i<len-1; i++) {
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draw_y(i);
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draw_x(i);
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}
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draw_x(len-1);
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if (with_ticks) {
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mode_shaded(tick_color);
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for (i=0; i<3; i++) {
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draw_tick(i);
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}
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}
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glEnd();
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}
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void RIBBON_GRAPH::add_tick(float x, int index) {
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ticks[index] = x;
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}
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void normalize(float a[3]) {
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float mag = sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
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if(mag!=0) {
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a[0]/=mag;
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a[1]/=mag;
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a[2]/=mag;
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} else {
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a[0]=0;
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a[1]=0;
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a[2]=0;
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}
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}
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float dotProd(float a, float b, float c, float x, float y, float z) {
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return(a*x+b*y+c*z);
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}
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void crossProd(float a[3], float b[3], float out[3]) {
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out[0] = a[1]*b[2] - a[2]*b[1];
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out[1] = a[2]*b[0] - a[0]*b[2];
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out[2] = a[0]*b[1] - a[1]*b[0];
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normalize(out);
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}
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// ------------ STARFIELD STUFF --------------------
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//
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STARFIELD::STARFIELD() {
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stars = NULL;
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zmax = 8;
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zmaxinv = 1/zmax;
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speed = 0;
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nstars = 0;
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}
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//
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//
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void STARFIELD::build_stars(int sz, float sp) {
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int i;
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speed=sp;
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nstars=sz;
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if (stars) free(stars);
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stars = (STAR*)calloc(sizeof(STAR), (long unsigned int)nstars);
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if (!stars) {
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fprintf(stderr, "out of mem in STARFIELD::build_stars");
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sz = 0;
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return;
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}
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for (i=0; i<nstars; i++) {
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replace_star(i);
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}
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}
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// draw the starfield,
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// move stars
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//
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void STARFIELD::update_stars(float dt) {
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int i;
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mode_ortho();
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mode_lines();
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glColor4f(1.0, 1.0, 1.0, 1.0);
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for (i=0; i<nstars; i++) {
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stars[i].z -= speed*dt/500;
|
|
if (stars[i].z < 0) stars[i].z += zmax;
|
|
if (stars[i].z > 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<float>(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;i<y;i++) {
|
|
for(int c=0;c<8;c++) {
|
|
fprintf(bmpfile,"%d ",data[x*i+c]);
|
|
}
|
|
fprintf(bmpfile,"\n");
|
|
}
|
|
fclose(bmpfile);
|
|
}
|
|
#endif
|
|
|
|
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 = 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();
|
|
}
|
|
|