mirror of https://github.com/BOINC/boinc.git
276 lines
7.4 KiB
C
Executable File
276 lines
7.4 KiB
C
Executable File
// The contents of this file are subject to the BOINC Public License
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// Version 1.0 (the "License"); you may not use this file except in
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// compliance with the License. You may obtain a copy of the License at
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// http://boinc.berkeley.edu/license_1.0.txt
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//
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// Software distributed under the License is distributed on an "AS IS"
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// basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
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// License for the specific language governing rights and limitations
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// under the License.
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//
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// The Original Code is the Berkeley Open Infrastructure for Network Computing.
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//
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// The Initial Developer of the Original Code is the SETI@home project.
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// Portions created by the SETI@home project are Copyright (C) 2002
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// University of California at Berkeley. All Rights Reserved.
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//
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// Contributor(s):
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//
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// The part of the BOINC app lib having to do with graphics.
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// This code is NOT linked into the core client.
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#include "config.h"
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#ifdef _WIN32
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#include <afxwin.h>
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extern DWORD WINAPI win_graphics_event_loop( LPVOID duff );
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HANDLE graphics_threadh=NULL;
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#endif
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#ifdef __APPLE_CC__
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#include "mac_app_opengl.h"
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#endif
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#include <string.h>
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#include <stdarg.h>
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#ifdef HAVE_PTHREAD
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#include <pthread.h>
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#endif
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#include "parse.h"
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#include "util.h"
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#include "app_ipc.h"
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#include "error_numbers.h"
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#include "boinc_api.h"
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#include "graphics_api.h"
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double boinc_max_fps = 30.;
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double boinc_max_gfx_cpu_frac = 0.5;
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#ifdef _WIN32
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HANDLE hQuitEvent;
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#endif
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GRAPHICS_INFO gi;
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bool graphics_inited = false;
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int boinc_init_opengl() {
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#ifdef HAVE_GL_LIB
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FILE* f;
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int retval;
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f = fopen(GRAPHICS_DATA_FILE, "r");
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if (!f) {
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fprintf(stderr, "boinc_init(): can't open graphics data file\n");
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fprintf(stderr, "Using default graphics settings.\n");
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gi.refresh_period = 0.1; // 1/10th of a second
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gi.xsize = 640;
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gi.ysize = 480;
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} else {
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retval = parse_graphics_file(f, &gi);
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if (retval) {
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fprintf(stderr, "boinc_init(): can't parse graphics data file\n");
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return retval;
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}
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fclose(f);
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}
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#ifdef _WIN32
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// Create the event object used to signal between the
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// worker and event threads
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hQuitEvent = CreateEvent(
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NULL, // no security attributes
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TRUE, // manual reset event
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TRUE, // initial state is signaled
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NULL // object not named
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);
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DWORD threadId;
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// Create the graphics thread, passing it the graphics info
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// TODO: is it better to use _beginthreadex here?
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//
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graphics_threadh = CreateThread(
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NULL, 0, win_graphics_event_loop, &gi, CREATE_SUSPENDED, &threadId
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);
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// lower priority of worker thread (i.e. current thread)
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//
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HANDLE h = GetCurrentThread();
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SetThreadPriority(h, THREAD_PRIORITY_LOWEST);
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// Raise graphics thread priority
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//
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SetThreadPriority(graphics_threadh, THREAD_PRIORITY_HIGHEST);
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// Start the graphics thread
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//
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ResumeThread(graphics_threadh);
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#endif
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#ifdef __APPLE_CC__
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OSErr theErr = noErr;
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ThreadID graphicsThreadID = 0;
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ThreadEntryUPP entry_proc;
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entry_proc = NewThreadEntryUPP( mac_graphics_event_loop );
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// Create the thread in a suspended state
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theErr = NewThread ( kCooperativeThread, entry_proc,
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(void *)(&gi), 0, kNewSuspend | kCreateIfNeeded, NULL, &graphicsThreadID
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);
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if (theErr != noErr) return ERR_THREAD;
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// In theory we could do customized scheduling or install thread disposal routines here
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// Put the graphics event loop into the ready state
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SetThreadState(graphicsThreadID, kReadyThreadState, kNoThreadID);
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YieldToAnyThread();
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#endif
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#ifdef _PTHREAD_H
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pthread_t graphics_thread;
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pthread_attr_t graphics_thread_attr;
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pthread_attr_init( &graphics_thread_attr );
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retval = pthread_create( &graphics_thread, &graphics_thread_attr, p_graphics_loop, &gi );
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if (retval) return ERR_THREAD;
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pthread_attr_destroy( &graphics_thread_attr );
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#endif
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graphics_inited = true;
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#else
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graphics_inited = false;
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#endif
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return !graphics_inited;
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}
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int boinc_finish_opengl() {
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#ifdef _WIN32
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if (graphics_inited) {
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win_loop_done = TRUE;
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if (hQuitEvent != NULL) {
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WaitForSingleObject(hQuitEvent, 1000); // Wait up to 1000 ms
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}
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}
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#endif
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return 0;
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}
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bool throttled_app_render(int x, int y, double t) {
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static double total_render_time = 0;
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static double time_until_render = 0;
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static double last_now = 0;
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static double elapsed_time = 0;
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double now, t0, t1, diff, frac, m;
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bool ok_to_render;
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ok_to_render = true;
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now = dtime();
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diff = now - last_now;
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last_now = now;
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if (diff > 1000) diff = 0; // handle initial case
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// enforce frames/sec restriction
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//
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if (boinc_max_fps) {
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time_until_render -= diff;
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if (time_until_render < 0) {
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time_until_render += 1./boinc_max_fps;
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} else {
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ok_to_render = false;
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}
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}
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// enforce max CPU time restriction
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//
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if (boinc_max_gfx_cpu_frac) {
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elapsed_time += diff;
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if (elapsed_time) {
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frac = total_render_time/elapsed_time;
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if (frac > boinc_max_gfx_cpu_frac) {
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ok_to_render = false;
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}
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}
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}
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// render if allowed
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//
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if (ok_to_render) {
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if (boinc_max_gfx_cpu_frac) {
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boinc_cpu_time(t0, m);
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}
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app_render(x, y, t);
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if (boinc_max_gfx_cpu_frac) {
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boinc_cpu_time(t1, m);
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total_render_time += t1 - t0;
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}
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return true;
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}
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return false;
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}
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#ifdef HAVE_GL_LIB
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// Custom GL "Print" Routine
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GLvoid glPrint(GLuint font, const char *fmt, ...) {
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/*
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char text[256]; // Holds Our String
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va_list ap; // Pointer To List Of Arguments
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if (fmt == NULL) // If There's No Text
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return; // Do Nothing
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va_start(ap, fmt); // Parses The String For Variables
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vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
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va_end(ap); // Results Are Stored In Text
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glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
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glListBase(font); // Sets The Base Character
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glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
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glPopAttrib(); // Pops The Display List Bits
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*/
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}
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// All Setup For OpenGL Goes Here
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//
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GLenum InitGL(GLvoid) {
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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return GL_NO_ERROR; // Initialization Went OK
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}
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// Resize And Initialize The GL Window
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// TODO: why is 4/3 hardwired here?
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GLenum ReSizeGLScene(GLsizei width, GLsizei height) {
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GLenum err;
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#if 0
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double aspect_ratio = 4.0/3.0;
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if (height<=0) height=1;
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if (width<=0) width=1;
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if (height*aspect_ratio > width) {
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glViewport(0,0,(int)width,(int)(width/aspect_ratio));
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} else {
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glViewport(0,0,(int)(height*aspect_ratio),(height));
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}
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#endif
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glViewport(0,0,(int)width,(int)(height));
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err = glGetError();
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if (err) return err;
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app_resize(width,height);
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return GL_NO_ERROR;
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}
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#endif
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