boinc/api/graphics_api.C

168 lines
4.9 KiB
C
Executable File

// The contents of this file are subject to the Mozilla 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://www.mozilla.org/MPL/
//
// 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):
//
// The part of the BOINC app lib having to do with graphics.
// This code is NOT linked into the core client.
#ifdef _WIN32
#include <afxwin.h>
DWORD WINAPI win_graphics_event_loop( LPVOID duff );
HANDLE graphics_threadh=NULL;
#endif
#include "graphics_api.h"
#include "error_numbers.h"
#include "parse.h"
#include <string.h>
#include <stdarg.h>
#ifdef __APPLE_CC__
#include "mac_app_opengl.h"
#endif
#ifdef HAVE_PTHREAD
#include <pthread.h>
#endif
extern GRAPHICS_INFO gi;
int boinc_init_opengl() {
#ifdef BOINC_APP_GRAPHICS
#ifdef _WIN32
DWORD threadId;
// Create the graphics thread, passing it the graphics info
// TODO: is it better to use _beginthreadex here?
graphics_threadh = CreateThread(
NULL, 0, win_graphics_event_loop, &gi, CREATE_SUSPENDED, &threadId
);
// Set it to idle priority
SetThreadPriority(graphics_threadh, THREAD_PRIORITY_HIGHEST);
// Start the graphics thread
ResumeThread(graphics_threadh);
#endif
#ifdef __APPLE_CC__
OSErr theErr = noErr;
ThreadID graphicsThreadID = 0;
ThreadEntryUPP entry_proc;
entry_proc = NewThreadEntryUPP( mac_graphics_event_loop );
// Create the thread in a suspended state
theErr = NewThread ( kCooperativeThread, entry_proc,
(void *)(&gi), 0, kNewSuspend | kCreateIfNeeded, NULL, &graphicsThreadID );
if (theErr != noErr) return ERR_THREAD;
// In theory we could do customized scheduling or install thread disposal routines here
// Put the graphics event loop into the ready state
SetThreadState(graphicsThreadID, kReadyThreadState, kNoThreadID);
YieldToAnyThread();
#endif
#ifdef _PTHREAD_H
pthread_t graphics_thread;
pthread_attr_t graphics_thread_attr;
int retval;
pthread_attr_init( &graphics_thread_attr );
retval = pthread_create( &graphics_thread, &graphics_thread_attr, p_graphics_loop, &gi );
if (retval) return ERR_THREAD;
pthread_attr_destroy( &graphics_thread_attr );
#endif
#endif
return 0;
}
int boinc_finish_opengl() {
return 0;
}
#ifdef BOINC_APP_GRAPHICS
GLvoid glPrint(GLuint font, const char *fmt, ...) // Custom GL "Print" Routine
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(font); // Sets The Base Character
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
GLenum InitGL(GLvoid) { // All Setup For OpenGL Goes Here
GLenum err;
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
if (err=glGetError()) return err;
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
if (err=glGetError()) return err;
glClearDepth(1.0f); // Depth Buffer Setup
if (err=glGetError()) return err;
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
if (err=glGetError()) return err;
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
if (err=glGetError()) return err;
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
if (err=glGetError()) return err;
return GL_NO_ERROR; // Initialization Went OK
}
GLenum ReSizeGLScene(GLsizei width, GLsizei height) { // Resize And Initialize The GL Window
GLenum err;
double aspect_ratio = 4.0/3.0;
if (height<=0) height=1; // Prevent A Divide By Zero By Making Height Equal One
if (width<=0) width=1;
if (height*aspect_ratio > width)
glViewport(0,0,(int)width,(int)(width/aspect_ratio)); // Reset The Current Viewport
else
glViewport(0,0,(int)(height*aspect_ratio),(height)); // Reset The Current Viewport
if (err=glGetError()) return err;
return GL_NO_ERROR;
}
#endif