mirror of https://github.com/BOINC/boinc.git
168 lines
4.9 KiB
C
Executable File
168 lines
4.9 KiB
C
Executable File
// The contents of this file are subject to the Mozilla 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://www.mozilla.org/MPL/
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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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#ifdef _WIN32
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#include <afxwin.h>
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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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#include "graphics_api.h"
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#include "error_numbers.h"
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#include "parse.h"
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#include <string.h>
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#include <stdarg.h>
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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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#ifdef HAVE_PTHREAD
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#include <pthread.h>
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#endif
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extern GRAPHICS_INFO gi;
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int boinc_init_opengl() {
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#ifdef BOINC_APP_GRAPHICS
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#ifdef _WIN32
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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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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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// Set it to idle priority
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SetThreadPriority(graphics_threadh, THREAD_PRIORITY_HIGHEST);
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// Start the graphics thread
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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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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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int retval;
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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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#endif
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return 0;
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}
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int boinc_finish_opengl() {
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return 0;
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}
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#ifdef BOINC_APP_GRAPHICS
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GLvoid glPrint(GLuint font, const char *fmt, ...) // Custom GL "Print" Routine
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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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GLenum InitGL(GLvoid) { // All Setup For OpenGL Goes Here
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GLenum err;
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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if (err=glGetError()) return err;
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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if (err=glGetError()) return err;
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glClearDepth(1.0f); // Depth Buffer Setup
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if (err=glGetError()) return err;
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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if (err=glGetError()) return err;
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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if (err=glGetError()) return err;
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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if (err=glGetError()) return err;
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return GL_NO_ERROR; // Initialization Went OK
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}
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GLenum ReSizeGLScene(GLsizei width, GLsizei height) { // Resize And Initialize The GL Window
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GLenum err;
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double aspect_ratio = 4.0/3.0;
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if (height<=0) height=1; // Prevent A Divide By Zero By Making Height Equal One
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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)); // Reset The Current Viewport
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else
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glViewport(0,0,(int)(height*aspect_ratio),(height)); // Reset The Current Viewport
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if (err=glGetError()) return err;
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return GL_NO_ERROR;
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}
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#endif
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