mirror of https://github.com/BOINC/boinc.git
398 lines
10 KiB
C++
398 lines
10 KiB
C++
#include <windows.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/gl.h>
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#include "gutil.h"
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#include "reduce.h"
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REDUCED_ARRAY::REDUCED_ARRAY() {
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rdata = 0;
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ftemp = 0;
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itemp = 0;
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reduce_method = REDUCE_METHOD_AVG;
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}
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REDUCED_ARRAY::~REDUCED_ARRAY() {
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if (rdata) free(rdata);
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if (ftemp) free(ftemp);
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if (itemp) free(itemp);
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}
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// (mx, my) are maximum reduced dimensions
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// (typically based on window size, e.g. half of window size in pixels)
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//
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void REDUCED_ARRAY::set_max_dims(int mx, int my) {
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rdimx_max = mx;
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rdimy_max = my;
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rdimx = rdimx_max;
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rdimy = rdimy_max;
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}
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// Prepare to receive a source array.
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// (sx, sy) are dimensions of source array
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//
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void REDUCED_ARRAY::init(int sx, int sy) {
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sdimx = sx;
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sdimy = sy;
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if (sdimx > rdimx_max) {
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rdimx = rdimx_max;
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} else {
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rdimx = sdimx;
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}
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if (sdimy > rdimy_max) {
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rdimy = rdimy_max;
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} else {
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rdimy = sdimy;
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}
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rdata = (float*)realloc(rdata, rdimx*rdimy*sizeof(float));
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ftemp = (float*)realloc(ftemp, rdimx*sizeof(float));
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itemp = (int*)realloc(itemp, rdimx*sizeof(int));
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nvalid_rows = 0;
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ndrawn_rows = 0;
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scury = 0;
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last_ry = 0;
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last_ry_count = 0;
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rdata_max = 0;
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rdata_min = (float)1e20;
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}
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bool REDUCED_ARRAY::full() {
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return nvalid_rows==rdimy;
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}
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void REDUCED_ARRAY::reset() {
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nvalid_rows = 0;
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ndrawn_rows = 0;
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scury = 0;
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last_ry = 0;
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last_ry_count = 0;
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}
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void REDUCED_ARRAY::init_draw(float* p, float* s, double h0, double dh, float trans) {
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memcpy(draw_pos, p, sizeof(draw_pos));
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memcpy(draw_size, s, sizeof(draw_size));
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draw_deltax = draw_size[0]/rdimx;
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draw_deltaz = draw_size[2]/rdimy;
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hue0 = h0;
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dhue = dh;
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alpha = trans;
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}
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// reduce a single row. This is called only if sdimx > rdimx;
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//
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void REDUCED_ARRAY::reduce_source_row(float* in, float* out) {
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int i, ri;
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memset(out, 0, rdimx*sizeof(float));
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memset(itemp, 0, rdimx*sizeof(int));
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for (i=0; i<sdimx; i++) {
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ri = (i*rdimx)/sdimx;
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switch (reduce_method) {
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case REDUCE_METHOD_AVG:
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out[ri] += in[i];
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itemp[ri]++;
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break;
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case REDUCE_METHOD_SUM:
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out[ri] += in[i];
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break;
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case REDUCE_METHOD_MIN:
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out[ri] = min(out[ri],in[i]);
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break;
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case REDUCE_METHOD_MAX:
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out[ri] = max(out[ri],in[i]);
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break;
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}
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}
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if (reduce_method==REDUCE_METHOD_AVG) {
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for (i=0; i<rdimx; i++) {
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if (itemp[i] > 1) out[i] /= itemp[i];
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}
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}
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}
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void REDUCED_ARRAY::update_max(int row) {
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int i;
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float* p = rrow(row);
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for (i=0; i<rdimx; i++) {
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if (p[i] > rdata_max) rdata_max = p[i];
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if (p[i] < rdata_min) rdata_min = p[i];
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}
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}
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// Add a row of data from the source array
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//
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void REDUCED_ARRAY::add_source_row(float* in) {
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float* p;
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int i, ry;
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if (scury >= sdimy) {
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printf("too many calls to add_source_row()!\n");
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*(int*)0 = 0;
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}
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if (rdimy == sdimy) {
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ry = scury;
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if (rdimx == sdimx) {
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memcpy(rrow(ry), in, rdimx*sizeof(float));
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} else {
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reduce_source_row(in, rrow(ry));
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}
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update_max(ry);
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nvalid_rows++;
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} else {
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ry = (scury*rdimy)/sdimy;
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if (scury == 0) memset(rrow(0), 0, rdimx*sizeof(float));
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// if we've moved into a new row, finish up the previous one
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//
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if (ry > last_ry) {
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p = rrow(last_ry);
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if (last_ry_count > 1) {
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for (i=0; i<rdimx; i++) {
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p[i] /= last_ry_count;
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}
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}
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update_max(last_ry);
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nvalid_rows++;
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last_ry = ry;
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last_ry_count = 0;
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memset(rrow(ry), 0, rdimx*sizeof(float));
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}
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last_ry_count++;
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p = rrow(ry);
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if (rdimx == sdimx) {
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for (i=0; i<sdimx; i++) {
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p[i] += in[i];
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}
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} else {
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reduce_source_row(in, ftemp);
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for (i=0; i<rdimx; i++) {
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p[i] += ftemp[i];
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}
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}
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// if this is last row, finish up
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//
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if (scury == sdimy-1) {
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p = rrow(last_ry);
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if (last_ry_count > 1) {
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for (i=0; i<rdimx; i++) {
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p[i] /= last_ry_count;
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}
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}
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update_max(ry);
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nvalid_rows++;
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}
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}
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scury++;
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}
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void REDUCED_ARRAY::draw_row_quad(int row) {
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float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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float z1 = z0 + draw_deltaz;
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float x0, x1, y00, y01, y10, y11;
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float* row0 = rrow(row);
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float* row1 = rrow(row+1);
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int i;
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glBegin(GL_QUADS); // TODO: use GL_QUADSTRIP
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for (i=0; i<rdimx-1; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax;
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float h00 = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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float h01 = (row0[i+1]-rdata_min)/(rdata_max-rdata_min);
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float h10 = (row1[i]-rdata_min)/(rdata_max-rdata_min);
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float h11 = (row1[i+1]-rdata_min)/(rdata_max-rdata_min);
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y00 = draw_pos[1] + draw_size[1]*h00;
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y01 = draw_pos[1] + draw_size[1]*h01;
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y10 = draw_pos[1] + draw_size[1]*h10;
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y11 = draw_pos[1] + draw_size[1]*h11;
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float h = max(h00, max(h01, max(h10, h11)));
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double hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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double sat = 1.;
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double lum = .5 + h/2;
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COLOR color;
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HLStoRGB(hue, lum, sat, color);
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glColor4f(color.r, color.g, color.b, alpha);
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glVertex3f(x0, y00, z0);
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glVertex3f(x1, y01, z0);
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glVertex3f(x1, y11, z1);
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glVertex3f(x0, y10, z1);
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}
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glEnd();
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#if 0
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// draw a black line on front and right edge of each quad
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//
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glBegin(GL_LINES);
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glColor4f(0., 0., 0., 1.0);
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for (i=0; i<rdimx-1; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax;
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float eps=.03f;
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y00 = draw_pos[1] + draw_size[1]*(row0[i]-rdata_min)/rdata_max+eps;
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y01 = draw_pos[1] + draw_size[1]*(row0[i+1]-rdata_min)/rdata_max+eps;
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y10 = draw_pos[1] + draw_size[1]*(row1[i]-rdata_min)/rdata_max+eps;
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y11 = draw_pos[1] + draw_size[1]*(row1[i+1]-rdata_min)/rdata_max+eps;
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glVertex3f(x0, y00, z0);
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glVertex3f(x1, y01, z0);
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glVertex3f(x1, y01, z0);
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glVertex3f(x1, y11, z1);
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}
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glEnd();
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#endif
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}
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void REDUCED_ARRAY::draw_row_rect_x(int row) {
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float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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float x0, x1, y0, y1;
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float* row0 = rrow(row);
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int i;
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glBegin(GL_QUADS);
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for (i=0; i<rdimx; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax*.8f;
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float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y0 = draw_pos[1];
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y1 = draw_pos[1] + draw_size[1]*h;
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double hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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double sat = 1.;
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double lum = .5 + h/2;
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COLOR color;
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HLStoRGB(hue, lum, sat, color);
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glColor4f(color.r, color.g, color.b, alpha);
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glVertex3f(x0, y0, z0);
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glVertex3f(x1, y0, z0);
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glVertex3f(x1, y1, z0);
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glVertex3f(x0, y1, z0);
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}
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glEnd();
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// draw a black line on top of rectangle
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//
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glBegin(GL_LINES);
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glColor4f(0., 0., 0., 1.0);
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for (i=0; i<rdimx; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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x1 = x0 + draw_deltax*.8f;
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float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y1 = draw_pos[1] + draw_size[1]*h;
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glVertex3f(x0, y1, z0);
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glVertex3f(x1, y1, z0);
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}
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glEnd();
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}
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void REDUCED_ARRAY::draw_row_rect_y(int row) {
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float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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float z1 = z0 + draw_deltaz*.8f;
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float x0, y0, y1;
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float* row0 = rrow(row);
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int i;
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glBegin(GL_QUADS);
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for (i=0; i<rdimx-1; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y0 = draw_pos[1];
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y1 = draw_pos[1] + draw_size[1]*h;
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double hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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double sat = 1.;
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double lum = .5 + h/2;
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COLOR color;
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HLStoRGB(hue, lum, sat, color);
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glColor4f(color.r, color.g, color.b, alpha);
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glVertex3f(x0, y0, z0);
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y1, z1);
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glVertex3f(x0, y0, z1);
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}
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glEnd();
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// draw a black line on top of rectangle
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//
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glBegin(GL_LINES);
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glColor4f(0., 0., 0., 1.0);
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for (i=0; i<rdimx-1; i++) {
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x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
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float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
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y1 = draw_pos[1] + draw_size[1]*h;
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y1, z1);
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}
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glEnd();
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}
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void REDUCED_ARRAY::draw_row_line(int row) {
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}
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void REDUCED_ARRAY::draw(int r0, int rn) {
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int i;
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if (rdimx == sdimx) {
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if (rdimy == sdimy) {
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for (i=r0; i<rn; i++) {
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draw_row_rect_x(i);
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}
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} else {
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for (i=r0; i<rn; i++) {
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draw_row_rect_x(i);
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}
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}
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} else {
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if (rdimy == sdimy) {
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for (i=r0; i<rn; i++) {
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draw_row_rect_x(i);
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}
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} else {
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for (i=r0; i<rn; i++) {
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draw_row_rect_x(i);
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}
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}
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}
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ndrawn_rows = rn;
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glFlush();
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}
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void REDUCED_ARRAY::draw_all() {
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draw(0, nvalid_rows);
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}
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void REDUCED_ARRAY::draw_new() {
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draw(ndrawn_rows, nvalid_rows);
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}
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void REDUCED_ARRAY::draw_part(double frac) {
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int nr = (int)(nvalid_rows*frac);
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draw(0, nr);
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}
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void REDUCED_ARRAY::draw_axes() {
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glBegin(GL_QUADS);
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glColor3d(.2, .2, .2);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]);
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glEnd();
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}
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