boinc/api/reduce.C

964 lines
26 KiB
C

#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <GL/gl.h>
#endif
#ifdef __APPLE_CC__
#include <OpenGL/gl.h>
#define max(a,b) (a>b?a:b)
#define min(a,b) (a>b?b:a)
#endif
#include "gutil.h"
#include "reduce.h"
REDUCED_ARRAY::REDUCED_ARRAY() {
rdata = 0;
ftemp = 0;
itemp = 0;
reduce_method = REDUCE_METHOD_AVG;
}
REDUCED_ARRAY::~REDUCED_ARRAY() {
if (rdata) free(rdata);
if (ftemp) free(ftemp);
if (itemp) free(itemp);
}
// (mx, my) are maximum reduced dimensions
// (typically based on window size, e.g. half of window size in pixels)
//
void REDUCED_ARRAY::set_max_dims(int mx, int my) {
rdimx_max = mx;
rdimy_max = my;
rdimx = rdimx_max;
rdimy = rdimy_max;
}
// Prepare to receive a source array.
// (sx, sy) are dimensions of source array
//
void REDUCED_ARRAY::init(int sx, int sy) {
sdimx = sx;
sdimy = sy;
if (sdimx > rdimx_max) {
rdimx = rdimx_max;
} else {
rdimx = sdimx;
}
if (sdimy > rdimy_max) {
rdimy = rdimy_max;
} else {
rdimy = sdimy;
}
rdata = (float*)realloc(rdata, rdimx*rdimy*sizeof(float));
ftemp = (float*)realloc(ftemp, rdimx*sizeof(float));
itemp = (int*)realloc(itemp, rdimx*sizeof(int));
nvalid_rows = 0;
ndrawn_rows = 0;
scury = 0;
last_ry = 0;
last_ry_count = 0;
rdata_max = 0;
rdata_min = (float)1e20;
}
bool REDUCED_ARRAY::full() {
return nvalid_rows==rdimy;
}
void REDUCED_ARRAY::reset() {
nvalid_rows = 0;
ndrawn_rows = 0;
scury = 0;
last_ry = 0;
last_ry_count = 0;
}
void REDUCED_ARRAY::init_draw(GRAPH_DRAW_STYLE st, float* p, float* s, double h0, double dh, float trans) {
memcpy(draw_pos, p, sizeof(draw_pos));
memcpy(draw_size, s, sizeof(draw_size));
draw_deltax = draw_size[0]/rdimx;
draw_deltaz = draw_size[2]/rdimy;
hue0 = h0;
dhue = dh;
alpha = trans;
draw_style = st;
}
// reduce a single row. This is called only if sdimx > rdimx;
//
void REDUCED_ARRAY::reduce_source_row(float* in, float* out) {
int i, ri;
memset(out, 0, rdimx*sizeof(float));
memset(itemp, 0, rdimx*sizeof(int));
for (i=0; i<sdimx; i++) {
ri = (i*rdimx)/sdimx;
switch (reduce_method) {
case REDUCE_METHOD_AVG:
out[ri] += in[i];
itemp[ri]++;
break;
case REDUCE_METHOD_SUM:
out[ri] += in[i];
break;
case REDUCE_METHOD_MIN:
out[ri] = min(out[ri],in[i]);
break;
case REDUCE_METHOD_MAX:
out[ri] = max(out[ri],in[i]);
break;
}
}
if (reduce_method==REDUCE_METHOD_AVG) {
for (i=0; i<rdimx; i++) {
if (itemp[i] > 1) out[i] /= itemp[i];
}
}
}
void REDUCED_ARRAY::update_max(int row) {
int i;
float* p = rrow(row);
for (i=0; i<rdimx; i++) {
if (p[i] > rdata_max) rdata_max = p[i];
if (p[i] < rdata_min) rdata_min = p[i];
}
}
// Add a row of data from the source array
//
void REDUCED_ARRAY::add_source_row(float* in) {
float* p;
int i, ry;
if (scury >= sdimy) {
printf("too many calls to add_source_row()!\n");
*(int*)0 = 0;
}
if (rdimy == sdimy) {
ry = scury;
if (rdimx == sdimx) {
memcpy(rrow(ry), in, rdimx*sizeof(float));
} else {
reduce_source_row(in, rrow(ry));
}
update_max(ry);
nvalid_rows++;
} else {
ry = (scury*rdimy)/sdimy;
if (scury == 0) memset(rrow(0), 0, rdimx*sizeof(float));
// if we've moved into a new row, finish up the previous one
//
if (ry > last_ry) {
p = rrow(last_ry);
if (last_ry_count > 1) {
for (i=0; i<rdimx; i++) {
p[i] /= last_ry_count;
}
}
update_max(last_ry);
nvalid_rows++;
last_ry = ry;
last_ry_count = 0;
memset(rrow(ry), 0, rdimx*sizeof(float));
}
last_ry_count++;
p = rrow(ry);
if (rdimx == sdimx) {
for (i=0; i<sdimx; i++) {
p[i] += in[i];
}
} else {
reduce_source_row(in, ftemp);
for (i=0; i<rdimx; i++) {
p[i] += ftemp[i];
}
}
// if this is last row, finish up
//
if (scury == sdimy-1) {
p = rrow(last_ry);
if (last_ry_count > 1) {
for (i=0; i<rdimx; i++) {
p[i] /= last_ry_count;
}
}
update_max(ry);
nvalid_rows++;
}
}
scury++;
}
void REDUCED_ARRAY::draw_row_quad(int row) {
float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
float z1 = z0 + draw_deltaz;
float x0, x1, y00, y01, y10, y11;
float* row0 = rrow(row);
float* row1 = rrow(row+1);
int i;
glBegin(GL_QUADS); // TODO: use GL_QUADSTRIP
for (i=0; i<rdimx-1; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax;
float h00 = (row0[i]-rdata_min)/(rdata_max-rdata_min);
float h01 = (row0[i+1]-rdata_min)/(rdata_max-rdata_min);
float h10 = (row1[i]-rdata_min)/(rdata_max-rdata_min);
float h11 = (row1[i+1]-rdata_min)/(rdata_max-rdata_min);
y00 = draw_pos[1] + draw_size[1]*h00;
y01 = draw_pos[1] + draw_size[1]*h01;
y10 = draw_pos[1] + draw_size[1]*h10;
y11 = draw_pos[1] + draw_size[1]*h11;
float h = max(h00, max(h01, max(h10, h11)));
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0, y00, z0);
glVertex3f(x1, y01, z0);
glVertex3f(x1, y11, z1);
glVertex3f(x0, y10, z1);
}
glEnd();
#if 0
// draw a black line on front and right edge of each quad
//
glLineWidth(4.0);
glDisable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
glColor4f(0., 0., 0., 1.0);
for (i=0; i<rdimx-1; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax;
float eps=.03f;
y00 = draw_pos[1] + draw_size[1]*(row0[i]-rdata_min)/rdata_max+eps;
y01 = draw_pos[1] + draw_size[1]*(row0[i+1]-rdata_min)/rdata_max+eps;
y10 = draw_pos[1] + draw_size[1]*(row1[i]-rdata_min)/rdata_max+eps;
y11 = draw_pos[1] + draw_size[1]*(row1[i+1]-rdata_min)/rdata_max+eps;
glVertex3f(x0, y00, z0);
glVertex3f(x1, y01, z0);
glVertex3f(x1, y01, z0);
glVertex3f(x1, y11, z1);
}
glEnd();
#endif
}
void REDUCED_ARRAY::draw_row_rect_x(int row) {
float z0=0,z1=0,x0=0,x1=0,y0=0,y1=0,h=0;
int i=0;
float* row0=0;
int trow=row-1;
float* trow0=0;
switch(draw_style) {
case GRAPH_DRAW_STYLE_QUAD:
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
glBegin(GL_QUADS);
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.95f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
//front
glVertex3f(x0, y0, z0);
glVertex3f(x1, y0, z0);
glVertex3f(x1, y1, z0);
glVertex3f(x0, y1, z0);
/*
//back
glVertex3f(x0, y0, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x0, y1, z1);
//left
glVertex3f(x0, y0, z0);
glVertex3f(x0, y0, z1);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y1, z0);
//right
glVertex3f(x1, y0, z0);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z0);
//top
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z0);
*/
}
glEnd();
//draw lines
/*
mode_unshaded();
glLineWidth(.5f);
glBegin(GL_LINES);
glColor4f(0,0,0,1);
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y1 = draw_pos[1] + draw_size[1]*h;
//front
glVertex3f(x0, y0, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x0, y0, z0);
glVertex3f(x1, y0, z0);
glVertex3f(x1, y0, z0);
glVertex3f(x1, y1, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x1, y1, z0);
/*
//back
glVertex3f(x0, y0, z1);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y0, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x0, y1, z1);
glVertex3f(x1, y1, z1);
//right
glVertex3f(x0, y0, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y0, z1);
glVertex3f(x0, y0, z1);
glVertex3f(x0, y0, z0);
//left
glVertex3f(x1, y0, z0);
glVertex3f(x1, y1, z0);
glVertex3f(x1, y1, z0);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y0, z1);
glVertex3f(x1, y0, z0);
*/
// }
glEnd();
break;
case GRAPH_DRAW_STYLE_SURFACE:
glBegin(GL_QUAD_STRIP);
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
trow=row-1;
if(row!=0) trow0 = rrow(trow);
int i;
//close left hand side
glVertex3f(draw_pos[0],draw_pos[1],z0);
glVertex3f(draw_pos[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
if(row==0) {
glVertex3f(x0,y0,z1); //close up back
} else {
float h2 = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
float z2 = draw_pos[2] + (draw_size[2]*trow)/rdimy;
float y2 = draw_pos[1] + draw_size[1]*h2;
glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
}
}
//close up right
glVertex3f(draw_pos[0]+draw_size[0],draw_pos[1],z0);
glVertex3f(draw_pos[0]+draw_size[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
glEnd();
glBegin(GL_QUAD_STRIP); //close up front
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
float z2 = draw_pos[2] + (draw_size[2]*row+1)/rdimy;
float y2 = draw_pos[1];
if(i==0) glVertex3f(x0,y2,z2);
else if(i==rdimx-1) glVertex3f(x0+((x1-x0)/2.0f),y2,z2);
else glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
}
glEnd();
break;
case GRAPH_DRAW_STYLE_WAVE:
glLineWidth(1.0f);
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
if(row!=0) trow0 = rrow(trow);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
glVertex3f(draw_pos[0],draw_pos[1],z0);
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
//connect to the row before
if(row!=0)
{
float h2 = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
float z2 = draw_pos[2] + (draw_size[2]*trow)/rdimy;
float y2 = draw_pos[1] + draw_size[1]*h2;
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
}
// if(row==0)
// {
// float z2 = draw_pos[2] - (draw_size[2]*row)/rdimy;
// float y2 = draw_pos[1];
// glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
// glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
// }
//
// if(row==rdimy-1) //last row
// {
// float z2 = draw_pos[2] + (draw_size[2]*row+1)/rdimy;
// float y2 = draw_pos[1];
// glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
// glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
// }
glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
}
glVertex3f(x1,y0,z0);
glEnd();
glDisable(GL_LINE_SMOOTH);
break;
case GRAPH_DRAW_STYLE_STRIP:
z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
z1 = z0+.14f;
row0 = rrow(row);
i=0;
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
glVertex3d(x0,y0,z0);
glVertex3d(x0,y1,z0);
glBegin(GL_QUAD_STRIP);
for (i=0; i<rdimx; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
x1 = x0 + draw_deltax*.8f;
h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3d(x1,y0,z0);
glVertex3d(x1,y1,z0);
}
glEnd();
break;
default:
break;
}
}
void REDUCED_ARRAY::draw_row_rect_y(int row) {
float z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
float z1 = z0 + draw_deltaz*.8f;
float x0, y0, y1;
float* row0 = rrow(row);
int i;
glBegin(GL_QUADS);
for (i=0; i<rdimx-1; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y0 = draw_pos[1];
y1 = draw_pos[1] + draw_size[1]*h;
double hue = hue0 + (dhue*i)/rdimx;
if (hue > 1) hue -= 1;
double sat = 1.;
double lum = .5 + h/2;
COLOR color;
HLStoRGB(hue, lum, sat, color);
glColor4f(color.r, color.g, color.b, alpha);
glVertex3f(x0, y0, z0);
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
glVertex3f(x0, y0, z1);
}
glEnd();
// draw a black line on top of rectangle
//
/*
glBegin(GL_LINES);
glColor4f(0., 0., 0., 1.0);
for (i=0; i<rdimx-1; i++) {
x0 = draw_pos[0] + (draw_size[0]*i)/rdimx;
float h = (row0[i]-rdata_min)/(rdata_max-rdata_min);
y1 = draw_pos[1] + draw_size[1]*h;
glVertex3f(x0, y1, z0);
glVertex3f(x0, y1, z1);
}
glEnd();
*/
}
void REDUCED_ARRAY::draw_row_line(int row) {
}
void REDUCED_ARRAY::draw(int r0, int rn) {
int i;
mode_unshaded();
if (rdimx == sdimx) {
if (rdimy == sdimy) {
for (i=r0; i<rn; i++) {
draw_row_rect_x(i);
}
} else {
for (i=r0; i<rn; i++) {
draw_row_rect_x(i);
}
}
} else {
if (rdimy == sdimy) {
for (i=r0; i<rn; i++) {
draw_row_rect_x(i);
}
} else {
for (i=r0; i<rn; i++) {
draw_row_rect_x(i);
}
}
}
ndrawn_rows = rn;
glFlush();
}
void REDUCED_ARRAY::draw_all() {
draw(0, nvalid_rows);
}
void REDUCED_ARRAY::draw_new() {
draw(ndrawn_rows, nvalid_rows);
}
void REDUCED_ARRAY::draw_part(double frac) {
int nr = (int)(nvalid_rows*frac);
draw(0, nr);
}
void REDUCED_ARRAY::draw_axis_labels() {
GLfloat char_height = .5f;
GLfloat line_width = 3.0f;
GLfloat spacing = 2.0f;
GLfloat rotation = -90;
GLfloat rotation_vector[3] = {0,0,0};
float w;
char* x_label = "Time";
char* y_label = "Frequency";
char* y_begin_label = "0";
char* y_end_label = "9 Khz";
float x_text_pos[3] = {0,0,0};
w = text_width(x_label);
x_text_pos[0]=draw_pos[0];//+draw_size[0];
x_text_pos[1]=draw_pos[1];//+draw_size[1];
x_text_pos[2]=draw_pos[2]+draw_size[2]-(w/2.0f);
rotation_vector[0]=0;
rotation_vector[1]=draw_size[1];
rotation_vector[2]=0;
draw_rotated_text(x_text_pos,char_height,line_width,spacing,x_label,rotation,rotation_vector);
//draw_text_line(x_text_pos,char_height,line_width,x_label,0);
}
void REDUCED_ARRAY::draw_axes() {
//float adj2=-.18f;
float adj2=-(draw_size[2]*1)/rdimy;
float adj=0.0f;
// box
mode_unshaded();
glLineWidth(.5);
glBegin(GL_LINES);
glColor4d(1,1,1,.5);
//back square
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
//front square
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
//connecting lines
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
glEnd();
mode_unshaded();
glLineWidth(1.0);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
glColor4d(1,1,1,1);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glEnd();
glBegin(GL_QUADS);
glColor4d(1,1,1,.2);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
glEnd();
glDisable(GL_LINE_SMOOTH);
}
void REDUCED_ARRAY::draw_labels() {
double model[16];
double proj[16];
double z_pos[3];
double x_pos[3];
double p_pos[3];
double xzmin_corner[3];
double zmax_corner[3];
double xmax_corner[3];
float arrowh = .35f;
float arroww = .05f;
glLineWidth(1.4f);
glBegin(GL_LINES);
glColor3f(1,1,1);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1],draw_pos[2]+draw_size[2]-.5f);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.2f+arrowh,draw_pos[2]+draw_size[2]-.5f);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f+arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f+arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f+arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f+arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glEnd();
int viewport[4];
get_matrix(model);
get_projection(proj);
get_viewport(viewport);
float offset = 0;
char* zlabel = "Time(sec)";
char* xlabel = "Frequency(HZ)";
char* plabel = "Power";
char* zmax = "107.4";
char* zmin = "0";
char* xmax = "9765.620";
char* xmin = "0.0";
float left_of_z = -0.1f;
float left_of_z2 = -0.04f;
float below_x = -.03f;
float center_x = -.06f;
get_2d_positions(draw_pos[0],draw_pos[1],draw_pos[2]+(draw_size[2]/2.0f),
model, proj, viewport,z_pos
);
get_2d_positions(draw_pos[0]+draw_size[0]/2.0f,draw_pos[1],draw_pos[2]+draw_size[2],
model, proj, viewport,x_pos
);
get_2d_positions(draw_pos[0],draw_pos[1],draw_pos[2]+draw_size[2],
model, proj, viewport,xzmin_corner
);
get_2d_positions(draw_pos[0]+draw_size[0],draw_pos[1],draw_pos[2]+draw_size[2],
model, proj, viewport,xmax_corner
);
get_2d_positions(draw_pos[0],draw_pos[1],draw_pos[2],
model, proj, viewport,zmax_corner
);
get_2d_positions(draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.5f/2.3f,draw_pos[2]+draw_size[2]-.5f,
model, proj, viewport,p_pos
);
mode_ortho();
float w=.015f;
float l=1.0f;
mode_unshaded();
glColor3d(1,1,1);
float zpos[3]={(float)z_pos[0]/(float)(viewport[2]) + left_of_z,(float)z_pos[1]/(float)(viewport[3]),(float)z_pos[2]};
float xpos[3]={(float)x_pos[0]/(float)(viewport[2]) + center_x,(float)x_pos[1]/(float)(viewport[3])+below_x,(float)x_pos[2]};
float xminpos[3]={(float)xzmin_corner[0]/(float)(viewport[2]),(float)xzmin_corner[1]/(float)(viewport[3])+below_x,(float)xzmin_corner[2]};
float xmaxpos[3]={(float)xmax_corner[0]/(float)(viewport[2]),(float)xmax_corner[1]/(float)(viewport[3])+below_x,(float)xmax_corner[2]};
float zminpos[3]={(float)xzmin_corner[0]/(float)(viewport[2])+left_of_z2,(float)xzmin_corner[1]/(float)(viewport[3]),(float)xzmin_corner[2]};
float zmaxpos[3]={(float)zmax_corner[0]/(float)(viewport[2])+left_of_z2,(float)zmax_corner[1]/(float)(viewport[3]),(float)zmax_corner[2]};
float ppos[3]={(float)p_pos[0]/(float)(viewport[2])+.02f,(float)p_pos[1]/(float)(viewport[3]),(float)p_pos[2]};
// draw_text_line(zpos, w, l, zlabel);
// draw_text_line(xpos, w, l, xlabel);
// draw_text_line(xminpos, w, l, xmin);
// draw_text_line(xmaxpos, w, l, xmax);
// draw_text_line(zminpos, w, l, zmin);
// draw_text_line(zmaxpos, w, l, zmax);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRasterPos3d(zpos[0],zpos[1],0);//zpos[2]);
print_text(listBase[0], zlabel);
glRasterPos3d(xpos[0],xpos[1],0);//xpos[2]);
print_text(listBase[0], xlabel);
glRasterPos3d(ppos[0],ppos[1],0);//xpos[2]);
print_text(listBase[0], plabel);
glPopMatrix();
ortho_done();
}
void REDUCED_ARRAY::draw_3dlabels() {
double model[16];
double proj[16];
float arrowh = .35f;
float arroww = .05f;
glLineWidth(1.4f);
glBegin(GL_LINES);
glColor3f(1,1,1);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1],draw_pos[2]+draw_size[2]-.5f);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3f(draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.2f+arrowh,draw_pos[2]+draw_size[2]-.5f);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f+arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f+arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f+arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f+arroww);
glVertex3f(draw_pos[0]+draw_size[0]+.4f-arroww,draw_pos[1]+1.2f,draw_pos[2]+draw_size[2]-.5f-arroww);
glEnd();
int viewport[4];
get_matrix(model);
get_projection(proj);
get_viewport(viewport);
float offset = 0;
char* zlabel = "Time(sec)";
char* xlabel = "Frequency(HZ)";
char* plabel = "Power";
char* zmax = "107.4";
char* zmin = "0";
char* xmax = "9765.620";
char* xmin = "0.0";
float left_of_z = -0.1f;
float left_of_z2 = -0.04f;
float below_x = -.03f;
float center_x = -.06f;
float w=.3f;
float l=1.0f;
float h=.3f;
float s=.3f;
mode_unshaded();
glColor3d(1,1,1);
float zpos[3]={draw_pos[0]-.5,draw_pos[1],draw_pos[2]+(draw_size[2]/2.0f)};
float xpos[3]={draw_pos[0]+draw_size[0]/2.0f,draw_pos[1]-.2,draw_pos[2]+draw_size[2]};
float ppos[3]={draw_pos[0]+draw_size[0]+.4f,draw_pos[1]+1.5f/2.3f,draw_pos[2]+draw_size[2]-.5f};
glPushMatrix();
float r[3] = {0,1,0};
draw_rotated_text(zpos,h,w,s,zlabel,90.0f,r);
glPopMatrix();
draw_text_line(xpos, w, l, xlabel);
draw_text_line(ppos, w, l, plabel);
}