boinc/api/gutil.C

507 lines
12 KiB
C
Executable File

// The contents of this file are subject to the BOINC 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://boinc.berkeley.edu/license_1.0.txt
//
// 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):
//
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <glut.h>
#endif
#ifdef __APPLE_CC__
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#endif
#ifdef unix
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
#include "gutil.h"
GLfloat mat_diffuse[] = {0.7, 0.5, 1.0, 0.4};
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {40.0};
void mode_shaded(GLfloat* color) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel (GL_SMOOTH);
glDepthMask(GL_TRUE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, color);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
}
void mode_texture() {
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
void mode_unshaded() {
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel (GL_SMOOTH);
glDepthMask(GL_TRUE);
}
void mode_lines() {
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//glDepthMask(GL_TRUE);
//glEnable(GL_LINE_SMOOTH);
//glHint(GL_LINE_SMOOTH, GL_NICEST);
//glDisable(GL_DEPTH_TEST);
}
static double HuetoRGB(double m1, double m2, double h ) {
if( h < 0 ) h += 1.0;
if( h > 1 ) h -= 1.0;
if( 6.0*h < 1 ) return (m1+(m2-m1)*h*6.0);
if( 2.0*h < 1 ) return m2;
if( 3.0*h < 2.0 ) return (m1+(m2-m1)*((2.0/3.0)-h)*6.0);
return m1;
}
void HLStoRGB( double H, double L, double S, COLOR& c) {
double m1, m2;
if(S==0) {
c.r=c.g=c.b=L;
} else {
if(L <=0.5)
m2 = L*(1.0+S);
else
m2 = L+S-L*S;
m1 = 2.0*L-m2;
c.r = HuetoRGB(m1,m2,H+1.0/3.0);
c.g = HuetoRGB(m1,m2,H);
c.b = HuetoRGB(m1,m2,H-1.0/3.0);
}
}
float frand() {
return rand()/(float)RAND_MAX;
}
void drawSphere(GLfloat* pos, GLfloat rad) {
GLUquadricObj* x = gluNewQuadric();
glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]);
gluSphere(x, rad, 20, 20);
gluDeleteQuadric(x);
glPopMatrix();
}
void drawCylinder(bool vertical, GLfloat* pos, GLfloat len, GLfloat rad) {
GLUquadricObj* x = gluNewQuadric();
glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]);
if (vertical) {
glRotated(-90., 1., 0., 0.);
} else {
glRotated(90., 0., 1., 0.);
}
gluCylinder(x, rad, rad, len, 20, 1);
gluDeleteQuadric(x);
glPopMatrix();
}
#define STROKE_SCALE 120
// GLUT stroke characters are about 120 units high
GLfloat text_width(char* text) {
GLfloat sum = 0;
char* p;
for (p=text; *p; p++) {
sum += glutStrokeWidth(GLUT_STROKE_ROMAN, *p);
}
return sum/STROKE_SCALE;
}
static void draw_text_line_aux(char *text) {
char *p;
for (p = text; *p; p++) {
glutStrokeCharacter(GLUT_STROKE_ROMAN, *p);
}
}
static void draw_text_start(GLfloat* pos, GLfloat char_height, GLfloat line_width) {
glLineWidth(line_width);
glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]);
float w = char_height/STROKE_SCALE;
glScalef(w, w, w);
}
static void draw_text_end() {
glPopMatrix();
}
// draw a line of text in the XY plane at the given starting position,
// character height, and line width.
//
void draw_text_line(
GLfloat* _pos, GLfloat char_height, GLfloat line_width, char *text,
int justify
) {
GLfloat pos[3];
GLfloat w;
memcpy(pos, _pos, sizeof(pos));
switch(justify) {
case TEXT_LEFT:
break;
case TEXT_CENTER:
w = text_width(text);
pos[0] -= w/2;
break;
case TEXT_RIGHT:
w = text_width(text);
pos[0] -= w;
break;
}
draw_text_start(pos, char_height, line_width);
draw_text_line_aux(text);
draw_text_end();
}
// draw multiple lines of text
//
void draw_text(
GLfloat* _pos, GLfloat char_height, GLfloat line_width,
GLfloat line_spacing, char* text
) {
char* q, *p;
char buf[4096];
GLfloat pos[3];
memcpy(pos, _pos, sizeof(pos));
strcpy(buf, text);
p = buf;
while (*p) {
q = strchr(p, '\n');
if (q) *q = 0;
draw_text_start(pos, char_height, line_width);
draw_text_line_aux(p);
draw_text_end();
pos[1] -= line_spacing;
if (!q) break;
p = q+1;
}
}
// draw a rectangle of the given color in the XY plane
// and draw the given test in it
//
void draw_text_panel(
GLfloat* _pos, GLfloat* size, GLfloat margin, COLOR color,
GLfloat char_height, GLfloat line_width, GLfloat line_spacing,
char* text
) {
GLfloat pos0[3], pos1[3], pos2[3], pos3[3];
memcpy(pos0, _pos, sizeof(pos0));
memcpy(pos1, _pos, sizeof(pos0));
pos1[0] += size[0];
memcpy(pos2, pos1, sizeof(pos0));
pos2[1] += size[1];
memcpy(pos3, pos2, sizeof(pos0));
pos3[0] -= size[0];
mode_unshaded();
glColor4fv(&color.r);
glBegin(GL_QUADS);
glVertex3fv(pos0);
glVertex3fv(pos1);
glVertex3fv(pos2);
glVertex3fv(pos3);
// draw flanges
//
color.r /= 2;
color.g /= 2;
color.b /= 2;
glColor4fv(&color.r);
GLfloat posa0[3], posa1[3], posa2[3], posa3[3];
memcpy(posa0, pos0, sizeof(pos0));
memcpy(posa1, pos1, sizeof(pos0));
memcpy(posa2, pos2, sizeof(pos0));
memcpy(posa3, pos3, sizeof(pos0));
posa0[2] -= .2;
posa1[2] -= .2;
posa2[2] -= .2;
posa3[2] -= .2;
glVertex3fv(pos0);
glVertex3fv(pos1);
glVertex3fv(posa1);
glVertex3fv(posa0);
glVertex3fv(pos1);
glVertex3fv(pos2);
glVertex3fv(posa2);
glVertex3fv(posa1);
glVertex3fv(pos2);
glVertex3fv(pos3);
glVertex3fv(posa3);
glVertex3fv(posa2);
glVertex3fv(pos3);
glVertex3fv(pos0);
glVertex3fv(posa0);
glVertex3fv(posa3);
glEnd();
pos3[0] += margin;
pos3[1] -= (margin+char_height);
pos3[2] += 0.01;
glColor3f(1, 1, 1);
draw_text(pos3, char_height, line_width, line_spacing, text);
}
PROGRESS::PROGRESS(
GLfloat* p, GLfloat l, GLfloat r, GLfloat in, GLfloat* c, GLfloat* ic
) {
memcpy(pos, p, sizeof(pos));
len = l;
rad = r;
inner_rad = in;
memcpy(color, c, sizeof(color));
memcpy(inner_color, ic, sizeof(inner_color));
}
void PROGRESS::draw(float x) {
mode_shaded(inner_color);
drawCylinder(false, pos, x*len, inner_rad);
mode_shaded(color);
drawCylinder(false, pos, len, rad);
}
GRAPH_2D::GRAPH_2D(float* p, float* s, float* c, float* tc) {
memcpy(pos, p, sizeof(pos));
memcpy(size, s, sizeof(size));
memcpy(color, c, sizeof(color));
memcpy(tick_color, tc, sizeof(tick_color));
}
float yvec[] = {0., 1., 0.};
float xvec[] = {1., 0., 0.};
float xvecneg[] = {-1., 0., 0.};
float zvec[] = {0, 0, 1};
// draw horizontal plate from i to i+1, with height data[i]
//
void GRAPH_2D::draw_x(int i) {
GLfloat pt[3];
double r1 = i/(double)len;
double r2 = (i+1)/(double)len;
glNormal3fv(yvec);
pt[0] = pos[0] + r1*size[0];
pt[1] = pos[1] + data[i]*size[1]/dmax;
pt[2] = pos[2];
glVertex3fv(pt);
pt[0] = pos[0] + r2*size[0];
glVertex3fv(pt);
pt[2] = pos[2] + size[2];
glVertex3fv(pt);
pt[0] = pos[0] + r1*size[0];
glVertex3fv(pt);
glNormal3fv(zvec);
pt[0] = pos[0] + r1*size[0];
pt[1] = pos[1] + data[i]*size[1]/dmax;
pt[2] = pos[2]+size[2];
glVertex3fv(pt);
pt[1] = pos[1];
glVertex3fv(pt);
pt[0] = pos[0] + r2*size[0];
glVertex3fv(pt);
pt[1] = pos[1] + data[i]*size[1]/dmax;
glVertex3fv(pt);
}
// draw vertical plate at position i, with height from data[i-1] to data[i]
//
void GRAPH_2D::draw_y(int i) {
GLfloat pt[3];
double r1 = i/(double)len;
(data[i]>data[i-1])?glNormal3fv(xvecneg):glNormal3fv(xvec);
pt[0] = pos[0] + r1*size[0];
pt[1] = pos[1] + data[i-1]*size[1]/dmax;
pt[2] = pos[2];
glVertex3fv(pt);
pt[1] = pos[1] + data[i]*size[1]/dmax;
glVertex3fv(pt);
pt[2] = pos[2] + size[2];
glVertex3fv(pt);
pt[1] = pos[1] + data[i-1]*size[1]/dmax;
glVertex3fv(pt);
}
void GRAPH_2D::draw(float* d, int ln) {
int i;
data = d;
len = ln;
dmax = 0;
for (i=0; i<len; i++) {
if (data[i] > dmax) dmax = data[i];
}
mode_shaded(color);
glBegin(GL_QUADS);
draw_x(0);
for (i=1; i<len-1; i++) {
draw_y(i);
draw_x(i);
}
draw_x(len-1);
glEnd();
}
void GRAPH_2D::add_tick(float x, float yfrac) {
}
// read a PPM file
// to generate PPM from JPEG:
// mogrify -format ppm foo.jpg
// or xv foo.jpg; right click on image, choose PPM
//
int read_ppm_file(char* name, int& w, int& h, unsigned char** arrayp) {
FILE* f;
char buf[256];
char img_type;
unsigned char* array;
int i;
f = fopen(name, "rb");
if (!f) return -1;
do {fgets(buf, 256, f);} while (buf[0] == '#');
if (buf[0] != 'P') {
return -1;
}
img_type = buf[1];
do {fgets(buf, 256, f);} while (buf[0] == '#');
sscanf(buf, "%d %d", &w, &h);
do {fgets(buf, 256, f);} while (buf[0] == '#');
array = (unsigned char*)malloc(w*h*3);
switch(img_type) { // TODO: pad image dimension to power of 2
case '3':
for (i=0; i<w*h*3; i++) {
fscanf(f, "%d", array+i);
}
case '6':
fread(array, 3, w*h, f);
break;
}
*arrayp = array;
return 0;
}
unsigned int texture_id;
int init_texture(char* filename) {
unsigned char* pixels;
int width, height, retVal;
int err;
retVal = read_ppm_file(filename, width, height, &pixels);
if (retVal) return retVal;
glGenTextures(1, &texture_id);
err = glGetError();
if (err) return err;
glBindTexture(GL_TEXTURE_2D, texture_id);
err = glGetError();
if (err) return err;
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
err = glGetError();
if (err) return err;
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
err = glGetError();
if (err) return err;
glTexImage2D(
GL_TEXTURE_2D,
0,
3,
//0,
//0,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
pixels // dimension of PPM file MUST be power of 2
);
err = glGetError();
if (err) return err;
return 0;
}
struct Vertex
{
float tu, tv;
float x, y, z;
};
Vertex g_quadVertices[] =
{
{ 0.0f,0.0f, -1.0f,-1.0f, 0.0f },
{ 1.0f,0.0f, 1.0f,-1.0f, 0.0f },
{ 1.0f,1.0f, 1.0f, 1.0f, 0.0f },
{ 0.0f,1.0f, -1.0f, 1.0f, 0.0f }
};
float white[4] = {1., 1., 1., 1.};
void draw_texture(float* p, float* size) {
float pos[3];
memcpy(pos, p, sizeof(pos));
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
mode_shaded(white);
#if 1
glBegin(GL_QUADS);
glTexCoord2f(0., 1.);
glVertex3fv(pos);
pos[0] += size[0];
glTexCoord2f(1., 1.);
glVertex3fv(pos);
pos[1] += size[1];
glTexCoord2f(1., 0.);
glVertex3fv(pos);
pos[0] -= size[0];
glTexCoord2f(0., 0.);
glVertex3fv(pos);
glEnd();
#else
glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices );
glDrawArrays( GL_QUADS, 0, 4 );
#endif
glDisable(GL_TEXTURE_2D);
}