mirror of https://github.com/BOINC/boinc.git
662 lines
17 KiB
C++
662 lines
17 KiB
C++
// This file is part of BOINC.
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// http://boinc.berkeley.edu
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// Copyright (C) 2008 University of California
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//
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// BOINC is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License
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// as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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//
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// BOINC is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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// See the GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with BOINC. If not, see <http://www.gnu.org/licenses/>.
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// shared-library part of the implementation of REDUCE
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#ifdef _WIN32
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#include "boinc_win.h"
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#include <GL/gl.h>
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#else
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#include "config.h"
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#endif
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#include <algorithm>
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#include "boinc_gl.h"
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#include "gutil.h"
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#include "reduce.h"
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void REDUCED_ARRAY_RENDER::init_display(
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GRAPH_STYLE st, float* p, float* s, double h0, double dh, float trans,
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char* xl, char* yl, char* zl
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) {
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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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hue0 = h0;
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dhue = dh;
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alpha = trans;
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draw_style = st;
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xlabel=xl;
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ylabel=yl;
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zlabel=zl;
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}
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void REDUCED_ARRAY_RENDER::new_array() {
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draw_deltax = draw_size[0]/rdimx;
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draw_deltaz = draw_size[2]/rdimy;
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}
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void REDUCED_ARRAY_RENDER::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 = std::max(h00, std::max(h01, std::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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glLineWidth(4.0);
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glDisable(GL_LINE_SMOOTH);
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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_RENDER::draw_row_rect_x(int row) {
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float z0=0,z1=0,x0=0,x1=0,y0=0,y1=0,h=0,xm=0;
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int i=0;
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float* row0=0;
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int trow=row-1;
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float* trow0=0;
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double hue,sat,lum;
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COLOR color;
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switch(draw_style) {
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case GRAPH_STYLE_RECTANGLES:
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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z1 = z0+.14f;
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row0 = rrow(row);
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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*.95f;
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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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hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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sat = 1.;
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lum = .5 + h/2;
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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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//front
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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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//back
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glVertex3f(x0, y0, z1);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y1, z1);
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glVertex3f(x0, y1, z1);
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//left
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glVertex3f(x0, y0, z0);
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glVertex3f(x0, y0, z1);
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glVertex3f(x0, y1, z1);
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glVertex3f(x0, y1, z0);
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//right
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glVertex3f(x1, y0, z0);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y1, z1);
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glVertex3f(x1, y1, z0);
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//top
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y1, z1);
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glVertex3f(x1, y1, z1);
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glVertex3f(x1, y1, z0);
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}
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glEnd();
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//draw lines
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mode_unshaded();
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glLineWidth(.5f);
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glBegin(GL_LINES);
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glColor4f(0,0,0,1);
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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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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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#ifdef DRAW_ROW_WITH_LINES
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//front
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glVertex3f(x0, y0, z0);
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y0, z0);
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glVertex3f(x1, 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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glVertex3f(x1, y1, z0);
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//back
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glVertex3f(x0, y0, z1);
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glVertex3f(x0, y1, z1);
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glVertex3f(x0, y0, z1);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y1, z1);
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glVertex3f(x0, y1, z1);
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glVertex3f(x1, y1, z1);
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//right
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glVertex3f(x0, y0, z0);
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y1, z0);
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glVertex3f(x0, y1, z1);
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glVertex3f(x0, y1, z1);
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glVertex3f(x0, y0, z1);
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glVertex3f(x0, y0, z1);
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glVertex3f(x0, y0, z0);
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//left
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glVertex3f(x1, y0, z0);
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glVertex3f(x1, y1, z0);
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glVertex3f(x1, y1, z0);
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glVertex3f(x1, y1, z1);
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glVertex3f(x1, y1, z1);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y0, z1);
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glVertex3f(x1, y0, z0);
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#endif
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}
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glEnd();
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break;
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case GRAPH_STYLE_SURFACE:
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glBegin(GL_TRIANGLE_STRIP);
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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z1 = z0+.14f;
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row0 = rrow(row);
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trow=row-1;
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if(row!=0) trow0 = rrow(trow);
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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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xm = x0+((x1-x0)/2.0f);
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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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hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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sat = 1.;
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lum = .5 + h/2;
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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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if(row!=0) {
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float lh = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
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float ly = draw_pos[1] + draw_size[1]*lh;
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float lz = draw_pos[2] + (draw_size[2]*trow)/rdimy + .14f;
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glVertex3f(xm,ly,lz);
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glVertex3f(xm,y1,z1);
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}
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}
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glEnd();
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break;
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case GRAPH_STYLE_WIREFRAME:
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glLineWidth(1.0f);
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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z1 = z0+.14f;
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row0 = rrow(row);
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if(row!=0) trow0 = rrow(trow);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINES);
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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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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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hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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sat = 1.;
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lum = .5 + h/2;
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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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if(i!=rdimx-1) glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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if(row!=0)
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{
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float h2 = (trow0[i]-rdata_min)/(rdata_max-rdata_min);
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float z2 = draw_pos[2] + (draw_size[2]*trow)/rdimy;
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float y2 = draw_pos[1] + draw_size[1]*h2;
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glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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glVertex3f(x0+((x1-x0)/2.0f), y2, z2);
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}
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if(i!=0) glVertex3f(x0+((x1-x0)/2.0f), y1, z0);
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}
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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break;
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case GRAPH_STYLE_PLANES:
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z0 = draw_pos[2] + (draw_size[2]*row)/rdimy;
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z1 = z0+.14f;
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row0 = rrow(row);
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i=0;
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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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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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hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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sat = 1.;
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lum = .5 + h/2;
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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(draw_pos[0],draw_pos[1],z0);
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glVertex3f(draw_pos[0],draw_pos[1],draw_pos[2] + (draw_size[2]*trow)/rdimy);
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glBegin(GL_QUAD_STRIP);
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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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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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hue = hue0 + (dhue*i)/rdimx;
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if (hue > 1) hue -= 1;
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sat = 1.;
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lum = .5 + h/2;
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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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glVertex3d(x1,y0,z0);
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glVertex3d(x1,y1,z0);
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}
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glEnd();
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break;
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default:
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break;
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}
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}
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void REDUCED_ARRAY_RENDER::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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#if 0
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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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#endif
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}
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void REDUCED_ARRAY_RENDER::draw_row_line(int ) {
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}
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void REDUCED_ARRAY_RENDER::draw(int r0, int rn) {
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int i;
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mode_unshaded();
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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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ndrawn_rows = rn;
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}
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void REDUCED_ARRAY_RENDER::draw_all() {
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draw(0, rdimy);
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}
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void REDUCED_ARRAY_RENDER::draw_new() {
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draw(ndrawn_rows, rdimy);
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}
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void REDUCED_ARRAY_RENDER::draw_part(double frac) {
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int nr = (int)(rdimy*frac);
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draw(0, nr);
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}
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void REDUCED_ARRAY_RENDER::draw_axis_labels() {
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GLfloat char_height = .5f;
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GLfloat line_width = 3.0f;
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GLfloat spacing = 2.0f;
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GLfloat rotation = -90;
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GLfloat rotation_vector[3] = {0,0,0};
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float w;
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const char* x_label = "Time";
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#if 0
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char* y_label = "Frequency";
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char* y_begin_label = "0";
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char* y_end_label = "9 Khz";
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#endif
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float x_text_pos[3] = {0,0,0};
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w = text_width(x_label);
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x_text_pos[0]=draw_pos[0];//+draw_size[0];
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x_text_pos[1]=draw_pos[1];//+draw_size[1];
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x_text_pos[2]=draw_pos[2]+draw_size[2]-(w/2.0f);
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rotation_vector[0]=0;
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rotation_vector[1]=draw_size[1];
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rotation_vector[2]=0;
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draw_rotated_text(x_text_pos,char_height,line_width,spacing,x_label,rotation,rotation_vector);
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//draw_text_line(x_text_pos,char_height,line_width,x_label,0);
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}
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void REDUCED_ARRAY_RENDER::draw_axes() {
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// comment??
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float adj2=0.0f;//-(draw_size[2]*1)/rdimy;
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float adj=0.0f;
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float adj3=0;
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// box
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mode_unshaded();
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glLineWidth(.5);
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glBegin(GL_LINES);
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glColor4d(1,1,1,.5);
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//back square
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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//front square
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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|
|
//connecting lines
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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glVertex3f(draw_pos[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+adj);
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|
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]+draw_size[1], draw_pos[2]+draw_size[2]+adj2);
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|
glEnd();
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|
mode_unshaded();
|
|
|
|
glLineWidth(1.0);
|
|
glEnable(GL_LINE_SMOOTH);
|
|
glBegin(GL_LINES);
|
|
glColor4d(1,1,1,1);
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|
|
|
|
|
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();
|
|
|
|
glColor4d(1,1,1,.2);
|
|
glBegin(GL_QUADS);
|
|
glVertex3f(draw_pos[0], draw_pos[1]-adj3, draw_pos[2]+draw_size[2]+adj2);
|
|
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]-adj3, draw_pos[2]+draw_size[2]+adj2);
|
|
glVertex3f(draw_pos[0]+draw_size[0], draw_pos[1]-adj3, draw_pos[2]+adj);
|
|
glVertex3f(draw_pos[0], draw_pos[1]-adj3, draw_pos[2]+adj);
|
|
glEnd();
|
|
|
|
glDisable(GL_LINE_SMOOTH);
|
|
}
|
|
|
|
|
|
void REDUCED_ARRAY_RENDER::draw_labels() {
|
|
double model[16];
|
|
double proj[16];
|
|
double z_pos[3];
|
|
double x_pos[3];
|
|
double p_pos[3];
|
|
|
|
float arrowh = .35f;
|
|
float arroww = .05f;
|
|
|
|
float ch = .015f;
|
|
float lw = .02f;
|
|
float ls = 0;
|
|
|
|
#if 0
|
|
float wd=.015f;
|
|
float l=1.0f;
|
|
|
|
float left_of_z = -0.1f;
|
|
float left_of_z2 = -0.04f;
|
|
float below_x = -.03f;
|
|
float center_x = -.06f;
|
|
#endif
|
|
|
|
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);
|
|
int w = viewport[2];
|
|
int h = viewport[3];
|
|
|
|
glPushMatrix();
|
|
//unscale modelview matrix
|
|
|
|
double aspect_ratio = 4.0/3.0;
|
|
if ((double)h*aspect_ratio > (double)w) {
|
|
model[1]*=1.0f/(((double)w/aspect_ratio)/(double)h);
|
|
model[5]*=1.0f/(((double)w/aspect_ratio)/(double)h);
|
|
model[9]*=1.0f/(((double)w/aspect_ratio)/(double)h);
|
|
} else {
|
|
model[0]*=1.0f/(((double)h*aspect_ratio)/(double)w);
|
|
model[4]*=1.0f/(((double)h*aspect_ratio)/(double)w);
|
|
model[8]*=1.0f/(((double)h*aspect_ratio)/(double)w);
|
|
}
|
|
|
|
//project to ortho coordinates
|
|
viewport[0]=0;
|
|
viewport[1]=0;
|
|
viewport[2]=1;
|
|
viewport[3]=1;
|
|
|
|
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_size[0]+.2f,draw_pos[1]+.6f,draw_pos[2]+draw_size[2]-.4f,
|
|
model, proj, viewport,p_pos
|
|
);
|
|
glPopMatrix();
|
|
|
|
mode_ortho();
|
|
mode_unshaded();
|
|
glColor3d(1,1,1);
|
|
|
|
float zpos[3]={(float)z_pos[0],(float)z_pos[1],(float)z_pos[2]};
|
|
float xpos[3]={(float)x_pos[0],(float)x_pos[1],(float)x_pos[2]};
|
|
float ppos[3]={(float)p_pos[0],(float)p_pos[1],(float)p_pos[2]};
|
|
|
|
draw_text_right(zpos,ch,lw,ls,zlabel);
|
|
draw_text(xpos,ch,lw,ls,xlabel);
|
|
draw_text(ppos,ch,lw,ls,ylabel);
|
|
|
|
ortho_done();
|
|
}
|
|
|