mirror of https://github.com/BOINC/boinc.git
502 lines
12 KiB
C++
Executable File
502 lines
12 KiB
C++
Executable File
// The contents of this file are subject to the Mozilla Public License
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// Version 1.0 (the "License"); you may not use this file except in
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// compliance with the License. You may obtain a copy of the License at
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// http://www.mozilla.org/MPL/
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//
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// Software distributed under the License is distributed on an "AS IS"
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// basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
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// License for the specific language governing rights and limitations
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// under the License.
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//
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// The Original Code is the Berkeley Open Infrastructure for Network Computing.
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//
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// The Initial Developer of the Original Code is the SETI@home project.
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// Portions created by the SETI@home project are Copyright (C) 2002
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// University of California at Berkeley. All Rights Reserved.
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//
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// Contributor(s):
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//
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#ifdef _WIN32
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <glut.h>
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#endif
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#ifdef __APPLE_CC__
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#include <OpenGL/gl.h>
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#include <GLUT/glut.h>
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#endif
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#include "gutil.h"
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GLfloat mat_diffuse[] = {0.7, 0.5, 1.0, 0.4};
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GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat mat_shininess[] = {40.0};
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void mode_shaded(GLfloat* color) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel (GL_SMOOTH);
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glDepthMask(GL_TRUE);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, color);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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}
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void mode_texture() {
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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void mode_unshaded() {
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel (GL_SMOOTH);
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glDepthMask(GL_TRUE);
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}
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void mode_lines() {
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glEnable(GL_BLEND);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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//glDepthMask(GL_TRUE);
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//glEnable(GL_LINE_SMOOTH);
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//glHint(GL_LINE_SMOOTH, GL_NICEST);
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//glDisable(GL_DEPTH_TEST);
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}
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static double HuetoRGB(double m1, double m2, double h ) {
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if( h < 0 ) h += 1.0;
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if( h > 1 ) h -= 1.0;
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if( 6.0*h < 1 ) return (m1+(m2-m1)*h*6.0);
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if( 2.0*h < 1 ) return m2;
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if( 3.0*h < 2.0 ) return (m1+(m2-m1)*((2.0/3.0)-h)*6.0);
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return m1;
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}
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void HLStoRGB( double H, double L, double S, COLOR& c) {
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double m1, m2;
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if(S==0) {
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c.r=c.g=c.b=L;
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} else {
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if(L <=0.5)
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m2 = L*(1.0+S);
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else
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m2 = L+S-L*S;
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m1 = 2.0*L-m2;
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c.r = HuetoRGB(m1,m2,H+1.0/3.0);
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c.g = HuetoRGB(m1,m2,H);
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c.b = HuetoRGB(m1,m2,H-1.0/3.0);
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}
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}
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float frand() {
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return rand()/(float)RAND_MAX;
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}
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void drawSphere(GLfloat* pos, GLfloat rad) {
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GLUquadricObj* x = gluNewQuadric();
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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gluSphere(x, rad, 20, 20);
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gluDeleteQuadric(x);
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glPopMatrix();
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}
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void drawCylinder(bool vertical, GLfloat* pos, GLfloat len, GLfloat rad) {
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GLUquadricObj* x = gluNewQuadric();
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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if (vertical) {
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glRotated(-90., 1., 0., 0.);
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} else {
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glRotated(90., 0., 1., 0.);
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}
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gluCylinder(x, rad, rad, len, 20, 1);
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gluDeleteQuadric(x);
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glPopMatrix();
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}
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#define STROKE_SCALE 120
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// GLUT stroke characters are about 120 units high
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GLfloat text_width(char* text) {
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GLfloat sum = 0;
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char* p;
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for (p=text; *p; p++) {
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sum += glutStrokeWidth(GLUT_STROKE_ROMAN, *p);
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}
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return sum/STROKE_SCALE;
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}
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static void draw_text_line_aux(char *text) {
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char *p;
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for (p = text; *p; p++) {
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glutStrokeCharacter(GLUT_STROKE_ROMAN, *p);
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}
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}
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static void draw_text_start(GLfloat* pos, GLfloat char_height, GLfloat line_width) {
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glLineWidth(line_width);
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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float w = char_height/STROKE_SCALE;
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glScalef(w, w, w);
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}
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static void draw_text_end() {
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glPopMatrix();
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}
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// draw a line of text in the XY plane at the given starting position,
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// character height, and line width.
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//
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void draw_text_line(
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GLfloat* _pos, GLfloat char_height, GLfloat line_width, char *text,
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int justify
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) {
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GLfloat pos[3];
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GLfloat w;
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memcpy(pos, _pos, sizeof(pos));
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switch(justify) {
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case TEXT_LEFT:
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break;
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case TEXT_CENTER:
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w = text_width(text);
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pos[0] -= w/2;
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break;
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case TEXT_RIGHT:
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w = text_width(text);
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pos[0] -= w;
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break;
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}
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draw_text_start(pos, char_height, line_width);
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draw_text_line_aux(text);
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draw_text_end();
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}
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// draw multiple lines of text
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//
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void draw_text(
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GLfloat* _pos, GLfloat char_height, GLfloat line_width,
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GLfloat line_spacing, char* text
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) {
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char* q, *p;
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char buf[4096];
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GLfloat pos[3];
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memcpy(pos, _pos, sizeof(pos));
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strcpy(buf, text);
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p = buf;
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while (*p) {
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q = strchr(p, '\n');
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if (q) *q = 0;
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draw_text_start(pos, char_height, line_width);
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draw_text_line_aux(p);
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draw_text_end();
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pos[1] -= line_spacing;
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if (!q) break;
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p = q+1;
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}
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}
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// draw a rectangle of the given color in the XY plane
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// and draw the given test in it
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//
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void draw_text_panel(
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GLfloat* _pos, GLfloat* size, GLfloat margin, COLOR color,
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GLfloat char_height, GLfloat line_width, GLfloat line_spacing,
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char* text
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) {
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GLfloat pos0[3], pos1[3], pos2[3], pos3[3];
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memcpy(pos0, _pos, sizeof(pos0));
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memcpy(pos1, _pos, sizeof(pos0));
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pos1[0] += size[0];
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memcpy(pos2, pos1, sizeof(pos0));
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pos2[1] += size[1];
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memcpy(pos3, pos2, sizeof(pos0));
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pos3[0] -= size[0];
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mode_unshaded();
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glColor4fv(&color.r);
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glBegin(GL_QUADS);
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glVertex3fv(pos0);
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glVertex3fv(pos1);
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glVertex3fv(pos2);
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glVertex3fv(pos3);
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// draw flanges
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//
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color.r /= 2;
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color.g /= 2;
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color.b /= 2;
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glColor4fv(&color.r);
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GLfloat posa0[3], posa1[3], posa2[3], posa3[3];
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memcpy(posa0, pos0, sizeof(pos0));
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memcpy(posa1, pos1, sizeof(pos0));
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memcpy(posa2, pos2, sizeof(pos0));
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memcpy(posa3, pos3, sizeof(pos0));
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posa0[2] -= .2;
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posa1[2] -= .2;
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posa2[2] -= .2;
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posa3[2] -= .2;
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glVertex3fv(pos0);
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glVertex3fv(pos1);
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glVertex3fv(posa1);
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glVertex3fv(posa0);
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glVertex3fv(pos1);
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glVertex3fv(pos2);
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glVertex3fv(posa2);
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glVertex3fv(posa1);
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glVertex3fv(pos2);
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glVertex3fv(pos3);
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glVertex3fv(posa3);
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glVertex3fv(posa2);
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glVertex3fv(pos3);
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glVertex3fv(pos0);
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glVertex3fv(posa0);
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glVertex3fv(posa3);
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glEnd();
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pos3[0] += margin;
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pos3[1] -= (margin+char_height);
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pos3[2] += 0.01;
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glColor3f(1, 1, 1);
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draw_text(pos3, char_height, line_width, line_spacing, text);
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}
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PROGRESS::PROGRESS(
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GLfloat* p, GLfloat l, GLfloat r, GLfloat in, GLfloat* c, GLfloat* ic
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) {
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memcpy(pos, p, sizeof(pos));
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len = l;
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rad = r;
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inner_rad = in;
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memcpy(color, c, sizeof(color));
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memcpy(inner_color, ic, sizeof(inner_color));
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}
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void PROGRESS::draw(float x) {
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mode_shaded(inner_color);
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drawCylinder(false, pos, x*len, inner_rad);
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mode_shaded(color);
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drawCylinder(false, pos, len, rad);
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}
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GRAPH_2D::GRAPH_2D(float* p, float* s, float* c, float* tc) {
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memcpy(pos, p, sizeof(pos));
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memcpy(size, s, sizeof(size));
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memcpy(color, c, sizeof(color));
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memcpy(tick_color, tc, sizeof(tick_color));
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}
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float yvec[] = {0., 1., 0.};
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float xvec[] = {1., 0., 0.};
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float xvecneg[] = {-1., 0., 0.};
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float zvec[] = {0, 0, 1};
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// draw horizontal plate from i to i+1, with height data[i]
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//
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void GRAPH_2D::draw_x(int i) {
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GLfloat pt[3];
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double r1 = i/(double)len;
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double r2 = (i+1)/(double)len;
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glNormal3fv(yvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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pt[2] = pos[2];
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glVertex3fv(pt);
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pt[0] = pos[0] + r2*size[0];
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glVertex3fv(pt);
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pt[2] = pos[2] + size[2];
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glVertex3fv(pt);
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pt[0] = pos[0] + r1*size[0];
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glVertex3fv(pt);
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glNormal3fv(zvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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pt[2] = pos[2]+size[2];
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glVertex3fv(pt);
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pt[1] = pos[1];
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glVertex3fv(pt);
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pt[0] = pos[0] + r2*size[0];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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glVertex3fv(pt);
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}
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// draw vertical plate at position i, with height from data[i-1] to data[i]
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//
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void GRAPH_2D::draw_y(int i) {
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GLfloat pt[3];
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double r1 = i/(double)len;
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(data[i]>data[i-1])?glNormal3fv(xvecneg):glNormal3fv(xvec);
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pt[0] = pos[0] + r1*size[0];
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pt[1] = pos[1] + data[i-1]*size[1]/dmax;
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pt[2] = pos[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i]*size[1]/dmax;
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glVertex3fv(pt);
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pt[2] = pos[2] + size[2];
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glVertex3fv(pt);
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pt[1] = pos[1] + data[i-1]*size[1]/dmax;
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glVertex3fv(pt);
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}
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void GRAPH_2D::draw(float* d, int ln) {
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int i;
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data = d;
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len = ln;
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dmax = 0;
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for (i=0; i<len; i++) {
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if (data[i] > dmax) dmax = data[i];
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}
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mode_shaded(color);
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glBegin(GL_QUADS);
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draw_x(0);
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for (i=1; i<len-1; i++) {
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draw_y(i);
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draw_x(i);
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}
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draw_x(len-1);
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glEnd();
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}
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void GRAPH_2D::add_tick(float x, float yfrac) {
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}
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// read a PPM file
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// to generate PPM from JPEG:
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// mogrify -format ppm foo.jpg
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// or xv foo.jpg; right click on image, choose PPM
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//
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int read_ppm_file(char* name, int& w, int& h, unsigned char** arrayp) {
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FILE* f;
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char buf[256];
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char img_type;
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unsigned char* array;
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int i;
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f = fopen(name, "rb");
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if (!f) return -1;
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do {fgets(buf, 256, f);} while (buf[0] == '#');
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if (buf[0] != 'P') {
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return -1;
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}
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img_type = buf[1];
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do {fgets(buf, 256, f);} while (buf[0] == '#');
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sscanf(buf, "%d %d", &w, &h);
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do {fgets(buf, 256, f);} while (buf[0] == '#');
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array = (unsigned char*)malloc(w*h*3);
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switch(img_type) { // TODO: pad image dimension to power of 2
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case '3':
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for (i=0; i<w*h*3; i++) {
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fscanf(f, "%d", array+i);
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}
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case '6':
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fread(array, 3, w*h, f);
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break;
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}
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*arrayp = array;
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return 0;
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}
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unsigned int texture_id;
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int init_texture(char* filename) {
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unsigned char* pixels;
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int width, height, retVal;
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int err;
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retVal = read_ppm_file(filename, width, height, &pixels);
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if (retVal) return retVal;
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glGenTextures(1, &texture_id);
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err = glGetError();
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if (err) return err;
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glBindTexture(GL_TEXTURE_2D, texture_id);
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err = glGetError();
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if (err) return err;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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err = glGetError();
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if (err) return err;
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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err = glGetError();
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if (err) return err;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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3,
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//0,
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//0,
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width,
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height,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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pixels // dimension of PPM file MUST be power of 2
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);
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err = glGetError();
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if (err) return err;
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return 0;
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}
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struct Vertex
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{
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float tu, tv;
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float x, y, z;
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};
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Vertex g_quadVertices[] =
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{
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{ 0.0f,0.0f, -1.0f,-1.0f, 0.0f },
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{ 1.0f,0.0f, 1.0f,-1.0f, 0.0f },
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{ 1.0f,1.0f, 1.0f, 1.0f, 0.0f },
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{ 0.0f,1.0f, -1.0f, 1.0f, 0.0f }
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};
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float white[4] = {1., 1., 1., 1.};
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void draw_texture(float* p, float* size) {
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float pos[3];
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memcpy(pos, p, sizeof(pos));
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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mode_shaded(white);
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#if 1
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glBegin(GL_QUADS);
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glTexCoord2f(0., 1.);
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glVertex3fv(pos);
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pos[0] += size[0];
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glTexCoord2f(1., 1.);
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glVertex3fv(pos);
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pos[1] += size[1];
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glTexCoord2f(1., 0.);
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glVertex3fv(pos);
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pos[0] -= size[0];
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glTexCoord2f(0., 0.);
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glVertex3fv(pos);
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glEnd();
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#else
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glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices );
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glDrawArrays( GL_QUADS, 0, 4 );
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#endif
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glDisable(GL_TEXTURE_2D);
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}
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