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// This file is part of BOINC.
// http://boinc.berkeley.edu
// Copyright (C) 2008 University of California
//
// BOINC is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License
// as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
//
// BOINC is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with BOINC. If not, see <http://www.gnu.org/licenses/>.
#if defined(_WIN32) && !defined(__STDWX_H__) && !defined(_BOINC_WIN_) && !defined(_AFX_STDAFX_H_)
#include "boinc_win.h"
#else
#include "config.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <cmath>
#include <setjmp.h>
#ifdef _WIN32
#ifdef __cplusplus
extern "C" {
#include "jpeglib.h"
}
#else
#include "jpeglib.h"
#endif
#include "bmplib.h"
#include "tgalib.h"
#endif
#ifndef _WIN32
extern "C"{
#include <jpeglib.h>
}
#endif
#include "boinc_gl.h"
#include "filesys.h"
#include "util.h"
#include "gutil.h"
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {40.0};
// call this to draw 3D stuff with shaded color
//
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);
}
// call this to use textures (turn off lighting)
//
void mode_texture() {
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
// call this to draw unshaded color
//
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);
}
// call this to render 2D stuff, with 0..1x0..1 getting mapped
// to the full window. You must call ortho_done() when done.
//
void mode_ortho() {
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1, 0, 1, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(
0.0, 0.0, 1.0, // eye position
0, 0, 0, // where we're looking
0.0, 1.0, 0. // up is in positive Y direction
);
int viewport[4];
get_viewport(viewport);
center_screen(viewport[2], viewport[3]);
scale_screen(viewport[2], viewport[3]);
}
void ortho_done() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
bool get_matrix(double src[16]) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glGetDoublev(GL_MODELVIEW_MATRIX, src);
glPopMatrix();
return true;
}
bool get_projection(double src[16]) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glGetDoublev(GL_PROJECTION_MATRIX, src);
glPopMatrix();
return true;
}
bool get_viewport(int view[4]) {
glMatrixMode(GL_MODELVIEW);
glGetIntegerv(GL_VIEWPORT, (GLint*)view);
return true;
}
void get_2d_positions(double x, double y, double z,
double model[16], double proj[16], int viewport[4], double proj_pos[3]
) {
gluProject(x, y, z,model,proj,(GLint*)viewport,&proj_pos[0],&proj_pos[1],&proj_pos[2]);
}
void mode_lines() {
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
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=(float)L;
} else {
if(L <=0.5) {
m2 = L*(1.0+S);
} else {
m2 = L+S-L*S;
}
m1 = 2.0*L-m2;
c.r = (float)HuetoRGB(m1,m2,(H+1.0/3.0));
c.g = (float)HuetoRGB(m1,m2,H);
c.b = (float)HuetoRGB(m1,m2,H-1.0/3.0);
}
}
static inline float frand() {
return rand()/(float)RAND_MAX;
}
void scale_screen(int iw, int ih) {
float aspect_ratio = 4.0f/3.0f;
float w=(float)iw, h=(float)ih;
float xs, ys;
if (h*aspect_ratio > w) {
xs = 1.0f;
ys = (w/aspect_ratio)/h;
} else {
xs = (h*aspect_ratio)/w;
ys = 1.0f;
}
glScalef(xs, ys*aspect_ratio, 1.0f);
}
void center_screen(int iw, int ih) {
float aspect_ratio = 4.0f/3.0f;
float w=(float)iw, h=(float)ih;
if (h*aspect_ratio > w) {
glTranslatef(0.0f, (h/2.0f-(w/aspect_ratio/2.0f))/h, 0.0f);
} else {
glTranslatef((w/2.0f-(h*aspect_ratio/2.0f))/w, 0.0f, 0.0f);
}
}
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();
}
void PROGRESS::init(
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);
}
void PROGRESS_2D::init(
GLfloat* p, GLfloat l, GLfloat w, GLfloat in, GLfloat* c, GLfloat* ic
) {
memcpy(pos, p, sizeof(pos));
len = l;
width = w;
inner_width = in;
memcpy(color, c, sizeof(color));
memcpy(inner_color, ic, sizeof(inner_color));
}
void PROGRESS_2D::set_pos(float* p) {
memcpy(pos, p, sizeof(pos));
}
//pos specifies top left of graph
void PROGRESS_2D::draw(float x) {
glBegin(GL_QUADS);
glColor4d(color[0],color[1],color[2],color[3]);
glVertex3d(pos[0],pos[1],pos[2]);
glVertex3d(pos[0],pos[1]-width,pos[2]);
glVertex3d(pos[0]+len,pos[1]-width,pos[2]);
glVertex3d(pos[0]+len,pos[1],pos[2]);
glEnd();
float dif=width-inner_width;
float zoffset=.01f;
glBegin(GL_QUADS);
glColor4d(inner_color[0],inner_color[1],inner_color[2],inner_color[3]);
glVertex3d(pos[0],pos[1]-(dif/2.),pos[2]+zoffset);
glVertex3d(pos[0],pos[1]-(inner_width+dif/2.),pos[2]+zoffset);
glVertex3d(pos[0]+x*len,pos[1]-(inner_width+dif/2.),pos[2]+zoffset);
glVertex3d(pos[0]+x*len,pos[1]-(dif/2.),pos[2]+zoffset);
glEnd();
#if 0
glColor4f(1,1,1,1);
glLineWidth(.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
glVertex3d(pos[0],pos[1],pos[2]);
glVertex3d(pos[0],pos[1]-width,pos[2]);
glVertex3d(pos[0]+len,pos[1]-width,pos[2]);
glVertex3d(pos[0]+len,pos[1],pos[2]);
glVertex3d(pos[0],pos[1],pos[2]);
glEnd();
glDisable(GL_LINE_SMOOTH);
#endif
}
//----------------- RIBBON_GRAPH ---------------------
void RIBBON_GRAPH::init(float* p, float* s, float* c, float* tc, float ty) {
memcpy(pos, p, sizeof(pos));
memcpy(size, s, sizeof(size));
memcpy(color, c, sizeof(color));
memcpy(tick_color, tc, sizeof(tick_color));
tick_yfrac = ty;
}
void RIBBON_GRAPH::set_pos(float* p) {
memcpy(pos, p, sizeof(pos));
}
static float yvec[] = {0., 1., 0.};
static float xvec[] = {1., 0., 0.};
static float xvecneg[] = {-1., 0., 0.};
static float zvec[] = {0, 0, 1};
// draw XZ rect from i to i+1, with height data[i]
//
void RIBBON_GRAPH::draw_x(int i) {
GLfloat pt[3];
float r1 = i/(float)len;
float r2 = (i+1)/(float)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);
// also draw XY rect
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 YZ rect at position i, with height from data[i-1] to data[i]
//
void RIBBON_GRAPH::draw_y(int i) {
GLfloat pt[3];
float r1 = i/(float)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 RIBBON_GRAPH::draw_tick(int i) {
GLfloat pt[3];
float r1 = ticks[i]/(float)len;
pt[0] = pos[0] + r1*size[0];
pt[1] = pos[1] + (1.0f-tick_yfrac)*size[1];
pt[2] = pos[2];
glVertex3fv(pt);
pt[1] = pos[1] + size[1]*1.1f;
glVertex3fv(pt);
pt[2] = pos[2] + size[2];
glVertex3fv(pt);
pt[1] = pos[1] + (1.0f-tick_yfrac)*size[1];
glVertex3fv(pt);
}
void RIBBON_GRAPH::draw(float* d, int ln, bool with_ticks) {
int i;
data = d;
len = ln;
dmax = 0;
for (i=0; i<len; i++) {
if (data[i] > dmax) dmax = data[i];
}
if (dmax ==0) dmax = 1;
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);
if (with_ticks) {
mode_shaded(tick_color);
for (i=0; i<3; i++) {
draw_tick(i);
}
}
glEnd();
}
void RIBBON_GRAPH::add_tick(float x, int index) {
ticks[index] = x;
}
void normalize(float a[3]) {
float mag = sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
if(mag!=0) {
a[0]/=mag;
a[1]/=mag;
a[2]/=mag;
} else {
a[0]=0;
a[1]=0;
a[2]=0;
}
}
float dotProd(float a, float b, float c, float x, float y, float z) {
return(a*x+b*y+c*z);
}
void crossProd(float a[3], float b[3], float out[3]) {
out[0] = a[1]*b[2] - a[2]*b[1];
out[1] = a[2]*b[0] - a[0]*b[2];
out[2] = a[0]*b[1] - a[1]*b[0];
normalize(out);
}
// ------------ STARFIELD STUFF --------------------
//
STARFIELD::STARFIELD() {
stars = NULL;
zmax = 8;
zmaxinv = 1/zmax;
}
//
//
void STARFIELD::build_stars(int sz, float sp) {
int i;
speed=sp;
nstars=sz;
if (stars) free(stars);
stars = (STAR*)calloc(sizeof(STAR), (long unsigned int)nstars);
if (!stars) {
fprintf(stderr, "out of mem in STARFIELD::build_stars");
sz = 0;
return;
}
for (i=0; i<nstars; i++) {
replace_star(i);
}
}
// draw the starfield,
// move stars
//
void STARFIELD::update_stars(float dt) {
int i;
mode_ortho();
mode_lines();
glColor4f(1.0, 1.0, 1.0, 1.0);
for (i=0; i<nstars; i++) {
stars[i].z -= speed*dt/500;
if (stars[i].z < 0) stars[i].z += zmax;
if (stars[i].z > zmax) stars[i].z -= zmax;
double x = stars[i].x/stars[i].z;
double y = stars[i].y/stars[i].z;
x = (x*zmax+1)/2;
y = (y*zmax+1)/2;
if (stars[i].z > zmax/2) glPointSize(1);
else glPointSize(2);
glBegin(GL_POINTS);
glVertex2f((GLfloat)x, (GLfloat)y);
glEnd();
}
ortho_done();
}
void STARFIELD::replace_star(int i) {
stars[i].x = frand()*2-1;
stars[i].y = frand()*2-1;
stars[i].z = frand()*zmax;
}
// ------------ TEXTURE STUFF --------------------
//
struct tImageJPG {
int rowSpan;
int sizeX;
int sizeY;
unsigned char *data;
};
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 }
};
// draw a texture at a given position and size.
// Change size if needed so aspect ratio of texture isn't changed
//
void TEXTURE_DESC::draw(float* p, float* size, int xalign, int yalign, float alpha) {
float pos[3];
float tratio, sratio, new_size;
memcpy(pos, p, sizeof(pos));
glColor4f(1.,1.,1.,alpha);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, id);
tratio = static_cast<float>(xsize/ysize);
sratio = size[0]/size[1];
if (tratio > sratio) { // texture is wider than space
new_size = size[0]/tratio;
if (yalign == ALIGN_CENTER) pos[1] += (size[1]-new_size)/2.0f;
if (yalign == ALIGN_TOP) pos[1] += size[1]-new_size;
size[1] = new_size;
}
if (sratio > tratio) { // space is wider than texture
new_size = size[1]*tratio;
if (xalign == ALIGN_CENTER) pos[0] += (size[0]-new_size)/2.0f;
if (xalign == ALIGN_TOP) pos[0] += size[0]-new_size;
size[0] = new_size;
}
#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);
}
#if 0
void printdata(const char* filename, int x, int y, unsigned char* data) {
FILE* bmpfile = boinc_fopen(filename,"w");
fprintf(bmpfile,"%i,%i\n",x,y);
for(int i=0;i<y;i++) {
for(int c=0;c<8;c++) {
fprintf(bmpfile,"%d ",data[x*i+c]);
}
fprintf(bmpfile,"\n");
}
fclose(bmpfile);
}
#endif
void DecodeJPG(jpeg_decompress_struct* cinfo, tImageJPG *pImageData) {
jpeg_read_header(cinfo, TRUE);
jpeg_start_decompress(cinfo);
//int rem = cinfo->output_width%4;
pImageData->rowSpan = cinfo->output_width * cinfo->output_components;
pImageData->sizeX = cinfo->output_width;
pImageData->sizeY = cinfo->output_height;
pImageData->data = new unsigned char[pImageData->rowSpan * pImageData->sizeY];
unsigned char** rowPtr = new unsigned char*[pImageData->sizeY];
for (int i = 0; i < pImageData->sizeY; i++)
rowPtr[i] = &(pImageData->data[i*pImageData->rowSpan]);
int rowsRead = 0;
while (cinfo->output_scanline < cinfo->output_height) {
rowsRead += jpeg_read_scanlines(cinfo, &rowPtr[rowsRead], cinfo->output_height - rowsRead);
}
delete [] rowPtr;
jpeg_finish_decompress(cinfo);
}
struct my_error_mgr {
struct jpeg_error_mgr pub;
jmp_buf setjmp_buffer;
};
typedef struct my_error_mgr * my_error_ptr;
METHODDEF(void)
my_error_exit (j_common_ptr cinfo)
{
my_error_ptr myerr = (my_error_ptr) cinfo->err;
(*cinfo->err->output_message) (cinfo);
longjmp(myerr->setjmp_buffer, 1);
}
tImageJPG *LoadJPG(const char *filename) {
struct jpeg_decompress_struct cinfo;
tImageJPG *pImageData = NULL;
FILE *pFile;
if((pFile = boinc_fopen(filename, "rb")) == NULL) {
fprintf(stderr,"Unable to load JPG File!");
return NULL;
}
struct my_error_mgr jerr;
cinfo.err = jpeg_std_error(&jerr.pub);
jerr.pub.error_exit = my_error_exit;
if (setjmp(jerr.setjmp_buffer)) {
jpeg_destroy_decompress(&cinfo);
fclose(pFile);
return NULL;
}
jpeg_create_decompress(&cinfo);
jpeg_stdio_src(&cinfo, pFile);
pImageData = (tImageJPG*)malloc(sizeof(tImageJPG));
if (!pImageData) {
jpeg_destroy_decompress(&cinfo);
fclose(pFile);
fprintf(stderr, "out of mem in LoadJPG");
return 0;
}
DecodeJPG(&cinfo, pImageData);
jpeg_destroy_decompress(&cinfo);
fclose(pFile);
return pImageData;
}
int TEXTURE_DESC::CreateTextureJPG(const char* strFileName) {
if(!strFileName) return -1;
// Load the image and store the data
//
tImageJPG *pImage = LoadJPG(strFileName);
if(pImage == NULL) return -1;
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1, (GLuint*)&id);
glBindTexture(GL_TEXTURE_2D, id);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pImage->sizeX, pImage->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
xsize = pImage->sizeX;
ysize = pImage->sizeY;
if (pImage->data) {
free(pImage->data);
}
free(pImage);
return 0;
}
int TEXTURE_DESC::load_image_file(const char* filename) {
int retval;
FILE* f;
f = boinc_fopen(filename, "r");
if (!f) goto done;
fclose(f);
// for now, just try all the image types in turn
present = true;
retval = CreateTextureJPG(filename);
if (!retval) {
fprintf(stderr, "Successfully loaded '%s'.\n", filename);
return 0;
}
done:
present = false;
fprintf(stderr, "Failed to load '%s'.\n", filename);
return -1;
}
//text
unsigned int listBase;
void print_text(const char* string) {
if(string==NULL) return;
glPushAttrib(GL_LIST_BIT);
glListBase(listBase);
glCallLists((GLsizei)strlen(string), GL_UNSIGNED_BYTE, string);
glPopAttrib();
}
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