Help with finding out more about an obsure c++ graphics library
I recently started classes again a little over a week ago. One of the classes I am taking is Computer science 2. One of the things it includes is openGL based graphics programming. They have us using glut, which is not bad in it self. However what they do is provide us a wrapper library for glut. In the form of a header named "graph1.h" and a precompiled library. Which goes by various names, such as "graphLib1.lib", "graphLib2010.lib", "graphLib2022.lib", "graphicLib2015.lib", etc. It's provided in the form of Windows flavored x86, Macos flavored x86_64 and arm. However, no forms for Linux. While I have been using Windows and VS Studio for classes so far, I strongly prefer my current Linux based tool chain. (text editor, build system, debugger). I have tried cross compiling with mingw-w64, but it fails when I try to link it. I would very much like to use it natively. To do this I would need either the library or the sources to compile it myself. That is what I would really like to find.
Here is more about the library it self. It is based off of BMPLoader, a small library for loading bitmaps as openGL textures. It also inherits its license from BMPLoader too, because it is a derivative of BMPLoader. (GPLv2; and has been distributed). When you unpack the library there are 3 object files, BMPLoader.o, loadPNG.o, and example2.o. (.o/.obj) I have found traces of it online, however they all link back to my University, University of Central Arkansas. I have also found evidence of it being used at GSU too, but it is from one of the professors that is now here at UCA. (They even provided a pdf on using it, I hashed them and they were the same). Here is a copy of the header graph1.h.
graph1.h
/*BMPLoader - loads Microsoft .bmp format
Copyright (C) 2006 Chris Backhouse
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
cjbackhouse@hotmail.com www.backhouse.tk
I would appreciate it if anyone using this in something cool would tell me
so I can see where it ends up.
Takes a filename, returns an array of RGB pixel data
Loads:
24bit bitmaps
256 colour bitmaps
16 colour bitmaps
2 colour bitmaps (Thanks to Charles Rabier)
This code is designed for use in openGL programs, so bitmaps not correctly padded will not
load properly, I believe this only applies to:
256cols if width is not a multiple of 4
16cols if width is not a multiple of 8
2cols if width is not a multiple of 32
Sample code:
BMPClass bmp;
BMPLoad(fname,bmp);
glTexImage2D(GL_TEXTURE_2D,0,3,bmp.width,bmp.height,0,GL_RGB,GL_UNSIGNED_BYTE,bmp.bytes);
*/
#include <windows.h>
#include <gl/glut.h>
#include <iostream>
#include <cstring>
#include <string>
#define endg "_endg_"
#ifndef BMPLOADER_H
#define BMPLOADER_H
#include <iostream>
#include <cstring>
using namespace std;
typedef unsigned char BYTE;
class BMPClass
{
public:
BMPClass();
~BMPClass();
BYTE& pixel(int x,int y,int c);
void allocateMem();
int width,height;
BYTE* bytes; //OpenGL formatted pixels
};
#define BMPError char
#define BMPNOTABITMAP 'b' //Possible error flags
#define BMPNOOPEN 'o'
#define BMPFILEERROR 'f'
#define BMPBADINT 'i'
#define BMPNOERROR '\0'
#define BMPUNKNOWNFORMAT 'u'
//Loads the bmp in fname, and puts the data in bmp
BMPError BMPLoad(string fname,BMPClass& bmp);
//Translates my error codes into English
std::string TranslateBMPError(BMPError err);
//Load and select in OpenGL
BMPError BMPLoadGL(string fname);
struct Precision
{
int precision;
bool precisionFlag;
};
struct GraphColor
{
int r;
int g;
int b;
};
class Gout
{
private:
int x;
int y;
int r;
int g;
int b;
int precision;
bool precisionFlag;
public:
Gout() { r= 0; g=255; b= 0; precisionFlag = false; };
void setX(int x) { this->x = x;}
void setY(int y) { this->y = y;}
int getX() { return x;}
int getY() { return y;}
void setR(int r) {this->r = r;}
void setG(int g) {this->g = g;}
void setB(int b) {this->b = b;}
int getR() {return r;}
int getG() { return g;}
int getB() {return b;}
void setPrecisionFlag(bool flag) { precisionFlag = flag;}
bool getPrecisionFlag() {return precisionFlag;}
void setPrecision(int precision) {this->precision = precision;}
int getPrecision() {return precision;}
friend Gout& operator<<(Gout& g, int int_val);
friend Gout& operator<<(Gout& g, double int_val);
friend Gout& operator<<(Gout& g, char* char_val);
friend Gout& operator<<(Gout& g, string string_val);
};
extern Gout gout;
struct Point
{
int x;
int y;
};
struct GraphObject
{
char* str;
int id;
int no_points;
Point* points;
double* colors;
int radius;
int no_objects;
BMPClass* bmp;
int remove;
int width;
int height;
int del;
BYTE* bytes; //PNG BYTES
};
void reshape(int w, int h);
void display(void);
void init(char* title);
int drawPoint(int x, int y);
int drawCircle(int radius, int x, int y);
void drawMyCircle( int Radius, int numPoints, int x, int y );
int drawLine(int x1, int y1, int x2, int y2, int width);
int drawRect(int x1, int y1, int width, int height);
void displayGraphics();
int displayBMP(char* fn,int x, int y);
int displayBMP(string fn, int x, int y);
int displayPNG(string fn, int x, int y);
int displayPNG(char* fn, int x, int y);
int displayText(char* str, int x, int y, int r, int g, int b);
void clearGraphics();
void setColor(int obj_no, int r, int g, int b);
GraphColor setColor(int r, int g, int b);
void timerColor(int value);
void moveObject(int obj_no, int x, int y);
void processSpecialKeys(int key, int x, int y);
DWORD WINAPI display1(LPVOID lpParam);
void processMouse(int button, int state, int x, int y);
void removeObject(int id);
void clearText();
void GRAPH_SS();
bool up();
bool down();
bool left();
bool right();
bool leftMouse(int&x, int&y);
bool rightMouse(int&x, int&y);
bool middleMouse(int&x, int&y);
Gout& operator<<(Gout& g, int int_val);
Gout& operator<<(Gout& g, double int_val);
Gout& operator<<(Gout& g, char* char_val);
Gout& operator<<(Gout& g, char char_val);
Gout& operator<<(Gout& g, Gout&(*pt2Func)(int x, int y));
Gout& operator<<(Gout& g, Gout&(*pt2Func)(int r, int g, int b));
Gout& operator<<(Gout& g, Point a);
Gout& operator<<(Gout& g, GraphColor gc);
Gout& operator<<(Gout& g, Precision p);
Gout& operator<<(Gout& g, Gout&(*pt2Func)(int precision));
Precision setPrecision(int precision);
Point setPos(int x, int y);
void getPos(int obj_no, Point points[], int& no_points);
bool mouseDragged(int& x, int& y);
void processMouseDragged(int x, int y);
void replaceObject(int orig_obj, int new_obj);
void closeGraphics();
#endif
Right now I am of the opinion that it is a in-house "hackjob". That is how it feels with the GPLed BMPLoader glued together with other graphics functions. In an attempt to not have to use new literature or new style libraries with the new ".net 2008" style ide, as they were likely transitioning out of a codewarrior environment, and before that a borland environment.
So far, I have asked our computer science club about it. The main thing I was told was that the professor just wants us to use windows. That I can understand, but I still want to see how far I can go. I have also tried sending an email about it to the professor, but all I got sent was a link to the glut downloads. I did reply back asking about the graphlib sources too, but I haven't heard anything back yet. I don't want to push too hard, I still have a whole semester ahead of me. So now I am asking here on tildes. I understand if nothing can be found, but at least information and experiences can be collected.
While I agree with the rest of the responses here that the practical move would be to use Windows... I hecking love rabbit holes like this. It may not be useful to go down this rabbit hole for career purposes or whatever, but like... It's fun!!! It's really fun. It's a hobby in and of itself, imo.
I started poking around by doing a Google search for
"graph1.h" "glut"
. Doing so returns this post, but also a few other results (GitHub repos, StackOverflow questions). They seem to be from people who took your class years ago, given the repeated mentions of CSI and CSII.Curiously, there's a copy of
graph1.h
in one of those GitHub repos, added in 2015. For kicks, I tried diffing it with the copy you shared, and it looks like 5 lines have been added between 2015 and now. I think this supports your theory that this is an in-house hackjob?I also tried looking a little more deeply into BMPLoader itself, since I was curious what the original library looked like (and therefore which parts were hacked on):
bmploader chris backhouse
yields this StackOverflow answer with a link to a now-dead university page. Thankfully, there's the Wayback Machine, and luckily the site has been preserved! (Snapshots: 2007, 2011 -- no difference.) What a lovely little retro site. :3bmploader.zip
existed at one point. Searching for this filename leads to a Japanese blog post with a download link for bmploader.zip... but drat, it's on Google Drive, and sharing is restricted. (EDIT: I asked for and received permission -- it's entirely unrelated to the BMPLoader found in the follow-up below.)BMPLoader.zip
, but of course it's down. However, if we plug this link into Wayback Machine, we get an archived download from 2006 that works! Yet, the only file contained inside isEBOOT.PBP
, which seems to be a firmware file for the PSP. Google Translate says "Image/Textbook Reader BMP Loader 0.2 English BMP document reading device for PSP", so it's dubious if this is even related. I almost went down the rabbit hole of unpacking theEBOOT.PBP
file, but I didn't get very far before stopping. Still, Playstation Portable modding... neat!If I get bored again, I may try poking around some more. Good luck, though! :3
With BMPLoader found, I wanted to try to find the source for loadPNG next:
UCA_Graphics.zip
from the page and unpackedgraphLib2010.lib
.Debug/
), but also a bunch ofglut32
dll files and1.txt
and2.txt
?loadPng.obj
part of the log, then picked out some distinctive-sounding symbols. Ones that caught my eye wereLodePNGState
andState@lodepng
.lodepng
before in my GitHub searches. Curiously, the typo isn't a typo -- it's the name of the author, Lode Vandevenne. Given the distinctiveness here, I can only assume that's a match?This is fine and dandy, but the real trick will be
example2.obj
. It seems like that's where the meat of your utility functions are located, given:Ah, wait. GitHub code search is as magical as ever: opengl playground containing all the relevant BMPLoader files. (header diff)
Yeah, its for the love of rabbit holes that I posted this. Another pair of eyes that has not been looking at this for a week, can see more than one that has.
Former weird CS undergraduate here — seconding the proposal to just use whatever the course suggests.
However! Most of the interesting stuff I’ve learned — the bits which let me contribute outside my “area of expertise” — came from being stubborn about problems like yours and teaching myself a tonne from scratch. Here are some thoughts that past-kacey probably would have pursued, beyond trying to find the source code (which seems like your current tack):
Zooming out: most of my coworkers are the punch in/punch out type, and they absolutely would have broken down and done whatever the prof asked. They are paid embarassing amounts of money, and lead rich and interesting lives outside of work. If the goal is to get a degree, get a job, and crank out code, being stubborn hasn’t seemed useful — in my experience and section of the industry. Could be different for you.
That said, if you enjoy this stuff, imo there’s nothing quite like setting up your own challenges and accomplishing something people have told you is impossible or foolhardy.
It's awful. That library was antiquated when I was in school over a decade ago. Why are professors still using that now 25 yo library when GLFW is more functional, more actively developed, and an arguably easier API? That library stopped being updated nearly a decade before OpenGL 3.
From the looks of graph1.h, it looks like you are using OpenGL2 to draw stuff, so that may unfortunately answer some questions... I know this isn't explicitly an OpenGL course, but "Computer Science 2", so I'll withhold my rant there.
I'd normally applaud this. However, we are talking OpenGL, and the answer to "how far I can go" tends to be "to the very abyss of the GPU". My answer to this would be to simply ask the professor about looking at and/or compiling an implementation for Linux, but you seem to have already done that to TBD results.
While I agree, at the same time "Just use windows" is a horrible, dismissive explanation, especially for a university student. So let me explain a bit about the tools you are using and why you may end up spending more time trying to make this work (assuming you never get the source code for this wrapper) than you would on the entire course work proper:
1.1 With that above mentality in mind, this is where GLUT comes in. Among a few other functions, the goal of GLUT to provide some (hopefully) cross-platform boilerplate and actually draw a window. Which is important to help learn concepts (or in industry, make many products), but the actual work of creating such a windowing system is not fairly productive. You will simply be making separately implementing code for each platform based on X11/Windows/Mac interfaces which leads to a blank window. This takes a lot of time with not much to show for it if you wanted to make this yourself, a common theme of graphics programming APIs (I assure you, if you want to do this on modern APIs like Vulkan/Metal/X12, it gets worse)
1.2 Same with BMPLoader, and then your professor's wrapper. I can't even find BMPLoader, but the name implies that the goal is to read a
n ancientimage format into an array (buffer) of colors, and then the wrapper can use that information to store those color buffers into a texture for OpenGL. Again, very boilerplate stuff that doesn't necessarily teach you how to draw on screen. It should be noted that the BMP format was made for windows, so that may be more friction to encounter if you wanted to diverge into Linux. learning the BMP format and how to read it may not be the best of your time. Nor would solving those bugs even if everything compiled.Anyways, all that was a very blow-hardy way to say "use Windows", but if you went so far as to ask on Tildes about this, I may as well give a similar mind dump on the why's behind those words.
Can you use it on Linux via Wine?
I wish I could, but the main cross compiler to make the windows binaries (mingw-w64) fails to link. It throws an error about “could not find definition for function()”
I’m not the person who asked, but I think they were suggesting using the windows tool chain in wine? Apparently people have msvc running in wine, at least.
This is what ended up working so far. I used wine-msvc. On their github page they mentioned using it natively with clang, so I set it up with clang in a makefile.