#include #include #include #include // #include #ifndef WIN32 #define GLX_GLXEXT_LEGACY #include #include #include /* for XA_RGB_DEFAULT_MAP atom */ // #include // for parallel GL ??? #endif namespace netgen { DLL_HEADER Point3d VisualScene :: center; DLL_HEADER double VisualScene :: rad; DLL_HEADER GLdouble VisualScene :: backcolor; /* #if TOGL_MAJOR_VERSION!=2 GLuint VisualScene :: fontbase = 0; #else Tcl_Obj * VisualScene :: fontbase = NULL; Togl * VisualScene :: globtogl; #endif */ // texture for color decoding // GLubyte * VisualScene :: colortexture = NULL; GLuint VisualScene :: coltexname = 1; int VisualScene :: ntexcols = -1; float VisualScene :: lookatmat[16]; float VisualScene :: transmat[16]; float VisualScene :: rotmat[16]; float VisualScene :: centermat[16]; float VisualScene :: transformationmat[16]; int VisualScene :: selface; int VisualScene :: selelement; int VisualScene :: selpoint; int VisualScene :: selpoint2; int VisualScene :: locpi; int VisualScene :: seledge; int VisualScene :: selecttimestamp; int VisualScene :: viewport[4]; VisualizationParameters :: VisualizationParameters() { lightamb = 0.3; lightdiff = 0.7; lightspec = 1; shininess = 50; transp = 0.3; locviewer = 0; showstltrias = 0; centerpoint = 0; usedispllists = 1; strcpy (selectvisual, "cross"); use_center_coords = false; }; VisualizationParameters vispar; double dist = 0; // double dist = 6; // vorher: pnear = 2; // double pnear = 0.1; // double pfar = 10; VisualScene :: VisualScene () { changeval = -1; backcolor = 0; } VisualScene :: ~VisualScene() { ; } extern DLL_HEADER void Render(); DLL_HEADER void Render () { multithread.redraw = 1; } void VisualScene :: BuildScene (int zoomall) { center = Point3d (0,0,0); rad = 1; CalcTransformationMatrices(); glEnable(GL_DEPTH_TEST); glDisable (GL_DITHER); GLfloat ambvals[] = { 0.4f, 0.4f, 0.4f, 1.0f }; GLfloat diffvals[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat specvals[] = { 0.7f, 0.7f, 0.7f, 1.0f }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambvals); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffvals); glLightfv(GL_LIGHT0, GL_SPECULAR, specvals); GLfloat light_position[] = { 1, 3, 3, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, 0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); } void VisualScene :: DrawScene () { if (changeval == -1) BuildScene(); changeval = 0; glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_COLOR_MATERIAL); glColor3f (1.0f, 1.0f, 1.0f); glLineWidth (1.0f); DrawCoordinateCross (); DrawNetgenLogo (); glFinish(); } void VisualScene :: CalcTransformationMatrices() { // prepare model view matrix glPushMatrix(); glLoadIdentity(); gluLookAt (0, 0, 6, 0, 0, 0, 0, 1, 0); glGetFloatv (GL_MODELVIEW_MATRIX, lookatmat); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -dist); glGetFloatv (GL_MODELVIEW_MATRIX, transmat); glLoadIdentity(); glGetFloatv (GL_MODELVIEW_MATRIX, rotmat); glScalef (1/rad, 1/rad, 1/rad); glTranslated (-center.X(), -center.Y(), -center.Z()); glGetFloatv (GL_MODELVIEW_MATRIX, centermat); glLoadIdentity(); glMultMatrixf (lookatmat); glMultMatrixf (transmat); glMultMatrixf (rotmat); glMultMatrixf (centermat); glGetFloatv (GL_MODELVIEW_MATRIX, transformationmat); glPopMatrix(); } void VisualScene :: ArbitraryRotation (const Array & alpha, const Array & vec) { glPushMatrix(); glLoadIdentity(); for(int i=0; i a(1); a[0] = alpha; Array v(1); v[0] = vec; ArbitraryRotation(a,v); } void VisualScene :: StandardRotation (const char * dir) { glPushMatrix(); glLoadIdentity(); if (strcmp (dir, "xy") == 0) ; else if (strcmp (dir, "yx") == 0) glRotatef(180.0, 1.0f, 1.0f, 0.0f); else if (strcmp (dir, "xz") == 0) glRotatef(-90.0, 1.0f, 0.0f, 0.0f); else if (strcmp (dir, "zx") == 0) { glRotatef(180.0, 1.0f, 1.0f, 0.0f); glRotatef(-90.0, 1.0f, 0.0f, 0.0f); } else if (strcmp (dir, "yz") == 0) { glRotatef(-90.0, 0.0f, 0.0f, 1.0f); glRotatef(-90.0, 0.0f, 1.0f, 0.0f); } else if (strcmp (dir, "zy") == 0) glRotatef(90.0, 0.0f, 1.0f, 0.0f); glGetFloatv (GL_MODELVIEW_MATRIX, rotmat); glLoadIdentity(); glMultMatrixf (lookatmat); glMultMatrixf (transmat); glMultMatrixf (rotmat); glMultMatrixf (centermat); glGetFloatv (GL_MODELVIEW_MATRIX, transformationmat); glPopMatrix(); } void VisualScene :: MouseMove(int oldx, int oldy, int newx, int newy, char mode) { int deltax = newx - oldx; int deltay = newy - oldy; glPushMatrix(); glLoadIdentity (); switch (mode) { case 'r': { glRotatef(float(deltax)/2, 0.0f, 1.0f, 0.0f); glRotatef(float(deltay)/2, 1.0f, 0.0f, 0.0f); glMultMatrixf (rotmat); glGetFloatv (GL_MODELVIEW_MATRIX, rotmat); break; } case 'm': { GLdouble projmat[16], modelviewmat[16]; GLint viewport[4]; glGetDoublev (GL_PROJECTION_MATRIX, projmat); glGetDoublev (GL_MODELVIEW_MATRIX, modelviewmat); glGetIntegerv (GL_VIEWPORT, viewport); // vorher pvz1/2 = 0 GLdouble pvx1 = 0, pvy1 = 0, pvz1 = 0.99; // 0.95; GLdouble pvx2 = deltax, pvy2 = -deltay, pvz2 = 0.99; // 0.95; GLdouble px1, py1, pz1; GLdouble px2, py2, pz2; gluUnProject (pvx1, pvy1, pvz1, modelviewmat, projmat, viewport, &px1, &py1, &pz1); gluUnProject (pvx2, pvy2, pvz2, modelviewmat, projmat, viewport, &px2, &py2, &pz2); /* gluUnProject (oldx, oldy, 1, modelviewmat, projmat, viewport, &px1, &py1, &pz1); gluUnProject (newx, newy, 1, modelviewmat, projmat, viewport, &px2, &py2, &pz2); */ /* cout << "pv1 = " << pvx1 << ", " << pvy1 << ", " << pvz1 << endl; cout << "p1 = " << px1 << ", " << py1 << ", " << pz1 << endl; */ glTranslated (px2-px1, py2-py1, pz2-pz1); glMultMatrixf (transmat); glGetFloatv (GL_MODELVIEW_MATRIX, transmat); break; } case 'z': { // glTranslatef(0.0f, 0.0f, -dist); // cout << "deltay = " << deltay << endl; // cout << "float_bug = " << (float(deltay)/100) << endl; gives wrong result with icc 9.0.021 glScaled (exp (double (-deltay)/100), exp (double (-deltay)/100), exp (double (-deltay)/100)); // glTranslatef(0.0f, 0.0f, dist); glMultMatrixf (transmat); glGetFloatv (GL_MODELVIEW_MATRIX, transmat); break; } } glLoadIdentity(); glMultMatrixf (lookatmat); glMultMatrixf (transmat); glMultMatrixf (rotmat); glMultMatrixf (centermat); glGetFloatv (GL_MODELVIEW_MATRIX, transformationmat); glPopMatrix(); } void VisualScene :: LookAt (const Point<3> & cam, const Point<3> & obj, const Point<3> & camup) { glPushMatrix(); glLoadIdentity (); gluLookAt (cam(0), cam(1), cam(2), obj(0), obj(1), obj(2), camup(0), camup(1), camup(2)); glMultMatrixf (centermat); glGetFloatv (GL_MODELVIEW_MATRIX, transformationmat); glPopMatrix(); } void VisualScene :: SetClippingPlane () { if (vispar.clipping.enable) { Vec3d n = vispar.clipping.normal; n /= (n.Length()+1e-10); clipplane[0] = n.X(); clipplane[1] = n.Y(); clipplane[2] = n.Z(); clipplane[3] = -(Vec3d(center) * n) + rad * vispar.clipping.dist; glClipPlane(GL_CLIP_PLANE0, clipplane); glEnable(GL_CLIP_PLANE0); } else glDisable (GL_CLIP_PLANE0); } void VisualScene :: MouseDblClick (int /* px */, int /* py */) { ; } void VisualScene :: SetLight() { GLfloat vals[3]; double lightamb = vispar.lightamb; vals[0] = vals[1] = vals[2] = lightamb; glLightfv(GL_LIGHT0, GL_AMBIENT, vals); double lightdiff = vispar.lightdiff; vals[0] = vals[1] = vals[2] = lightdiff; glLightfv(GL_LIGHT0, GL_DIFFUSE, vals); double lightspec = vispar.lightspec; vals[0] = vals[1] = vals[2] = lightspec; glLightfv(GL_LIGHT0, GL_SPECULAR, vals); glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, vispar.shininess); glLightModeli (GL_LIGHT_MODEL_LOCAL_VIEWER, vispar.locviewer); float mat_spec_col[] = { 1, 1, 1, 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); } void VisualScene :: SetOpenGlColor(double val, double valmin, double valmax, int logscale) { double value; if (!logscale) value = (val - valmin) / (valmax - valmin); else { if (valmax <= 0) valmax = 1; if (valmin <= 0) valmin = 1e-4 * valmax; value = (log(fabs(val)) - log(valmin)) / (log(valmax) - log(valmin)); } if (!invcolor) value = 1 - value; glTexCoord1f ( 0.998 * value + 0.001); // glTexCoord1f ( val ); glTexCoord2f ( 0.998 * value + 0.001, 1.5); // glTexCoord1f ( value ); if (value > 1) value = 1; if (value < 0) value = 0; value *= 4; static const double colp[][3] = { { 1, 0, 0 }, { 1, 1, 0 }, { 0, 1, 0 }, { 0, 1, 1 }, { 0, 0, 1 }, // { 1, 0, 1 }, // { 1, 0, 0 }, }; int i = int(value); double r = value - i; GLdouble col[3]; for (int j = 0; j < 3; j++) col[j] = (1-r) * colp[i][j] + r * colp[i+1][j]; glColor3d (col[0], col[1], col[2]); } void VisualScene :: CreateTexture (int ncols, int linear, int typ) { if (linear) ncols = 32; else ncols = 8; if (ntexcols != ncols) { ntexcols = ncols; GLubyte colortexture[4*32]; const double colp[][3] = { { 1, 0, 0 }, { 1, 1, 0 }, { 0, 1, 0 }, { 0, 1, 1 }, { 0, 0, 1 }, }; for (int i = 0; i < ncols; i++) { double value = 4.0 * i / (ncols-1); int iv = int(value); double r = value - iv; GLdouble col[3]; if(r > 1e-3) for (int j = 0; j < 3; j++) col[j] = (1.-r) * colp[iv][j] + r * colp[iv+1][j]; else for (int j = 0; j < 3; j++) col[j] = colp[iv][j]; colortexture[4*i] = GLubyte (255 * col[0]); colortexture[4*i+1] = GLubyte (255 * col[1]); colortexture[4*i+2] = GLubyte (255 * col[2]); colortexture[4*i+3] = GLubyte(255); } // glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glTexImage1D (GL_TEXTURE_1D, 0, 4, ncols, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture); glTexImage2D (GL_TEXTURE_2D, 0, 4, ncols, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, typ); // DECAL or MODULATE GLfloat bcol[] = { 1, 1, 1, 1.0 }; glTexParameterfv (GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, bcol); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bcol); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (linear) { glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } } } void VisualScene :: DrawColorBar (double minval, double maxval, int logscale, bool linear) { if (!vispar.drawcolorbar) return; CreateTexture (8, linear, GL_DECAL); if (logscale && maxval <= 0) maxval = 1; if (logscale && minval <= 0) minval = 1e-4 * maxval; double minx = -1; double maxx = 1; double miny = 0.75; double maxy = 0.8; glDisable (GL_LIGHTING); glEnable (GL_COLOR_MATERIAL); glEnable (GL_TEXTURE_1D); glNormal3d (0, 0, 1); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glDisable (GL_DEPTH_TEST); glBegin (GL_QUAD_STRIP); for (double x = minx; x <= maxx; x += (maxx - minx) / 50) { SetOpenGlColor (x, minx, maxx); glVertex3d (x, miny, -5); glVertex3d (x, maxy, -5); } glEnd(); glDisable (GL_TEXTURE_1D); glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { 1 - backcolor, 1 - backcolor, 1 - backcolor }; glColor3fv (textcol); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); char buf[20]; for (int i = 0; i <= 4; i++) { double x = minx + i * (maxx-minx) / 4; glRasterPos3d (x, 0.7,-5); double val; if (logscale) val = minval * pow (maxval / minval, i / 4.0); else val = minval + i * (maxval-minval) / 4; sprintf (buf, "%8.3e", val); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); } glPopAttrib (); glEnable (GL_DEPTH_TEST); } void VisualScene :: DrawCoordinateCross () { if (!vispar.drawcoordinatecross) return; glDisable (GL_DEPTH_TEST); glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); glTranslatef (-1, -1, 0.0); glScalef (40.0 / viewport[2], 40.0 / viewport[3], 1); glTranslatef (2.0, 2.0, 0.0); glMultMatrixf (rotmat); glEnable (GL_COLOR_MATERIAL); glDisable (GL_LIGHTING); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); GLfloat textcol[3] = { 1 - backcolor, 1 - backcolor, 1 - backcolor }; glColor3fv (textcol); glLineWidth (1.0f); double len = 1; glBegin(GL_LINES); glVertex3d (0, 0, 0); glVertex3d (len, 0, 0); glVertex3d (0.0f, 0.0f, 0.0f); glVertex3d (0.0f, len, 0.0f); glVertex3d (0.0f, 0.0f, 0.0f); glVertex3d (0.0f, 0.0f, len); glEnd (); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); char buf[20]; glRasterPos3d (len, 0.0f, 0.0f); sprintf (buf, "x"); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glRasterPos3d (0.0f, len, 0.0f); sprintf (buf, "y"); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glRasterPos3d (0.0f, 0.0f, len); sprintf (buf, "z"); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glPopAttrib (); glEnable (GL_LIGHTING); glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); glEnable (GL_DEPTH_TEST); } void VisualScene :: DrawNetgenLogo () { if (!vispar.drawnetgenlogo) return; glDisable (GL_DEPTH_TEST); glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); glTranslatef (1, -1, 0.0); glScalef (40.0 / viewport[2], 40.0 / viewport[3], 1); glTranslatef (-7.0, 2.0, 0.0); glDisable (GL_CLIP_PLANE0); glDisable (GL_LIGHTING); glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { 1 - backcolor, 1 - backcolor, 1 - backcolor }; glColor3fv (textcol); glLineWidth (1.0f); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); char buf[] = "Netgen " PACKAGE_VERSION; glRasterPos3d (0.0f, 0.0f, 0.0f); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glPopAttrib (); glEnable (GL_LIGHTING); glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); glEnable (GL_DEPTH_TEST); } #ifdef PARALLELGL void VisualScene :: InitParallelGL () { static int init = 0; if (!init) { init = 1; if (id == 0) { string displname; // Display * dpy = glXGetCurrentDisplay(); GLXDrawable drawable = glXGetCurrentDrawable(); GLXContext ctx = glXGetCurrentContext(); GLXContextID xid = glXGetContextIDEXT (ctx); displname = XDisplayName (0); /* cout << "Init Parallel GL" << endl; cout << "DisplayName = " << displname << endl; cout << "current display = " << dpy << endl; cout << "current drawable = " << drawable << endl; cout << "current context = " << ctx << endl; cout << "contextid = " << xid << endl; cout << "isdirect = " << glXIsDirect ( dpy, ctx ) << endl; cout << "extensionstring = " << glXQueryExtensionsString( dpy, 0 ) << endl; */ MyMPI_SendCmd ("redraw"); MyMPI_SendCmd ("init"); for (int dest = 1; dest < ntasks; dest++) { MyMPI_Send (displname, dest, MPI_TAG_VIS); MyMPI_Send (int (drawable), dest, MPI_TAG_VIS); MyMPI_Send (int (xid), dest, MPI_TAG_VIS); } } } } void VisualScene :: Broadcast () { if (ntasks == 1) return; if (id == 0) { /* for (int dest = 1; dest < ntasks; dest++) { MyMPI_Send ("redraw", dest, MPI_TAG_CMD); MyMPI_Send ("broadcast", dest, MPI_TAG_VIS); } */ MyMPI_SendCmd ("redraw"); MyMPI_SendCmd ("broadcast"); } MyMPI_Bcast (selface); vssolution.Broadcast (); } #endif }