#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 { NGGUI_API Point3d VisualScene :: center; NGGUI_API double VisualScene :: rad; NGGUI_API GLdouble VisualScene :: backcolor; NGGUI_API VisualScene visual_scene_cross; NGGUI_API VisualScene *visual_scene = &visual_scene_cross; /* #if TOGL_MAJOR_VERSION!=2 GLuint VisualScene :: fontbase = 0; #else Tcl_Obj * VisualScene :: fontbase = NULL; Togl * VisualScene :: globtogl; #endif */ void (*opengl_text_function)(const char * text) = NULL; int opengl_text_width = 0; void Set_OpenGLText_Callback ( void (*fun) (const char * text), int width ) { opengl_text_function = fun; opengl_text_width = width; } void MyOpenGLText (const char * text) { if (opengl_text_function) (*opengl_text_function) (text); // cout << "MyOpenGLText: " << text << endl; } int MyOpenGLTextWidth () { return opengl_text_width; } // texture for color decoding // GLubyte * VisualScene :: colortexture = NULL; GLuint VisualScene :: coltexname = 1; int VisualScene :: ntexcols = -1; double VisualScene :: lookatmat[16]; double VisualScene :: transmat[16]; double VisualScene :: rotmat[16]; double VisualScene :: centermat[16]; double VisualScene :: transformationmat[16]; int VisualScene :: selface; int VisualScene :: selelement; PointIndex VisualScene :: selpoint; PointIndex VisualScene :: selpoint2; int VisualScene :: locpi; int VisualScene :: seledge; optional> VisualScene :: marker = nullopt; int VisualScene :: subdivision_timestamp = -1; int VisualScene :: subdivisions = 2; int VisualScene :: viewport[4]; VisualizationParameters :: VisualizationParameters() { lightamb = 0.3; lightdiff = 0.7; lightspec = 1; shininess = 50; transp = 0.3; locviewer = 0; showstltrias = 0; centerpoint = PointIndex::INVALID; 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() { ; } 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); glGetDoublev (GL_MODELVIEW_MATRIX, lookatmat); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -dist); glGetDoublev (GL_MODELVIEW_MATRIX, transmat); glLoadIdentity(); glGetDoublev (GL_MODELVIEW_MATRIX, rotmat); glScaled (1/rad, 1/rad, 1/rad); glTranslated (-center.X(), -center.Y(), -center.Z()); glGetDoublev (GL_MODELVIEW_MATRIX, centermat); glLoadIdentity(); glMultMatrixd (lookatmat); glMultMatrixd (transmat); glMultMatrixd (rotmat); glMultMatrixd (centermat); glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat); glPopMatrix(); } void VisualScene :: ArbitraryRotation (const NgArray & alpha, const NgArray & vec) { glPushMatrix(); glLoadIdentity(); for(int i=0; i a(1); a[0] = alpha; NgArray 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); glGetDoublev (GL_MODELVIEW_MATRIX, rotmat); glLoadIdentity(); glMultMatrixd (lookatmat); glMultMatrixd (transmat); glMultMatrixd (rotmat); glMultMatrixd (centermat); glGetDoublev (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); glMultMatrixd (rotmat); glGetDoublev (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); glMultMatrixd (transmat); glGetDoublev (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); glMultMatrixd (transmat); glGetDoublev (GL_MODELVIEW_MATRIX, transmat); break; } } glLoadIdentity(); glMultMatrixd (lookatmat); glMultMatrixd (transmat); glMultMatrixd (rotmat); glMultMatrixd (centermat); glGetDoublev (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)); glMultMatrixd (centermat); glGetDoublev (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; double clipplane2[4]; clipplane2[0] = n.X(); clipplane2[1] = n.Y(); clipplane2[2] = n.Z(); clipplane2[3] = -(Vec3d(center) * n) + rad * (vispar.clipping.dist + vispar.clipping.dist2); glClipPlane(GL_CLIP_PLANE0, clipplane2); 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, double alpha, int typ) { if (linear) ncols = 32; if (ntexcols != ncols) { ntexcols = ncols; ArrayMem colortexture; colortexture.SetSize(4*ncols); 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*alpha); } // glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glTexImage1D (GL_TEXTURE_1D, 0, 4, ncols, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture.Data()); glTexImage2D (GL_TEXTURE_2D, 0, 4, ncols, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture.Data()); 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, string format, string unit) { if (!vispar.drawcolorbar) return; CreateTexture (GetVSSolution().numtexturecols, linear, 1, 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 (auto i : Range(50)) { double x = minx + i*1.0/49*(maxx-minx); SetOpenGlColor (x, minx, maxx); glVertex3d (x, miny, -5); glVertex3d (x, maxy, -5); } glEnd(); glDisable (GL_TEXTURE_1D); glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { GLfloat(1 - backcolor), GLfloat(1 - backcolor), GLfloat(1 - backcolor) }; glColor3fv (textcol); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); constexpr size_t buf_size = 20; char buf[buf_size]; GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); double char_width = 2.0*MyOpenGLTextWidth()/(viewport[3]); for (int i = 0; i <= 4; i++) { double val; if (logscale) val = minval * pow (maxval / minval, i / 4.0); else val = minval + i * (maxval-minval) / 4; snprintf (buf, buf_size, format.c_str(), val); auto n = strlen(buf); double x = minx + i * (maxx-minx) / 4; x -= 0.5*char_width * n; // center text glRasterPos3d (x, 0.7,-5); MyOpenGLText (buf); } if(unit != "") MyOpenGLText (unit.c_str()); glPopAttrib (); glEnable (GL_DEPTH_TEST); } void VisualScene :: DrawTitle (string title) { if(title=="") return; glDisable (GL_LIGHTING); glDisable (GL_DEPTH_TEST); glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { GLfloat(1 - backcolor), GLfloat(1 - backcolor), GLfloat(1 - backcolor) }; glColor3fv (textcol); glPushAttrib (GL_LIST_BIT); GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); double char_width = 2.0*MyOpenGLTextWidth()/(viewport[3]); double x = -0.5*char_width * title.size(); // center text glRasterPos3d (x, 0.82,-5); MyOpenGLText (title.c_str()); 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); glMultMatrixd (rotmat); glEnable (GL_COLOR_MATERIAL); glDisable (GL_LIGHTING); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); GLfloat textcol[3] = { GLfloat(1 - backcolor), GLfloat(1 - backcolor), GLfloat(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); snprintf (buf, size(buf), "x"); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glRasterPos3d (0.0f, len, 0.0f); snprintf (buf, size(buf), "y"); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); glRasterPos3d (0.0f, 0.0f, len); snprintf (buf, size(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 :: DrawMarker() { static constexpr GLubyte cross[] = { 0xc6, 0xee, 0x7c, 0x38, 0x7c, 0xee, 0xc6 }; if(!marker) return; glColor3d (0, 0, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glDisable (GL_COLOR_MATERIAL); glDisable (GL_LIGHTING); glDisable (GL_CLIP_PLANE0); auto & p = *marker; glRasterPos3d (p[0], p[1], p[2]); glBitmap (7, 7, 3, 3, 0, 0, &cross[0]); } 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] = { GLfloat(1 - backcolor), GLfloat(1 - backcolor), GLfloat(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); } void VisualSceneSurfaceMeshing::MouseMove(int oldx, int oldy, int newx, int newy, char mode) { double fac = 0.001; if(mode == 'M') { shiftx += fac * (newx - oldx); shifty += fac * (oldy - newy); return; } else if(mode == 'Z') { scalex *= (1 - fac * (newy - oldy)); scaley *= (1 - fac * (newy - oldy)); return; } VisualScene::MouseMove(oldx, oldy, newx, newy, mode); } std::vector Snapshot( int w, int h ) { // save current settings GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); double pnear = 0.1; double pfar = 10; gluPerspective(20.0f, double(w) / h, pnear, pfar); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glViewport(0,0,w,h); GLuint fb = 0; glGenFramebuffers(1, &fb); glBindFramebuffer(GL_FRAMEBUFFER, fb); // create, reserve and attach color and depth renderbuffer GLuint rbs[2]; glGenRenderbuffers(2, rbs); glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]); glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, w, h); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[1]); // check if framebuffer status is complete if(int fbstatus; (fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) cerr << "no frame buffer " << fbstatus << endl; visual_scene->DrawScene(); glFinish(); std::vector buffer(w*h*3); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glPixelStorei(GL_PACK_ALIGNMENT,1); glReadPixels (0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, &buffer[0]); glDeleteRenderbuffers(2, rbs); glDeleteFramebuffers(1, &fb); glBindFramebuffer(GL_FRAMEBUFFER, 0); // restore previous settings glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); return buffer; } VisualSceneSurfaceMeshing :: VisualSceneSurfaceMeshing () : VisualScene() { ; } VisualSceneSurfaceMeshing :: ~VisualSceneSurfaceMeshing () { ; } void VisualSceneSurfaceMeshing :: DrawScene () { // int i, j, k; if(!locpointsptr) return; auto& locpoints = *locpointsptr; auto& loclines = *loclinesptr; auto& plainpoints = *plainpointsptr; if (loclines.Size() != changeval) { center = Point<3>(0,0,-5); rad = 0.1; // CalcTransformationMatrices(); changeval = loclines.Size(); } glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetLight(); // glEnable (GL_COLOR_MATERIAL); // glDisable (GL_SHADING); // glColor3f (0.0f, 1.0f, 1.0f); // glLineWidth (1.0f); // glShadeModel (GL_SMOOTH); // glCallList (linelists.Get(1)); // SetLight(); glPushMatrix(); glMultMatrixd (transformationmat); glShadeModel (GL_SMOOTH); // glDisable (GL_COLOR_MATERIAL); glEnable (GL_COLOR_MATERIAL); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glEnable (GL_LIGHTING); double shine = vispar.shininess; // double transp = vispar.transp; glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine); glLogicOp (GL_COPY); float mat_col[] = { 0.2, 0.2, 0.8, 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); float mat_colbl[] = { 0.8, 0.2, 0.2, 1 }; float mat_cololdl[] = { 0.2, 0.8, 0.2, 1 }; float mat_colnewl[] = { 0.8, 0.8, 0.2, 1 }; glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glPolygonOffset (1, -1); glLineWidth (3); for (int i = 1; i <= loclines.Size(); i++) { if (i == 1) { glEnable (GL_POLYGON_OFFSET_FILL); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colbl); } else if (i <= oldnl) glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_cololdl); else glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colnewl); int pi1 = loclines.Get(i).I1(); int pi2 = loclines.Get(i).I2(); if (pi1 >= 1 && pi2 >= 1) { Point3d p1 = locpoints.Get(pi1); Point3d p2 = locpoints.Get(pi2); glBegin (GL_LINES); glVertex3f (p1.X(), p1.Y(), p1.Z()); glVertex3f (p2.X(), p2.Y(), p2.Z()); glEnd(); } glDisable (GL_POLYGON_OFFSET_FILL); } glLineWidth (1); glPointSize (5); float mat_colp[] = { 1, 0, 0, 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colp); glBegin (GL_POINTS); for (int i = 1; i <= locpoints.Size(); i++) { Point3d p = locpoints.Get(i); glVertex3f (p.X(), p.Y(), p.Z()); } glEnd(); glPopMatrix(); // float mat_colp[] = { 1, 0, 0, 1 }; float mat_col2d1[] = { 1, 0.5, 0.5, 1 }; float mat_col2d[] = { 1, 1, 1, 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col2d); glBegin (GL_LINES); for (int i = 1; i <= loclines.Size(); i++) { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col2d); if (i == 1) glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col2d1); int pi1 = loclines.Get(i).I1(); int pi2 = loclines.Get(i).I2(); if (pi1 >= 1 && pi2 >= 1) { const auto& p1 = plainpoints.Get(pi1); const auto& p2 = plainpoints.Get(pi2); glBegin (GL_LINES); glVertex3f (scalex * p1[0] + shiftx, scaley * p1[1] + shifty, -5); glVertex3f (scalex * p2[0] + shiftx, scaley * p2[1] + shifty, -5); glEnd(); } } glEnd (); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colp); glBegin (GL_POINTS); for (int i = 1; i <= plainpoints.Size(); i++) { const auto& p = plainpoints.Get(i); glVertex3f (scalex * p[0] + shiftx, scaley * p[1] + shifty, -5); } glEnd(); glDisable (GL_POLYGON_OFFSET_FILL); glPopMatrix(); DrawCoordinateCross (); DrawNetgenLogo (); glFinish(); } void VisualSceneSurfaceMeshing :: BuildScene (int zoomall) { } VisualSceneSurfaceMeshing vssurfacemeshing; void Impl_Render (bool blocking) { if (blocking && multithread.running) { multithread.redraw = 2; while (multithread.redraw == 2) ; } else multithread.redraw = 1; } void Impl_UpdateVisSurfaceMeshData(int oldnl, shared_ptr>> locpointsptr, shared_ptr> loclinesptr, shared_ptr>> plainpointsptr) { vssurfacemeshing.oldnl = oldnl; if(locpointsptr) vssurfacemeshing.locpointsptr = locpointsptr; if(loclinesptr) vssurfacemeshing.loclinesptr = loclinesptr; if(plainpointsptr) vssurfacemeshing.plainpointsptr = plainpointsptr; } static bool set_function_pointers = []() { Ptr_Render = Impl_Render; Ptr_UpdateVisSurfaceMeshData = Impl_UpdateVisSurfaceMeshData; return true; }(); #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); if( glXIsDirect ( dpy, ctx ) ) cout << "WARNING: direct rendering enabled; this might break mpi-parallel netgen (especially if X-forwarding is used! (to disable, change -indirect to true in ng/drawing.tcl)" << endl; /* 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); netgen::GetVSSolution().Broadcast (); } #endif }