#include #include #include #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 { Point3d VisualScene :: center; double VisualScene :: rad; 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; 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; extern STLGeometry * stlgeometry; extern AutoPtr geometry2d; extern AutoPtr mesh; extern Array specpoints; extern Array > boxes; VisualScene :: VisualScene () { changeval = -1; backcolor = 0; } VisualScene :: ~VisualScene() { ; } 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.clipenable) { Vec3d n = vispar.clipnormal; n /= (n.Length()+1e-10); clipplane[0] = n.X(); clipplane[1] = n.Y(); clipplane[2] = n.Z(); clipplane[3] = -(Vec3d(center) * n) + rad * vispar.clipdist; 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) { static const double colp[][3] = { { 1, 0, 0 }, { 1, 1, 0 }, { 0, 1, 0 }, { 0, 1, 1 }, { 0, 0, 1 }, }; if (ntexcols != 1024) { ntexcols = 1024; // glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glGenTextures (1, &coltexname); glBindTexture (GL_TEXTURE_1D, coltexname); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); for (int level = 0; level <= 11; level++) { ncols = 2048 >> level; cout << "ncols = " << ncols << endl; colortexture = new GLubyte[4*ncols+12]; 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]; for (int j = 0; j < 3; j++) col[j] = (1-r) * colp[iv][j] + r * colp[iv+1][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); if (ncols > 20) if ( i % (ncols / 10) == 0) { colortexture[4*i] = GLubyte (0); colortexture[4*i+1] = GLubyte (0); colortexture[4*i+2] = GLubyte (0); colortexture[4*i+4] = GLubyte (0); colortexture[4*i+5] = GLubyte (0); colortexture[4*i+6] = GLubyte (0); } } glTexImage1D (GL_TEXTURE_1D, level, 4, ncols, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture); } } glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, typ); // DECAL or MODULATE glBindTexture (GL_TEXTURE_1D, coltexname); } */ 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); glTexEnvf (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 :: CreateTexture (int ncols, int linear, int typ) { if (ncols < 2) ncols = 2; if (linear) ncols = 32; else ncols = 8; if (ntexcols != ncols) { if (colortexture) { glDeleteTextures (1, &coltexname); delete colortexture; } ntexcols = ncols; colortexture = new GLubyte[4*ncols+12]; 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]; for (int j = 0; j < 3; j++) col[j] = (1-r) * colp[iv][j] + r * colp[iv+1][j]; colortexture[4*i+4] = GLubyte (255 * col[0]); colortexture[4*i+5] = GLubyte (255 * col[1]); colortexture[4*i+6] = GLubyte (255 * col[2]); colortexture[4*i+7] = GLubyte(255); } for (int j = 0; j < 4; j++) { colortexture[j] = colortexture[4+j]; colortexture[ncols*4+4+j] = colortexture[ncols*4+j]; } // glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glGenTextures (1, &coltexname); glBindTexture (GL_TEXTURE_1D, coltexname); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage1D (GL_TEXTURE_1D, 0, 4, ncols, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture+4); int bcol[] = { 0, 0, -1, -1 }; glTexParameteriv (GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, bcol); } glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, typ); // DECAL or MODULATE glBindTexture (GL_TEXTURE_1D, coltexname); if (linear) { glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_1D, 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); } } */ 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; Array request(ntasks); MPI_Status status; for ( int dest = 1; dest < ntasks; dest++ ) { MyMPI_Send ("redraw", dest); MyMPI_Send ("init", dest); MyMPI_Send (displname, dest); MyMPI_Send (int (drawable), dest); MyMPI_Send (int (xid), dest); int hi; MPI_Irecv( &hi, 1, MPI_INT, dest, MPI_ANY_TAG, MPI_COMM_WORLD, &request[dest]); // MyMPI_IRecv (hi, dest, request[dest]); } for ( int dest = 1; dest < ntasks; dest++ ) { MPI_Wait(&request[dest], &status); } } } } void VisualScene :: Broadcast () { if (ntasks == 1) return; if (id == 0) { for (int dest = 1; dest < ntasks; dest++) { MyMPI_Send ("redraw", dest); MyMPI_Send ("broadcast", dest); } } MyMPI_Bcast (selface); vssolution.Broadcast (); } #endif /* *********************** Draw 2D Geometry **************** */ VisualSceneGeometry2d :: VisualSceneGeometry2d () : VisualScene() { ; } VisualSceneGeometry2d :: ~VisualSceneGeometry2d () { ; } void VisualSceneGeometry2d :: DrawScene () { if (changeval != geometry2d->GetSplines().Size()) BuildScene(); changeval = geometry2d->GetSplines().Size(); glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetLight(); // glEnable (GL_LIGHT0); glDisable (GL_LIGHTING); glPushMatrix(); glMultMatrixf (transformationmat); // SetClippingPlane (); glShadeModel (GL_SMOOTH); glEnable (GL_COLOR_MATERIAL); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); // float mat_col[] = { 0, 0, 1, 1 }; // glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glColor3f (0, 0, 1); Array > points, otherpoints; for (int i = 1; i <= geometry2d->GetSplines().Size(); i++) { geometry2d->GetSplines().Get(i)->GetPoints (20, points); glBegin (GL_LINE_STRIP); for (int j = 0; j < points.Size(); j++) glVertex3f (points[j](0), points[j](1), 0); glEnd(); } glColor3f (1, 0, 0); for (int i = 1; i <= geometry2d->GetSplines().Size(); i++) { int other = geometry2d->GetSplines().Get(i)->copyfrom; if (other != -1) { geometry2d->GetSplines().Get(i)->GetPoints (6, points); geometry2d->GetSplines().Get(other)->GetPoints (6, otherpoints); glBegin (GL_LINES); for (int j = 1; j < 5; j++) { glVertex3f (points[j](0), points[j](1), 0); glVertex3f (otherpoints[j](0), otherpoints[j](1), 0); } glEnd (); } } glPopMatrix(); DrawCoordinateCross (); DrawNetgenLogo (); glFinish(); } void VisualSceneGeometry2d :: BuildScene (int zoomall) { Box<2> bbox; geometry2d->GetBoundingBox (bbox); Point<2> c = Center (bbox.PMin(), bbox.PMax()); center = Point3d (c(0), c(1), 0); rad = Dist (bbox.PMin(), bbox.PMax()) / 2; CalcTransformationMatrices(); } /* *********************** Draw STL Geometry **************** */ VisualSceneSTLGeometry :: VisualSceneSTLGeometry () : VisualScene() { ; } VisualSceneSTLGeometry :: ~VisualSceneSTLGeometry () { ; } void VisualSceneSTLGeometry :: DrawScene () { if (changeval != stlgeometry->GetNT()) BuildScene(); changeval = stlgeometry->GetNT(); glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetLight(); glPushMatrix(); glMultMatrixf (transformationmat); glShadeModel (GL_SMOOTH); glDisable (GL_COLOR_MATERIAL); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); double shine = vispar.shininess; // double transp = vispar.transp; glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine); glLogicOp (GL_COPY); float mat_col[] = { 0.2f, 0.2f, 0.8f, 1.0f}; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); glCallList (trilists.Get(1)); glDisable (GL_POLYGON_OFFSET_FILL); int showtrias = vispar.showstltrias; if (showtrias) { float mat_coll[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); glCallList (trilists.Get(1)); } /* glBegin (GL_TRIANGLES); for (j = 1; j <= stlgeometry -> GetNT(); j++) { const STLTriangle & tria = stlgeometry -> GetTriangle(j); glNormal3f (tria.normal.X(), tria.normal.Y(), tria.normal.Z()); for (k = 0; k < 3; k++) { glVertex3f (tria.pts[k].X(), tria.pts[k].Y(), tria.pts[k].Z()); } } glEnd (); */ glPopMatrix(); glFinish(); } void VisualSceneSTLGeometry :: BuildScene (int zoomall) { // cout << "rebuild stl geometry scene" << endl; center = stlgeometry -> GetBoundingBox().Center(); rad = stlgeometry -> GetBoundingBox().Diam() / 2; CalcTransformationMatrices(); for (int i = 1; i <= trilists.Size(); i++) glDeleteLists (trilists.Elem(i), 1); trilists.SetSize(0); trilists.Append (glGenLists (1)); glNewList (trilists.Last(), GL_COMPILE); glEnable (GL_NORMALIZE); glBegin (GL_TRIANGLES); for (int j = 1; j <= stlgeometry -> GetNT(); j++) { const Vec3d & n = stlgeometry->GetTriangle(j).Normal(); glNormal3f (n.X(), n.Y(), n.Z()); for (int k = 1; k <= 3; k++) { const Point3d & p = stlgeometry->GetPoint (stlgeometry -> GetTriangle(j).PNum(k)); glVertex3f (p.X(),p.Y(), p.Z()); } } glEnd (); glEndList (); } VisualSceneSpecPoints :: VisualSceneSpecPoints () : VisualScene() { ; } VisualSceneSpecPoints :: ~VisualSceneSpecPoints () { ; } void VisualSceneSpecPoints :: DrawScene () { if (!mesh) { VisualScene::DrawScene(); return; } if (changeval != specpoints.Size()) BuildScene(); changeval = specpoints.Size(); 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); glPushMatrix(); glMultMatrixf (transformationmat); // glEnable (GL_COLOR); // glDisable (GL_COLOR_MATERIAL); if (vispar.drawedtangents) { glColor3d (1, 0, 0); glBegin (GL_LINES); for (int i = 1; i <= specpoints.Size(); i++) { const Point3d p1 = specpoints.Get(i).p; const Point3d p2 = specpoints.Get(i).p + len * specpoints.Get(i).v; glVertex3d (p1.X(), p1.Y(), p1.Z()); glVertex3d (p2.X(), p2.Y(), p2.Z()); } glEnd(); } if (vispar.drawededges) { glColor3d (1, 0, 0); glBegin (GL_LINES); for (int i = 1; i <= mesh->GetNSeg(); i++) { const Segment & seg = mesh -> LineSegment (i); glVertex3dv ( (*mesh)[seg[0]] ); glVertex3dv ( (*mesh)[seg[1]] ); // glVertex3dv ( &(*mesh)[seg[0]].X() ); // glVertex3dv ( &(*mesh)[seg[1]].X() ); } glEnd(); } glColor3d (1, 0, 0); glBegin (GL_LINES); for (int i = 0; i < boxes.Size(); i++) { glVertex3dv ( boxes[i].PMin() ); glVertex3dv ( boxes[i].PMax() ); } glEnd(); if (vispar.drawededgenrs) { glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { 1 - backcolor, 1 - backcolor, 1 - backcolor }; glColor3fv (textcol); glNormal3d (0, 0, 1); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); char buf[20]; for (int i = 1; i <= mesh->GetNSeg(); i++) { const Segment & seg = mesh -> LineSegment (i); const Point3d p1 = mesh -> Point (seg[0]); const Point3d p2 = mesh -> Point (seg[1]); const Point3d p = Center (p1, p2); glRasterPos3d (p.X(), p.Y(), p.Z()); sprintf (buf, "%d", seg.edgenr); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); } glPopAttrib (); glDisable (GL_COLOR_MATERIAL); } if (vispar.drawedpoints) { glColor3d (0, 0, 1); /* glPointSize( 3.0 ); float range[2]; glGetFloatv(GL_POINT_SIZE_RANGE, &range[0]); cout << "max ptsize = " << range[0] << "-" << range[1] << endl; glBegin( GL_POINTS ); for (int i = 1; i <= mesh -> GetNP(); i++) { const Point3d & p = mesh -> Point(i); if (i % 2) glVertex3f( p.X(), p.Y(), p.Z()); } glEnd(); */ static GLubyte knoedel[] = { 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, }; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glDisable (GL_COLOR_MATERIAL); glDisable (GL_LIGHTING); glDisable (GL_CLIP_PLANE0); for (int i = 1; i <= mesh -> GetNP(); i++) { const Point3d & p = mesh -> Point(i); glRasterPos3d (p.X(), p.Y(), p.Z()); glBitmap (7, 7, 3, 3, 0, 0, &knoedel[0]); } } if (vispar.drawedpointnrs) { glEnable (GL_COLOR_MATERIAL); GLfloat textcol[3] = { 1 - backcolor, 1 - backcolor, 1 - backcolor }; glColor3fv (textcol); glNormal3d (0, 0, 1); glPushAttrib (GL_LIST_BIT); // glListBase (fontbase); char buf[20]; for (int i = 1; i <= mesh->GetNP(); i++) { const Point3d & p = mesh->Point(i); glRasterPos3d (p.X(), p.Y(), p.Z()); sprintf (buf, "%d", i); // glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf); MyOpenGLText (buf); } glPopAttrib (); glDisable (GL_COLOR_MATERIAL); } glPopMatrix(); if (vispar.drawcoordinatecross) DrawCoordinateCross (); DrawNetgenLogo (); glFinish(); } void VisualSceneSpecPoints :: BuildScene (int zoomall) { if (!mesh) { VisualScene::BuildScene(zoomall); return; } Box3d box; if (mesh->GetNSeg()) { box.SetPoint (mesh->Point (mesh->LineSegment(1)[0])); for (int i = 1; i <= mesh->GetNSeg(); i++) { box.AddPoint (mesh->Point (mesh->LineSegment(i)[0])); box.AddPoint (mesh->Point (mesh->LineSegment(i)[1])); } } else if (specpoints.Size() >= 2) { box.SetPoint (specpoints.Get(1).p); for (int i = 2; i <= specpoints.Size(); i++) box.AddPoint (specpoints.Get(i).p); } else { box = Box3d (Point3d (0,0,0), Point3d (1,1,1)); } if (zoomall == 2 && ((vispar.centerpoint >= 1 && vispar.centerpoint <= mesh->GetNP()) || vispar.use_center_coords)) { if (vispar.use_center_coords) { center.X() = vispar.centerx; center.Y() = vispar.centery; center.Z() = vispar.centerz; } else center = mesh->Point (vispar.centerpoint); } else center = Center (box.PMin(), box.PMax()); rad = 0.5 * Dist (box.PMin(), box.PMax()); CalcTransformationMatrices(); } }