netgen/libsrc/visualization/mvdraw.cpp
2015-06-26 16:30:27 +02:00

837 lines
19 KiB
C++

#include <mystdlib.h>
#include <myadt.hpp>
#include <meshing.hpp>
#include <visual.hpp>
// #include <parallel.hpp>
#ifndef WIN32
#define GLX_GLXEXT_LEGACY
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h> /* for XA_RGB_DEFAULT_MAP atom */
// #include <GL/glx.h> // 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
*/
void (*opengl_text_function)(const char * text) = NULL;
void Set_OpenGLText_Callback ( void (*fun) (const char * text) )
{
opengl_text_function = fun;
}
void MyOpenGLText (const char * text)
{
if (opengl_text_function)
(*opengl_text_function) (text);
// cout << "MyOpenGLText: " << text << endl;
}
// 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;
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(bool blocking);
DLL_HEADER void Render (bool blocking)
{
if (blocking && multithread.running)
{
multithread.redraw = 2;
while (multithread.redraw == 2) ;
}
else
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);
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 Array<double> & alpha, const Array<Vec3d> & vec)
{
glPushMatrix();
glLoadIdentity();
for(int i=0; i<alpha.Size() && i<vec.Size(); i++)
{
glRotatef(alpha[i], vec[i].X(), vec[i].Y(), vec[i].Z());
}
glGetDoublev (GL_MODELVIEW_MATRIX, rotmat);
glLoadIdentity();
glMultMatrixd (lookatmat);
glMultMatrixd (transmat);
glMultMatrixd (rotmat);
glMultMatrixd (centermat);
glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
glPopMatrix();
}
void VisualScene :: ArbitraryRotation (const double alpha, const Vec3d & vec)
{
Array<double> a(1); a[0] = alpha;
Array<Vec3d> 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;
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*alpha);
}
// 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, 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 (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] = { GLfloat(1 - backcolor),
GLfloat(1 - backcolor),
GLfloat(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);
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);
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] = { 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);
}
#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
}