netgen/libsrc/visualization/mvdraw.cpp
2009-02-04 23:09:28 +00:00

1463 lines
32 KiB
C++

#include <mystdlib.h>
#include <myadt.hpp>
#include <meshing.hpp>
#include <csg.hpp>
#include <geometry2d.hpp>
#include <stlgeom.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
{
Point3d VisualScene :: center;
double VisualScene :: rad;
GLdouble VisualScene :: backcolor;
GLuint VisualScene :: fontbase = 0;
// 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<SplineGeometry2d> geometry2d;
extern AutoPtr<Mesh> mesh;
extern Array<SpecialPoint> specpoints;
extern Array<Box<3> > 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<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());
}
glGetFloatv (GL_MODELVIEW_MATRIX, rotmat);
glLoadIdentity();
glMultMatrixf (lookatmat);
glMultMatrixf (transmat);
glMultMatrixf (rotmat);
glMultMatrixf (centermat);
glGetFloatv (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);
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);
}
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);
glRasterPos3d (0.0f, len, 0.0f);
sprintf (buf, "y");
glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf);
glRasterPos3d (0.0f, 0.0f, len);
sprintf (buf, "z");
glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, 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 (-6.0, 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);
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<MPI_Request> 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<Point<2> > 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.p1] );
glVertex3dv ( (*mesh)[seg.p2] );
// glVertex3dv ( &(*mesh)[seg.p1].X() );
// glVertex3dv ( &(*mesh)[seg.p2].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.p1);
const Point3d p2 = mesh -> Point (seg.p2);
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);
}
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);
}
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).p1));
for (int i = 1; i <= mesh->GetNSeg(); i++)
{
box.AddPoint (mesh->Point (mesh->LineSegment(i).p1));
box.AddPoint (mesh->Point (mesh->LineSegment(i).p2));
}
}
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();
}
}