mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-26 22:00:33 +05:00
1190 lines
28 KiB
C++
1190 lines
28 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
|
|
{
|
|
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<Point<3>> 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<double> & alpha, const NgArray<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)
|
|
{
|
|
NgArray<double> a(1); a[0] = alpha;
|
|
NgArray<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;
|
|
|
|
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, 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<unsigned char> 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<unsigned char> 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<NgArray<Point<3>>> locpointsptr,
|
|
shared_ptr<NgArray<INDEX_2>> loclinesptr,
|
|
shared_ptr<NgArray<Point<2>>> 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
|
|
|
|
}
|