mirror of
https://github.com/NGSolve/netgen.git
synced 2024-12-26 22:00:33 +05:00
831 lines
19 KiB
C++
831 lines
19 KiB
C++
#include <mystdlib.h>
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#include <myadt.hpp>
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#include <meshing.hpp>
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#include <visual.hpp>
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// #include <parallel.hpp>
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#ifndef WIN32
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#define GLX_GLXEXT_LEGACY
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/Xatom.h> /* for XA_RGB_DEFAULT_MAP atom */
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// #include <GL/glx.h> // for parallel GL ???
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#endif
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namespace netgen
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{
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DLL_HEADER Point3d VisualScene :: center;
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DLL_HEADER double VisualScene :: rad;
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DLL_HEADER GLdouble VisualScene :: backcolor;
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/*
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#if TOGL_MAJOR_VERSION!=2
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GLuint VisualScene :: fontbase = 0;
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#else
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Tcl_Obj * VisualScene :: fontbase = NULL;
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Togl * VisualScene :: globtogl;
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#endif
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*/
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void (*opengl_text_function)(const char * text) = NULL;
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void Set_OpenGLText_Callback ( void (*fun) (const char * text) )
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{
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opengl_text_function = fun;
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}
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void MyOpenGLText (const char * text)
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{
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if (opengl_text_function)
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(*opengl_text_function) (text);
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// cout << "MyOpenGLText: " << text << endl;
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}
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// texture for color decoding
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// GLubyte * VisualScene :: colortexture = NULL;
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GLuint VisualScene :: coltexname = 1;
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int VisualScene :: ntexcols = -1;
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double VisualScene :: lookatmat[16];
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double VisualScene :: transmat[16];
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double VisualScene :: rotmat[16];
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double VisualScene :: centermat[16];
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double VisualScene :: transformationmat[16];
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int VisualScene :: selface;
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int VisualScene :: selelement;
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int VisualScene :: selpoint;
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int VisualScene :: selpoint2;
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int VisualScene :: locpi;
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int VisualScene :: seledge;
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int VisualScene :: selecttimestamp;
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int VisualScene :: viewport[4];
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VisualizationParameters :: VisualizationParameters()
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{
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lightamb = 0.3;
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lightdiff = 0.7;
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lightspec = 1;
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shininess = 50;
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transp = 0.3;
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locviewer = 0;
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showstltrias = 0;
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centerpoint = 0;
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usedispllists = 1;
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strcpy (selectvisual, "cross");
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use_center_coords = false;
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};
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VisualizationParameters vispar;
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double dist = 0;
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// double dist = 6;
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// vorher: pnear = 2;
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// double pnear = 0.1;
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// double pfar = 10;
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VisualScene :: VisualScene ()
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{
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changeval = -1;
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backcolor = 0;
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}
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VisualScene :: ~VisualScene()
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{
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;
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}
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extern DLL_HEADER void Render();
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DLL_HEADER void Render ()
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{
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multithread.redraw = 1;
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}
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void VisualScene :: BuildScene (int zoomall)
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{
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center = Point3d (0,0,0);
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rad = 1;
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CalcTransformationMatrices();
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glEnable(GL_DEPTH_TEST);
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glDisable (GL_DITHER);
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GLfloat ambvals[] = { 0.4f, 0.4f, 0.4f, 1.0f };
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GLfloat diffvals[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat specvals[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambvals);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffvals);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specvals);
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GLfloat light_position[] = { 1, 3, 3, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, 0);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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void VisualScene :: DrawScene ()
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{
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if (changeval == -1)
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BuildScene();
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changeval = 0;
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glClearColor(backcolor, backcolor, backcolor, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable (GL_COLOR_MATERIAL);
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glColor3f (1.0f, 1.0f, 1.0f);
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glLineWidth (1.0f);
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DrawCoordinateCross ();
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DrawNetgenLogo ();
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glFinish();
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}
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void VisualScene :: CalcTransformationMatrices()
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{
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// prepare model view matrix
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glPushMatrix();
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glLoadIdentity();
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gluLookAt (0, 0, 6, 0, 0, 0, 0, 1, 0);
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glGetDoublev (GL_MODELVIEW_MATRIX, lookatmat);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -dist);
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glGetDoublev (GL_MODELVIEW_MATRIX, transmat);
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glLoadIdentity();
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glGetDoublev (GL_MODELVIEW_MATRIX, rotmat);
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glScaled (1/rad, 1/rad, 1/rad);
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glTranslated (-center.X(), -center.Y(), -center.Z());
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glGetDoublev (GL_MODELVIEW_MATRIX, centermat);
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glLoadIdentity();
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glMultMatrixd (lookatmat);
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glMultMatrixd (transmat);
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glMultMatrixd (rotmat);
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glMultMatrixd (centermat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
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glPopMatrix();
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}
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void VisualScene :: ArbitraryRotation (const Array<double> & alpha, const Array<Vec3d> & vec)
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{
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glPushMatrix();
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glLoadIdentity();
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for(int i=0; i<alpha.Size() && i<vec.Size(); i++)
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{
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glRotatef(alpha[i], vec[i].X(), vec[i].Y(), vec[i].Z());
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}
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glGetDoublev (GL_MODELVIEW_MATRIX, rotmat);
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glLoadIdentity();
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glMultMatrixd (lookatmat);
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glMultMatrixd (transmat);
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glMultMatrixd (rotmat);
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glMultMatrixd (centermat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
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glPopMatrix();
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}
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void VisualScene :: ArbitraryRotation (const double alpha, const Vec3d & vec)
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{
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Array<double> a(1); a[0] = alpha;
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Array<Vec3d> v(1); v[0] = vec;
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ArbitraryRotation(a,v);
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}
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void VisualScene :: StandardRotation (const char * dir)
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{
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glPushMatrix();
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glLoadIdentity();
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if (strcmp (dir, "xy") == 0)
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;
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else if (strcmp (dir, "yx") == 0)
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glRotatef(180.0, 1.0f, 1.0f, 0.0f);
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else if (strcmp (dir, "xz") == 0)
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glRotatef(-90.0, 1.0f, 0.0f, 0.0f);
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else if (strcmp (dir, "zx") == 0)
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{
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glRotatef(180.0, 1.0f, 1.0f, 0.0f);
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glRotatef(-90.0, 1.0f, 0.0f, 0.0f);
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}
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else if (strcmp (dir, "yz") == 0)
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{
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glRotatef(-90.0, 0.0f, 0.0f, 1.0f);
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glRotatef(-90.0, 0.0f, 1.0f, 0.0f);
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}
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else if (strcmp (dir, "zy") == 0)
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glRotatef(90.0, 0.0f, 1.0f, 0.0f);
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glGetDoublev (GL_MODELVIEW_MATRIX, rotmat);
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glLoadIdentity();
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glMultMatrixd (lookatmat);
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glMultMatrixd (transmat);
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glMultMatrixd (rotmat);
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glMultMatrixd (centermat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
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glPopMatrix();
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}
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void VisualScene :: MouseMove(int oldx, int oldy,
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int newx, int newy,
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char mode)
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{
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int deltax = newx - oldx;
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int deltay = newy - oldy;
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glPushMatrix();
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glLoadIdentity ();
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switch (mode)
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{
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case 'r':
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{
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glRotatef(float(deltax)/2, 0.0f, 1.0f, 0.0f);
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glRotatef(float(deltay)/2, 1.0f, 0.0f, 0.0f);
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glMultMatrixd (rotmat);
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glGetDoublev (GL_MODELVIEW_MATRIX, rotmat);
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break;
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}
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case 'm':
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{
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GLdouble projmat[16], modelviewmat[16];
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GLint viewport[4];
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glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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glGetDoublev (GL_MODELVIEW_MATRIX, modelviewmat);
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glGetIntegerv (GL_VIEWPORT, viewport);
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// vorher pvz1/2 = 0
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GLdouble pvx1 = 0, pvy1 = 0, pvz1 = 0.99; // 0.95;
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GLdouble pvx2 = deltax, pvy2 = -deltay, pvz2 = 0.99; // 0.95;
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GLdouble px1, py1, pz1;
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GLdouble px2, py2, pz2;
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gluUnProject (pvx1, pvy1, pvz1,
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modelviewmat, projmat, viewport,
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&px1, &py1, &pz1);
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gluUnProject (pvx2, pvy2, pvz2,
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modelviewmat, projmat, viewport,
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&px2, &py2, &pz2);
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/*
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gluUnProject (oldx, oldy, 1,
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modelviewmat, projmat, viewport,
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&px1, &py1, &pz1);
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gluUnProject (newx, newy, 1,
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modelviewmat, projmat, viewport,
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&px2, &py2, &pz2);
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*/
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/*
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cout << "pv1 = " << pvx1 << ", " << pvy1 << ", " << pvz1 << endl;
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cout << "p1 = " << px1 << ", " << py1 << ", " << pz1 << endl;
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*/
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glTranslated (px2-px1, py2-py1, pz2-pz1);
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glMultMatrixd (transmat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transmat);
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break;
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}
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case 'z':
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{
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// glTranslatef(0.0f, 0.0f, -dist);
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// cout << "deltay = " << deltay << endl;
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// cout << "float_bug = " << (float(deltay)/100) << endl; gives wrong result with icc 9.0.021
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glScaled (exp (double (-deltay)/100),
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exp (double (-deltay)/100),
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exp (double (-deltay)/100));
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// glTranslatef(0.0f, 0.0f, dist);
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glMultMatrixd (transmat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transmat);
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break;
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}
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}
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glLoadIdentity();
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glMultMatrixd (lookatmat);
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glMultMatrixd (transmat);
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glMultMatrixd (rotmat);
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glMultMatrixd (centermat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
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glPopMatrix();
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}
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void VisualScene :: LookAt (const Point<3> & cam, const Point<3> & obj,
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const Point<3> & camup)
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{
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glPushMatrix();
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glLoadIdentity ();
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gluLookAt (cam(0), cam(1), cam(2),
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obj(0), obj(1), obj(2),
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camup(0), camup(1), camup(2));
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glMultMatrixd (centermat);
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glGetDoublev (GL_MODELVIEW_MATRIX, transformationmat);
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glPopMatrix();
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}
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void VisualScene :: SetClippingPlane ()
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{
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if (vispar.clipping.enable)
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{
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Vec3d n = vispar.clipping.normal;
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n /= (n.Length()+1e-10);
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clipplane[0] = n.X();
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clipplane[1] = n.Y();
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clipplane[2] = n.Z();
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clipplane[3] = -(Vec3d(center) * n) + rad * vispar.clipping.dist;
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double clipplane2[4];
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clipplane2[0] = n.X();
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clipplane2[1] = n.Y();
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clipplane2[2] = n.Z();
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clipplane2[3] = -(Vec3d(center) * n) +
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rad * (vispar.clipping.dist + vispar.clipping.dist2);
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glClipPlane(GL_CLIP_PLANE0, clipplane2);
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glEnable(GL_CLIP_PLANE0);
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}
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else
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glDisable (GL_CLIP_PLANE0);
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}
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void VisualScene :: MouseDblClick (int /* px */, int /* py */)
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{
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;
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}
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void VisualScene :: SetLight()
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{
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GLfloat vals[3];
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double lightamb = vispar.lightamb;
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vals[0] = vals[1] = vals[2] = lightamb;
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glLightfv(GL_LIGHT0, GL_AMBIENT, vals);
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double lightdiff = vispar.lightdiff;
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vals[0] = vals[1] = vals[2] = lightdiff;
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glLightfv(GL_LIGHT0, GL_DIFFUSE, vals);
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double lightspec = vispar.lightspec;
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vals[0] = vals[1] = vals[2] = lightspec;
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glLightfv(GL_LIGHT0, GL_SPECULAR, vals);
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, vispar.shininess);
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glLightModeli (GL_LIGHT_MODEL_LOCAL_VIEWER, vispar.locviewer);
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float mat_spec_col[] = { 1, 1, 1, 1 };
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glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col);
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glEnable (GL_LIGHTING);
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glEnable (GL_LIGHT0);
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}
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void VisualScene :: SetOpenGlColor(double val, double valmin, double valmax,
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int logscale)
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{
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double value;
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if (!logscale)
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value = (val - valmin) / (valmax - valmin);
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else
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{
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if (valmax <= 0) valmax = 1;
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if (valmin <= 0) valmin = 1e-4 * valmax;
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value = (log(fabs(val)) - log(valmin)) / (log(valmax) - log(valmin));
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}
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if (!invcolor)
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value = 1 - value;
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glTexCoord1f ( 0.998 * value + 0.001);
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// glTexCoord1f ( val );
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glTexCoord2f ( 0.998 * value + 0.001, 1.5);
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// glTexCoord1f ( value );
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if (value > 1) value = 1;
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if (value < 0) value = 0;
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value *= 4;
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static const double colp[][3] =
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{
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{ 1, 0, 0 },
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{ 1, 1, 0 },
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{ 0, 1, 0 },
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{ 0, 1, 1 },
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{ 0, 0, 1 },
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// { 1, 0, 1 },
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// { 1, 0, 0 },
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};
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int i = int(value);
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double r = value - i;
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GLdouble col[3];
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for (int j = 0; j < 3; j++)
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col[j] = (1-r) * colp[i][j] + r * colp[i+1][j];
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glColor3d (col[0], col[1], col[2]);
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}
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void VisualScene :: CreateTexture (int ncols, int linear, double alpha, int typ)
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{
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if (linear) ncols = 32;
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else ncols = 8;
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if (ntexcols != ncols)
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{
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ntexcols = ncols;
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GLubyte colortexture[4*32];
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const double colp[][3] =
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{
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{ 1, 0, 0 },
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{ 1, 1, 0 },
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{ 0, 1, 0 },
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{ 0, 1, 1 },
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{ 0, 0, 1 },
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};
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for (int i = 0; i < ncols; i++)
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{
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double value = 4.0 * i / (ncols-1);
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int iv = int(value);
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double r = value - iv;
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GLdouble col[3];
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if(r > 1e-3)
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for (int j = 0; j < 3; j++)
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col[j] = (1.-r) * colp[iv][j] + r * colp[iv+1][j];
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else
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for (int j = 0; j < 3; j++)
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col[j] = colp[iv][j];
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colortexture[4*i] = GLubyte (255 * col[0]);
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colortexture[4*i+1] = GLubyte (255 * col[1]);
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colortexture[4*i+2] = GLubyte (255 * col[2]);
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colortexture[4*i+3] = GLubyte(255*alpha);
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}
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// glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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glTexImage1D (GL_TEXTURE_1D, 0, 4, ncols, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture);
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glTexImage2D (GL_TEXTURE_2D, 0, 4, ncols, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colortexture);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, typ); // DECAL or MODULATE
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|
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
|
|
|
|
}
|