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Christophe Geuzaine authored
fix cygwin bustage
Christophe Geuzaine authoredfix cygwin bustage
Post.cpp 18.15 KiB
// $Id: Post.cpp,v 1.78 2004-09-12 04:13:59 geuzaine Exp $
//
// Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems to <gmsh@geuz.org>.
#include "Gmsh.h"
#include "GmshUI.h"
#include "Numeric.h"
#include "Geo.h"
#include "Mesh.h"
#include "Draw.h"
#include "Views.h"
#include "Context.h"
#include "gl2ps.h"
extern Context_T CTX;
// Give Value from Index
double GiveValueFromIndex_Lin(double ValMin, double ValMax, int NbIso, int Iso)
{
if(NbIso == 1)
return (ValMax + ValMin) / 2.;
return ValMin + Iso * (ValMax - ValMin) / (NbIso - 1.);
}
double GiveValueFromIndex_Log(double ValMin, double ValMax, int NbIso, int Iso)
{
if(NbIso == 1)
return (ValMax + ValMin) / 2.;
if(ValMin <= 0.)
return 0.;
return pow(10., log10(ValMin)
+ Iso * (log10(ValMax) - log10(ValMin)) / (NbIso - 1.));
}
double GiveValueFromIndex_DoubleLog(double ValMin, double ValMax, int NbIso,
int Iso)
{
if(NbIso == 1)
return (ValMax + ValMin) / 2.;
if(ValMin <= 0.)
return 0.;
double Iso2 = Iso / 2.;
double NbIso2 = NbIso / 2.;
return pow(10., log10(ValMin)
+ Iso2 * (log10(ValMax) - log10(ValMin)) / (NbIso2 - 1.));
}
// Give Index From Value
int GiveIndexFromValue_Lin(double ValMin, double ValMax, int NbIso,
double Val)
{
if(ValMin == ValMax)
return NbIso / 2;
return (int)((Val - ValMin) * (NbIso - 1) / (ValMax - ValMin));
}
int GiveIndexFromValue_Log(double ValMin, double ValMax, int NbIso,
double Val)
{
if(ValMin == ValMax)
return NbIso / 2;
if(ValMin <= 0.)
return 0;
return (int)((log10(Val) - log10(ValMin)) * (NbIso - 1) /
(log10(ValMax) - log10(ValMin)));
}
int GiveIndexFromValue_DoubleLog(double ValMin, double ValMax, int NbIso,
double Val)
{
// JF: this is obviously wrong...
if(ValMin == ValMax)
return NbIso / 2;
if(ValMin <= 0.)
return 0;
return (int)((log10(Val) - log10(ValMin)) * (NbIso - 1) /
(log10(ValMax) - log10(ValMin)));
}
// Color Palette
unsigned int PaletteContinuous(Post_View * v, double min, double max, double val)
{ /* val in [min,max] */
int index = v->GIFV(min, max, v->CT.size, val);
glColor4ubv((GLubyte *) & v->CT.table[index]);
return v->CT.table[index];
}
unsigned int PaletteContinuousLinear(Post_View * v, double min, double max, double val)
{ /* val in [min,max] */
int index = GiveIndexFromValue_Lin(min, max, v->CT.size, val);
glColor4ubv((GLubyte *) & v->CT.table[index]);
return v->CT.table[index];
}
unsigned int PaletteDiscrete(Post_View * v, int nbi, int i)
{ /* i in [0,nbi-1] */
int index;
index = (nbi == 1) ?
v->CT.size / 2 : (int)(i / (double)(nbi - 1) * (v->CT.size - 1) + 0.5);
glColor4ubv((GLubyte *) & v->CT.table[index]);
return v->CT.table[index];
}
// Compute node coordinates taking Offset and Explode into account
void Get_Coords(double Explode, double *Offset, int nbnod,
double *x1, double *y1, double *z1,
double *x2, double *y2, double *z2)
{
int i;
double xc = 0., yc = 0., zc = 0.;
if(Explode == 1) {
for(i = 0; i < nbnod; i++) {
x2[i] = x1[i] + Offset[0];
y2[i] = y1[i] + Offset[1];
z2[i] = z1[i] + Offset[2];
}
}
else {
for(i = 0; i < nbnod; i++) {
xc += x1[i];
yc += y1[i];
zc += z1[i];
}
xc /= (double)nbnod;
yc /= (double)nbnod;
zc /= (double)nbnod;
for(i = 0; i < nbnod; i++) {
x2[i] = xc + Explode * (x1[i] - xc) + Offset[0];
y2[i] = yc + Explode * (y1[i] - yc) + Offset[1];
z2[i] = zc + Explode * (z1[i] - zc) + Offset[2];
}
}
}
// Compare barycenters with viewpoint (eye)
static double storedEye[3] = { 0., 0., 0. };
int changedEye()
{
double zeye = 100 * CTX.lc, tmp[3];
tmp[0] = CTX.rot[0][2] * zeye;
tmp[1] = CTX.rot[1][2] * zeye;
tmp[2] = CTX.rot[2][2] * zeye;
if(fabs(tmp[0] - storedEye[0]) > 1.e-3 ||
fabs(tmp[1] - storedEye[1]) > 1.e-3 ||
fabs(tmp[2] - storedEye[2]) > 1.e-3) {
storedEye[0] = tmp[0];
storedEye[1] = tmp[1];
storedEye[2] = tmp[2];
Msg(DEBUG, "New eye = (%g %g %g)", tmp[0], tmp[1], tmp[2]);
return 1;
}
return 0;
}
// to be rigorous, we should take Raise into account
int compareEye(double *q, double *w, int nbnodes)
{
double d, dq, dw, cgq[3] = { 0., 0., 0. }, cgw[3] = { 0., 0., 0.};
for(int i = 0; i < nbnodes; i++) {
cgq[0] += q[i];
cgq[1] += q[i + nbnodes];
cgq[2] += q[i + 2 * nbnodes];
cgw[0] += w[i];
cgw[1] += w[i + nbnodes];
cgw[2] += w[i + 2 * nbnodes];
}
prosca(storedEye, cgq, &dq);
prosca(storedEye, cgw, &dw);
d = dq - dw;
if(d > 0)
return 1;
if(d < 0)
return -1;
return 0;
}
int compareEye3Nodes(const void *a, const void *b)
{
return compareEye((double *)a, (double *)b, 3);
}
int compareEye4Nodes(const void *a, const void *b)
{
return compareEye((double *)a, (double *)b, 4);
}
int compareEye5Nodes(const void *a, const void *b)
{
return compareEye((double *)a, (double *)b, 5);
}
int compareEye6Nodes(const void *a, const void *b)
{
return compareEye((double *)a, (double *)b, 6);
}
int compareEye8Nodes(const void *a, const void *b)
{
return compareEye((double *)a, (double *)b, 8);
}
// Draw_Post
void Draw_List(Post_View * v, double ValMin, double ValMax,
List_T * list, int nbelm, int nbnod,
void (*draw) (Post_View *, int, double, double, double *,
double *, double *, double *))
{
int i, nb;
double X[8], Y[8], Z[8];
if(nbelm) {
nb = List_Nbr(list) / nbelm;
v->ViewForDisplacement =
(Post_View*)List_Pointer_Test(CTX.post.list, v->RaisedScalarView);
if(v->Light && v->SmoothNormals && v->Changed) {
Msg(DEBUG, "Preprocessing of normals in View[%d]", v->Index);
v->ElementForDisplacement = 0;
for(i = 0; i < List_Nbr(list); i += nb) {
Get_Coords(v->Explode, v->Offset, nbnod,
(double *)List_Pointer_Fast(list, i),
(double *)List_Pointer_Fast(list, i + nbnod),
(double *)List_Pointer_Fast(list, i + 2 * nbnod), X, Y, Z);
draw(v, 1, ValMin, ValMax, X, Y, Z,
(double *)List_Pointer_Fast(list, i + 3 * nbnod));
v->ElementForDisplacement++;
}
}
v->ElementForDisplacement = 0;
for(i = 0; i < List_Nbr(list); i += nb) {
Get_Coords(v->Explode, v->Offset, nbnod,
(double *)List_Pointer_Fast(list, i),
(double *)List_Pointer_Fast(list, i + nbnod),
(double *)List_Pointer_Fast(list, i + 2 * nbnod), X, Y, Z);
draw(v, 0, ValMin, ValMax, X, Y, Z,
(double *)List_Pointer_Fast(list, i + 3 * nbnod));
v->ElementForDisplacement++;
}
}
}
void Draw_Post(void)
{
int nb;
double ValMin = 0., ValMax = 0.;
Post_View *v;
if(!CTX.post.list)
return;
if(CTX.draw_bbox || !CTX.post.draw) { // draw only the bbox of the visible views
for(int iView = 0; iView < List_Nbr(CTX.post.list); iView++) {
v = (Post_View *) List_Pointer(CTX.post.list, iView);
if(v->Visible && v->Type == DRAW_POST_3D) {
glColor4ubv((GLubyte *) & CTX.color.fg);
glLineWidth(CTX.line_width);
glBegin(GL_LINE_LOOP);
glVertex3d(v->BBox[0], v->BBox[2], v->BBox[4]);
glVertex3d(v->BBox[1], v->BBox[2], v->BBox[4]);
glVertex3d(v->BBox[1], v->BBox[3], v->BBox[4]);
glVertex3d(v->BBox[0], v->BBox[3], v->BBox[4]);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3d(v->BBox[0], v->BBox[2], v->BBox[5]);
glVertex3d(v->BBox[1], v->BBox[2], v->BBox[5]);
glVertex3d(v->BBox[1], v->BBox[3], v->BBox[5]);
glVertex3d(v->BBox[0], v->BBox[3], v->BBox[5]);
glEnd();
glBegin(GL_LINES);
glVertex3d(v->BBox[0], v->BBox[2], v->BBox[4]);
glVertex3d(v->BBox[0], v->BBox[2], v->BBox[5]);
glVertex3d(v->BBox[1], v->BBox[2], v->BBox[4]);
glVertex3d(v->BBox[1], v->BBox[2], v->BBox[5]);
glVertex3d(v->BBox[1], v->BBox[3], v->BBox[4]);
glVertex3d(v->BBox[1], v->BBox[3], v->BBox[5]);
glVertex3d(v->BBox[0], v->BBox[3], v->BBox[4]);
glVertex3d(v->BBox[0], v->BBox[3], v->BBox[5]);
glEnd();
char label[256];
double offset = 0.5 * CTX.gl_fontsize * CTX.pixel_equiv_x;
glRasterPos3d(v->BBox[0] + offset / CTX.s[0],
v->BBox[2] + offset / CTX.s[0],
v->BBox[4] + offset / CTX.s[0]);
sprintf(label, "(%g,%g,%g)", v->BBox[0], v->BBox[2], v->BBox[4]);
Draw_String(label);
glRasterPos3d(v->BBox[1] + offset / CTX.s[0],
v->BBox[3] + offset / CTX.s[0],
v->BBox[5] + offset / CTX.s[0]);
sprintf(label, "(%g,%g,%g)", v->BBox[1], v->BBox[3], v->BBox[5]);
Draw_String(label);
for(int i = 0; i < 6; i++)
if(CTX.clip[i] & (1<<(2+iView)))
Draw_PlaneInBoundingBox(v->BBox[0], v->BBox[2], v->BBox[4],
v->BBox[1], v->BBox[3], v->BBox[5],
CTX.clip_plane[i][0], CTX.clip_plane[i][1],
CTX.clip_plane[i][2], CTX.clip_plane[i][3]);
}
}
}
if(!CTX.post.draw)
return;
for(int iView = 0; iView < List_Nbr(CTX.post.list); iView++) {
v = (Post_View *) List_Pointer(CTX.post.list, iView);
if(v->Visible && !v->Dirty) {
glPointSize(v->PointSize);
gl2psPointSize(v->PointSize * CTX.print.eps_point_size_factor);
glLineWidth(v->LineWidth);
gl2psLineWidth(v->LineWidth * CTX.print.eps_line_width_factor);
if(v->LightTwoSide)
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
else
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
for(int i = 0; i < 6; i++)
if(CTX.clip[i] & (1<<(2+iView)))
glEnable((GLenum)(GL_CLIP_PLANE0 + i));
else
glDisable((GLenum)(GL_CLIP_PLANE0 + i));
switch (v->RangeType) {
case DRAW_POST_RANGE_DEFAULT:
ValMin = v->Min;
ValMax = v->Max;
break;
case DRAW_POST_RANGE_CUSTOM:
ValMin = v->CustomMin;
ValMax = v->CustomMax;
break;
case DRAW_POST_RANGE_PER_STEP:
ValMin = v->TimeStepMin[v->TimeStep];
ValMax = v->TimeStepMax[v->TimeStep];
break;
}
v->MinForDisplacement = ValMin;
v->MaxForDisplacement = ValMax;
switch (v->ScaleType) {
case DRAW_POST_LINEAR:
v->GIFV = GiveIndexFromValue_Lin;
v->GVFI = GiveValueFromIndex_Lin;
break;
case DRAW_POST_LOGARITHMIC:
v->GIFV = GiveIndexFromValue_Log;
v->GVFI = GiveValueFromIndex_Log;
break;
case DRAW_POST_DOUBLELOGARITHMIC:
v->GIFV = GiveIndexFromValue_DoubleLog;
v->GVFI = GiveValueFromIndex_DoubleLog;
break;
}
if(v->Light && v->SmoothNormals && v->Changed)
v->reset_normals();
// initialize alpha blending for transparency
if(CTX.alpha && ColorTable_IsAlpha(&v->CT)){
if(CTX.fake_transparency){
// simple additive blending "a la xpost":
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // glBlendEquation(GL_FUNC_ADD);
// maximum intensity projection "a la volsuite":
// glBlendFunc(GL_ONE, GL_ONE); // glBlendEquation(GL_MAX);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
else{
// real translucent blending (requires back-to-front traversal)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
// if we don't use vertex arrays, do the sorting here - it's
// incorrect for hybrid views (use Plugin(DecomposeInSimplex)
// for that)
if(!CTX.post.vertex_arrays && v->DrawScalars &&
(changedEye() || v->Changed)) {
Msg(DEBUG, "Sorting View[%d] for transparency (NO vertex array)", v->Index);
if(v->NbST && v->DrawTriangles) {
nb = List_Nbr(v->ST) / v->NbST;
qsort(v->ST->array, v->NbST, nb * sizeof(double), compareEye3Nodes);
}
if(v->NbSQ && v->DrawQuadrangles) {
nb = List_Nbr(v->SQ) / v->NbSQ;
qsort(v->SQ->array, v->NbSQ, nb * sizeof(double), compareEye4Nodes);
}
if(v->NbSS && v->DrawTetrahedra) {
nb = List_Nbr(v->SS) / v->NbSS;
qsort(v->SS->array, v->NbSS, nb * sizeof(double), compareEye4Nodes);
}
if(v->NbSH && v->DrawHexahedra) {
nb = List_Nbr(v->SH) / v->NbSH;
qsort(v->SH->array, v->NbSH, nb * sizeof(double), compareEye8Nodes);
}
if(v->NbSI && v->DrawPrisms) {
nb = List_Nbr(v->SI) / v->NbSI;
qsort(v->SI->array, v->NbSI, nb * sizeof(double), compareEye6Nodes);
}
if(v->NbSY && v->DrawPyramids) {
nb = List_Nbr(v->SY) / v->NbSY;
qsort(v->SY->array, v->NbSY, nb * sizeof(double), compareEye5Nodes);
}
}
}
}
if(v->DrawPoints) {
if(v->Type == DRAW_POST_3D && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SP, v->NbSP, 1, Draw_ScalarPoint);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VP, v->NbVP, 1, Draw_VectorPoint);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TP, v->NbTP, 1, Draw_TensorPoint);
}
if(v->DrawLines) {
if(v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SL, v->NbSL, 2, Draw_ScalarLine);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VL, v->NbVL, 2, Draw_VectorLine);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TL, v->NbTL, 2, Draw_TensorLine);
}
for(int pass = 0; pass < 2; pass++){
int skip_2d = 0, skip_3d = 0;
if(pass == 0){
if(CTX.post.vertex_arrays){
if(v->Changed){
Msg(DEBUG, "regenerate View[%d] vertex array", v->Index);
if(v->TriVertexArray) delete v->TriVertexArray;
v->TriVertexArray = new VertexArray(3, 10000);
v->TriVertexArray->fill = 1;
goto pass_0;
}
}
goto pass_1;
}
else{
// don't even enter the classic data path if we don't have to
if(v->TriVertexArray){
if(v->Boundary < 1 && !v->ShowElement &&
v->IntervalsType != DRAW_POST_NUMERIC && v->IntervalsType != DRAW_POST_ISO){
Msg(DEBUG, "View[%d]: skiping 2D scalar pass alltogether", v->Index);
skip_2d = 1;
}
if(v->Boundary < 2 && !v->ShowElement &&
v->IntervalsType != DRAW_POST_NUMERIC && v->IntervalsType != DRAW_POST_ISO){
Msg(DEBUG, "View[%d]: skiping 3D scalar pass alltogether", v->Index);
skip_3d = 1;
}
}
}
pass_0:
if(v->DrawTriangles) {
if(!skip_2d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->ST, v->NbST, 3, Draw_ScalarTriangle);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VT, v->NbVT, 3, Draw_VectorTriangle);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TT, v->NbTT, 3, Draw_TensorTriangle);
}
if(v->DrawQuadrangles) {
if(!skip_2d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SQ, v->NbSQ, 4, Draw_ScalarQuadrangle);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VQ, v->NbVQ, 4, Draw_VectorQuadrangle);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TQ, v->NbTQ, 4, Draw_TensorQuadrangle);
}
if(v->DrawTetrahedra) {
if(!skip_3d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SS, v->NbSS, 4, Draw_ScalarTetrahedron);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VS, v->NbVS, 4, Draw_VectorTetrahedron);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TS, v->NbTS, 4, Draw_TensorTetrahedron);
}
if(v->DrawHexahedra) {
if(!skip_3d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SH, v->NbSH, 8, Draw_ScalarHexahedron);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VH, v->NbVH, 8, Draw_VectorHexahedron);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TH, v->NbTH, 8, Draw_TensorHexahedron);
}
if(v->DrawPrisms) {
if(!skip_3d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SI, v->NbSI, 6, Draw_ScalarPrism);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VI, v->NbVI, 6, Draw_VectorPrism);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TI, v->NbTI, 6, Draw_TensorPrism);
}
if(v->DrawPyramids) {
if(!skip_3d && v->DrawScalars)
Draw_List(v, ValMin, ValMax, v->SY, v->NbSY, 5, Draw_ScalarPyramid);
if(v->DrawVectors)
Draw_List(v, ValMin, ValMax, v->VY, v->NbVY, 5, Draw_VectorPyramid);
if(v->DrawTensors)
Draw_List(v, ValMin, ValMax, v->TY, v->NbTY, 5, Draw_TensorPyramid);
}
pass_1:
if(v->TriVertexArray && v->TriVertexArray->fill){
Msg(DEBUG, "View[%d]; %d tris in vertex array", v->Index, v->TriVertexArray->num);
v->TriVertexArray->fill = 0;
}
}
if(v->TriVertexArray && v->TriVertexArray->num){
if(CTX.alpha && ColorTable_IsAlpha(&v->CT) && !CTX.fake_transparency &&
(changedEye() || v->Changed)){
Msg(DEBUG, "Sorting View[%d] for transparency (WITH vertex array)", v->Index);
v->TriVertexArray->sort(storedEye);
}
glVertexPointer(3, GL_FLOAT, 0, v->TriVertexArray->vertices->array);
glNormalPointer(GL_FLOAT, 0, v->TriVertexArray->normals->array);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, v->TriVertexArray->colors->array);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
if(v->Light)
glEnable(GL_LIGHTING);
else
glDisableClientState(GL_NORMAL_ARRAY);
if(v->ShowElement) glEnable(GL_POLYGON_OFFSET_FILL);
glDrawArrays(GL_TRIANGLES, 0, 3 * v->TriVertexArray->num);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_LIGHTING);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
if(v->DrawStrings) {
glColor4ubv((GLubyte *) & CTX.color.text);
Draw_Text2D3D(3, v->TimeStep, v->NbT3, v->T3D, v->T3C);
}
// reset alpha blending
if(CTX.alpha){
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
for(int i = 0; i < 6; i++)
glDisable((GLenum)(GL_CLIP_PLANE0 + i));
v->Changed = 0;
}
}
}