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// Gmsh - Copyright (C) 1997-2009 C. Geuzaine, J.-F. Remacle
//
// See the LICENSE.txt file for license information. Please report all
// bugs and problems to <gmsh@geuz.org>.
#include <string>
#include "GmshConfig.h"
#include "GmshMessage.h"
#include "drawContext.h"
#include "Trackball.h"
#include "Context.h"
#include "Numeric.h"
#include "GModel.h"
#include "PView.h"
#include "PViewOptions.h"
#include "gl2ps.h"
#if defined(HAVE_FLTK)
#include <FL/Fl_JPEG_Image.H>
#include <FL/Fl_PNG_Image.H>
#endif
drawContextGlobal *drawContext::_global = 0;
drawContext::drawContext(drawTransform *transform)
: _transform(transform)
{
// initialize from temp values in global context
for(int i = 0; i < 3; i++){
r[i] = CTX::instance()->tmpRotation[i];
t[i] = CTX::instance()->tmpTranslation[i];
s[i] = CTX::instance()->tmpScale[i];
}
for(int i = 0; i < 4; i++){
quaternion[i] = CTX::instance()->tmpQuaternion[i];
}
viewport[0] = viewport[1] = 0;
viewport[2] = CTX::instance()->glSize[0];
viewport[3] = CTX::instance()->glSize[1];
render_mode = GMSH_RENDER;
vxmin = vymin = vxmax = vymax = 0.;
pixel_equiv_x = pixel_equiv_y = 0.;
_bgImageSize[0] = _bgImageSize[1] = 0;
_quadric = 0; // cannot create it here: needs valid opengl context
_displayLists = 0;
}
drawContext::~drawContext()
{
if(_quadric) gluDeleteQuadric(_quadric);
if(_displayLists) glDeleteLists(_displayLists, 2);
}
drawContextGlobal *drawContext::global()
{
if(!_global) _global = new drawContextGlobal(); // create dummy default
return _global;
}
void drawContext::createQuadricsAndDisplayLists()
{
if(!_quadric) _quadric = gluNewQuadric();
if(!_quadric){
Msg::Error("Could not create quadric");
return;
}
if(!_displayLists) _displayLists = glGenLists(2);
if(!_displayLists){
Msg::Error("Could not generate display lists");
return;
}
// display list 0 (sphere)
glNewList(_displayLists + 0, GL_COMPILE);
gluSphere(_quadric, 1.,
CTX::instance()->quadricSubdivisions,
CTX::instance()->quadricSubdivisions);
glEndList();
// display list 1 (arrow)
glNewList(_displayLists + 1, GL_COMPILE);
glTranslated(0., 0., CTX::instance()->arrowRelStemLength);
if(CTX::instance()->arrowRelHeadRadius > 0 &&
CTX::instance()->arrowRelStemLength < 1)
gluCylinder(_quadric, CTX::instance()->arrowRelHeadRadius, 0.,
(1. - CTX::instance()->arrowRelStemLength),
CTX::instance()->quadricSubdivisions, 1);
if(CTX::instance()->arrowRelHeadRadius > CTX::instance()->arrowRelStemRadius)
gluDisk(_quadric, CTX::instance()->arrowRelStemRadius,
CTX::instance()->arrowRelHeadRadius,
CTX::instance()->quadricSubdivisions, 1);
else
gluDisk(_quadric, CTX::instance()->arrowRelHeadRadius,
CTX::instance()->arrowRelStemRadius,
CTX::instance()->quadricSubdivisions, 1);
glTranslated(0., 0., -CTX::instance()->arrowRelStemLength);
if(CTX::instance()->arrowRelStemRadius > 0 &&
CTX::instance()->arrowRelStemLength > 0){
gluCylinder(_quadric, CTX::instance()->arrowRelStemRadius,
CTX::instance()->arrowRelStemRadius,
CTX::instance()->arrowRelStemLength,
CTX::instance()->quadricSubdivisions, 1);
gluDisk(_quadric, 0, CTX::instance()->arrowRelStemRadius,
CTX::instance()->quadricSubdivisions, 1);
}
glEndList();
}
void drawContext::buildRotationMatrix()
{
if(CTX::instance()->useTrackball) {
build_rotmatrix(rot, quaternion);
setEulerAnglesFromRotationMatrix();
}
else {
double x = r[0] * M_PI / 180.;
double y = r[1] * M_PI / 180.;
double z = r[2] * M_PI / 180.;
double A = cos(x);
double B = sin(x);
double C = cos(y);
double D = sin(y);
double E = cos(z);
double F = sin(z);
double AD = A * D;
double BD = B * D;
rot[0] = C*E; rot[1] = BD*E+A*F; rot[2] =-AD*E+B*F; rot[3] = 0.;
rot[4] =-C*F; rot[5] =-BD*F+A*E; rot[6] = AD*F+B*E; rot[7] = 0.;
rot[8] = D; rot[9] =-B*C; rot[10] = A*C; rot[11] = 0.;
rot[12] = 0.; rot[13] = 0.; rot[14] = 0.; rot[15] = 1.;
setQuaternionFromEulerAngles();
}
}
void drawContext::addQuaternion(double p1x, double p1y, double p2x, double p2y)
{
double quat[4];
trackball(quat, p1x, p1y, p2x, p2y);
add_quats(quat, quaternion, quaternion);
}
void drawContext::addQuaternionFromAxisAndAngle(double axis[3], double angle)
{
double a = angle * M_PI / 180.;
double quat[4];
axis_to_quat(axis, a, quat);
add_quats(quat, quaternion, quaternion);
}
void drawContext::setQuaternion(double q0, double q1, double q2, double q3)
{
quaternion[0] = q0;
quaternion[1] = q1;
quaternion[2] = q2;
quaternion[3] = q3;
}
void drawContext::setQuaternionFromEulerAngles()
{
double x = r[0] * M_PI / 180.;
double y = r[1] * M_PI / 180.;
double z = r[2] * M_PI / 180.;
double xx[3] = {1.,0.,0.};
double yy[3] = {0.,1.,0.};
double zz[3] = {0.,0.,1.};
double q1[4], q2[4], q3[4], tmp[4];
axis_to_quat(xx, -x, q1);
axis_to_quat(yy, -y, q2);
axis_to_quat(zz, -z, q3);
add_quats(q1, q2, tmp);
add_quats(tmp, q3, quaternion);
}
void drawContext::setEulerAnglesFromRotationMatrix()
{
r[1] = asin(rot[8]); // Calculate Y-axis angle
double C = cos(r[1]);
r[1] *= 180. / M_PI;
if(fabs(C) > 0.005){ // Gimball lock?
double tmpx = rot[10] / C; // No, so get X-axis angle
double tmpy = -rot[9] / C;
r[0] = atan2(tmpy, tmpx) * 180. / M_PI;
tmpx = rot[0] / C; // Get Z-axis angle
tmpy = -rot[4] / C;
r[2] = atan2(tmpy, tmpx) * 180. / M_PI;
}
else{ // Gimball lock has occurred
r[0] = 0.; // Set X-axis angle to zero
double tmpx = rot[5]; // And calculate Z-axis angle
double tmpy = rot[1];
r[2] = atan2(tmpy, tmpx) * 180. / M_PI;
}
// return only positive angles in [0,360]
if(r[0] < 0.) r[0] += 360.;
if(r[1] < 0.) r[1] += 360.;
if(r[2] < 0.) r[2] += 360.;
}
static int needPolygonOffset()
{
GModel *m = GModel::current();
if(m->getMeshStatus() == 2 &&
(CTX::instance()->mesh.surfacesEdges || CTX::instance()->geom.lines ||
CTX::instance()->geom.surfaces))
return 1;
if(m->getMeshStatus() == 3 &&
(CTX::instance()->mesh.surfacesEdges || CTX::instance()->mesh.volumesEdges))
return 1;
for(unsigned int i = 0; i < PView::list.size(); i++){
PViewOptions *opt = PView::list[i]->getOptions();
if(opt->visible && opt->showElement) return 1;
}
return 0;
}
void drawContext::draw3d()
{
// We can only create this when a valid opengl context exists. (It's
// cheap to create so we just do it at each redraw: this makes it
// much simpler to deal with option changes, e.g. arrow shape
// changes)
createQuadricsAndDisplayLists();
// We should only enable the polygon offset when there is a mix of
// lines and polygons to be drawn; enabling it all the time can lead
// to very small but annoying artifacts in the picture. Since there
// are so many ways in Gmsh to combine polygons and lines
// (geometries + meshes + views...), we do our best here to
// automatically detect if we should enable it. Note: the formula
// for the offset is "offset = factor*DZ+r*units", where DZ is a
// measurement of the change in depth relative to the screen area of
// the polygon, and r is the smallest value that is guaranteed to
// produce a resolvable offset for a given implementation.
glPolygonOffset((float)CTX::instance()->polygonOffsetFactor,
(float)CTX::instance()->polygonOffsetUnits);
if(CTX::instance()->polygonOffsetFactor || CTX::instance()->polygonOffsetUnits)
CTX::instance()->polygonOffset = CTX::instance()->polygonOffsetAlways ? 1 :
needPolygonOffset();
else
CTX::instance()->polygonOffset = 0;
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
initProjection();
initRenderModel();
initPosition();
drawAxes();
drawGeom();
drawMesh();
drawPost();
}
void drawContext::draw2d()
{
glDisable(GL_DEPTH_TEST);
for(int i = 0; i < 6; i++)
glDisable((GLenum)(GL_CLIP_PLANE0 + i));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho((double)viewport[0], (double)viewport[2],
(double)viewport[1], (double)viewport[3], -1., 1.);
// hack to make the 2D primitives appear "in front" in GL2PS
glTranslated(0., 0., CTX::instance()->clipFactor > 1. ?
1. / CTX::instance()->clipFactor : CTX::instance()->clipFactor);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawGraph2d();
drawText2d();
if(CTX::instance()->post.draw)
drawScales();
if(CTX::instance()->smallAxes)
drawSmallAxes();
}
void drawContext::initProjection(int xpick, int ypick, int wpick, int hpick)
{
double Va =
(double) (viewport[3] - viewport[1]) /
(double) (viewport[2] - viewport[0]);
double Wa = (CTX::instance()->max[1] - CTX::instance()->min[1]) /
(CTX::instance()->max[0] - CTX::instance()->min[0]);
// compute the viewport in World coordinates (with margins)
if(Va > Wa) {
vxmin = CTX::instance()->min[0];
vxmax = CTX::instance()->max[0];
vymin = 0.5 * (CTX::instance()->min[1] + CTX::instance()->max[1] -
Va * (CTX::instance()->max[0] - CTX::instance()->min[0]));
vymax = 0.5 * (CTX::instance()->min[1] + CTX::instance()->max[1] +
Va * (CTX::instance()->max[0] - CTX::instance()->min[0]));
}
else {
vxmin = 0.5 * (CTX::instance()->min[0] + CTX::instance()->max[0] -
(CTX::instance()->max[1] - CTX::instance()->min[1]) / Va);
vxmax = 0.5 * (CTX::instance()->min[0] + CTX::instance()->max[0] +
(CTX::instance()->max[1] - CTX::instance()->min[1]) / Va);
vymin = CTX::instance()->min[1];
vymax = CTX::instance()->max[1];
}
vxmin -= (vxmax - vxmin) / 3.;
vxmax += 0.25 * (vxmax - vxmin);
vymin -= (vymax - vymin) / 3.;
vymax += 0.25 * (vymax - vymin);
// store what one pixel represents in world coordinates
pixel_equiv_x = (vxmax - vxmin) / (viewport[2] - viewport[0]);
pixel_equiv_y = (vymax - vymin) / (viewport[3] - viewport[1]);
// no initial translation of the model
t_init[0] = t_init[1] = t_init[2] = 0.;
// set up the near and far clipping planes so that the box is large
// enough to manipulate the model and zoom, but not too big
// (otherwise the z-buffer resolution e.g. with Mesa can become
// insufficient)
double zmax = std::max(fabs(CTX::instance()->min[2]),
fabs(CTX::instance()->max[2]));
if(zmax < CTX::instance()->lc) zmax = CTX::instance()->lc;
double clip_near, clip_far;
if(CTX::instance()->ortho) {
clip_near = -zmax * s[2] * CTX::instance()->clipFactor;
clip_far = -clip_near;
}
else {
clip_near = 0.75 * CTX::instance()->clipFactor * zmax;
clip_far = 75. * CTX::instance()->clipFactor * zmax;
}
// setup projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// restrict picking to a rectangular region around xpick,ypick
if(render_mode == GMSH_SELECT)
gluPickMatrix((GLdouble)xpick, (GLdouble)(viewport[3] - ypick),
(GLdouble)wpick, (GLdouble)hpick, (GLint *)viewport);
// draw background if not in selection mode
if(render_mode != GMSH_SELECT && (CTX::instance()->bgGradient ||
CTX::instance()->bgImageFileName.size())){
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
// the z values and the translation are only needed for GL2PS,
// which does not understand "no depth test" (hence we must make
// sure that we draw the background behind the rest of the scene)
glOrtho((double)viewport[0], (double)viewport[2],
(double)viewport[1], (double)viewport[3],
clip_near, clip_far);
glTranslated(0., 0., -0.99 * clip_far);
// background gradient
if(CTX::instance()->bgGradient == 1){ // vertical
glBegin(GL_QUADS);
glColor4ubv((GLubyte *) & CTX::instance()->color.bg);
glVertex2i(viewport[0], viewport[1]);
glVertex2i(viewport[2], viewport[1]);
glColor4ubv((GLubyte *) & CTX::instance()->color.bgGrad);
glVertex2i(viewport[2], viewport[3]);
glVertex2i(viewport[0], viewport[3]);
glEnd();
}
else if(CTX::instance()->bgGradient == 2){ // horizontal
glBegin(GL_QUADS);
glColor4ubv((GLubyte *) & CTX::instance()->color.bg);
glVertex2i(viewport[2], viewport[1]);
glVertex2i(viewport[2], viewport[3]);
glColor4ubv((GLubyte *) & CTX::instance()->color.bgGrad);
glVertex2i(viewport[0], viewport[3]);
glVertex2i(viewport[0], viewport[1]);
glEnd();
}
else if(CTX::instance()->bgGradient == 3){ // radial
double cx = 0.5 * (viewport[0] + viewport[2]);
double cy = 0.5 * (viewport[1] + viewport[3]);
double r = 0.5 * std::max(viewport[2] - viewport[0],
viewport[3] - viewport[1]);
glBegin(GL_TRIANGLE_FAN);
glColor4ubv((GLubyte *) & CTX::instance()->color.bgGrad);
glVertex2d(cx, cy);
glColor4ubv((GLubyte *) & CTX::instance()->color.bg);
glVertex2d(cx + r, cy);
int ntheta = 36;
for(int i = 1; i < ntheta + 1; i ++){
double theta = i * 2 * M_PI / (double)ntheta;
glVertex2d(cx + r * cos(theta), cy + r * sin(theta));
}
glEnd();
}
// hack for GL2PS (to make sure that the image is in front of the
// gradient)
glTranslated(0., 0., 0.01 * clip_far);
// background image
if(CTX::instance()->bgImageFileName.size()){
#if defined(HAVE_FLTK)
if(_bgImage.empty()){
int idot = CTX::instance()->bgImageFileName.find_last_of('.');
std::string ext;
if(idot > 0 && idot < (int)CTX::instance()->bgImageFileName.size())
ext = CTX::instance()->bgImageFileName.substr(idot + 1);
Fl_RGB_Image *img = 0;
if(ext == "jpg" || ext == "JPG" || ext == "jpeg" || ext == "JPEG")
img = new Fl_JPEG_Image(CTX::instance()->bgImageFileName.c_str());
else if(ext == "png" || ext == "PNG")
img = new Fl_PNG_Image(CTX::instance()->bgImageFileName.c_str());
if(img && img->d() >= 3){
const unsigned char *data = img->array;
for(int j = img->h() - 1; j >= 0; j--) {
for(int i = 0; i < img->w(); i++) {
int idx = j * img->w() * img->d() + i * img->d();
_bgImage.push_back((GLfloat)data[idx] / 255.F);
_bgImage.push_back((GLfloat)data[idx + 1] / 255.F);
_bgImage.push_back((GLfloat)data[idx + 2] / 255.F);
}
}
_bgImageSize[0] = img->w();
_bgImageSize[1] = img->h();
}
if(!_bgImageSize[0] || !_bgImageSize[1]){
Msg::Error("Could not load valid background image");
// make sure we don't try to load it again
for(int i = 0; i < 3; i++) _bgImage.push_back(0);
_bgImageSize[0] = _bgImageSize[1] = 1;
}
if(img) delete img;
}
double x = CTX::instance()->bgImagePosition[0];
double y = CTX::instance()->bgImagePosition[1];
int c = fix2dCoordinates(&x, &y);
if(c & 1) x -= _bgImageSize[0] / 2.;
if(c & 2) y -= _bgImageSize[1] / 2.;
if(x < viewport[0]) x = viewport[0];
if(y < viewport[1]) y = viewport[1];
glRasterPos2d(x, y);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDrawPixels(_bgImageSize[0], _bgImageSize[1], GL_RGB, GL_FLOAT,
(void*)&_bgImage[0]);
gl2psDrawPixels(_bgImageSize[0], _bgImageSize[1], 0, 0, GL_RGB, GL_FLOAT,
(void*)&_bgImage[0]);
#endif
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
if(CTX::instance()->ortho) {
glOrtho(vxmin, vxmax, vymin, vymax, clip_near, clip_far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
else {
// recenter the model such that the perspective is always at the
// center of gravity (we should maybe add an option to choose
// this, as we do for the rotation center)
t_init[0] = CTX::instance()->cg[0];
t_init[1] = CTX::instance()->cg[1];
vxmin -= t_init[0];
vxmax -= t_init[0];
vymin -= t_init[1];
vymax -= t_init[1];
glFrustum(vxmin, vxmax, vymin, vymax, clip_near, clip_far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
double coef = (clip_far / clip_near) / 3.;
glTranslated(-coef * t_init[0], -coef * t_init[1], -coef * clip_near);
glScaled(coef, coef, coef);
}
}
void drawContext::initRenderModel()
{
glPushMatrix();
glLoadIdentity();
glScaled(s[0], s[1], s[2]);
glTranslated(t[0], t[1], t[2]);
for(int i = 0; i < 6; i++) {
if(CTX::instance()->light[i]) {
GLfloat position[4] = {(GLfloat)CTX::instance()->lightPosition[i][0],
(GLfloat)CTX::instance()->lightPosition[i][1],
(GLfloat)CTX::instance()->lightPosition[i][2],
(GLfloat)CTX::instance()->lightPosition[i][3]};
glLightfv((GLenum)(GL_LIGHT0 + i), GL_POSITION, position);
GLfloat r = (GLfloat)(CTX::instance()->unpackRed
(CTX::instance()->color.ambientLight[i]) / 255.);
GLfloat g = (GLfloat)(CTX::instance()->unpackGreen
(CTX::instance()->color.ambientLight[i]) / 255.);
GLfloat b = (GLfloat)(CTX::instance()->unpackBlue
(CTX::instance()->color.ambientLight[i]) / 255.);
GLfloat ambient[4] = {r, g, b, 1.0F};
glLightfv((GLenum)(GL_LIGHT0 + i), GL_AMBIENT, ambient);
r = (GLfloat)(CTX::instance()->unpackRed
(CTX::instance()->color.diffuseLight[i]) / 255.);
g = (GLfloat)(CTX::instance()->unpackGreen
(CTX::instance()->color.diffuseLight[i]) / 255.);
b = (GLfloat)(CTX::instance()->unpackBlue
(CTX::instance()->color.diffuseLight[i]) / 255.);
GLfloat diffuse[4] = {r, g, b, 1.0F};
glLightfv((GLenum)(GL_LIGHT0 + i), GL_DIFFUSE, diffuse);
r = (GLfloat)(CTX::instance()->unpackRed
(CTX::instance()->color.specularLight[i]) / 255.);
g = (GLfloat)(CTX::instance()->unpackGreen
(CTX::instance()->color.specularLight[i]) / 255.);
b = (GLfloat)(CTX::instance()->unpackBlue
(CTX::instance()->color.specularLight[i]) / 255.);
GLfloat specular[4] = {r, g, b, 1.0F};
glLightfv((GLenum)(GL_LIGHT0 + i), GL_SPECULAR, specular);
glEnable((GLenum)(GL_LIGHT0 + i));
}
else{
glDisable((GLenum)(GL_LIGHT0 + i));
}
}
glPopMatrix();
// ambient and diffuse material colors track glColor automatically
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// "white"-only specular material reflection color
GLfloat spec[4] = {(GLfloat)CTX::instance()->shine,
(GLfloat)CTX::instance()->shine,
(GLfloat)CTX::instance()->shine, 1.0F};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
// specular exponent in [0,128] (larger means more "focused"
// reflection)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS,
(GLfloat)CTX::instance()->shineExponent);
glShadeModel(GL_SMOOTH);
// Normalize the normals automatically. We could use the more
// efficient glEnable(GL_RESCALE_NORMAL) instead (since we initially
// specify unit normals), but GL_RESCALE_NORMAL does only work with
// isotropic scalings (and we allow anistotropic scalings in
// myZoom). Note that GL_RESCALE_NORMAL is only available in
// GL_VERSION_1_2.
glEnable(GL_NORMALIZE);
// lighting is enabled/disabled for each particular primitive later
glDisable(GL_LIGHTING);
}
void drawContext::initPosition()
{
glScaled(s[0], s[1], s[2]);
glTranslated(t[0], t[1], t[2]);
if(CTX::instance()->rotationCenterCg)
glTranslated(CTX::instance()->cg[0],
CTX::instance()->cg[1],
CTX::instance()->cg[2]);
else
glTranslated(CTX::instance()->rotationCenter[0],
CTX::instance()->rotationCenter[1],
CTX::instance()->rotationCenter[2]);
buildRotationMatrix();
glMultMatrixd(rot);
if(CTX::instance()->rotationCenterCg)
glTranslated(-CTX::instance()->cg[0],
-CTX::instance()->cg[1],
-CTX::instance()->cg[2]);
else
glTranslated(-CTX::instance()->rotationCenter[0],
-CTX::instance()->rotationCenter[1],
-CTX::instance()->rotationCenter[2]);
// store the projection and modelview matrices at this precise
// moment (so that we can use them at any later time, even if the
// context has changed, i.e., even if we are out of draw())
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetDoublev(GL_MODELVIEW_MATRIX, model);
for(int i = 0; i < 6; i++)
glClipPlane((GLenum)(GL_CLIP_PLANE0 + i), CTX::instance()->clipPlane[i]);
}
// Takes a cursor position in window coordinates and returns the line
// (given by a point and a unit direction vector), in real space, that
// corresponds to that cursor position
void drawContext::unproject(double x, double y, double p[3], double d[3])
{
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
y = vp[3] - y;
GLdouble x0, y0, z0, x1, y1, z1;
// we use the stored model and proj matrices instead of directly
// getGetDouble'ing the matrices since unproject can be called in or
// after draw2d
if(!gluUnProject(x, y, 0.0, model, proj, vp, &x0, &y0, &z0))
Msg::Warning("unproject1 failed");
if(!gluUnProject(x, y, 1.0, model, proj, vp, &x1, &y1, &z1))
Msg::Warning("unproject2 failed");
p[0] = x0;
p[1] = y0;
p[2] = z0;
d[0] = x1 - x0;
d[1] = y1 - y0;
d[2] = z1 - z0;
double len = sqrt(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);
d[0] /= len;
d[1] /= len;
d[2] /= len;
}
void drawContext::viewport2World(double win[3], double xyz[3])
{
GLint viewport[4];
GLdouble model[16], proj[16];
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetDoublev(GL_MODELVIEW_MATRIX, model);
gluUnProject(win[0], win[1], win[2], model, proj, viewport, &xyz[0], &xyz[1], &xyz[2]);
}
void drawContext::world2Viewport(double xyz[3], double win[3])
{
GLint viewport[4];
GLdouble model[16], proj[16];
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetDoublev(GL_MODELVIEW_MATRIX, model);
gluProject(xyz[0], xyz[1], xyz[2], model, proj, viewport, &win[0], &win[1], &win[2]);
}
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