// Gmsh - Copyright (C) 1997-2025 C. Geuzaine, J.-F. Remacle
//
// See the LICENSE.txt file in the Gmsh root directory for license information.
// Please report all issues on https://gitlab.onelab.info/gmsh/gmsh/issues.

#include <string.h>
#include "drawContext.h"
#include "GmshDefines.h"
#include "Numeric.h"
#include "StringUtils.h"
#include "Context.h"
#include "gl2ps.h"
#include "SVector3.h"
#include "GModel.h"

void drawContext::drawString(const std::string &s, double x, double y, double z,
                             const std::string &font_name, int font_enum,
                             int font_size, int align, int line_num)
{
  if(s.empty()) return;
  if(CTX::instance()->printing && !CTX::instance()->print.text) return;

  if(s.size() > 8 && s.substr(0, 7) == "file://") {
    drawImage(s.substr(7), x, y, z, align);
    return;
  }

  glRasterPos3d(x, y, z);
  GLboolean valid;
  glGetBooleanv(GL_CURRENT_RASTER_POSITION_VALID, &valid);
  if(valid == GL_FALSE) return; // the primitive is culled

  if(align > 0 || line_num) {
    GLdouble pos[4];
    glGetDoublev(GL_CURRENT_RASTER_POSITION, pos);
    double x[3], w[3] = {pos[0], pos[1], pos[2]};
    drawContext::global()->setFont(font_enum, font_size);
    double width = drawContext::global()->getStringWidth(s.c_str());
    double height = drawContext::global()->getStringHeight();
    // width and height must here be computed in true pixel coordinates, because
    // viewport2world uses the actual, pixel-sized (not FLTK-sized) viewport
    width *= highResolutionPixelFactor();
    height *= highResolutionPixelFactor();
    // alignment for TeX is handled directly by gl2ps
    if(!CTX::instance()->printing ||
       CTX::instance()->print.fileFormat != FORMAT_TEX) {
      switch(align) {
      case 1:
        w[0] -= width / 2.;
        break; // bottom center
      case 2:
        w[0] -= width;
        break; // bottom right
      case 3:
        w[1] -= height;
        break; // top left
      case 4:
        w[0] -= width / 2.;
        w[1] -= height;
        break; // top center
      case 5:
        w[0] -= width;
        w[1] -= height;
        break; // top right
      case 6:
        w[1] -= height / 2.;
        break; // center left
      case 7:
        w[0] -= width / 2.;
        w[1] -= height / 2.;
        break; // center center
      case 8:
        w[0] -= width;
        w[1] -= height / 2.;
        break; // center right
      default: break;
      }
    }
    // treat line number also for TeX
    if(line_num) w[1] -= line_num * (1.1 * height);
    viewport2World(w, x);
    glRasterPos3d(x[0], x[1], x[2]);
  }

  if(!CTX::instance()->printing) {
    drawContext::global()->setFont(font_enum, font_size);
    drawContext::global()->drawString(s.c_str());
  }
  else {
    if(CTX::instance()->print.fileFormat == FORMAT_TEX) {
      std::string tmp =
        SanitizeTeXString(s.c_str(), CTX::instance()->print.texAsEquation);
      int opt;
      switch(align) {
      case 1:
        opt = GL2PS_TEXT_B;
        break; // bottom center
      case 2:
        opt = GL2PS_TEXT_BR;
        break; // bottom right
      case 3:
        opt = GL2PS_TEXT_TL;
        break; // top left
      case 4:
        opt = GL2PS_TEXT_T;
        break; // top center
      case 5:
        opt = GL2PS_TEXT_TR;
        break; // top right
      case 6:
        opt = GL2PS_TEXT_CL;
        break; // center left
      case 7:
        opt = GL2PS_TEXT_C;
        break; // center center
      case 8:
        opt = GL2PS_TEXT_CR;
        break; // center right
      default:
        opt = GL2PS_TEXT_BL;
        break; // bottom left
      }
      gl2psTextOpt(tmp.c_str(), font_name.c_str(), font_size, opt, 0.);
    }
    else if(CTX::instance()->print.epsQuality &&
            (CTX::instance()->print.fileFormat == FORMAT_PS ||
             CTX::instance()->print.fileFormat == FORMAT_EPS ||
             CTX::instance()->print.fileFormat == FORMAT_PDF ||
             CTX::instance()->print.fileFormat == FORMAT_SVG ||
             CTX::instance()->print.fileFormat == FORMAT_TIKZ)) {
      gl2psText(s.c_str(), font_name.c_str(), font_size);
    }
    else {
      drawContext::global()->setFont(font_enum, font_size);
      drawContext::global()->drawString(s.c_str());
    }
  }
}

void drawContext::drawString(const std::string &s, double x, double y, double z,
                             int line_num)
{
  drawString(s, x, y, z, CTX::instance()->glFont, CTX::instance()->glFontEnum,
             CTX::instance()->glFontSize, 0, line_num);
}

void drawContext::drawStringCenter(const std::string &s, double x, double y,
                                   double z, int line_num)
{
  drawString(s, x, y, z, CTX::instance()->glFont, CTX::instance()->glFontEnum,
             CTX::instance()->glFontSize, 1, line_num);
}

void drawContext::drawStringRight(const std::string &s, double x, double y,
                                  double z, int line_num)
{
  drawString(s, x, y, z, CTX::instance()->glFont, CTX::instance()->glFontEnum,
             CTX::instance()->glFontSize, 2, line_num);
}

void drawContext::drawString(const std::string &s, double x, double y, double z,
                             double style, int line_num)
{
  unsigned int bits = (unsigned int)style;

  if(!bits) { // use defaults
    drawString(s, x, y, z, line_num);
  }
  else {
    int size = (bits & 0xff);
    int font = (bits >> 8 & 0xff);
    int align = (bits >> 16 & 0xff);
    int font_enum = drawContext::global()->getFontEnum(font);
    std::string font_name = drawContext::global()->getFontName(font);
    if(!size) size = CTX::instance()->glFontSize;
    drawString(s, x, y, z, font_name, font_enum, size, align, line_num);
  }
}

void drawContext::drawImage(const std::string &name, double x, double y,
                            double z, int align)
{
  // format can be "@wxh" or "@wxh,wx,wy,wz,hx,hy,hz", where w and h are the
  // width and height (in model coordinates for T3 or in pixels for T2) of the
  // image, wx,wy,wz is the direction of the bottom edge of the image and
  // hx,hy,hz is the direction of the left edge of the image.
  size_t p = name.find_last_of('@');
  std::string file = name, format;
  if(p != std::string::npos) {
    format = name.substr(p + 1);
    file = name.substr(0, p);
  }
  double w = 0., h = 0., wx = 1., wy = 0., wz = 0., hx = 0., hy = 1., hz = 0.;
  bool billboard = false;
  if(format.size()) {
    bool ok;
    if(format.find(',') != std::string::npos)
      ok = (sscanf(format.c_str(), "%lfx%lf,%lf,%lf,%lf,%lf,%lf,%lf", &w, &h,
                   &wx, &wy, &wz, &hx, &hy, &hz) == 8);
    else
      ok = (sscanf(format.c_str(), "%lfx%lf", &w, &h) == 2);
    if(!ok)
      Msg::Warning("Bad image format: use `@wxh' or `@wxh,wx,wy,wz,hx,hy,hz'");
    if(format.find('#') != std::string::npos)
      billboard = true; // texture will always face camera
  }

  imgtex *img;
  if(!_imageTextures.count(file)) {
    img = &_imageTextures[file];
    file = FixRelativePath(GModel::current()->getFileName(), file);
    if(!generateTextureForImage(file, 1, img->tex, img->w, img->h)) {
      return;
    }
  }
  else {
    img = &_imageTextures[file];
  }
  if(!img->tex) {
    Msg::Debug("No texture for image - skipping image draw");
    return;
  }

  if(w == 0 && h == 0) {
    w = img->w;
    h = img->h;
  }
  else if(h == 0) {
    h = w * img->h / img->w;
  }
  else if(w == 0) {
    w = h * img->w / img->h;
  }

  GLboolean valid = GL_TRUE;
  GLint matrixMode = 0;
  if(billboard) {
    glRasterPos3d(x, y, z);
    GLfloat pos[4];
    glGetFloatv(GL_CURRENT_RASTER_POSITION, pos);
    glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    double fact = highResolutionPixelFactor();
    glOrtho((double)viewport[0], (double)viewport[2] * fact,
            (double)viewport[1], (double)viewport[3] * fact, -1, 1);
    x = pos[0];
    y = pos[1];
    z = 0;
    w *= fact * s[0] / pixel_equiv_x;
    h *= fact * s[1] / pixel_equiv_y;
    glGetBooleanv(GL_CURRENT_RASTER_POSITION_VALID, &valid);
  }
  if(valid == GL_TRUE) {
    switch(align) {
    case 1:
      x -= w / 2.;
      break; // bottom center
    case 2:
      x -= w;
      break; // bottom right
    case 3:
      y -= h;
      break; // top left
    case 4:
      x -= w / 2.;
      y -= h;
      break; // top center
    case 5:
      x -= w;
      y -= h;
      break; // top right
    case 6:
      y -= h / 2.;
      break; // center left
    case 7:
      x -= w / 2.;
      y -= h / 2.;
      break; // center center
    case 8:
      x -= w;
      y -= h / 2.;
      break; // center right
    default: break;
    }
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, img->tex);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
    glBegin(GL_QUADS);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3d(x + wx * w, y + wy * w, z + wz * w);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3d(x + wx * w + hx * h, y + wy * w + hy * h, z + wz * w + hz * h);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3d(x + hx * h, y + hy * h, z + hz * h);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3d(x, y, z);
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_BLEND);
  }
  if(billboard) {
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(matrixMode);
  }
}

static void _drawBox()
{
  glBegin(GL_QUADS);  
  // FRONT
  glVertex3f(-0.5f, -0.5f, 0.5f);
  glVertex3f( 0.5f, -0.5f, 0.5f);
  glVertex3f( 0.5f, 0.5f, 0.5f);
  glVertex3f(-0.5f, 0.5f, 0.5f);
  // BACK
  glVertex3f(-0.5f, -0.5f, -0.5f);
  glVertex3f(-0.5f, 0.5f, -0.5f);
  glVertex3f( 0.5f, 0.5f, -0.5f);
  glVertex3f( 0.5f, -0.5f, -0.5f);
  // LEFT
  glVertex3f(-0.5f, -0.5f, 0.5f);
  glVertex3f(-0.5f, 0.5f, 0.5f);
  glVertex3f(-0.5f, 0.5f, -0.5f);
  glVertex3f(-0.5f, -0.5f, -0.5f);
  // RIGHT
  glVertex3f( 0.5f, -0.5f, -0.5f);
  glVertex3f( 0.5f, 0.5f, -0.5f);
  glVertex3f( 0.5f, 0.5f, 0.5f);
  glVertex3f( 0.5f, -0.5f, 0.5f);
  // TOP
  glVertex3f(-0.5f, 0.5f, 0.5f);
  glVertex3f( 0.5f, 0.5f, 0.5f);
  glVertex3f( 0.5f, 0.5f, -0.5f);
  glVertex3f(-0.5f, 0.5f, -0.5f);
  // BOTTOM
  glVertex3f(-0.5f, -0.5f, 0.5f);
  glVertex3f(-0.5f, -0.5f, -0.5f);
  glVertex3f( 0.5f, -0.5f, -0.5f);
  glVertex3f( 0.5f, -0.5f, 0.5f);
  glEnd();
}

void drawContext::drawCube(double x, double y, double z, float v0[3],
			   float v1[3], float v2[3], int light)
{
 
  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();

  GLfloat m[16] = {v0[0],      v0[1],      v0[2],      .0f,   v1[0], v1[1],
                   v1[2],      .0f,        v2[0],      v2[1], v2[2], .0f,
                   (GLfloat)x, (GLfloat)y, (GLfloat)z, 1.f};
  glMultMatrixf(m);
  _drawBox();
  glPopMatrix();
  glDisable(GL_LIGHTING);
}

void drawContext::drawSphere(double R, double x, double y, double z, int n1,
                             int n2, int light)
{
  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();
  glTranslated(x, y, z);
  gluSphere(_quadric, R, n1, n2);
  glPopMatrix();
  glDisable(GL_LIGHTING);
}


void drawContext::drawEllipse(double x, double y, double z, float v0[3],
                              float v1[3], int light)
{
  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();
  GLfloat m[16] = {v0[0],
                   v0[1],
                   v0[2],
                   .0f,
                   v1[0],
                   v1[1],
                   v1[2],
                   .0f,
                   v0[1] * v1[2] - v0[2] * v1[1],
                   v0[2] * v1[0] - v0[0] * v1[2],
                   v0[0] * v1[1] - v0[1] * v1[0],
                   .0f,
                   (GLfloat)x,
                   (GLfloat)y,
                   (GLfloat)z,
                   1.f};
  glMultMatrixf(m);
  glCallList(_displayLists + 2);
  glPopMatrix();
  glDisable(GL_LIGHTING);
}

void drawContext::drawEllipsoid(double x, double y, double z, float v0[3],
                                float v1[3], float v2[3], int light)
{
  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();
  GLfloat m[16] = {v0[0],      v0[1],      v0[2],      .0f,   v1[0], v1[1],
                   v1[2],      .0f,        v2[0],      v2[1], v2[2], .0f,
                   (GLfloat)x, (GLfloat)y, (GLfloat)z, 1.f};
  glMultMatrixf(m);
  glCallList(_displayLists + 0);
  glPopMatrix();
  glDisable(GL_LIGHTING);
}

void drawContext::drawSphere(double size, double x, double y, double z,
                             int light)
{
  double ss = size * pixel_equiv_x / s[0]; // size is in pixels
  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();
  glTranslated(x, y, z);
  glScaled(ss, ss, ss);
  glCallList(_displayLists + 0);
  glPopMatrix();
  glDisable(GL_LIGHTING);
}

void drawContext::drawTaperedCylinder(double width, double val1, double val2,
                                      double ValMin, double ValMax, double *x,
                                      double *y, double *z, int light)
{
  if(light) glEnable(GL_LIGHTING);

  double dx = x[1] - x[0];
  double dy = y[1] - y[0];
  double dz = z[1] - z[0];
  double const length = std::sqrt(dx * dx + dy * dy + dz * dz);
  double fact = width * pixel_equiv_x / s[0] / (ValMax - ValMin);
  double radius1 = (val1 - ValMin) * fact;
  double radius2 = (val2 - ValMin) * fact;
  double zdir[3] = {0., 0., 1.};
  double vdir[3] = {dx / length, dy / length, dz / length};
  double axis[3], phi;
  prodve(zdir, vdir, axis);
  double const cosphi = prosca(zdir, vdir);
  if(!norme(axis)) {
    axis[0] = 0.;
    axis[1] = 1.;
    axis[2] = 0.;
  }
  phi = 180. * myacos(cosphi) / M_PI;

  glPushMatrix();
  glTranslated(x[0], y[0], z[0]);
  glRotated(phi, axis[0], axis[1], axis[2]);
  gluCylinder(_quadric, radius1, radius2, length,
              CTX::instance()->quadricSubdivisions, 1);
  glPopMatrix();

  glDisable(GL_LIGHTING);
}

void drawContext::drawCylinder(double width, double *x, double *y, double *z,
                               int light)
{
  if(light) glEnable(GL_LIGHTING);

  double dx = x[1] - x[0];
  double dy = y[1] - y[0];
  double dz = z[1] - z[0];
  double const length = std::sqrt(dx * dx + dy * dy + dz * dz);
  double radius = width * pixel_equiv_x / s[0];
  double zdir[3] = {0., 0., 1.};
  double vdir[3] = {dx / length, dy / length, dz / length};
  double axis[3], phi;
  prodve(zdir, vdir, axis);
  double const cosphi = prosca(zdir, vdir);
  if(!norme(axis)) {
    axis[0] = 0.;
    axis[1] = 1.;
    axis[2] = 0.;
  }
  phi = 180. * myacos(cosphi) / M_PI;

  glPushMatrix();
  glTranslated(x[0], y[0], z[0]);
  glRotated(phi, axis[0], axis[1], axis[2]);
  gluCylinder(_quadric, radius, radius, length,
              CTX::instance()->quadricSubdivisions, 1);
  glPopMatrix();

  glDisable(GL_LIGHTING);
}

static void drawSimpleVector(int arrow, int fill, double x, double y, double z,
                             double dx, double dy, double dz, double d,
                             int light)
{
  double n[3], t[3], u[3];

  n[0] = dx / d;
  n[1] = dy / d;
  n[2] = dz / d;

  if((fabs(n[0]) >= fabs(n[1]) && fabs(n[0]) >= fabs(n[2])) ||
     (fabs(n[1]) >= fabs(n[0]) && fabs(n[1]) >= fabs(n[2]))) {
    t[0] = n[1];
    t[1] = -n[0];
    t[2] = 0.;
  }
  else {
    t[0] = 0.;
    t[1] = n[2];
    t[2] = -n[1];
  }

  double l = sqrt(t[0] * t[0] + t[1] * t[1] + t[2] * t[2]);
  t[0] /= l;
  t[1] /= l;
  t[2] /= l;

  u[0] = n[1] * t[2] - n[2] * t[1];
  u[1] = n[2] * t[0] - n[0] * t[2];
  u[2] = n[0] * t[1] - n[1] * t[0];

  l = sqrt(u[0] * u[0] + u[1] * u[1] + u[2] * u[2]);
  u[0] /= l;
  u[1] /= l;
  u[2] /= l;

  double b = CTX::instance()->arrowRelHeadRadius * d;

  if(arrow) {
    double f1 = CTX::instance()->arrowRelStemLength;
    double f2 = (1 - 2. * CTX::instance()->arrowRelStemRadius) * f1; // hack :-)

    if(fill) {
      glBegin(GL_LINES);
      glVertex3d(x, y, z);
      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);
      glEnd();

      if(light && fill) glEnable(GL_LIGHTING);
      glBegin(GL_TRIANGLES);
      if(light) glNormal3dv(u);
      glVertex3d(x + dx, y + dy, z + dz);
      glVertex3d(x + f2 * dx + b * (t[0]), y + f2 * dy + b * (t[1]),
                 z + f2 * dz + b * (t[2]));
      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);

      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);
      glVertex3d(x + f2 * dx + b * (-t[0]), y + f2 * dy + b * (-t[1]),
                 z + f2 * dz + b * (-t[2]));
      glVertex3d(x + dx, y + dy, z + dz);

      if(light) glNormal3dv(t);
      glVertex3d(x + dx, y + dy, z + dz);
      glVertex3d(x + f2 * dx + b * (-u[0]), y + f2 * dy + b * (-u[1]),
                 z + f2 * dz + b * (-u[2]));
      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);

      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);
      glVertex3d(x + f2 * dx + b * (u[0]), y + f2 * dy + b * (u[1]),
                 z + f2 * dz + b * (u[2]));
      glVertex3d(x + dx, y + dy, z + dz);
      glEnd();
      glDisable(GL_LIGHTING);
    }
    else {
      glBegin(GL_LINE_STRIP);
      glVertex3d(x, y, z);
      glVertex3d(x + dx, y + dy, z + dz);
      glVertex3d(x + f2 * dx + b * (t[0]), y + f2 * dy + b * (t[1]),
                 z + f2 * dz + b * (t[2]));
      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);
      glVertex3d(x + f2 * dx + b * (-t[0]), y + f2 * dy + b * (-t[1]),
                 z + f2 * dz + b * (-t[2]));
      glVertex3d(x + dx, y + dy, z + dz);
      glVertex3d(x + f2 * dx + b * (-u[0]), y + f2 * dy + b * (-u[1]),
                 z + f2 * dz + b * (-u[2]));
      glVertex3d(x + f1 * dx, y + f1 * dy, z + f1 * dz);
      glVertex3d(x + f2 * dx + b * (u[0]), y + f2 * dy + b * (u[1]),
                 z + f2 * dz + b * (u[2]));
      glVertex3d(x + dx, y + dy, z + dz);
      glEnd();
    }
  }
  else { // simple pyramid
    if(fill) {
      double top[3] = {x + dx, y + dy, z + dz};
      double tp[3] = {x + b * t[0], y + b * t[1], z + b * t[2]};
      double tm[3] = {x - b * t[0], y - b * t[1], z - b * t[2]};
      double up[3] = {x + b * u[0], y + b * u[1], z + b * u[2]};
      double um[3] = {x - b * u[0], y - b * u[1], z - b * u[2]};
      double nn[3];

      if(light && fill) glEnable(GL_LIGHTING);
      glBegin(GL_TRIANGLES);
      if(light) {
        normal3points(tm[0], tm[1], tm[2], um[0], um[1], um[2], top[0], top[1],
                      top[2], nn);
        glNormal3dv(nn);
      }
      glVertex3d(tm[0], tm[1], tm[2]);
      glVertex3d(um[0], um[1], um[2]);
      glVertex3d(top[0], top[1], top[2]);

      if(light) {
        normal3points(um[0], um[1], um[2], tp[0], tp[1], tp[2], top[0], top[1],
                      top[2], nn);
        glNormal3dv(nn);
      }
      glVertex3d(um[0], um[1], um[2]);
      glVertex3d(tp[0], tp[1], tp[2]);
      glVertex3d(top[0], top[1], top[2]);

      if(light) {
        normal3points(tp[0], tp[1], tp[2], up[0], up[1], up[2], top[0], top[1],
                      top[2], nn);
        glNormal3dv(nn);
      }
      glVertex3d(tp[0], tp[1], tp[2]);
      glVertex3d(up[0], up[1], up[2]);
      glVertex3d(top[0], top[1], top[2]);

      if(light) {
        normal3points(up[0], up[1], up[2], tm[0], tm[1], tm[2], top[0], top[1],
                      top[2], nn);
        glNormal3dv(nn);
      }
      glVertex3d(up[0], up[1], up[2]);
      glVertex3d(tm[0], tm[1], tm[2]);
      glVertex3d(top[0], top[1], top[2]);
      glEnd();
      glDisable(GL_LIGHTING);
    }
    else {
      glBegin(GL_LINE_LOOP);
      glVertex3d(x + b * (t[0]), y + b * (t[1]), z + b * (t[2]));
      glVertex3d(x + b * (-u[0]), y + b * (-u[1]), z + b * (-u[2]));
      glVertex3d(x + b * (-t[0]), y + b * (-t[1]), z + b * (-t[2]));
      glVertex3d(x + b * (u[0]), y + b * (u[1]), z + b * (u[2]));
      glEnd();

      glBegin(GL_LINES);
      glVertex3d(x + b * (t[0]), y + b * (t[1]), z + b * (t[2]));
      glVertex3d(x + dx, y + dy, z + dz);

      glVertex3d(x + b * (-u[0]), y + b * (-u[1]), z + b * (-u[2]));
      glVertex3d(x + dx, y + dy, z + dz);

      glVertex3d(x + b * (-t[0]), y + b * (-t[1]), z + b * (-t[2]));
      glVertex3d(x + dx, y + dy, z + dz);

      glVertex3d(x + b * (u[0]), y + b * (u[1]), z + b * (u[2]));
      glVertex3d(x + dx, y + dy, z + dz);
      glEnd();
    }
  }
}

void drawContext::drawArrow3d(double x, double y, double z, double dx,
                              double dy, double dz, double length, int light)
{
  double zdir[3] = {0., 0., 1.};
  double vdir[3] = {dx / length, dy / length, dz / length};
  double axis[3];
  prodve(zdir, vdir, axis);
  double const cosphi = prosca(zdir, vdir);
  if(!norme(axis)) {
    axis[0] = 0.;
    axis[1] = 1.;
    axis[2] = 0.;
  }
  double phi = 180. * myacos(cosphi) / M_PI;

  if(light) glEnable(GL_LIGHTING);
  glPushMatrix();
  glTranslated(x, y, z);
  glScaled(length, length, length);
  glRotated(phi, axis[0], axis[1], axis[2]);
  glCallList(_displayLists + 1);
  glPopMatrix();
  glDisable(GL_LIGHTING);
}

void drawContext::drawVector(int Type, int Fill, double x, double y, double z,
                             double dx, double dy, double dz, int light)
{
  double length = sqrt(dx * dx + dy * dy + dz * dz);

  if(length == 0.0) return;

  switch(Type) {
  case 1:
    glBegin(GL_LINES);
    glVertex3d(x, y, z);
    glVertex3d(x + dx, y + dy, z + dz);
    glEnd();
    break;
  case 6:
    if(CTX::instance()->arrowRelHeadRadius) {
      glBegin(GL_POINTS);
      glVertex3d(x + dx, y + dy, z + dz);
      glEnd();
    }
    glBegin(GL_LINES);
    glVertex3d(x + dx, y + dy, z + dz);
    // color gradient
    glColor4ubv((GLubyte *)&CTX::instance()->color.bg);
    glVertex3d(x, y, z);
    glEnd();
    break;
  case 2: drawSimpleVector(1, Fill, x, y, z, dx, dy, dz, length, light); break;
  case 3: drawSimpleVector(0, Fill, x, y, z, dx, dy, dz, length, light); break;
  case 4:
  default: drawArrow3d(x, y, z, dx, dy, dz, length, light); break;
  }
}

namespace {
class point {
public:
  double x, y, z;
  bool valid;
  point() : x(0.), y(0.), z(0.), valid(false) {}
  point(double xi, double yi, double zi) : x(xi), y(yi), z(zi), valid(true) {}
};

class plane {
private:
  double _a, _b, _c, _d;

public:
  plane(double a, double b, double c, double d) : _a(a), _b(b), _c(c), _d(d) {}
  double val(point &p) { return _a * p.x + _b * p.y + _c * p.z + _d; };
  point intersect(point &p1, point &p2)
  {
    double v1 = val(p1), v2 = val(p2);
    if(fabs(v1) < 1.e-12) {
      if(fabs(v2) < 1.e-12)
        return point();
      else
        return point(p1.x, p1.y, p1.z);
    }
    else if(fabs(v2) < 1.e-12) {
      return point(p2.x, p2.y, p2.z);
    }
    else if(v1 * v2 < 0.) {
      double coef = -v1 / (v2 - v1);
      return point(coef * (p2.x - p1.x) + p1.x, coef * (p2.y - p1.y) + p1.y,
                   coef * (p2.z - p1.z) + p1.z);
    }
    else
      return point();
  }
};
}

void drawContext::drawBox(double xmin, double ymin, double zmin, double xmax,
                          double ymax, double zmax, bool labels)
{
  glBegin(GL_LINE_LOOP);
  glVertex3d(xmin, ymin, zmin);
  glVertex3d(xmax, ymin, zmin);
  glVertex3d(xmax, ymax, zmin);
  glVertex3d(xmin, ymax, zmin);
  glEnd();
  glBegin(GL_LINE_LOOP);
  glVertex3d(xmin, ymin, zmax);
  glVertex3d(xmax, ymin, zmax);
  glVertex3d(xmax, ymax, zmax);
  glVertex3d(xmin, ymax, zmax);
  glEnd();
  glBegin(GL_LINES);
  glVertex3d(xmin, ymin, zmin);
  glVertex3d(xmin, ymin, zmax);
  glVertex3d(xmax, ymin, zmin);
  glVertex3d(xmax, ymin, zmax);
  glVertex3d(xmax, ymax, zmin);
  glVertex3d(xmax, ymax, zmax);
  glVertex3d(xmin, ymax, zmin);
  glVertex3d(xmin, ymax, zmax);
  glEnd();
  if(labels) {
    char label[256];
    double offset = 0.3 * CTX::instance()->glFontSize * pixel_equiv_x;
    sprintf(label, "(%g,%g,%g)", xmin, ymin, zmin);
    drawString(label, xmin + offset / s[0], ymin + offset / s[1],
               zmin + offset / s[2]);
    sprintf(label, "(%g,%g,%g)", xmax, ymax, zmax);
    drawString(label, xmax + offset / s[0], ymax + offset / s[1],
               zmax + offset / s[2]);
  }
}

void drawContext::drawPlaneInBoundingBox(double xmin, double ymin, double zmin,
                                         double xmax, double ymax, double zmax,
                                         double a, double b, double c, double d,
                                         int shade)
{
  plane pl(a, b, c, d);
  point p1(xmin, ymin, zmin), p2(xmax, ymin, zmin);
  point p3(xmax, ymax, zmin), p4(xmin, ymax, zmin);
  point p5(xmin, ymin, zmax), p6(xmax, ymin, zmax);
  point p7(xmax, ymax, zmax), p8(xmin, ymax, zmax);

  point edge[12];
  edge[0] = pl.intersect(p1, p2);
  edge[1] = pl.intersect(p1, p4);
  edge[2] = pl.intersect(p1, p5);
  edge[3] = pl.intersect(p2, p3);
  edge[4] = pl.intersect(p2, p6);
  edge[5] = pl.intersect(p3, p4);
  edge[6] = pl.intersect(p3, p7);
  edge[7] = pl.intersect(p4, p8);
  edge[8] = pl.intersect(p5, p6);
  edge[9] = pl.intersect(p5, p8);
  edge[10] = pl.intersect(p6, p7);
  edge[11] = pl.intersect(p7, p8);

  int face[6][4] = {{0, 2, 4, 8},  {0, 1, 3, 5},  {1, 2, 7, 9},
                    {3, 4, 6, 10}, {5, 6, 7, 11}, {8, 9, 10, 11}};

  double n[3] = {a, b, c}, ll = 50;
  norme(n);
  if(CTX::instance()->arrowRelStemRadius)
    ll = CTX::instance()->lineWidth / CTX::instance()->arrowRelStemRadius;
  n[0] *= ll * pixel_equiv_x / s[0];
  n[1] *= ll * pixel_equiv_x / s[1];
  n[2] *= ll * pixel_equiv_x / s[2];
  double length = sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);

  int n_shade = 0;
  point p_shade[24];

  for(int i = 0; i < 6; i++) {
    int nb = 0;
    point p[4];
    for(int j = 0; j < 4; j++) {
      if(edge[face[i][j]].valid == true) p[nb++] = edge[face[i][j]];
    }
    if(nb > 1) {
      for(int j = 1; j < nb; j++) {
        double xx[2] = {p[j].x, p[j - 1].x};
        double yy[2] = {p[j].y, p[j - 1].y};
        double zz[2] = {p[j].z, p[j - 1].z};
        drawCylinder(CTX::instance()->lineWidth, xx, yy, zz, 1);
      }
      for(int j = 0; j < nb; j++) {
        drawArrow3d(p[j].x, p[j].y, p[j].z, n[0], n[1], n[2], length, 1);
        if(shade) {
          p_shade[n_shade].x = p[j].x;
          p_shade[n_shade].y = p[j].y;
          p_shade[n_shade].z = p[j].z;
          n_shade++;
        }
      }
    }
  }

  if(shade) {
    // disable two-side lighting beacuse polygon can overlap itself
    GLboolean twoside;
    glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &twoside);
    glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
    glEnable(GL_LIGHTING);
    glBegin(GL_POLYGON);
    glNormal3d(n[0], n[1], n[2]);
    for(int j = 0; j < n_shade; j++) {
      glVertex3d(p_shade[j].x, p_shade[j].y, p_shade[j].z);
    }
    glEnd();
    glDisable(GL_LIGHTING);
    glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, twoside);
  }
}
