source: tags/visualization-10.5-before-10.6_test/OpenGL/src/G4OpenGLImmediateSceneHandler.cc @ 1102

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27// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.31 2009/02/04 16:48:41 lgarnier Exp $
28// GEANT4 tag $Name:  $
29//
30//
31// Andrew Walkden  10th February 1997
32// OpenGL immediate scene - draws immediately to buffer
33//                           (saving space on server).
34
35#ifdef G4VIS_BUILD_OPENGL_DRIVER
36
37// Included here - problems with HP compiler if not before other includes?
38#include "G4NURBS.hh"
39
40// Here follows a special for Mesa, the OpenGL emulator.  Does not affect
41// other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
42#define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
43// Also seems to be required for HP's CC and AIX xlC, at least.
44
45#include "G4OpenGLImmediateSceneHandler.hh"
46
47#include "G4OpenGLViewer.hh"
48#include "G4OpenGLTransform3D.hh"
49#include "G4Polyline.hh"
50#include "G4Polymarker.hh"
51#include "G4Text.hh"
52#include "G4Circle.hh"
53#include "G4Square.hh"
54#include "G4Scale.hh"
55#include "G4Polyhedron.hh"
56
57G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
58(G4VGraphicsSystem& system,const G4String& name):
59  G4OpenGLSceneHandler (system, fSceneIdCount++, name)
60{
61#ifdef G4DEBUG_VIS_OGL
62  printf("INIT G4OpenGLImmediateSceneHandler (after G4OpenGLSceneHandler (system, fSceneIdCount++, name)\n");
63#endif
64}
65
66G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
67{}
68
69#include <iomanip>
70
71void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
72{
73  if (fpViewer->GetViewParameters().IsPicking()) {
74    glLoadName(++fPickName);
75    fPickMap[fPickName] = 0;
76  }
77
78  const G4Colour& c = GetColour (visible);
79  glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
80}
81
82void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
83{
84  AddPrimitivePreamble(polyline);
85  G4OpenGLSceneHandler::AddPrimitive(polyline);
86}
87
88void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
89{
90  AddPrimitivePreamble(polymarker);
91  G4OpenGLSceneHandler::AddPrimitive(polymarker);
92}
93
94void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
95{
96  // Note: colour is still handled in
97  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
98  AddPrimitivePreamble(text);
99  G4OpenGLSceneHandler::AddPrimitive(text);
100}
101
102void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
103{
104  AddPrimitivePreamble(circle);
105  G4OpenGLSceneHandler::AddPrimitive(circle);
106}
107
108void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
109{
110  AddPrimitivePreamble(square);
111  G4OpenGLSceneHandler::AddPrimitive(square);
112}
113
114void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale)
115{
116  AddPrimitivePreamble(scale);
117  G4OpenGLSceneHandler::AddPrimitive(scale);
118}
119
120void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
121{
122  // Note: colour is still handled in
123  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
124  AddPrimitivePreamble(polyhedron);
125  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
126}
127
128void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4NURBS& nurbs)
129{
130  // Note: colour is still handled in
131  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&).
132  AddPrimitivePreamble(nurbs);
133  G4OpenGLSceneHandler::AddPrimitive(nurbs);
134}
135
136void G4OpenGLImmediateSceneHandler::BeginPrimitives
137(const G4Transform3D& objectTransformation)
138{
139  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
140
141  G4OpenGLTransform3D oglt (objectTransformation);
142
143  glPushMatrix();
144
145  /*************************** Check matrix.
146  const GLdouble* m = oglt.GetGLMatrix ();
147  G4cout << "G4OpenGLTransform3D matrix:";
148  for (int i = 0; i < 16; i++) {
149    if ((i % 4) == 0) G4cout << '\n';
150    G4cout << std::setw (15) << m[i];
151  }
152  G4cout << G4endl;
153  *****************************************/
154
155  glMultMatrixd (oglt.GetGLMatrix ());
156}
157
158void G4OpenGLImmediateSceneHandler::EndPrimitives ()
159{
160  glPopMatrix();
161
162  // See all primitives immediately...
163  glFlush ();
164
165  G4OpenGLSceneHandler::EndPrimitives ();
166}
167
168void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
169(const G4Transform3D& objectTransformation)
170{
171  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
172
173  // Push current 3D world matrices and load identity to define screen
174  // coordinates...
175  glMatrixMode (GL_PROJECTION);
176  glPushMatrix();
177  glLoadIdentity();
178  glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
179  glMatrixMode (GL_MODELVIEW);
180  glPushMatrix();
181  glLoadIdentity();
182  G4OpenGLTransform3D oglt (objectTransformation);
183  glMultMatrixd (oglt.GetGLMatrix ());
184}
185
186void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
187{
188  // Pop current 3D world matrices back again...
189  glMatrixMode (GL_PROJECTION);
190  glPopMatrix();
191  glMatrixMode (GL_MODELVIEW);
192  glPopMatrix();
193
194  // See all primitives immediately...
195  glFlush ();
196
197  G4OpenGLSceneHandler::EndPrimitives2D ();
198}
199
200void G4OpenGLImmediateSceneHandler::BeginModeling () {
201  G4VSceneHandler::BeginModeling();
202}
203
204void G4OpenGLImmediateSceneHandler::EndModeling () {
205  G4VSceneHandler::EndModeling ();
206}
207
208void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
209
210  G4VSceneHandler::ClearTransientStore ();
211
212  // Make sure screen corresponds to graphical database...
213  if (fpViewer) {
214    fpViewer -> SetView ();
215    fpViewer -> ClearView ();
216    fpViewer -> DrawView ();
217  }
218}
219
220void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid)
221{
222  if (fReadyForTransients) {
223    // Always draw transient solids, e.g., hits represented as solids.
224    // (As we have no control over the order of drawing of transient
225    // objects, we cannot do anything about transparent ones, as
226    // below, so always draw them.)
227    G4VSceneHandler::RequestPrimitives (solid);
228    return;
229  }
230
231  // For non-transient (run-duration) objects, ensure transparent
232  // objects are drawn last.  The problem of
233  // blending/transparency/alpha is quite a tricky one - see History
234  // of opengl-V07-01-01/2/3.
235  // Get vis attributes - pick up defaults if none.
236  const G4VisAttributes* pVA =
237    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
238  const G4Colour& c = pVA -> GetColour ();
239  G4double opacity = c.GetAlpha ();
240
241  if (!fSecondPass) {
242    G4bool transparency_enabled = true;
243    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
244    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
245    if (transparency_enabled && opacity < 1.) {
246      // On first pass, transparent objects are not drawn, but flag is set...
247      fSecondPassRequested = true;
248      return;
249    }
250  }
251
252  // On second pass, opaque objects are not drwan...
253  if (fSecondPass && opacity >= 1.) return;
254
255  // Else invoke base class method...
256  G4VSceneHandler::RequestPrimitives (solid);
257}
258
259G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
260
261#endif
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