1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: G4OpenGLImmediateSceneHandler.cc,v 1.24 2006/09/04 12:03:25 allison Exp $ |
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28 | // GEANT4 tag $Name: geant4-08-02-patch-01 $ |
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29 | // |
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30 | // |
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31 | // Andrew Walkden 10th February 1997 |
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32 | // OpenGL immediate scene - draws immediately to buffer |
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33 | // (saving space on server). |
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34 | |
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35 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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36 | |
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37 | // Included here - problems with HP compiler if not before other includes? |
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38 | #include "G4NURBS.hh" |
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39 | |
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40 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
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41 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
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42 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
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43 | // Also seems to be required for HP's CC and AIX xlC, at least. |
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44 | |
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45 | #include "G4OpenGLImmediateSceneHandler.hh" |
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46 | |
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47 | #include "G4OpenGLTransform3D.hh" |
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48 | #include "G4Polyline.hh" |
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49 | #include "G4Circle.hh" |
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50 | #include "G4Square.hh" |
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51 | |
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52 | G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system, |
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53 | const G4String& name): |
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54 | G4OpenGLSceneHandler (system, fSceneIdCount++, name) |
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55 | {} |
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56 | |
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57 | G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler () |
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58 | {} |
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59 | |
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60 | #include <iomanip> |
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61 | |
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62 | void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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63 | { |
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64 | const G4Colour& c = GetColour (visible); |
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65 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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66 | } |
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67 | |
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68 | void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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69 | { |
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70 | AddPrimitivePreamble(polyline); |
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71 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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72 | } |
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73 | |
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74 | void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle) |
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75 | { |
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76 | AddPrimitivePreamble(circle); |
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77 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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78 | } |
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79 | |
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80 | void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square) |
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81 | { |
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82 | AddPrimitivePreamble(square); |
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83 | G4OpenGLSceneHandler::AddPrimitive(square); |
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84 | } |
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85 | |
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86 | void G4OpenGLImmediateSceneHandler::BeginPrimitives |
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87 | (const G4Transform3D& objectTransformation) { |
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88 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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89 | glPushMatrix(); |
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90 | G4OpenGLTransform3D oglt (objectTransformation); |
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91 | |
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92 | /*************************** Check matrix. |
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93 | const GLdouble* m = oglt.GetGLMatrix (); |
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94 | G4cout << "G4OpenGLTransform3D matrix:"; |
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95 | for (int i = 0; i < 16; i++) { |
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96 | if ((i % 4) == 0) G4cout << '\n'; |
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97 | G4cout << std::setw (15) << m[i]; |
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98 | } |
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99 | G4cout << G4endl; |
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100 | *****************************************/ |
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101 | |
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102 | glMultMatrixd (oglt.GetGLMatrix ()); |
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103 | } |
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104 | |
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105 | void G4OpenGLImmediateSceneHandler::EndPrimitives () |
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106 | { |
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107 | glPopMatrix(); |
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108 | |
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109 | // See all primitives immediately... |
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110 | glFlush (); |
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111 | |
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112 | G4VSceneHandler::EndPrimitives (); |
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113 | } |
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114 | |
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115 | void G4OpenGLImmediateSceneHandler::BeginPrimitives2D() |
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116 | { |
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117 | G4VSceneHandler::BeginPrimitives2D(); |
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118 | |
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119 | // Push current 3D world matrices and load identity to define screen |
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120 | // coordinates... |
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121 | glMatrixMode (GL_PROJECTION); |
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122 | glPushMatrix(); |
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123 | glLoadIdentity(); |
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124 | glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX); |
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125 | glMatrixMode (GL_MODELVIEW); |
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126 | glPushMatrix(); |
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127 | glLoadIdentity(); |
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128 | } |
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129 | |
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130 | void G4OpenGLImmediateSceneHandler::EndPrimitives2D() |
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131 | { |
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132 | // Pop current 3D world matrices back again... |
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133 | glMatrixMode (GL_PROJECTION); |
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134 | glPopMatrix(); |
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135 | glMatrixMode (GL_MODELVIEW); |
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136 | glPopMatrix(); |
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137 | |
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138 | // See all primitives immediately... |
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139 | glFlush (); |
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140 | |
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141 | G4VSceneHandler::EndPrimitives2D (); |
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142 | } |
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143 | |
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144 | void G4OpenGLImmediateSceneHandler::BeginModeling () { |
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145 | G4VSceneHandler::BeginModeling(); |
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146 | } |
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147 | |
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148 | void G4OpenGLImmediateSceneHandler::EndModeling () { |
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149 | G4VSceneHandler::EndModeling (); |
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150 | } |
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151 | |
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152 | void G4OpenGLImmediateSceneHandler::ClearTransientStore () { |
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153 | G4VSceneHandler::ClearTransientStore (); |
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154 | // Make sure screen corresponds to graphical database... |
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155 | if (fpViewer) { |
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156 | fpViewer -> SetView (); |
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157 | fpViewer -> ClearView (); |
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158 | fpViewer -> DrawView (); |
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159 | } |
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160 | } |
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161 | |
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162 | void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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163 | { |
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164 | if (fReadyForTransients) { |
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165 | // Always draw transient solids, e.g., hits represented as solids. |
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166 | // (As we have no control over the order of drawing of transient |
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167 | // objects, we cannot do anything about transparent ones, as |
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168 | // below, so always draw them.) |
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169 | G4VSceneHandler::RequestPrimitives (solid); |
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170 | return; |
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171 | } |
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172 | |
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173 | // For non-transient (run-duration) objects, ensure transparent |
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174 | // objects are drawn last. The problem of |
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175 | // blending/transparency/alpha is quite a tricky one - see History |
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176 | // of opengl-V07-01-01/2/3. |
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177 | // Get vis attributes - pick up defaults if none. |
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178 | const G4VisAttributes* pVA = |
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179 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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180 | const G4Colour& c = pVA -> GetColour (); |
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181 | G4double opacity = c.GetAlpha (); |
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182 | |
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183 | if (!fSecondPass) { |
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184 | G4bool transparency_enabled = true; |
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185 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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186 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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187 | if (transparency_enabled && opacity < 1.) { |
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188 | // On first pass, transparent objects are not drawn, but flag is set... |
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189 | fSecondPassRequested = true; |
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190 | return; |
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191 | } |
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192 | } |
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193 | |
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194 | // On second pass, opaque objects are not drwan... |
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195 | if (fSecondPass && opacity >= 1.) return; |
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196 | |
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197 | // Else invoke base class method... |
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198 | G4VSceneHandler::RequestPrimitives (solid); |
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199 | } |
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200 | |
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201 | G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; |
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202 | |
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203 | #endif |
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