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: G4OpenGLStoredSceneHandler.cc,v 1.31 2006/08/30 11:43:57 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 stored scene - creates OpenGL display lists. |
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33 | |
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34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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35 | |
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36 | // Included here - problems with HP compiler if not before other includes? |
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37 | #include "G4NURBS.hh" |
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38 | |
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39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
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40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
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41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
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42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
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43 | |
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44 | #include "G4OpenGLStoredSceneHandler.hh" |
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45 | |
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46 | #include "G4PhysicalVolumeModel.hh" |
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47 | #include "G4VPhysicalVolume.hh" |
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48 | #include "G4Polyline.hh" |
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49 | #include "G4Polymarker.hh" |
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50 | #include "G4Circle.hh" |
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51 | #include "G4Square.hh" |
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52 | |
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53 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, |
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54 | const G4String& name): |
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55 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
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56 | fMemoryForDisplayLists (true), |
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57 | fAddPrimitivePreambleNestingDepth (0), |
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58 | fTopPODL (0) |
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59 | {} |
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60 | |
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61 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
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62 | {} |
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63 | |
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64 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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65 | { |
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66 | // Track nesting depth to avoid recursive calls, for example, from a |
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67 | // G4Polymarker that invokes a G4Circle... |
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68 | fAddPrimitivePreambleNestingDepth++; |
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69 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
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70 | |
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71 | const G4Colour& c = GetColour (visible); |
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72 | |
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73 | if (fMemoryForDisplayLists && fReadyForTransients) { |
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74 | |
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75 | TO& to = fTOList.back(); // Transient object information. |
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76 | |
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77 | // Get vis attributes - pick up defaults if none. |
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78 | const G4VisAttributes* pVA = |
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79 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
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80 | |
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81 | // Get time information from vis attributes. |
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82 | to.fStartTime = pVA->GetStartTime(); |
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83 | to.fEndTime = pVA->GetEndTime(); |
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84 | |
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85 | // Keep colour out of (already started) display list so that it |
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86 | // can be applied independently. |
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87 | glEndList(); |
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88 | glDeleteLists(fDisplayListId, 1); |
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89 | to.fColour = c; |
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90 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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91 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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92 | |
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93 | } else { |
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94 | |
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95 | // Make sure colour is set in other cases. |
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96 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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97 | } |
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98 | } |
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99 | |
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100 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
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101 | { |
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102 | fAddPrimitivePreambleNestingDepth--; |
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103 | } |
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104 | |
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105 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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106 | { |
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107 | AddPrimitivePreamble(polyline); |
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108 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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109 | AddPrimitivePostamble(); |
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110 | } |
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111 | |
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112 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
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113 | { |
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114 | AddPrimitivePreamble(circle); |
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115 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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116 | AddPrimitivePostamble(); |
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117 | } |
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118 | |
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119 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
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120 | { |
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121 | AddPrimitivePreamble(square); |
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122 | G4OpenGLSceneHandler::AddPrimitive(square); |
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123 | AddPrimitivePostamble(); |
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124 | } |
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125 | |
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126 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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127 | { |
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128 | AddPrimitivePreamble(polymarker); |
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129 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
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130 | AddPrimitivePostamble(); |
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131 | } |
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132 | |
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133 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
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134 | (const G4Transform3D& objectTransformation) { |
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135 | |
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136 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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137 | |
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138 | if (fMemoryForDisplayLists) { |
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139 | fDisplayListId = glGenLists (1); |
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140 | if (!fDisplayListId) { // Could pre-allocate? |
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141 | G4cout << "********************* WARNING! ********************\n" |
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142 | <<"Unable to allocate any more display lists in OpenGL.\n " |
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143 | << " Continuing drawing in IMMEDIATE MODE.\n" |
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144 | << "***************************************************" << G4endl; |
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145 | fMemoryForDisplayLists = false; |
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146 | } |
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147 | } |
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148 | if (fMemoryForDisplayLists) { |
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149 | if (fReadyForTransients) { |
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150 | TO to(fDisplayListId, objectTransformation); |
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151 | fTOList.push_back(to); |
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152 | glDrawBuffer (GL_FRONT); |
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153 | glPushMatrix(); |
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154 | G4OpenGLTransform3D oglt (objectTransformation); |
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155 | glMultMatrixd (oglt.GetGLMatrix ()); |
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156 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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157 | } |
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158 | else { |
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159 | fPOList.push_back(PO(fDisplayListId, objectTransformation)); |
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160 | glNewList (fDisplayListId, GL_COMPILE); |
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161 | } |
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162 | } else { |
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163 | glDrawBuffer (GL_FRONT); |
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164 | glPushMatrix(); |
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165 | G4OpenGLTransform3D oglt (objectTransformation); |
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166 | glMultMatrixd (oglt.GetGLMatrix ()); |
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167 | } |
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168 | } |
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169 | |
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170 | void G4OpenGLStoredSceneHandler::EndPrimitives () { |
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171 | if (fMemoryForDisplayLists) { |
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172 | glEndList(); |
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173 | } |
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174 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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175 | glPopMatrix(); |
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176 | glFlush (); |
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177 | glDrawBuffer (GL_BACK); |
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178 | } |
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179 | G4VSceneHandler::EndPrimitives (); |
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180 | } |
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181 | |
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182 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D() |
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183 | { |
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184 | G4VSceneHandler::BeginPrimitives2D(); |
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185 | |
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186 | if (fMemoryForDisplayLists) { |
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187 | fDisplayListId = glGenLists (1); |
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188 | if (!fDisplayListId) { // Could pre-allocate? |
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189 | G4cout << "********************* WARNING! ********************\n" |
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190 | <<"Unable to allocate any more display lists in OpenGL.\n " |
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191 | << " Continuing drawing in IMMEDIATE MODE.\n" |
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192 | << "***************************************************" << G4endl; |
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193 | fMemoryForDisplayLists = false; |
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194 | } |
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195 | } |
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196 | if (fMemoryForDisplayLists) { |
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197 | if (fReadyForTransients) { |
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198 | fTOList.push_back(TO(fDisplayListId)); |
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199 | glDrawBuffer (GL_FRONT); |
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200 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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201 | } |
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202 | else { |
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203 | fPOList.push_back(PO(fDisplayListId)); |
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204 | glNewList (fDisplayListId, GL_COMPILE); |
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205 | } |
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206 | } else { |
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207 | glDrawBuffer (GL_FRONT); |
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208 | } |
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209 | // Push current 3D world matrices and load identity to define screen |
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210 | // coordinates... |
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211 | glMatrixMode (GL_PROJECTION); |
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212 | glPushMatrix(); |
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213 | glLoadIdentity(); |
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214 | glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX); |
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215 | glMatrixMode (GL_MODELVIEW); |
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216 | glPushMatrix(); |
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217 | glLoadIdentity(); |
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218 | } |
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219 | |
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220 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
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221 | { |
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222 | // Pop current 3D world matrices back again... |
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223 | glMatrixMode (GL_PROJECTION); |
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224 | glPopMatrix(); |
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225 | glMatrixMode (GL_MODELVIEW); |
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226 | glPopMatrix(); |
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227 | |
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228 | if (fMemoryForDisplayLists) { |
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229 | glEndList(); |
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230 | } |
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231 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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232 | glFlush (); |
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233 | glDrawBuffer (GL_BACK); |
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234 | } |
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235 | G4VSceneHandler::EndPrimitives2D (); |
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236 | } |
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237 | |
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238 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
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239 | G4VSceneHandler::BeginModeling(); |
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240 | ClearStore(); // ...and all that goes with it. |
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241 | /* Debug... |
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242 | fDisplayListId = glGenLists (1); |
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243 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
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244 | */ |
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245 | } |
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246 | |
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247 | void G4OpenGLStoredSceneHandler::EndModeling () { |
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248 | // Make a List which calls the other lists. |
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249 | fTopPODL = glGenLists (1); |
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250 | if (!fTopPODL) { |
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251 | G4cout << |
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252 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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253 | " display List for fTopPODL - try OpenGL Immediated mode." |
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254 | << G4endl; |
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255 | } |
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256 | else { |
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257 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
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258 | for (size_t i = 0; i < fPOList.size (); i++) { |
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259 | glPushMatrix(); |
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260 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
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261 | glMultMatrixd (oglt.GetGLMatrix ()); |
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262 | glCallList (fPOList[i].fDisplayListId); |
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263 | glPopMatrix(); |
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264 | } |
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265 | } |
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266 | glEndList (); |
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267 | } |
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268 | |
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269 | G4VSceneHandler::EndModeling (); |
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270 | |
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271 | /* Debug... |
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272 | fDisplayListId = glGenLists (1); |
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273 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
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274 | */ |
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275 | } |
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276 | |
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277 | void G4OpenGLStoredSceneHandler::ClearStore () { |
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278 | |
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279 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
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280 | |
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281 | // Delete OpenGL permanent display lists. |
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282 | for (size_t i = 0; i < fPOList.size (); i++) |
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283 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
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284 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
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285 | fTopPODL = 0; |
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286 | |
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287 | // Clear other lists, dictionary, etc. |
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288 | fPOList.clear (); |
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289 | fSolidMap.clear (); |
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290 | |
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291 | // ...and clear transient store... |
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292 | for (size_t i = 0; i < fTOList.size (); i++) |
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293 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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294 | fTOList.clear (); |
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295 | } |
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296 | |
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297 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
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298 | |
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299 | G4VSceneHandler::ClearTransientStore (); |
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300 | |
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301 | // Delete OpenGL transient display lists and Transient Objects themselves. |
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302 | for (size_t i = 0; i < fTOList.size (); i++) |
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303 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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304 | fTOList.clear (); |
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305 | |
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306 | // Make sure screen corresponds to graphical database... |
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307 | if (fpViewer) { |
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308 | fpViewer -> SetView (); |
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309 | fpViewer -> ClearView (); |
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310 | fpViewer -> DrawView (); |
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311 | } |
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312 | } |
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313 | |
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314 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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315 | { |
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316 | if (fReadyForTransients) { |
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317 | // Always draw transient solids, e.g., hits represented as solids. |
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318 | // (As we have no control over the order of drawing of transient |
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319 | // objects, we cannot do anything about transparent ones, as |
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320 | // below, so always draw them.) |
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321 | G4VSceneHandler::RequestPrimitives (solid); |
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322 | return; |
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323 | } |
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324 | |
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325 | // For non-transient (run-duration) objects, ensure transparent |
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326 | // objects are drawn last. The problem of |
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327 | // blending/transparency/alpha is quite a tricky one - see History |
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328 | // of opengl-V07-01-01/2/3. |
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329 | // Get vis attributes - pick up defaults if none. |
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330 | const G4VisAttributes* pVA = |
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331 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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332 | const G4Colour& c = pVA -> GetColour (); |
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333 | G4double opacity = c.GetAlpha (); |
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334 | |
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335 | if (!fSecondPass) { |
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336 | G4bool transparency_enabled = true; |
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337 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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338 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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339 | if (transparency_enabled && opacity < 1.) { |
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340 | // On first pass, transparent objects are not drawn, but flag is set... |
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341 | fSecondPassRequested = true; |
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342 | return; |
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343 | } |
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344 | } |
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345 | |
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346 | // On second pass, opaque objects are not drwan... |
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347 | if (fSecondPass && opacity >= 1.) return; |
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348 | |
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349 | G4PhysicalVolumeModel* pPVModel = |
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350 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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351 | |
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352 | if (pPVModel) { |
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353 | // If part of the geometry hierarchy, i.e., from a |
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354 | // G4PhysicalVolumeModel, check if a display list already exists for |
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355 | // this solid, re-use it if possible. We could be smarter, and |
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356 | // recognise repeated branches of the geometry hierarchy, for |
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357 | // example. But this algorithm should be secure, I think... |
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358 | const G4VSolid* pSolid = &solid; |
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359 | EAxis axis = kRho; |
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360 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
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361 | if (pCurrentPV -> IsReplicated ()) { |
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362 | G4int nReplicas; |
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363 | G4double width; |
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364 | G4double offset; |
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365 | G4bool consuming; |
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366 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
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367 | } |
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368 | // Provided it is not parametrised (because if so, the |
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369 | // solid's parameters might have been changed)... |
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370 | if (!(pCurrentPV -> IsParameterised ()) && |
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371 | // Provided it is not replicated radially (because if so, the |
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372 | // solid's parameters will have been changed)... |
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373 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
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374 | // ...and if the solid has already been rendered... |
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375 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
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376 | fDisplayListId = fSolidMap [pSolid]; |
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377 | fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation)); |
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378 | } |
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379 | else { |
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380 | G4VSceneHandler::RequestPrimitives (solid); |
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381 | fSolidMap [pSolid] = fDisplayListId; |
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382 | } |
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383 | return; |
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384 | } |
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385 | |
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386 | // Otherwise invoke base class method... |
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387 | G4VSceneHandler::RequestPrimitives (solid); |
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388 | } |
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389 | |
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390 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
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391 | |
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392 | #endif |
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