[562] | 1 | // |
---|
| 2 | // ******************************************************************** |
---|
| 3 | // * License and Disclaimer * |
---|
| 4 | // * * |
---|
| 5 | // * The Geant4 software is copyright of the Copyright Holders of * |
---|
| 6 | // * the Geant4 Collaboration. It is provided under the terms and * |
---|
| 7 | // * conditions of the Geant4 Software License, included in the file * |
---|
| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
---|
| 9 | // * include a list of copyright holders. * |
---|
| 10 | // * * |
---|
| 11 | // * Neither the authors of this software system, nor their employing * |
---|
| 12 | // * institutes,nor the agencies providing financial support for this * |
---|
| 13 | // * work make any representation or warranty, express or implied, * |
---|
| 14 | // * regarding this software system or assume any liability for its * |
---|
| 15 | // * use. Please see the license in the file LICENSE and URL above * |
---|
| 16 | // * for the full disclaimer and the limitation of liability. * |
---|
| 17 | // * * |
---|
| 18 | // * This code implementation is the result of the scientific and * |
---|
| 19 | // * technical work of the GEANT4 collaboration. * |
---|
| 20 | // * By using, copying, modifying or distributing the software (or * |
---|
| 21 | // * any work based on the software) you agree to acknowledge its * |
---|
| 22 | // * use in resulting scientific publications, and indicate your * |
---|
| 23 | // * acceptance of all terms of the Geant4 Software license. * |
---|
| 24 | // ******************************************************************** |
---|
| 25 | // |
---|
| 26 | // |
---|
| 27 | // $Id: G4OpenGLViewer.cc,v 1.29 2006/09/19 16:13:15 allison Exp $ |
---|
| 28 | // GEANT4 tag $Name: geant4-08-02-patch-01 $ |
---|
| 29 | // |
---|
| 30 | // |
---|
| 31 | // Andrew Walkden 27th March 1996 |
---|
| 32 | // OpenGL view - opens window, hard copy, etc. |
---|
| 33 | |
---|
| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
---|
| 35 | |
---|
| 36 | #include "G4ios.hh" |
---|
| 37 | #include "G4OpenGLViewer.hh" |
---|
| 38 | #include "G4OpenGLSceneHandler.hh" |
---|
| 39 | #include "G4OpenGLTransform3D.hh" |
---|
| 40 | |
---|
| 41 | #include "G4Scene.hh" |
---|
| 42 | #include "G4VisExtent.hh" |
---|
| 43 | #include "G4LogicalVolume.hh" |
---|
| 44 | #include "G4VSolid.hh" |
---|
| 45 | #include "G4Point3D.hh" |
---|
| 46 | #include "G4Normal3D.hh" |
---|
| 47 | #include "G4Plane3D.hh" |
---|
| 48 | |
---|
| 49 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene): |
---|
| 50 | G4VViewer (scene, -1), |
---|
| 51 | background (G4Colour(0.,0.,0.)), |
---|
| 52 | transparency_enabled (true), |
---|
| 53 | antialiasing_enabled (false), |
---|
| 54 | haloing_enabled (false), |
---|
| 55 | fStartTime(-DBL_MAX), |
---|
| 56 | fEndTime(DBL_MAX), |
---|
| 57 | fFadeFactor(0.), |
---|
| 58 | fDisplayHeadTime(false), |
---|
| 59 | fDisplayHeadTimeX(-0.9), |
---|
| 60 | fDisplayHeadTimeY(-0.9), |
---|
| 61 | fDisplayHeadTimeSize(24.), |
---|
| 62 | fDisplayHeadTimeRed(0.), |
---|
| 63 | fDisplayHeadTimeGreen(1.), |
---|
| 64 | fDisplayHeadTimeBlue(1.), |
---|
| 65 | fDisplayLightFront(false), |
---|
| 66 | fDisplayLightFrontX(0.), |
---|
| 67 | fDisplayLightFrontY(0.), |
---|
| 68 | fDisplayLightFrontZ(0.), |
---|
| 69 | fDisplayLightFrontT(0.), |
---|
| 70 | fDisplayLightFrontRed(0.), |
---|
| 71 | fDisplayLightFrontGreen(1.), |
---|
| 72 | fDisplayLightFrontBlue(0.) |
---|
| 73 | { |
---|
| 74 | // Make changes to view parameters for OpenGL... |
---|
| 75 | fVP.SetAutoRefresh(true); |
---|
| 76 | fDefaultVP.SetAutoRefresh(true); |
---|
| 77 | |
---|
| 78 | // glClearColor (0.0, 0.0, 0.0, 0.0); |
---|
| 79 | // glClearDepth (1.0); |
---|
| 80 | // glDisable (GL_BLEND); |
---|
| 81 | // glDisable (GL_LINE_SMOOTH); |
---|
| 82 | // glDisable (GL_POLYGON_SMOOTH); |
---|
| 83 | |
---|
| 84 | } |
---|
| 85 | |
---|
| 86 | G4OpenGLViewer::~G4OpenGLViewer () {} |
---|
| 87 | |
---|
| 88 | void G4OpenGLViewer::InitializeGLView () |
---|
| 89 | { |
---|
| 90 | printf("G4OpenGLViewer::InitializeGLView () VVVVVVVVVVVVVVVVVVVVV \n"); |
---|
| 91 | glClearColor (0.0, 0.0, 0.0, 0.0); |
---|
| 92 | glClearDepth (1.0); |
---|
| 93 | glDisable (GL_BLEND); |
---|
| 94 | glDisable (GL_LINE_SMOOTH); |
---|
| 95 | glDisable (GL_POLYGON_SMOOTH); |
---|
| 96 | printf("G4OpenGLViewer::InitializeGLView () ^^^^^^^^^^^^^^^^^^^^ \n"); |
---|
| 97 | } |
---|
| 98 | |
---|
| 99 | void G4OpenGLViewer::ClearView () { |
---|
| 100 | glClearColor (background.GetRed(), |
---|
| 101 | background.GetGreen(), |
---|
| 102 | background.GetBlue(), |
---|
| 103 | 1.); |
---|
| 104 | glClearDepth (1.0); |
---|
| 105 | //Below line does not compile with Mesa includes. |
---|
| 106 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
---|
| 107 | glClear (GL_COLOR_BUFFER_BIT); |
---|
| 108 | glClear (GL_DEPTH_BUFFER_BIT); |
---|
| 109 | glClear (GL_STENCIL_BUFFER_BIT); |
---|
| 110 | glFlush (); |
---|
| 111 | } |
---|
| 112 | |
---|
| 113 | void G4OpenGLViewer::SetView () { |
---|
| 114 | |
---|
| 115 | // Calculates view representation based on extent of object being |
---|
| 116 | // viewed and (initial) viewpoint. (Note: it can change later due |
---|
| 117 | // to user interaction via visualization system's GUI.) |
---|
| 118 | |
---|
| 119 | // Lighting. |
---|
| 120 | GLfloat lightPosition [4]; |
---|
| 121 | lightPosition [0] = fVP.GetActualLightpointDirection().x(); |
---|
| 122 | lightPosition [1] = fVP.GetActualLightpointDirection().y(); |
---|
| 123 | lightPosition [2] = fVP.GetActualLightpointDirection().z(); |
---|
| 124 | lightPosition [3] = 0.; |
---|
| 125 | // Light position is "true" light direction, so must come after gluLookAt. |
---|
| 126 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.}; |
---|
| 127 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.}; |
---|
| 128 | glEnable (GL_LIGHT0); |
---|
| 129 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); |
---|
| 130 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); |
---|
| 131 | |
---|
| 132 | // Get radius of scene, etc. |
---|
| 133 | // Note that this procedure properly takes into account zoom, dolly and pan. |
---|
| 134 | const G4Point3D targetPoint |
---|
| 135 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
| 136 | + fVP.GetCurrentTargetPoint (); |
---|
| 137 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
| 138 | if(radius<=0.) radius = 1.; |
---|
| 139 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
| 140 | const G4Point3D cameraPosition = |
---|
| 141 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
---|
| 142 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
| 143 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
---|
| 144 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius); |
---|
| 145 | const GLdouble left = -right; |
---|
| 146 | const GLdouble bottom = left; |
---|
| 147 | const GLdouble top = right; |
---|
| 148 | |
---|
| 149 | glMatrixMode (GL_PROJECTION); // set up Frustum. |
---|
| 150 | glLoadIdentity(); |
---|
| 151 | |
---|
| 152 | const G4Vector3D scale = fVP.GetScaleFactor(); |
---|
| 153 | glScaled(scale.x(),scale.y(),scale.z()); |
---|
| 154 | |
---|
| 155 | if (fVP.GetFieldHalfAngle() == 0.) { |
---|
| 156 | glOrtho (left, right, bottom, top, pnear, pfar); |
---|
| 157 | } |
---|
| 158 | else { |
---|
| 159 | glFrustum (left, right, bottom, top, pnear, pfar); |
---|
| 160 | } |
---|
| 161 | |
---|
| 162 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene. |
---|
| 163 | glLoadIdentity(); |
---|
| 164 | |
---|
| 165 | const G4Normal3D& upVector = fVP.GetUpVector (); |
---|
| 166 | G4Point3D gltarget; |
---|
| 167 | if (cameraDistance > 1.e-6 * radius) { |
---|
| 168 | gltarget = targetPoint; |
---|
| 169 | } |
---|
| 170 | else { |
---|
| 171 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit(); |
---|
| 172 | } |
---|
| 173 | |
---|
| 174 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity. |
---|
| 175 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint. |
---|
| 176 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point. |
---|
| 177 | upVector.x(), upVector.y(), upVector.z()); // Up vector. |
---|
| 178 | |
---|
| 179 | // Light position is "true" light direction, so must come after gluLookAt. |
---|
| 180 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); |
---|
| 181 | |
---|
| 182 | // OpenGL no longer seems to reconstruct clipped edges, so, when the |
---|
| 183 | // BooleanProcessor is up to it, abandon this and use generic |
---|
| 184 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also, |
---|
| 185 | // force kernel visit on change of clipping plane in |
---|
| 186 | // G4OpenGLStoredViewer::CompareForKernelVisit. |
---|
| 187 | if (fVP.IsSection () ) { // pair of back to back clip planes. |
---|
| 188 | const G4Plane3D& s = fVP.GetSectionPlane (); |
---|
| 189 | double sArray[4]; |
---|
| 190 | sArray[0] = s.a(); |
---|
| 191 | sArray[1] = s.b(); |
---|
| 192 | sArray[2] = s.c(); |
---|
| 193 | sArray[3] = s.d() + radius * 1.e-05; |
---|
| 194 | glClipPlane (GL_CLIP_PLANE0, sArray); |
---|
| 195 | glEnable (GL_CLIP_PLANE0); |
---|
| 196 | sArray[0] = -s.a(); |
---|
| 197 | sArray[1] = -s.b(); |
---|
| 198 | sArray[2] = -s.c(); |
---|
| 199 | sArray[3] = -s.d() + radius * 1.e-05; |
---|
| 200 | glClipPlane (GL_CLIP_PLANE1, sArray); |
---|
| 201 | glEnable (GL_CLIP_PLANE1); |
---|
| 202 | } else { |
---|
| 203 | glDisable (GL_CLIP_PLANE0); |
---|
| 204 | glDisable (GL_CLIP_PLANE1); |
---|
| 205 | } |
---|
| 206 | |
---|
| 207 | const G4Planes& cutaways = fVP.GetCutawayPlanes(); |
---|
| 208 | size_t nPlanes = cutaways.size(); |
---|
| 209 | if (fVP.IsCutaway() && |
---|
| 210 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection && |
---|
| 211 | nPlanes > 0) { |
---|
| 212 | double a[4]; |
---|
| 213 | a[0] = cutaways[0].a(); |
---|
| 214 | a[1] = cutaways[0].b(); |
---|
| 215 | a[2] = cutaways[0].c(); |
---|
| 216 | a[3] = cutaways[0].d(); |
---|
| 217 | glClipPlane (GL_CLIP_PLANE2, a); |
---|
| 218 | glEnable (GL_CLIP_PLANE2); |
---|
| 219 | if (nPlanes > 1) { |
---|
| 220 | a[0] = cutaways[1].a(); |
---|
| 221 | a[1] = cutaways[1].b(); |
---|
| 222 | a[2] = cutaways[1].c(); |
---|
| 223 | a[3] = cutaways[1].d(); |
---|
| 224 | glClipPlane (GL_CLIP_PLANE3, a); |
---|
| 225 | glEnable (GL_CLIP_PLANE3); |
---|
| 226 | } |
---|
| 227 | if (nPlanes > 2) { |
---|
| 228 | a[0] = cutaways[2].a(); |
---|
| 229 | a[1] = cutaways[2].b(); |
---|
| 230 | a[2] = cutaways[2].c(); |
---|
| 231 | a[3] = cutaways[2].d(); |
---|
| 232 | glClipPlane (GL_CLIP_PLANE4, a); |
---|
| 233 | glEnable (GL_CLIP_PLANE4); |
---|
| 234 | } |
---|
| 235 | } else { |
---|
| 236 | glDisable (GL_CLIP_PLANE2); |
---|
| 237 | glDisable (GL_CLIP_PLANE3); |
---|
| 238 | glDisable (GL_CLIP_PLANE4); |
---|
| 239 | } |
---|
| 240 | |
---|
| 241 | // Background. |
---|
| 242 | background = fVP.GetBackgroundColour (); |
---|
| 243 | |
---|
| 244 | } |
---|
| 245 | |
---|
| 246 | void G4OpenGLViewer::HaloingFirstPass () { |
---|
| 247 | |
---|
| 248 | //To perform haloing, first Draw all information to the depth buffer |
---|
| 249 | //alone, using a chunky line width, and then Draw all info again, to |
---|
| 250 | //the colour buffer, setting a thinner line width an the depth testing |
---|
| 251 | //function to less than or equal, so if two lines cross, the one |
---|
| 252 | //passing behind the other will not pass the depth test, and so not |
---|
| 253 | //get rendered either side of the infront line for a short distance. |
---|
| 254 | |
---|
| 255 | //First, disable writing to the colo(u)r buffer... |
---|
| 256 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
---|
| 257 | |
---|
| 258 | //Now enable writing to the depth buffer... |
---|
| 259 | glDepthMask (GL_TRUE); |
---|
| 260 | glDepthFunc (GL_LESS); |
---|
| 261 | glClearDepth (1.0); |
---|
| 262 | |
---|
| 263 | //Finally, set the line width to something wide... |
---|
| 264 | glLineWidth (3.0); |
---|
| 265 | |
---|
| 266 | } |
---|
| 267 | |
---|
| 268 | void G4OpenGLViewer::HaloingSecondPass () { |
---|
| 269 | |
---|
| 270 | //And finally, turn the colour buffer back on with a sesible line width... |
---|
| 271 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
---|
| 272 | glDepthFunc (GL_LEQUAL); |
---|
| 273 | glLineWidth (1.0); |
---|
| 274 | |
---|
| 275 | } |
---|
| 276 | |
---|
| 277 | #endif |
---|