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