[529] | 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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