// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4OpenGLImmediateSceneHandler.cc,v 1.24 2006/09/04 12:03:25 allison Exp $ // GEANT4 tag $Name: geant4-08-02-patch-01 $ // // // Andrew Walkden 10th February 1997 // OpenGL immediate scene - draws immediately to buffer // (saving space on server). #ifdef G4VIS_BUILD_OPENGL_DRIVER // Included here - problems with HP compiler if not before other includes? #include "G4NURBS.hh" // Here follows a special for Mesa, the OpenGL emulator. Does not affect // other OpenGL's, as far as I'm aware. John Allison 18/9/96. #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ // Also seems to be required for HP's CC and AIX xlC, at least. #include "G4OpenGLImmediateSceneHandler.hh" #include "G4OpenGLTransform3D.hh" #include "G4Polyline.hh" #include "G4Circle.hh" #include "G4Square.hh" G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system, const G4String& name): G4OpenGLSceneHandler (system, fSceneIdCount++, name) {} G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler () {} #include void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible) { const G4Colour& c = GetColour (visible); glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline) { AddPrimitivePreamble(polyline); G4OpenGLSceneHandler::AddPrimitive(polyline); } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle) { AddPrimitivePreamble(circle); G4OpenGLSceneHandler::AddPrimitive(circle); } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square) { AddPrimitivePreamble(square); G4OpenGLSceneHandler::AddPrimitive(square); } void G4OpenGLImmediateSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4VSceneHandler::BeginPrimitives (objectTransformation); glPushMatrix(); G4OpenGLTransform3D oglt (objectTransformation); /*************************** Check matrix. const GLdouble* m = oglt.GetGLMatrix (); G4cout << "G4OpenGLTransform3D matrix:"; for (int i = 0; i < 16; i++) { if ((i % 4) == 0) G4cout << '\n'; G4cout << std::setw (15) << m[i]; } G4cout << G4endl; *****************************************/ glMultMatrixd (oglt.GetGLMatrix ()); } void G4OpenGLImmediateSceneHandler::EndPrimitives () { glPopMatrix(); // See all primitives immediately... glFlush (); G4VSceneHandler::EndPrimitives (); } void G4OpenGLImmediateSceneHandler::BeginPrimitives2D() { G4VSceneHandler::BeginPrimitives2D(); // Push current 3D world matrices and load identity to define screen // coordinates... glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } void G4OpenGLImmediateSceneHandler::EndPrimitives2D() { // Pop current 3D world matrices back again... glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); // See all primitives immediately... glFlush (); G4VSceneHandler::EndPrimitives2D (); } void G4OpenGLImmediateSceneHandler::BeginModeling () { G4VSceneHandler::BeginModeling(); } void G4OpenGLImmediateSceneHandler::EndModeling () { G4VSceneHandler::EndModeling (); } void G4OpenGLImmediateSceneHandler::ClearTransientStore () { G4VSceneHandler::ClearTransientStore (); // Make sure screen corresponds to graphical database... if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid) { if (fReadyForTransients) { // Always draw transient solids, e.g., hits represented as solids. // (As we have no control over the order of drawing of transient // objects, we cannot do anything about transparent ones, as // below, so always draw them.) G4VSceneHandler::RequestPrimitives (solid); return; } // For non-transient (run-duration) objects, ensure transparent // objects are drawn last. The problem of // blending/transparency/alpha is quite a tricky one - see History // of opengl-V07-01-01/2/3. // Get vis attributes - pick up defaults if none. const G4VisAttributes* pVA = fpViewer -> GetApplicableVisAttributes(fpVisAttribs); const G4Colour& c = pVA -> GetColour (); G4double opacity = c.GetAlpha (); if (!fSecondPass) { G4bool transparency_enabled = true; G4OpenGLViewer* pViewer = dynamic_cast(fpViewer); if (pViewer) transparency_enabled = pViewer->transparency_enabled; if (transparency_enabled && opacity < 1.) { // On first pass, transparent objects are not drawn, but flag is set... fSecondPassRequested = true; return; } } // On second pass, opaque objects are not drwan... if (fSecondPass && opacity >= 1.) return; // Else invoke base class method... G4VSceneHandler::RequestPrimitives (solid); } G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; #endif