source: trunk/geant4/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc @ 554

Last change on this file since 554 was 554, checked in by garnier, 17 years ago

r709@mac-90108: laurentgarnier | 2007-07-11 17:47:06 +0200
pas mal, sauf que le gun ne fait aucun effet. Suppression de glwisget en test

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27// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.24 2006/09/04 12:03:25 allison Exp $
28// GEANT4 tag $Name: geant4-08-02-patch-01 $
29//
30//
31// Andrew Walkden  10th February 1997
32// OpenGL immediate scene - draws immediately to buffer
33//                           (saving space on server).
34
35#ifdef G4VIS_BUILD_OPENGL_DRIVER
36
37// Included here - problems with HP compiler if not before other includes?
38#include "G4NURBS.hh"
39
40// Here follows a special for Mesa, the OpenGL emulator.  Does not affect
41// other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
42#define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
43// Also seems to be required for HP's CC and AIX xlC, at least.
44
45#include "G4OpenGLImmediateSceneHandler.hh"
46
47#include "G4OpenGLTransform3D.hh"
48#include "G4Polyline.hh"
49#include "G4Circle.hh"
50#include "G4Square.hh"
51
52G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system,
53                                                const G4String& name):
54G4OpenGLSceneHandler (system, fSceneIdCount++, name)
55{}
56
57G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
58{}
59
60#include <iomanip>
61
62void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
63{
64  const G4Colour& c = GetColour (visible);
65  glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
66}
67
68void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
69{
70  AddPrimitivePreamble(polyline);
71  G4OpenGLSceneHandler::AddPrimitive(polyline);
72}
73
74void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
75{
76  AddPrimitivePreamble(circle);
77  G4OpenGLSceneHandler::AddPrimitive(circle);
78}
79
80void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
81{
82  AddPrimitivePreamble(square);
83  G4OpenGLSceneHandler::AddPrimitive(square);
84}
85
86void G4OpenGLImmediateSceneHandler::BeginPrimitives
87(const G4Transform3D& objectTransformation) {
88  G4VSceneHandler::BeginPrimitives (objectTransformation);
89  glPushMatrix();
90  G4OpenGLTransform3D oglt (objectTransformation);
91
92  /*************************** Check matrix.
93  const GLdouble* m = oglt.GetGLMatrix ();
94  G4cout << "G4OpenGLTransform3D matrix:";
95  for (int i = 0; i < 16; i++) {
96    if ((i % 4) == 0) G4cout << '\n';
97    G4cout << std::setw (15) << m[i];
98  }
99  G4cout << G4endl;
100  *****************************************/
101
102  glMultMatrixd (oglt.GetGLMatrix ());
103}
104
105void G4OpenGLImmediateSceneHandler::EndPrimitives ()
106{
107  glPopMatrix();
108
109  // See all primitives immediately...
110  glFlush ();
111
112  G4VSceneHandler::EndPrimitives ();
113}
114
115void G4OpenGLImmediateSceneHandler::BeginPrimitives2D()
116{
117  G4VSceneHandler::BeginPrimitives2D();
118
119  // Push current 3D world matrices and load identity to define screen
120  // coordinates...
121  glMatrixMode (GL_PROJECTION);
122  glPushMatrix();
123  glLoadIdentity();
124  glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX);
125  glMatrixMode (GL_MODELVIEW);
126  glPushMatrix();
127  glLoadIdentity();
128}
129
130void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
131{
132  // Pop current 3D world matrices back again...
133  glMatrixMode (GL_PROJECTION);
134  glPopMatrix();
135  glMatrixMode (GL_MODELVIEW);
136  glPopMatrix();
137
138  // See all primitives immediately...
139  glFlush ();
140
141  G4VSceneHandler::EndPrimitives2D ();
142}
143
144void G4OpenGLImmediateSceneHandler::BeginModeling () {
145  G4VSceneHandler::BeginModeling();
146}
147
148void G4OpenGLImmediateSceneHandler::EndModeling () {
149  G4VSceneHandler::EndModeling ();
150}
151
152void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
153  G4VSceneHandler::ClearTransientStore ();
154  // Make sure screen corresponds to graphical database...
155  if (fpViewer) {
156    fpViewer -> SetView ();
157    fpViewer -> ClearView ();
158    fpViewer -> DrawView ();
159  }
160}
161
162void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid)
163{
164  if (fReadyForTransients) {
165    // Always draw transient solids, e.g., hits represented as solids.
166    // (As we have no control over the order of drawing of transient
167    // objects, we cannot do anything about transparent ones, as
168    // below, so always draw them.)
169    G4VSceneHandler::RequestPrimitives (solid);
170    return;
171  }
172
173  // For non-transient (run-duration) objects, ensure transparent
174  // objects are drawn last.  The problem of
175  // blending/transparency/alpha is quite a tricky one - see History
176  // of opengl-V07-01-01/2/3.
177  // Get vis attributes - pick up defaults if none.
178  const G4VisAttributes* pVA =
179    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
180  const G4Colour& c = pVA -> GetColour ();
181  G4double opacity = c.GetAlpha ();
182
183  if (!fSecondPass) {
184    G4bool transparency_enabled = true;
185    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
186    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
187    if (transparency_enabled && opacity < 1.) {
188      // On first pass, transparent objects are not drawn, but flag is set...
189      fSecondPassRequested = true;
190      return;
191    }
192  }
193
194  // On second pass, opaque objects are not drwan...
195  if (fSecondPass && opacity >= 1.) return;
196
197  // Else invoke base class method...
198  G4VSceneHandler::RequestPrimitives (solid);
199}
200
201G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
202
203#endif
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