| 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: G4OpenGLSceneHandler.cc,v 1.45 2006/08/30 11:37:34 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 stored scene - creates OpenGL display lists.
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| 33 | // OpenGL immediate scene - draws immediately to buffer
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| 34 | // (saving space on server).
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| 35 |
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| 36 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 37 |
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| 38 | // Included here - problems with HP compiler if not before other includes?
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| 39 | #include "G4NURBS.hh"
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| 40 |
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| 41 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect
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| 42 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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| 43 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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| 44 | // Also seems to be required for HP's CC and AIX xlC, at least.
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| 45 |
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| 46 | #include "G4OpenGLSceneHandler.hh"
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| 47 | #include "G4OpenGLViewer.hh"
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| 48 | #include "G4OpenGLFontBaseStore.hh"
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| 49 | #include "G4OpenGLTransform3D.hh"
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| 50 | #include "G4Point3D.hh"
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| 51 | #include "G4Normal3D.hh"
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| 52 | #include "G4Transform3D.hh"
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| 53 | #include "G4Polyline.hh"
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| 54 | #include "G4Text.hh"
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| 55 | #include "G4Circle.hh"
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| 56 | #include "G4Square.hh"
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| 57 | #include "G4VMarker.hh"
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| 58 | #include "G4Polyhedron.hh"
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| 59 | #include "G4VisAttributes.hh"
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| 60 | #include "G4PhysicalVolumeModel.hh"
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| 61 | #include "G4VPhysicalVolume.hh"
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| 62 | #include "G4LogicalVolume.hh"
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| 63 | #include "G4VSolid.hh"
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| 64 | #include "G4Scene.hh"
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| 65 | #include "G4VisExtent.hh"
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| 66 |
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| 67 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
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| 68 | G4int id,
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| 69 | const G4String& name):
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| 70 | G4VSceneHandler (system, id, name)
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| 71 | {}
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| 72 |
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| 73 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
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| 74 | {
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| 75 | ClearStore ();
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| 76 | }
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| 77 |
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| 78 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
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| 79 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 80 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 81 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 82 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 83 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 84 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 85 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 86 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 87 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 88 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 89 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 90 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 91 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 92 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 93 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 94 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
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| 95 | };
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| 96 |
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| 97 | const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
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| 98 | {
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| 99 | // Clipping done in G4OpenGLViewer::SetView.
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| 100 | return 0;
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| 101 |
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| 102 | // But...OpenGL no longer seems to reconstruct clipped edges, so,
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| 103 | // when the BooleanProcessor is up to it, abandon this and use
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| 104 | // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
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| 105 | // return G4VSceneHandler::CreateSectionPolyhedron();
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| 106 | }
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| 107 |
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| 108 | const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
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| 109 | {
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| 110 | // Cutaway done in G4OpenGLViewer::SetView.
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| 111 | return 0;
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| 112 |
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| 113 | // But...if not, when the BooleanProcessor is up to it...
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| 114 | // return G4VSceneHandler::CreateCutawayPolyhedron();
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| 115 | }
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| 116 |
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| 117 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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| 118 | {
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| 119 | G4int nPoints = line.size ();
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| 120 | if (nPoints <= 0) return;
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| 121 |
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| 122 | // Note: colour treated in sub-class.
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| 123 |
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| 124 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
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| 125 | glDisable (GL_DEPTH_TEST);
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| 126 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 127 |
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| 128 | glDisable (GL_LIGHTING);
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| 129 |
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| 130 | G4double lineWidth = GetLineWidth(line);
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| 131 | glLineWidth(lineWidth);
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| 132 |
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| 133 | glBegin (GL_LINE_STRIP);
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| 134 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
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| 135 | G4double x, y, z;
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| 136 | x = line[iPoint].x();
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| 137 | y = line[iPoint].y();
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| 138 | z = line[iPoint].z();
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| 139 | glVertex3d (x, y, z);
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| 140 | }
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| 141 | glEnd ();
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| 142 | }
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| 143 |
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| 144 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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| 145 |
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| 146 | const G4Colour& c = GetTextColour (text); // Picks up default if none.
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| 147 | MarkerSizeType sizeType;
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| 148 | G4double size = GetMarkerSize (text, sizeType);
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| 149 | G4ThreeVector position (text.GetPosition ());
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| 150 | G4String textString = text.GetText();
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| 151 |
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| 152 | G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
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| 153 | if (font_base < 0) {
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| 154 | static G4int callCount = 0;
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| 155 | ++callCount;
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| 156 | if (callCount <= 10 || callCount%100 == 0) {
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| 157 | G4cout <<
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| 158 | "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
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| 159 | << callCount <<
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| 160 | "\n No fonts available."
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| 161 | "\n Called with text \""
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| 162 | << text.GetText ()
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| 163 | << "\"\n at " << position
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| 164 | << ", size " << size
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| 165 | << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
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| 166 | << ", type " << G4int(sizeType)
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| 167 | << ", colour " << c
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| 168 | << G4endl;
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| 169 | }
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| 170 | return;
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| 171 | }
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| 172 | const char* textCString = textString.c_str();
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| 173 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 174 | glDisable (GL_DEPTH_TEST);
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| 175 | glDisable (GL_LIGHTING);
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| 176 |
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| 177 | glRasterPos3f(position.x(),position.y(),position.z());
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| 178 | // No action on offset or layout at present.
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| 179 | glPushAttrib(GL_LIST_BIT);
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| 180 | glListBase(font_base);
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| 181 | glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
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| 182 | glPopAttrib();
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| 183 | }
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| 184 |
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| 185 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
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| 186 | glEnable (GL_POINT_SMOOTH);
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| 187 | AddCircleSquare (circle, 24);
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| 188 | }
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| 189 |
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| 190 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
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| 191 | glDisable (GL_POINT_SMOOTH);
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| 192 | AddCircleSquare (square, 4);
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| 193 | }
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| 194 |
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| 195 | void G4OpenGLSceneHandler::AddCircleSquare
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| 196 | (const G4VMarker& marker,
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| 197 | G4int nSides) {
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| 198 |
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| 199 | // Note: colour treated in sub-class.
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| 200 |
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| 201 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
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| 202 | glDisable (GL_DEPTH_TEST);
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| 203 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 204 |
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| 205 | glDisable (GL_LIGHTING);
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| 206 |
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| 207 | G4double lineWidth = GetLineWidth(marker);
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| 208 | glLineWidth(lineWidth);
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| 209 |
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| 210 | G4VMarker::FillStyle style = marker.GetFillStyle();
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| 211 |
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| 212 | switch (style) {
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| 213 | case G4VMarker::noFill:
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| 214 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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| 215 | break;
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| 216 |
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| 217 | case G4VMarker::hashed:
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| 218 | /*
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| 219 | G4cout << "Hashed fill style in G4OpenGLSceneHandler."
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| 220 | << "\n Not implemented. Using G4VMarker::filled."
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| 221 | << G4endl;
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| 222 | */
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| 223 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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| 224 | glPolygonStipple (fStippleMaskHashed);
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| 225 | // See also:
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| 226 | // if (style == G4VMarker::filled || style == G4VMarker::hashed)...
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| 227 | // (twice) below.
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| 228 | break;
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| 229 |
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| 230 | case G4VMarker::filled:
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| 231 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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| 232 | break;
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| 233 |
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| 234 | default:
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| 235 | G4cout << "Unrecognised fill style in G4OpenGLSceneHandler."
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| 236 | << "\n Using G4VMarker::filled."
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| 237 | << G4endl;
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| 238 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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| 239 | break;
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| 240 |
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| 241 | }
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| 242 |
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| 243 | // A few useful quantities...
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| 244 | G4Point3D centre = marker.GetPosition();
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| 245 | const G4Vector3D& viewpointDirection =
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| 246 | fpViewer -> GetViewParameters().GetViewpointDirection();
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| 247 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
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| 248 | MarkerSizeType sizeType;
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| 249 | G4double size = GetMarkerSize(marker, sizeType);
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| 250 |
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| 251 | // Find "size" of marker in world space (but see note below)...
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| 252 | G4double worldSize;
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| 253 | if (sizeType == world) { // Size specified in world coordinates.
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| 254 | worldSize = size;
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| 255 | }
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| 256 | else { // Size specified in screen (window) coordinates.
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| 257 |
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| 258 | // Find window coordinates of centre...
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| 259 | GLdouble modelMatrix[16];
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| 260 | glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
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| 261 | G4double projectionMatrix[16];
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| 262 | glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
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| 263 | GLint viewport[4];
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| 264 | glGetIntegerv(GL_VIEWPORT,viewport);
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| 265 | GLdouble winx, winy, winz;
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| 266 | gluProject(centre.x(), centre.y(), centre.z(),
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| 267 | modelMatrix, projectionMatrix, viewport,
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| 268 | &winx, &winy, &winz);
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| 269 |
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| 270 | // Determine ratio window:world...
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| 271 | const G4Vector3D inScreen = (up.cross(viewpointDirection)).unit();
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| 272 | const G4Vector3D p = centre + inScreen;
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| 273 | GLdouble winDx, winDy, winDz;
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| 274 | gluProject(p.x(), p.y(), p.z(),
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| 275 | modelMatrix, projectionMatrix, viewport,
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| 276 | &winDx, &winDy, &winDz);
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| 277 | G4double winWorldRatio = std::sqrt(std::pow(winx - winDx, 2) +
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| 278 | std::pow(winy - winDy, 2));
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| 279 | worldSize = size / winWorldRatio;
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| 280 | }
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| 281 |
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| 282 | // Draw...
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| 283 | DrawXYPolygon (worldSize, centre, nSides);
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| 284 | }
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| 285 |
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| 286 | /***************************************************
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| 287 | Note: We have to do it this way round so that when a global
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| 288 | transformation is applied, such as with /vis/viewer/set/viewpoint,
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| 289 | the markers follow the world coordinates without having to
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| 290 | recreate the display lists. The down side is that the markers
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| 291 | rotate. The only way to avoid this is to play with the modelview
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| 292 | and projection matrices of OpenGL - which I need to think about.
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| 293 | For future reference, here is the code to draw in window
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| 294 | coordinates; its down side is that markers do not follow global
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| 295 | transformations. Some clever stuff is needed.
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| 296 |
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| 297 | ...
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| 298 | // Find window coordinates of centre...
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| 299 | GLdouble modelMatrix[16];
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| 300 | glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
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| 301 | G4double projectionMatrix[16];
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| 302 | glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
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| 303 | GLint viewport[4];
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| 304 | glGetIntegerv(GL_VIEWPORT,viewport);
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| 305 | GLdouble winx, winy, winz;
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| 306 | gluProject(centre.x(), centre.y(), centre.z(),
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| 307 | modelMatrix, projectionMatrix, viewport,
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| 308 | &winx, &winy, &winz);
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| 309 |
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| 310 | // Find window size...
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| 311 | G4double winSize;
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| 312 | if (size) { // Size specified in world coordinates.
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| 313 | // Determine size in window coordinates...
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| 314 | (Note: improve this by using an inScreen vector as above.)
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| 315 | GLdouble winx1, winy1, winz1;
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| 316 | gluProject(centre.x() + size, centre.y() + size, centre.z() + size,
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| 317 | modelMatrix, projectionMatrix, viewport,
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| 318 | &winx1, &winy1, &winz1);
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| 319 | winSize = std::sqrt((std::pow(winx - winx1, 2) +
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| 320 | std::pow(winy - winy1, 2) +
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| 321 | std::pow(winz - winz1, 2)) / 3.);
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| 322 | }
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| 323 | else {
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| 324 | winSize = scale *
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| 325 | userSpecified ? marker.GetScreenSize() : def.GetScreenSize();
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| 326 | }
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| 327 |
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| 328 | // Prepare to draw in window coordinates...
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| 329 | glMatrixMode (GL_PROJECTION);
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| 330 | glPushMatrix();
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| 331 | glLoadIdentity();
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| 332 | gluOrtho2D(GLdouble(viewport[0]),
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| 333 | GLdouble(viewport[0] + viewport[2]),
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| 334 | GLdouble(viewport[1]),
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| 335 | GLdouble(viewport[1] + viewport[3]));
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| 336 | glMatrixMode (GL_MODELVIEW);
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| 337 | glPushMatrix();
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| 338 | glLoadIdentity();
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| 339 |
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| 340 | // Draw in window coordinates...
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| 341 | DrawScreenPolygon (winSize, G4Point3D(winx, winy, winz), nSides);
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| 342 |
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| 343 | // Re-instate matrices...
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| 344 | glMatrixMode (GL_PROJECTION);
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| 345 | glPopMatrix();
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| 346 | glMatrixMode (GL_MODELVIEW);
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| 347 | glPopMatrix();
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| 348 | ...
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| 349 | }
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| 350 |
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| 351 | void G4OpenGLSceneHandler::DrawScreenPolygon
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| 352 | (G4double size,
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| 353 | const G4Point3D& centre,
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| 354 | G4int nSides) {
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| 355 | glBegin (GL_POLYGON);
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| 356 | const G4double dPhi = twopi / nSides;
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| 357 | const G4double r = size / 2.;
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| 358 | G4double phi;
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| 359 | G4int i;
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| 360 | for (i = 0, phi = -dPhi / 2.; i < nSides; i++, phi += dPhi) {
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| 361 | G4double x, y, z;
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| 362 | x = centre.x() + r * std::cos(phi);
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| 363 | y = centre.y() + r * std::sin(phi);
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| 364 | z = centre.z();
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| 365 | glVertex3d (x, y, z);
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| 366 | }
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| 367 | glEnd ();
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| 368 | }
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| 369 | **********************************************/
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| 370 |
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| 371 | void G4OpenGLSceneHandler::DrawXYPolygon
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| 372 | (G4double size,
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|---|
| 373 | const G4Point3D& centre,
|
|---|
| 374 | G4int nSides) {
|
|---|
| 375 | const G4Vector3D& viewpointDirection =
|
|---|
| 376 | fpViewer -> GetViewParameters().GetViewpointDirection();
|
|---|
| 377 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
|
|---|
| 378 | const G4double dPhi = twopi / nSides;
|
|---|
| 379 | const G4double radius = size / 2.;
|
|---|
| 380 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
|
|---|
| 381 | G4double phi;
|
|---|
| 382 | G4int i;
|
|---|
| 383 | glBegin (GL_POLYGON);
|
|---|
| 384 | for (i = 0, phi = 0.; i < nSides; i++, phi += dPhi) {
|
|---|
| 385 | G4Vector3D r = start; r.rotate(phi, viewpointDirection);
|
|---|
| 386 | G4Vector3D p = centre + r;
|
|---|
| 387 | glVertex3d (p.x(), p.y(), p.z());
|
|---|
| 388 | }
|
|---|
| 389 | glEnd ();
|
|---|
| 390 | }
|
|---|
| 391 |
|
|---|
| 392 | //Method for handling G4Polyhedron objects for drawing solids.
|
|---|
| 393 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
|
|---|
| 394 |
|
|---|
| 395 | // Assume all facets are planar convex quadrilaterals.
|
|---|
| 396 | // Draw each facet individually
|
|---|
| 397 |
|
|---|
| 398 | if (polyhedron.GetNoFacets() == 0) return;
|
|---|
| 399 |
|
|---|
| 400 | // Get vis attributes - pick up defaults if none.
|
|---|
| 401 | const G4VisAttributes* pVA =
|
|---|
| 402 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
|
|---|
| 403 |
|
|---|
| 404 | // Get view parameters that the user can force through the vis
|
|---|
| 405 | // attributes, thereby over-riding the current view parameter.
|
|---|
| 406 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
|
|---|
| 407 |
|
|---|
| 408 | //Get colour, etc...
|
|---|
| 409 | G4bool transparency_enabled = true;
|
|---|
| 410 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
|
|---|
| 411 | if (pViewer) transparency_enabled = pViewer->transparency_enabled;
|
|---|
| 412 | const G4Colour& c = GetColour (polyhedron);
|
|---|
| 413 | GLfloat materialColour [4];
|
|---|
| 414 | materialColour [0] = c.GetRed ();
|
|---|
| 415 | materialColour [1] = c.GetGreen ();
|
|---|
| 416 | materialColour [2] = c.GetBlue ();
|
|---|
| 417 | if (transparency_enabled) {
|
|---|
| 418 | materialColour [3] = c.GetAlpha ();
|
|---|
| 419 | } else {
|
|---|
| 420 | materialColour [3] = 1.;
|
|---|
| 421 | }
|
|---|
| 422 |
|
|---|
| 423 | G4double lineWidth = GetLineWidth(polyhedron);
|
|---|
| 424 | glLineWidth(lineWidth);
|
|---|
| 425 |
|
|---|
| 426 | GLfloat clear_colour[4];
|
|---|
| 427 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
|
|---|
| 428 |
|
|---|
| 429 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
|
|---|
| 430 |
|
|---|
| 431 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
|
|---|
| 432 |
|
|---|
| 433 | switch (drawing_style) {
|
|---|
| 434 | case (G4ViewParameters::hlhsr):
|
|---|
| 435 | // Set up as for hidden line removal but paint polygon faces later...
|
|---|
| 436 | case (G4ViewParameters::hlr):
|
|---|
| 437 | glEnable (GL_STENCIL_TEST);
|
|---|
| 438 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
|
|---|
| 439 | // The procedure below leaves it clear.
|
|---|
| 440 | glStencilFunc (GL_ALWAYS, 0, 1);
|
|---|
| 441 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
|
|---|
| 442 | glEnable (GL_DEPTH_TEST);
|
|---|
| 443 | glDepthFunc (GL_LEQUAL);
|
|---|
| 444 | if (materialColour[3] < 1.) {
|
|---|
| 445 | // Transparent...
|
|---|
| 446 | glDisable (GL_CULL_FACE);
|
|---|
| 447 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 448 | } else {
|
|---|
| 449 | // Opaque...
|
|---|
| 450 | if (clipping) {
|
|---|
| 451 | glDisable (GL_CULL_FACE);
|
|---|
| 452 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 453 | } else {
|
|---|
| 454 | glEnable (GL_CULL_FACE);
|
|---|
| 455 | glCullFace (GL_BACK);
|
|---|
| 456 | glPolygonMode (GL_FRONT, GL_LINE);
|
|---|
| 457 | }
|
|---|
| 458 | }
|
|---|
| 459 | glDisable (GL_LIGHTING);
|
|---|
| 460 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 461 | break;
|
|---|
| 462 | case (G4ViewParameters::hsr):
|
|---|
| 463 | glEnable (GL_DEPTH_TEST);
|
|---|
| 464 | glDepthFunc (GL_LEQUAL);
|
|---|
| 465 | if (materialColour[3] < 1.) {
|
|---|
| 466 | // Transparent...
|
|---|
| 467 | glDepthMask (0); // Make depth buffer read-only.
|
|---|
| 468 | glDisable (GL_CULL_FACE);
|
|---|
| 469 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 470 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 471 | } else {
|
|---|
| 472 | // Opaque...
|
|---|
| 473 | glDepthMask (1); // Make depth buffer writable (default).
|
|---|
| 474 | if (clipping) {
|
|---|
| 475 | glDisable (GL_CULL_FACE);
|
|---|
| 476 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 477 | } else {
|
|---|
| 478 | glEnable (GL_CULL_FACE);
|
|---|
| 479 | glCullFace (GL_BACK);
|
|---|
| 480 | glPolygonMode (GL_FRONT, GL_FILL);
|
|---|
| 481 | }
|
|---|
| 482 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 483 | }
|
|---|
| 484 | glEnable (GL_LIGHTING);
|
|---|
| 485 | break;
|
|---|
| 486 | case (G4ViewParameters::wireframe):
|
|---|
| 487 | default:
|
|---|
| 488 | glEnable (GL_DEPTH_TEST);
|
|---|
| 489 | glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
|
|---|
| 490 | glDisable (GL_CULL_FACE);
|
|---|
| 491 | glDisable (GL_LIGHTING);
|
|---|
| 492 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 493 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 494 | break;
|
|---|
| 495 | }
|
|---|
| 496 |
|
|---|
| 497 | //Loop through all the facets...
|
|---|
| 498 | glBegin (GL_QUADS);
|
|---|
| 499 | G4bool notLastFace;
|
|---|
| 500 | do {
|
|---|
| 501 |
|
|---|
| 502 | //First, find vertices, edgeflags and normals and note "not last facet"...
|
|---|
| 503 | G4Point3D vertex[4];
|
|---|
| 504 | G4int edgeFlag[4];
|
|---|
| 505 | G4Normal3D normals[4];
|
|---|
| 506 | G4int n;
|
|---|
| 507 | notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
|
|---|
| 508 |
|
|---|
| 509 | //Loop through the four edges of each G4Facet...
|
|---|
| 510 | G4int edgeCount = 0;
|
|---|
| 511 | for(edgeCount = 0; edgeCount < n; ++edgeCount) {
|
|---|
| 512 | // Check to see if edge is visible or not...
|
|---|
| 513 | if (isAuxEdgeVisible) {
|
|---|
| 514 | edgeFlag[edgeCount] = 1;
|
|---|
| 515 | }
|
|---|
| 516 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 517 | glEdgeFlag (GL_TRUE);
|
|---|
| 518 | } else {
|
|---|
| 519 | glEdgeFlag (GL_FALSE);
|
|---|
| 520 | }
|
|---|
| 521 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 522 | normals[edgeCount].y(),
|
|---|
| 523 | normals[edgeCount].z());
|
|---|
| 524 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 525 | vertex[edgeCount].y(),
|
|---|
| 526 | vertex[edgeCount].z());
|
|---|
| 527 | }
|
|---|
| 528 | // HepPolyhedron produces triangles too; in that case add an extra
|
|---|
| 529 | // vertex identical to first...
|
|---|
| 530 | if (n == 3) {
|
|---|
| 531 | edgeCount = 3;
|
|---|
| 532 | normals[edgeCount] = normals[0];
|
|---|
| 533 | vertex[edgeCount] = vertex[0];
|
|---|
| 534 | edgeFlag[edgeCount] = -1;
|
|---|
| 535 | glEdgeFlag (GL_FALSE);
|
|---|
| 536 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 537 | normals[edgeCount].y(),
|
|---|
| 538 | normals[edgeCount].z());
|
|---|
| 539 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 540 | vertex[edgeCount].y(),
|
|---|
| 541 | vertex[edgeCount].z());
|
|---|
| 542 | }
|
|---|
| 543 | // Trap situation where number of edges is > 4...
|
|---|
| 544 | if (n > 4) {
|
|---|
| 545 | G4cerr <<
|
|---|
| 546 | "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
|
|---|
| 547 | G4PhysicalVolumeModel* pPVModel =
|
|---|
| 548 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
|
|---|
| 549 | if (pPVModel) {
|
|---|
| 550 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
|
|---|
| 551 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
|
|---|
| 552 | G4cerr <<
|
|---|
| 553 | "\n Volume " << pCurrentPV->GetName() <<
|
|---|
| 554 | ", Solid " << pCurrentLV->GetSolid()->GetName() <<
|
|---|
| 555 | " (" << pCurrentLV->GetSolid()->GetEntityType();
|
|---|
| 556 | }
|
|---|
| 557 | G4cerr<<
|
|---|
| 558 | "\n G4Polyhedron facet with " << n << " edges" << G4endl;
|
|---|
| 559 | }
|
|---|
| 560 |
|
|---|
| 561 | // Do it all over again (twice) for hlr...
|
|---|
| 562 | if (drawing_style == G4ViewParameters::hlr ||
|
|---|
| 563 | drawing_style == G4ViewParameters::hlhsr) {
|
|---|
| 564 |
|
|---|
| 565 | glEnd (); // Placed here to balance glBegin above, allowing GL
|
|---|
| 566 | // state changes below, then glBegin again. Avoids
|
|---|
| 567 | // having glBegin/End pairs *inside* loop in the more
|
|---|
| 568 | // usual case of no hidden line removal.
|
|---|
| 569 |
|
|---|
| 570 | // Draw through stencil...
|
|---|
| 571 | glStencilFunc (GL_EQUAL, 0, 1);
|
|---|
| 572 | glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
|
|---|
| 573 | if (drawing_style == G4ViewParameters::hlhsr) {
|
|---|
| 574 | glEnable (GL_LIGHTING);
|
|---|
| 575 | }
|
|---|
| 576 | glEnable (GL_DEPTH_TEST);
|
|---|
| 577 | glDepthFunc (GL_LEQUAL);
|
|---|
| 578 | if (materialColour[3] < 1.) {
|
|---|
| 579 | // Transparent...
|
|---|
| 580 | glDepthMask (0); // Make depth buffer read-only.
|
|---|
| 581 | glDisable (GL_CULL_FACE);
|
|---|
| 582 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 583 | } else {
|
|---|
| 584 | // Opaque...
|
|---|
| 585 | glDepthMask (1); // Make depth buffer writable (default).
|
|---|
| 586 | if (clipping) {
|
|---|
| 587 | glDisable (GL_CULL_FACE);
|
|---|
| 588 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 589 | } else {
|
|---|
| 590 | glEnable (GL_CULL_FACE);
|
|---|
| 591 | glCullFace (GL_BACK);
|
|---|
| 592 | glPolygonMode (GL_FRONT, GL_FILL);
|
|---|
| 593 | }
|
|---|
| 594 | }
|
|---|
| 595 | GLfloat* painting_colour;
|
|---|
| 596 | if (drawing_style == G4ViewParameters::hlr) {
|
|---|
| 597 | if (materialColour[3] < 1.) {
|
|---|
| 598 | // Transparent - don't paint...
|
|---|
| 599 | goto end_of_drawing_through_stencil;
|
|---|
| 600 | }
|
|---|
| 601 | painting_colour = clear_colour;
|
|---|
| 602 | } else { // drawing_style == G4ViewParameters::hlhsr
|
|---|
| 603 | painting_colour = materialColour;
|
|---|
| 604 | }
|
|---|
| 605 | if (materialColour[3] < 1.) {
|
|---|
| 606 | // Transparent...
|
|---|
| 607 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
|
|---|
| 608 | } else {
|
|---|
| 609 | // Opaque...
|
|---|
| 610 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
|
|---|
| 611 | }
|
|---|
| 612 | glColor4fv (painting_colour);
|
|---|
| 613 | glBegin (GL_QUADS);
|
|---|
| 614 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
|
|---|
| 615 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 616 | glEdgeFlag (GL_TRUE);
|
|---|
| 617 | } else {
|
|---|
| 618 | glEdgeFlag (GL_FALSE);
|
|---|
| 619 | }
|
|---|
| 620 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 621 | normals[edgeCount].y(),
|
|---|
| 622 | normals[edgeCount].z());
|
|---|
| 623 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 624 | vertex[edgeCount].y(),
|
|---|
| 625 | vertex[edgeCount].z());
|
|---|
| 626 | }
|
|---|
| 627 | glEnd ();
|
|---|
| 628 | end_of_drawing_through_stencil:
|
|---|
| 629 |
|
|---|
| 630 | // and once more to reset the stencil bits...
|
|---|
| 631 | glStencilFunc (GL_ALWAYS, 0, 1);
|
|---|
| 632 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
|
|---|
| 633 | glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
|
|---|
| 634 | if (materialColour[3] < 1.) {
|
|---|
| 635 | // Transparent...
|
|---|
| 636 | glDisable (GL_CULL_FACE);
|
|---|
| 637 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 638 | } else {
|
|---|
| 639 | // Opaque...
|
|---|
| 640 | if (clipping) {
|
|---|
| 641 | glDisable (GL_CULL_FACE);
|
|---|
| 642 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 643 | } else {
|
|---|
| 644 | glEnable (GL_CULL_FACE);
|
|---|
| 645 | glCullFace (GL_BACK);
|
|---|
| 646 | glPolygonMode (GL_FRONT, GL_LINE);
|
|---|
| 647 | }
|
|---|
| 648 | }
|
|---|
| 649 | glDisable (GL_LIGHTING);
|
|---|
| 650 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 651 | glBegin (GL_QUADS);
|
|---|
| 652 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
|
|---|
| 653 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 654 | glEdgeFlag (GL_TRUE);
|
|---|
| 655 | } else {
|
|---|
| 656 | glEdgeFlag (GL_FALSE);
|
|---|
| 657 | }
|
|---|
| 658 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 659 | normals[edgeCount].y(),
|
|---|
| 660 | normals[edgeCount].z());
|
|---|
| 661 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 662 | vertex[edgeCount].y(),
|
|---|
| 663 | vertex[edgeCount].z());
|
|---|
| 664 | }
|
|---|
| 665 | glEnd ();
|
|---|
| 666 | glDepthFunc (GL_LEQUAL); // Revert for next facet.
|
|---|
| 667 | glBegin (GL_QUADS); // Ready for next facet. GL
|
|---|
| 668 | // says it ignores incomplete
|
|---|
| 669 | // quadrilaterals, so final empty
|
|---|
| 670 | // glBegin/End sequence should be OK.
|
|---|
| 671 | }
|
|---|
| 672 | } while (notLastFace);
|
|---|
| 673 |
|
|---|
| 674 | glEnd ();
|
|---|
| 675 | glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
|
|---|
| 676 | glDepthMask (1); // Revert to default for next primitive.
|
|---|
| 677 | }
|
|---|
| 678 |
|
|---|
| 679 | //Method for handling G4NURBS objects for drawing solids.
|
|---|
| 680 | //Knots and Ctrl Pnts MUST be arrays of GLfloats.
|
|---|
| 681 | void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
|
|---|
| 682 |
|
|---|
| 683 | GLUnurbsObj *gl_nurb;
|
|---|
| 684 | gl_nurb = gluNewNurbsRenderer ();
|
|---|
| 685 |
|
|---|
| 686 | GLfloat *u_knot_array, *u_knot_array_ptr;
|
|---|
| 687 | u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
|
|---|
| 688 | G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
|
|---|
| 689 | while (u_iterator.pick (u_knot_array_ptr++));
|
|---|
| 690 |
|
|---|
| 691 | GLfloat *v_knot_array, *v_knot_array_ptr;
|
|---|
| 692 | v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
|
|---|
| 693 | G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
|
|---|
| 694 | while (v_iterator.pick (v_knot_array_ptr++));
|
|---|
| 695 |
|
|---|
| 696 | GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
|
|---|
| 697 | ctrl_pnt_array = ctrl_pnt_array_ptr =
|
|---|
| 698 | new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
|
|---|
| 699 | G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
|
|---|
| 700 | while (c_p_iterator.pick (ctrl_pnt_array_ptr++));
|
|---|
| 701 |
|
|---|
| 702 | // Get vis attributes - pick up defaults if none.
|
|---|
| 703 | const G4VisAttributes* pVA =
|
|---|
| 704 | fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
|
|---|
| 705 |
|
|---|
| 706 | // Get view parameters that the user can force through the vis
|
|---|
| 707 | // attributes, thereby over-riding the current view parameter.
|
|---|
| 708 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
|
|---|
| 709 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
|
|---|
| 710 |
|
|---|
| 711 | //Get colour, etc..
|
|---|
| 712 | const G4Colour& c = pVA -> GetColour ();
|
|---|
| 713 |
|
|---|
| 714 | switch (drawing_style) {
|
|---|
| 715 |
|
|---|
| 716 | case (G4ViewParameters::hlhsr):
|
|---|
| 717 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
|
|---|
| 718 | // << "Using hidden surface removal." << G4endl;
|
|---|
| 719 | case (G4ViewParameters::hsr):
|
|---|
| 720 | {
|
|---|
| 721 | glEnable (GL_LIGHTING);
|
|---|
| 722 | glEnable (GL_DEPTH_TEST);
|
|---|
| 723 | glEnable (GL_AUTO_NORMAL);
|
|---|
| 724 | glEnable (GL_NORMALIZE);
|
|---|
| 725 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
|
|---|
| 726 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
|
|---|
| 727 | GLfloat materialColour [4];
|
|---|
| 728 | materialColour [0] = c.GetRed ();
|
|---|
| 729 | materialColour [1] = c.GetGreen ();
|
|---|
| 730 | materialColour [2] = c.GetBlue ();
|
|---|
| 731 | materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
|
|---|
| 732 | // but see complication in
|
|---|
| 733 | // AddPrimitive(const G4Polyhedron&).
|
|---|
| 734 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 735 | break;
|
|---|
| 736 | }
|
|---|
| 737 | case (G4ViewParameters::hlr):
|
|---|
| 738 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
|
|---|
| 739 | // << "Using wireframe." << G4endl;
|
|---|
| 740 | case (G4ViewParameters::wireframe):
|
|---|
| 741 | default:
|
|---|
| 742 | glDisable (GL_LIGHTING);
|
|---|
| 743 | // glDisable (GL_DEPTH_TEST);
|
|---|
| 744 | glEnable (GL_DEPTH_TEST);
|
|---|
| 745 | glDisable (GL_AUTO_NORMAL);
|
|---|
| 746 | glDisable (GL_NORMALIZE);
|
|---|
| 747 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
|
|---|
| 748 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
|
|---|
| 749 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 750 | break;
|
|---|
| 751 | }
|
|---|
| 752 |
|
|---|
| 753 | gluBeginSurface (gl_nurb);
|
|---|
| 754 | G4int u_stride = 4;
|
|---|
| 755 | G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
|
|---|
| 756 |
|
|---|
| 757 | gluNurbsSurface (gl_nurb,
|
|---|
| 758 | nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
|
|---|
| 759 | nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
|
|---|
| 760 | u_stride,
|
|---|
| 761 | v_stride,
|
|---|
| 762 | ctrl_pnt_array,
|
|---|
| 763 | nurb.GetUorder (),
|
|---|
| 764 | nurb.GetVorder (),
|
|---|
| 765 | GL_MAP2_VERTEX_4);
|
|---|
| 766 |
|
|---|
| 767 | gluEndSurface (gl_nurb);
|
|---|
| 768 |
|
|---|
| 769 | delete [] u_knot_array; // These should be allocated with smart allocators
|
|---|
| 770 | delete [] v_knot_array; // to avoid memory explosion.
|
|---|
| 771 | delete [] ctrl_pnt_array;
|
|---|
| 772 |
|
|---|
| 773 | gluDeleteNurbsRenderer (gl_nurb);
|
|---|
| 774 | }
|
|---|
| 775 |
|
|---|
| 776 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
|
|---|
| 777 | G4VSceneHandler::AddCompound(traj); // For now.
|
|---|
| 778 | }
|
|---|
| 779 |
|
|---|
| 780 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
|
|---|
| 781 | G4VSceneHandler::AddCompound(hit); // For now.
|
|---|
| 782 | }
|
|---|
| 783 |
|
|---|
| 784 | #endif
|
|---|