source: trunk/geant4/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 668

Last change on this file since 668 was 631, checked in by garnier, 18 years ago

maj a jour par rapport au repository de geant4

  • Property svn:mime-type set to text/cpp
File size: 25.5 KB
Line 
1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLSceneHandler.cc,v 1.51 2007/05/25 15:41:38 allison Exp $
28// GEANT4 tag $Name: $
29//
30//
31// Andrew Walkden 27th March 1996
32// OpenGL stored scene - creates OpenGL display lists.
33// OpenGL immediate scene - draws immediately to buffer
34// (saving space on server).
35
36#ifdef G4VIS_BUILD_OPENGL_DRIVER
37
38// Included here - problems with HP compiler if not before other includes?
39#include "G4NURBS.hh"
40
41// Here follows a special for Mesa, the OpenGL emulator. Does not affect
42// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
43#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
44// Also seems to be required for HP's CC and AIX xlC, at least.
45
46#include "G4OpenGLSceneHandler.hh"
47#include "G4OpenGLViewer.hh"
48#include "G4OpenGLFontBaseStore.hh"
49#include "G4OpenGLTransform3D.hh"
50#include "G4Point3D.hh"
51#include "G4Normal3D.hh"
52#include "G4Transform3D.hh"
53#include "G4Polyline.hh"
54#include "G4Polymarker.hh"
55#include "G4Text.hh"
56#include "G4Circle.hh"
57#include "G4Square.hh"
58#include "G4VMarker.hh"
59#include "G4Polyhedron.hh"
60#include "G4VisAttributes.hh"
61#include "G4PhysicalVolumeModel.hh"
62#include "G4VPhysicalVolume.hh"
63#include "G4LogicalVolume.hh"
64#include "G4VSolid.hh"
65#include "G4Scene.hh"
66#include "G4VisExtent.hh"
67#include "G4AttHolder.hh"
68
69G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
70 G4int id,
71 const G4String& name):
72 G4VSceneHandler (system, id, name),
73 fPickName(0),
74 fProcessingPolymarker(false)
75{}
76
77G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
78{
79 ClearStore ();
80}
81
82const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
83 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
84 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
85 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
86 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
87 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
88 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
89 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
90 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
91 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
92 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
93 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
94 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
95 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
96 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
97 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
98 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
99};
100
101void G4OpenGLSceneHandler::ClearAndDestroyAtts()
102{
103 std::map<GLuint, G4AttHolder*>::iterator i;
104 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
105 fPickMap.clear();
106}
107
108void G4OpenGLSceneHandler::PreAddSolid
109(const G4Transform3D& objectTransformation,
110 const G4VisAttributes& visAttribs)
111{
112 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
113}
114
115void G4OpenGLSceneHandler::BeginPrimitives
116(const G4Transform3D& objectTransformation)
117{
118 G4VSceneHandler::BeginPrimitives (objectTransformation);
119}
120
121void G4OpenGLSceneHandler::EndPrimitives ()
122{
123 G4VSceneHandler::EndPrimitives ();
124}
125
126void G4OpenGLSceneHandler::BeginPrimitives2D ()
127{
128 G4VSceneHandler::BeginPrimitives2D ();
129}
130
131void G4OpenGLSceneHandler::EndPrimitives2D ()
132{
133 G4VSceneHandler::EndPrimitives2D ();
134}
135
136const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
137{
138 // Clipping done in G4OpenGLViewer::SetView.
139 return 0;
140
141 // But...OpenGL no longer seems to reconstruct clipped edges, so,
142 // when the BooleanProcessor is up to it, abandon this and use
143 // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
144 // return G4VSceneHandler::CreateSectionPolyhedron();
145}
146
147const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
148{
149 // Cutaway done in G4OpenGLViewer::SetView.
150 return 0;
151
152 // But...if not, when the BooleanProcessor is up to it...
153 // return G4VSceneHandler::CreateCutawayPolyhedron();
154}
155
156void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
157{
158 G4int nPoints = line.size ();
159 if (nPoints <= 0) return;
160
161 // Loads G4Atts for picking...
162 if (fpViewer->GetViewParameters().IsPicking()) {
163 G4AttHolder* holder = new G4AttHolder;
164 LoadAtts(line, holder);
165 fPickMap[fPickName] = holder;
166 }
167
168 // Note: colour treated in sub-class.
169
170 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
171 glDisable (GL_DEPTH_TEST);
172 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
173
174 glDisable (GL_LIGHTING);
175
176 // Get vis attributes - pick up defaults if none.
177 const G4VisAttributes* pVA =
178 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
179
180 G4double lineWidth = GetLineWidth(pVA);
181 glLineWidth(lineWidth);
182
183 glBegin (GL_LINE_STRIP);
184 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
185 G4double x, y, z;
186 x = line[iPoint].x();
187 y = line[iPoint].y();
188 z = line[iPoint].z();
189 glVertex3d (x, y, z);
190 }
191 glEnd ();
192}
193
194void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
195{
196 G4int nPoints = polymarker.size ();
197 if (nPoints <= 0) return;
198
199 fProcessingPolymarker = true;
200
201 // Loads G4Atts for picking...
202 if (fpViewer->GetViewParameters().IsPicking()) {
203 G4AttHolder* holder = new G4AttHolder;
204 LoadAtts(polymarker, holder);
205 fPickMap[fPickName] = holder;
206 }
207
208 switch (polymarker.GetMarkerType()) {
209 default:
210 case G4Polymarker::dots:
211 {
212 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
213 G4Circle dot (polymarker);
214 dot.SetPosition (polymarker[iPoint]);
215 dot.SetWorldSize (0.);
216 dot.SetScreenSize (0.1); // Very small circle.
217 G4OpenGLSceneHandler::AddPrimitive (dot);
218 }
219 }
220 break;
221 case G4Polymarker::circles:
222 {
223 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
224 G4Circle circle (polymarker);
225 circle.SetPosition (polymarker[iPoint]);
226 G4OpenGLSceneHandler::AddPrimitive (circle);
227 }
228 }
229 break;
230 case G4Polymarker::squares:
231 {
232 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
233 G4Square square (polymarker);
234 square.SetPosition (polymarker[iPoint]);
235 G4OpenGLSceneHandler::AddPrimitive (square);
236 }
237 }
238 break;
239 }
240
241 fProcessingPolymarker = false;
242}
243
244void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
245
246 // Loads G4Atts for picking...
247 if (fpViewer->GetViewParameters().IsPicking()) {
248 G4AttHolder* holder = new G4AttHolder;
249 LoadAtts(text, holder);
250 fPickMap[fPickName] = holder;
251 }
252
253 const G4Colour& c = GetTextColour (text); // Picks up default if none.
254 MarkerSizeType sizeType;
255 G4double size = GetMarkerSize (text, sizeType);
256 G4ThreeVector position (text.GetPosition ());
257 G4String textString = text.GetText();
258
259 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
260 if (font_base < 0) {
261 static G4int callCount = 0;
262 ++callCount;
263 if (callCount <= 10 || callCount%100 == 0) {
264 G4cout <<
265 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
266 << callCount <<
267 "\n No fonts available."
268 "\n Called with text \""
269 << text.GetText ()
270 << "\"\n at " << position
271 << ", size " << size
272 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
273 << ", type " << G4int(sizeType)
274 << ", colour " << c
275 << G4endl;
276 }
277 return;
278 }
279 const char* textCString = textString.c_str();
280 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
281 glDisable (GL_DEPTH_TEST);
282 glDisable (GL_LIGHTING);
283
284 glRasterPos3d(position.x(),position.y(),position.z());
285 // No action on offset or layout at present.
286 glPushAttrib(GL_LIST_BIT);
287 glListBase(font_base);
288 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
289 glPopAttrib();
290}
291
292void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
293 glEnable (GL_POINT_SMOOTH);
294 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
295}
296
297void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
298 glDisable (GL_POINT_SMOOTH);
299 AddCircleSquare (square, G4OpenGLBitMapStore::square);
300}
301
302void G4OpenGLSceneHandler::AddCircleSquare
303(const G4VMarker& marker,
304 G4OpenGLBitMapStore::Shape shape) {
305
306 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
307 // Loads G4Atts for picking...
308 if (fpViewer->GetViewParameters().IsPicking()) {
309 G4AttHolder* holder = new G4AttHolder;
310 LoadAtts(marker, holder);
311 fPickMap[fPickName] = holder;
312 }
313 }
314
315 // Note: colour treated in sub-class.
316
317 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
318 glDisable (GL_DEPTH_TEST);
319 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
320
321 glDisable (GL_LIGHTING);
322
323 // Get vis attributes - pick up defaults if none.
324 const G4VisAttributes* pVA =
325 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
326
327 G4double lineWidth = GetLineWidth(pVA);
328 glLineWidth(lineWidth);
329
330 G4VMarker::FillStyle style = marker.GetFillStyle();
331
332 G4bool filled = false;
333 static G4bool hashedWarned = false;
334
335 switch (style) {
336 case G4VMarker::noFill:
337 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
338 filled = false;
339 break;
340
341 case G4VMarker::hashed:
342 if (!hashedWarned) {
343 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
344 << "\n Not implemented. Using G4VMarker::filled."
345 << G4endl;
346 hashedWarned = true;
347 }
348 // Maybe use
349 //glPolygonStipple (fStippleMaskHashed);
350 // Drop through to filled...
351
352 case G4VMarker::filled:
353 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
354 filled = true;
355 break;
356
357 }
358
359 // A few useful quantities...
360 G4Point3D centre = marker.GetPosition();
361 MarkerSizeType sizeType;
362 G4double size = GetMarkerSize(marker, sizeType);
363
364 // Draw...
365 if (sizeType == world) { // Size specified in world coordinates.
366
367 DrawXYPolygon (shape, size, centre, pVA);
368
369 } else { // Size specified in screen (window) coordinates.
370
371 glRasterPos3d(centre.x(),centre.y(),centre.z());
372 const GLubyte* marker =
373 G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
374 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
375 glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
376 }
377}
378
379void G4OpenGLSceneHandler::DrawXYPolygon
380(G4OpenGLBitMapStore::Shape shape,
381 G4double size,
382 const G4Point3D& centre,
383 const G4VisAttributes* pApplicableVisAtts)
384{
385 G4int nSides;
386 G4double startPhi;
387 if (shape == G4OpenGLBitMapStore::circle) {
388 nSides = GetNoOfSides(pApplicableVisAtts);
389 startPhi = 0.;
390 } else {
391 nSides = 4;
392 startPhi = -pi / 4.;
393 }
394
395 const G4Vector3D& viewpointDirection =
396 fpViewer -> GetViewParameters().GetViewpointDirection();
397 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
398 const G4double dPhi = twopi / nSides;
399 const G4double radius = size / 2.;
400 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
401 G4double phi;
402 G4int i;
403
404 glBegin (GL_POLYGON);
405 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
406 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
407 G4Vector3D p = centre + r;
408 glVertex3d (p.x(), p.y(), p.z());
409 }
410 glEnd ();
411}
412
413void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
414{
415 G4VSceneHandler::AddPrimitive(scale);
416}
417
418//Method for handling G4Polyhedron objects for drawing solids.
419void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
420
421 // Assume all facets are planar convex quadrilaterals.
422 // Draw each facet individually
423
424 if (polyhedron.GetNoFacets() == 0) return;
425
426 // Loads G4Atts for picking...
427 if (fpViewer->GetViewParameters().IsPicking()) {
428 G4AttHolder* holder = new G4AttHolder;
429 LoadAtts(polyhedron, holder);
430 fPickMap[fPickName] = holder;
431 }
432
433 // Get vis attributes - pick up defaults if none.
434 const G4VisAttributes* pVA =
435 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
436
437 // Get view parameters that the user can force through the vis
438 // attributes, thereby over-riding the current view parameter.
439 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
440
441 //Get colour, etc...
442 G4bool transparency_enabled = true;
443 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
444 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
445 const G4Colour& c = pVA->GetColour();
446 GLfloat materialColour [4];
447 materialColour [0] = c.GetRed ();
448 materialColour [1] = c.GetGreen ();
449 materialColour [2] = c.GetBlue ();
450 if (transparency_enabled) {
451 materialColour [3] = c.GetAlpha ();
452 } else {
453 materialColour [3] = 1.;
454 }
455
456 G4double lineWidth = GetLineWidth(pVA);
457 glLineWidth(lineWidth);
458
459 GLfloat clear_colour[4];
460 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
461
462 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
463
464 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
465
466 switch (drawing_style) {
467 case (G4ViewParameters::hlhsr):
468 // Set up as for hidden line removal but paint polygon faces later...
469 case (G4ViewParameters::hlr):
470 glEnable (GL_STENCIL_TEST);
471 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
472 // The procedure below leaves it clear.
473 glStencilFunc (GL_ALWAYS, 0, 1);
474 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
475 glEnable (GL_DEPTH_TEST);
476 glDepthFunc (GL_LEQUAL);
477 if (materialColour[3] < 1.) {
478 // Transparent...
479 glDisable (GL_CULL_FACE);
480 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
481 } else {
482 // Opaque...
483 if (clipping) {
484 glDisable (GL_CULL_FACE);
485 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
486 } else {
487 glEnable (GL_CULL_FACE);
488 glCullFace (GL_BACK);
489 glPolygonMode (GL_FRONT, GL_LINE);
490 }
491 }
492 glDisable (GL_LIGHTING);
493 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
494 break;
495 case (G4ViewParameters::hsr):
496 glEnable (GL_DEPTH_TEST);
497 glDepthFunc (GL_LEQUAL);
498 if (materialColour[3] < 1.) {
499 // Transparent...
500 glDepthMask (0); // Make depth buffer read-only.
501 glDisable (GL_CULL_FACE);
502 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
503 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
504 } else {
505 // Opaque...
506 glDepthMask (1); // Make depth buffer writable (default).
507 if (clipping) {
508 glDisable (GL_CULL_FACE);
509 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
510 } else {
511 glEnable (GL_CULL_FACE);
512 glCullFace (GL_BACK);
513 glPolygonMode (GL_FRONT, GL_FILL);
514 }
515 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
516 }
517 glEnable (GL_LIGHTING);
518 break;
519 case (G4ViewParameters::wireframe):
520 default:
521 glEnable (GL_DEPTH_TEST);
522 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
523 glDisable (GL_CULL_FACE);
524 glDisable (GL_LIGHTING);
525 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
526 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
527 break;
528 }
529
530 //Loop through all the facets...
531 glBegin (GL_QUADS);
532 G4bool notLastFace;
533 do {
534
535 //First, find vertices, edgeflags and normals and note "not last facet"...
536 G4Point3D vertex[4];
537 G4int edgeFlag[4];
538 G4Normal3D normals[4];
539 G4int n;
540 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
541
542 //Loop through the four edges of each G4Facet...
543 G4int edgeCount = 0;
544 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
545 // Check to see if edge is visible or not...
546 if (isAuxEdgeVisible) {
547 edgeFlag[edgeCount] = 1;
548 }
549 if (edgeFlag[edgeCount] > 0) {
550 glEdgeFlag (GL_TRUE);
551 } else {
552 glEdgeFlag (GL_FALSE);
553 }
554 glNormal3d (normals[edgeCount].x(),
555 normals[edgeCount].y(),
556 normals[edgeCount].z());
557 glVertex3d (vertex[edgeCount].x(),
558 vertex[edgeCount].y(),
559 vertex[edgeCount].z());
560 }
561 // HepPolyhedron produces triangles too; in that case add an extra
562 // vertex identical to first...
563 if (n == 3) {
564 edgeCount = 3;
565 normals[edgeCount] = normals[0];
566 vertex[edgeCount] = vertex[0];
567 edgeFlag[edgeCount] = -1;
568 glEdgeFlag (GL_FALSE);
569 glNormal3d (normals[edgeCount].x(),
570 normals[edgeCount].y(),
571 normals[edgeCount].z());
572 glVertex3d (vertex[edgeCount].x(),
573 vertex[edgeCount].y(),
574 vertex[edgeCount].z());
575 }
576 // Trap situation where number of edges is > 4...
577 if (n > 4) {
578 G4cerr <<
579 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
580 G4PhysicalVolumeModel* pPVModel =
581 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
582 if (pPVModel) {
583 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
584 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
585 G4cerr <<
586 "\n Volume " << pCurrentPV->GetName() <<
587 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
588 " (" << pCurrentLV->GetSolid()->GetEntityType();
589 }
590 G4cerr<<
591 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
592 }
593
594 // Do it all over again (twice) for hlr...
595 if (drawing_style == G4ViewParameters::hlr ||
596 drawing_style == G4ViewParameters::hlhsr) {
597
598 glEnd (); // Placed here to balance glBegin above, allowing GL
599 // state changes below, then glBegin again. Avoids
600 // having glBegin/End pairs *inside* loop in the more
601 // usual case of no hidden line removal.
602
603 // Draw through stencil...
604 glStencilFunc (GL_EQUAL, 0, 1);
605 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
606 if (drawing_style == G4ViewParameters::hlhsr) {
607 glEnable (GL_LIGHTING);
608 }
609 glEnable (GL_DEPTH_TEST);
610 glDepthFunc (GL_LEQUAL);
611 if (materialColour[3] < 1.) {
612 // Transparent...
613 glDepthMask (0); // Make depth buffer read-only.
614 glDisable (GL_CULL_FACE);
615 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
616 } else {
617 // Opaque...
618 glDepthMask (1); // Make depth buffer writable (default).
619 if (clipping) {
620 glDisable (GL_CULL_FACE);
621 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
622 } else {
623 glEnable (GL_CULL_FACE);
624 glCullFace (GL_BACK);
625 glPolygonMode (GL_FRONT, GL_FILL);
626 }
627 }
628 GLfloat* painting_colour;
629 if (drawing_style == G4ViewParameters::hlr) {
630 if (materialColour[3] < 1.) {
631 // Transparent - don't paint...
632 goto end_of_drawing_through_stencil;
633 }
634 painting_colour = clear_colour;
635 } else { // drawing_style == G4ViewParameters::hlhsr
636 painting_colour = materialColour;
637 }
638 if (materialColour[3] < 1.) {
639 // Transparent...
640 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
641 } else {
642 // Opaque...
643 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
644 }
645 glColor4fv (painting_colour);
646 glBegin (GL_QUADS);
647 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
648 if (edgeFlag[edgeCount] > 0) {
649 glEdgeFlag (GL_TRUE);
650 } else {
651 glEdgeFlag (GL_FALSE);
652 }
653 glNormal3d (normals[edgeCount].x(),
654 normals[edgeCount].y(),
655 normals[edgeCount].z());
656 glVertex3d (vertex[edgeCount].x(),
657 vertex[edgeCount].y(),
658 vertex[edgeCount].z());
659 }
660 glEnd ();
661 end_of_drawing_through_stencil:
662
663 // and once more to reset the stencil bits...
664 glStencilFunc (GL_ALWAYS, 0, 1);
665 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
666 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
667 if (materialColour[3] < 1.) {
668 // Transparent...
669 glDisable (GL_CULL_FACE);
670 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
671 } else {
672 // Opaque...
673 if (clipping) {
674 glDisable (GL_CULL_FACE);
675 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
676 } else {
677 glEnable (GL_CULL_FACE);
678 glCullFace (GL_BACK);
679 glPolygonMode (GL_FRONT, GL_LINE);
680 }
681 }
682 glDisable (GL_LIGHTING);
683 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
684 glBegin (GL_QUADS);
685 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
686 if (edgeFlag[edgeCount] > 0) {
687 glEdgeFlag (GL_TRUE);
688 } else {
689 glEdgeFlag (GL_FALSE);
690 }
691 glNormal3d (normals[edgeCount].x(),
692 normals[edgeCount].y(),
693 normals[edgeCount].z());
694 glVertex3d (vertex[edgeCount].x(),
695 vertex[edgeCount].y(),
696 vertex[edgeCount].z());
697 }
698 glEnd ();
699 glDepthFunc (GL_LEQUAL); // Revert for next facet.
700 glBegin (GL_QUADS); // Ready for next facet. GL
701 // says it ignores incomplete
702 // quadrilaterals, so final empty
703 // glBegin/End sequence should be OK.
704 }
705 } while (notLastFace);
706
707 glEnd ();
708 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
709 glDepthMask (1); // Revert to default for next primitive.
710}
711
712//Method for handling G4NURBS objects for drawing solids.
713//Knots and Ctrl Pnts MUST be arrays of GLfloats.
714void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
715
716 // Loads G4Atts for picking...
717 if (fpViewer->GetViewParameters().IsPicking()) {
718 G4AttHolder* holder = new G4AttHolder;
719 LoadAtts(nurb, holder);
720 fPickMap[fPickName] = holder;
721 }
722
723 GLUnurbsObj *gl_nurb;
724 gl_nurb = gluNewNurbsRenderer ();
725
726 GLfloat *u_knot_array, *u_knot_array_ptr;
727 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
728 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
729 while (u_iterator.pick (u_knot_array_ptr++));
730
731 GLfloat *v_knot_array, *v_knot_array_ptr;
732 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
733 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
734 while (v_iterator.pick (v_knot_array_ptr++));
735
736 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
737 ctrl_pnt_array = ctrl_pnt_array_ptr =
738 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
739 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
740 while (c_p_iterator.pick (ctrl_pnt_array_ptr++));
741
742 // Get vis attributes - pick up defaults if none.
743 const G4VisAttributes* pVA =
744 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
745
746 // Get view parameters that the user can force through the vis
747 // attributes, thereby over-riding the current view parameter.
748 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
749 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
750
751 //Get colour, etc..
752 const G4Colour& c = pVA -> GetColour ();
753
754 switch (drawing_style) {
755
756 case (G4ViewParameters::hlhsr):
757 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
758 // << "Using hidden surface removal." << G4endl;
759 case (G4ViewParameters::hsr):
760 {
761 glEnable (GL_LIGHTING);
762 glEnable (GL_DEPTH_TEST);
763 glEnable (GL_AUTO_NORMAL);
764 glEnable (GL_NORMALIZE);
765 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
766 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
767 GLfloat materialColour [4];
768 materialColour [0] = c.GetRed ();
769 materialColour [1] = c.GetGreen ();
770 materialColour [2] = c.GetBlue ();
771 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
772 // but see complication in
773 // AddPrimitive(const G4Polyhedron&).
774 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
775 break;
776 }
777 case (G4ViewParameters::hlr):
778 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
779 // << "Using wireframe." << G4endl;
780 case (G4ViewParameters::wireframe):
781 default:
782 glDisable (GL_LIGHTING);
783// glDisable (GL_DEPTH_TEST);
784 glEnable (GL_DEPTH_TEST);
785 glDisable (GL_AUTO_NORMAL);
786 glDisable (GL_NORMALIZE);
787 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
788 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
789 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
790 break;
791 }
792
793 gluBeginSurface (gl_nurb);
794 G4int u_stride = 4;
795 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
796
797 gluNurbsSurface (gl_nurb,
798 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
799 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
800 u_stride,
801 v_stride,
802 ctrl_pnt_array,
803 nurb.GetUorder (),
804 nurb.GetVorder (),
805 GL_MAP2_VERTEX_4);
806
807 gluEndSurface (gl_nurb);
808
809 delete [] u_knot_array; // These should be allocated with smart allocators
810 delete [] v_knot_array; // to avoid memory explosion.
811 delete [] ctrl_pnt_array;
812
813 gluDeleteNurbsRenderer (gl_nurb);
814}
815
816void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
817 G4VSceneHandler::AddCompound(traj); // For now.
818}
819
820void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
821 G4VSceneHandler::AddCompound(hit); // For now.
822}
823
824#endif
Note: See TracBrowser for help on using the repository browser.