source: trunk/geant4/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 701

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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 *
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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 1.52 2008/01/04 22:07:01 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 fProcessing2D (false),
75 fProcessingPolymarker(false)
76{}
77
78G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
79{
80 ClearStore ();
81}
82
83const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
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 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
100};
101
102void G4OpenGLSceneHandler::ClearAndDestroyAtts()
103{
104 std::map<GLuint, G4AttHolder*>::iterator i;
105 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
106 fPickMap.clear();
107}
108
109void G4OpenGLSceneHandler::PreAddSolid
110(const G4Transform3D& objectTransformation,
111 const G4VisAttributes& visAttribs)
112{
113 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
114}
115
116void G4OpenGLSceneHandler::BeginPrimitives
117(const G4Transform3D& objectTransformation)
118{
119 G4VSceneHandler::BeginPrimitives (objectTransformation);
120}
121
122void G4OpenGLSceneHandler::EndPrimitives ()
123{
124 G4VSceneHandler::EndPrimitives ();
125}
126
127void G4OpenGLSceneHandler::BeginPrimitives2D
128(const G4Transform3D& objectTransformation)
129{
130 G4VSceneHandler::BeginPrimitives2D (objectTransformation);
131 fProcessing2D = true;
132}
133
134void G4OpenGLSceneHandler::EndPrimitives2D ()
135{
136 fProcessing2D = false;
137 G4VSceneHandler::EndPrimitives2D ();
138}
139
140const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
141{
142 // Clipping done in G4OpenGLViewer::SetView.
143 return 0;
144
145 // But...OpenGL no longer seems to reconstruct clipped edges, so,
146 // when the BooleanProcessor is up to it, abandon this and use
147 // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
148 // return G4VSceneHandler::CreateSectionPolyhedron();
149}
150
151const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
152{
153 // Cutaway done in G4OpenGLViewer::SetView.
154 return 0;
155
156 // But...if not, when the BooleanProcessor is up to it...
157 // return G4VSceneHandler::CreateCutawayPolyhedron();
158}
159
160void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
161{
162 G4int nPoints = line.size ();
163 if (nPoints <= 0) return;
164
165 // Loads G4Atts for picking...
166 if (fpViewer->GetViewParameters().IsPicking()) {
167 G4AttHolder* holder = new G4AttHolder;
168 LoadAtts(line, holder);
169 fPickMap[fPickName] = holder;
170 }
171
172 // Note: colour treated in sub-class.
173
174 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
175 glDisable (GL_DEPTH_TEST);
176 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
177
178 glDisable (GL_LIGHTING);
179
180 // Get vis attributes - pick up defaults if none.
181 const G4VisAttributes* pVA =
182 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
183
184 G4double lineWidth = GetLineWidth(pVA);
185 glLineWidth(lineWidth);
186
187 glBegin (GL_LINE_STRIP);
188 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
189 G4double x, y, z;
190 x = line[iPoint].x();
191 y = line[iPoint].y();
192 z = line[iPoint].z();
193 glVertex3d (x, y, z);
194 }
195 glEnd ();
196}
197
198void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
199{
200 G4int nPoints = polymarker.size ();
201 if (nPoints <= 0) return;
202
203 fProcessingPolymarker = true;
204
205 // Loads G4Atts for picking...
206 if (fpViewer->GetViewParameters().IsPicking()) {
207 G4AttHolder* holder = new G4AttHolder;
208 LoadAtts(polymarker, holder);
209 fPickMap[fPickName] = holder;
210 }
211
212 switch (polymarker.GetMarkerType()) {
213 default:
214 case G4Polymarker::dots:
215 {
216 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
217 G4Circle dot (polymarker);
218 dot.SetPosition (polymarker[iPoint]);
219 dot.SetWorldSize (0.);
220 dot.SetScreenSize (0.1); // Very small circle.
221 G4OpenGLSceneHandler::AddPrimitive (dot);
222 }
223 }
224 break;
225 case G4Polymarker::circles:
226 {
227 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
228 G4Circle circle (polymarker);
229 circle.SetPosition (polymarker[iPoint]);
230 G4OpenGLSceneHandler::AddPrimitive (circle);
231 }
232 }
233 break;
234 case G4Polymarker::squares:
235 {
236 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
237 G4Square square (polymarker);
238 square.SetPosition (polymarker[iPoint]);
239 G4OpenGLSceneHandler::AddPrimitive (square);
240 }
241 }
242 break;
243 }
244
245 fProcessingPolymarker = false;
246}
247
248void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
249
250 // Loads G4Atts for picking...
251 if (fpViewer->GetViewParameters().IsPicking()) {
252 G4AttHolder* holder = new G4AttHolder;
253 LoadAtts(text, holder);
254 fPickMap[fPickName] = holder;
255 }
256
257 const G4Colour& c = GetTextColour (text); // Picks up default if none.
258 MarkerSizeType sizeType;
259 G4double size = GetMarkerSize (text, sizeType);
260 G4ThreeVector position (text.GetPosition ());
261 G4String textString = text.GetText();
262
263 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
264 if (font_base < 0) {
265 static G4int callCount = 0;
266 ++callCount;
267 if (callCount <= 10 || callCount%100 == 0) {
268 G4cout <<
269 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
270 << callCount <<
271 "\n No fonts available."
272 "\n Called with text \""
273 << text.GetText ()
274 << "\"\n at " << position
275 << ", size " << size
276 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
277 << ", type " << G4int(sizeType)
278 << ", colour " << c
279 << G4endl;
280 }
281 return;
282 }
283 const char* textCString = textString.c_str();
284 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
285 glDisable (GL_DEPTH_TEST);
286 glDisable (GL_LIGHTING);
287
288 glRasterPos3d(position.x(),position.y(),position.z());
289 // No action on offset or layout at present.
290 glPushAttrib(GL_LIST_BIT);
291 glListBase(font_base);
292 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
293 glPopAttrib();
294}
295
296void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
297 glEnable (GL_POINT_SMOOTH);
298 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
299}
300
301void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
302 glDisable (GL_POINT_SMOOTH);
303 AddCircleSquare (square, G4OpenGLBitMapStore::square);
304}
305
306void G4OpenGLSceneHandler::AddCircleSquare
307(const G4VMarker& marker,
308 G4OpenGLBitMapStore::Shape shape) {
309
310 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
311 // Loads G4Atts for picking...
312 if (fpViewer->GetViewParameters().IsPicking()) {
313 G4AttHolder* holder = new G4AttHolder;
314 LoadAtts(marker, holder);
315 fPickMap[fPickName] = holder;
316 }
317 }
318
319 // Note: colour treated in sub-class.
320
321 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
322 glDisable (GL_DEPTH_TEST);
323 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
324
325 glDisable (GL_LIGHTING);
326
327 // Get vis attributes - pick up defaults if none.
328 const G4VisAttributes* pVA =
329 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
330
331 G4double lineWidth = GetLineWidth(pVA);
332 glLineWidth(lineWidth);
333
334 G4VMarker::FillStyle style = marker.GetFillStyle();
335
336 G4bool filled = false;
337 static G4bool hashedWarned = false;
338
339 switch (style) {
340 case G4VMarker::noFill:
341 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
342 filled = false;
343 break;
344
345 case G4VMarker::hashed:
346 if (!hashedWarned) {
347 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
348 << "\n Not implemented. Using G4VMarker::filled."
349 << G4endl;
350 hashedWarned = true;
351 }
352 // Maybe use
353 //glPolygonStipple (fStippleMaskHashed);
354 // Drop through to filled...
355
356 case G4VMarker::filled:
357 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
358 filled = true;
359 break;
360
361 }
362
363 // A few useful quantities...
364 G4Point3D centre = marker.GetPosition();
365 MarkerSizeType sizeType;
366 G4double size = GetMarkerSize(marker, sizeType);
367
368 // Draw...
369 if (sizeType == world) { // Size specified in world coordinates.
370
371 DrawXYPolygon (shape, size, centre, pVA);
372
373 } else { // Size specified in screen (window) coordinates.
374
375 glRasterPos3d(centre.x(),centre.y(),centre.z());
376 const GLubyte* marker =
377 G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
378 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
379 glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
380 }
381}
382
383void G4OpenGLSceneHandler::DrawXYPolygon
384(G4OpenGLBitMapStore::Shape shape,
385 G4double size,
386 const G4Point3D& centre,
387 const G4VisAttributes* pApplicableVisAtts)
388{
389 G4int nSides;
390 G4double startPhi;
391 if (shape == G4OpenGLBitMapStore::circle) {
392 nSides = GetNoOfSides(pApplicableVisAtts);
393 startPhi = 0.;
394 } else {
395 nSides = 4;
396 startPhi = -pi / 4.;
397 }
398
399 const G4Vector3D& viewpointDirection =
400 fpViewer -> GetViewParameters().GetViewpointDirection();
401 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
402 const G4double dPhi = twopi / nSides;
403 const G4double radius = size / 2.;
404 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
405 G4double phi;
406 G4int i;
407
408 glBegin (GL_POLYGON);
409 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
410 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
411 G4Vector3D p = centre + r;
412 glVertex3d (p.x(), p.y(), p.z());
413 }
414 glEnd ();
415}
416
417void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
418{
419 G4VSceneHandler::AddPrimitive(scale);
420}
421
422//Method for handling G4Polyhedron objects for drawing solids.
423void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
424
425 // Assume all facets are planar convex quadrilaterals.
426 // Draw each facet individually
427
428 if (polyhedron.GetNoFacets() == 0) return;
429
430 // Loads G4Atts for picking...
431 if (fpViewer->GetViewParameters().IsPicking()) {
432 G4AttHolder* holder = new G4AttHolder;
433 LoadAtts(polyhedron, holder);
434 fPickMap[fPickName] = holder;
435 }
436
437 // Get vis attributes - pick up defaults if none.
438 const G4VisAttributes* pVA =
439 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
440
441 // Get view parameters that the user can force through the vis
442 // attributes, thereby over-riding the current view parameter.
443 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
444
445 //Get colour, etc...
446 G4bool transparency_enabled = true;
447 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
448 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
449 const G4Colour& c = pVA->GetColour();
450 GLfloat materialColour [4];
451 materialColour [0] = c.GetRed ();
452 materialColour [1] = c.GetGreen ();
453 materialColour [2] = c.GetBlue ();
454 if (transparency_enabled) {
455 materialColour [3] = c.GetAlpha ();
456 } else {
457 materialColour [3] = 1.;
458 }
459
460 G4double lineWidth = GetLineWidth(pVA);
461 glLineWidth(lineWidth);
462
463 GLfloat clear_colour[4];
464 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
465
466 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
467
468 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
469
470 switch (drawing_style) {
471 case (G4ViewParameters::hlhsr):
472 // Set up as for hidden line removal but paint polygon faces later...
473 case (G4ViewParameters::hlr):
474 glEnable (GL_STENCIL_TEST);
475 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
476 // The procedure below leaves it clear.
477 glStencilFunc (GL_ALWAYS, 0, 1);
478 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
479 glEnable (GL_DEPTH_TEST);
480 glDepthFunc (GL_LEQUAL);
481 if (materialColour[3] < 1.) {
482 // Transparent...
483 glDisable (GL_CULL_FACE);
484 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
485 } else {
486 // Opaque...
487 if (clipping) {
488 glDisable (GL_CULL_FACE);
489 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
490 } else {
491 glEnable (GL_CULL_FACE);
492 glCullFace (GL_BACK);
493 glPolygonMode (GL_FRONT, GL_LINE);
494 }
495 }
496 glDisable (GL_LIGHTING);
497 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
498 break;
499 case (G4ViewParameters::hsr):
500 glEnable (GL_DEPTH_TEST);
501 glDepthFunc (GL_LEQUAL);
502 if (materialColour[3] < 1.) {
503 // Transparent...
504 glDepthMask (0); // Make depth buffer read-only.
505 glDisable (GL_CULL_FACE);
506 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
507 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
508 } else {
509 // Opaque...
510 glDepthMask (1); // Make depth buffer writable (default).
511 if (clipping) {
512 glDisable (GL_CULL_FACE);
513 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
514 } else {
515 glEnable (GL_CULL_FACE);
516 glCullFace (GL_BACK);
517 glPolygonMode (GL_FRONT, GL_FILL);
518 }
519 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
520 }
521 if (!fProcessing2D) glEnable (GL_LIGHTING);
522 break;
523 case (G4ViewParameters::wireframe):
524 default:
525 glEnable (GL_DEPTH_TEST);
526 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
527 glDisable (GL_CULL_FACE);
528 glDisable (GL_LIGHTING);
529 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
530 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
531 break;
532 }
533
534 //Loop through all the facets...
535 glBegin (GL_QUADS);
536 G4bool notLastFace;
537 do {
538
539 //First, find vertices, edgeflags and normals and note "not last facet"...
540 G4Point3D vertex[4];
541 G4int edgeFlag[4];
542 G4Normal3D normals[4];
543 G4int n;
544 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
545
546 //Loop through the four edges of each G4Facet...
547 G4int edgeCount = 0;
548 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
549 // Check to see if edge is visible or not...
550 if (isAuxEdgeVisible) {
551 edgeFlag[edgeCount] = 1;
552 }
553 if (edgeFlag[edgeCount] > 0) {
554 glEdgeFlag (GL_TRUE);
555 } else {
556 glEdgeFlag (GL_FALSE);
557 }
558 glNormal3d (normals[edgeCount].x(),
559 normals[edgeCount].y(),
560 normals[edgeCount].z());
561 glVertex3d (vertex[edgeCount].x(),
562 vertex[edgeCount].y(),
563 vertex[edgeCount].z());
564 }
565 // HepPolyhedron produces triangles too; in that case add an extra
566 // vertex identical to first...
567 if (n == 3) {
568 edgeCount = 3;
569 normals[edgeCount] = normals[0];
570 vertex[edgeCount] = vertex[0];
571 edgeFlag[edgeCount] = -1;
572 glEdgeFlag (GL_FALSE);
573 glNormal3d (normals[edgeCount].x(),
574 normals[edgeCount].y(),
575 normals[edgeCount].z());
576 glVertex3d (vertex[edgeCount].x(),
577 vertex[edgeCount].y(),
578 vertex[edgeCount].z());
579 }
580 // Trap situation where number of edges is > 4...
581 if (n > 4) {
582 G4cerr <<
583 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
584 G4PhysicalVolumeModel* pPVModel =
585 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
586 if (pPVModel) {
587 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
588 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
589 G4cerr <<
590 "\n Volume " << pCurrentPV->GetName() <<
591 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
592 " (" << pCurrentLV->GetSolid()->GetEntityType();
593 }
594 G4cerr<<
595 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
596 }
597
598 // Do it all over again (twice) for hlr...
599 if (drawing_style == G4ViewParameters::hlr ||
600 drawing_style == G4ViewParameters::hlhsr) {
601
602 glEnd (); // Placed here to balance glBegin above, allowing GL
603 // state changes below, then glBegin again. Avoids
604 // having glBegin/End pairs *inside* loop in the more
605 // usual case of no hidden line removal.
606
607 // Draw through stencil...
608 glStencilFunc (GL_EQUAL, 0, 1);
609 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
610 if (drawing_style == G4ViewParameters::hlhsr) {
611 if (!fProcessing2D) glEnable (GL_LIGHTING);
612 }
613 glEnable (GL_DEPTH_TEST);
614 glDepthFunc (GL_LEQUAL);
615 if (materialColour[3] < 1.) {
616 // Transparent...
617 glDepthMask (0); // Make depth buffer read-only.
618 glDisable (GL_CULL_FACE);
619 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
620 } else {
621 // Opaque...
622 glDepthMask (1); // Make depth buffer writable (default).
623 if (clipping) {
624 glDisable (GL_CULL_FACE);
625 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
626 } else {
627 glEnable (GL_CULL_FACE);
628 glCullFace (GL_BACK);
629 glPolygonMode (GL_FRONT, GL_FILL);
630 }
631 }
632 GLfloat* painting_colour;
633 if (drawing_style == G4ViewParameters::hlr) {
634 if (materialColour[3] < 1.) {
635 // Transparent - don't paint...
636 goto end_of_drawing_through_stencil;
637 }
638 painting_colour = clear_colour;
639 } else { // drawing_style == G4ViewParameters::hlhsr
640 painting_colour = materialColour;
641 }
642 if (materialColour[3] < 1.) {
643 // Transparent...
644 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
645 } else {
646 // Opaque...
647 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
648 }
649 glColor4fv (painting_colour);
650 glBegin (GL_QUADS);
651 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
652 if (edgeFlag[edgeCount] > 0) {
653 glEdgeFlag (GL_TRUE);
654 } else {
655 glEdgeFlag (GL_FALSE);
656 }
657 glNormal3d (normals[edgeCount].x(),
658 normals[edgeCount].y(),
659 normals[edgeCount].z());
660 glVertex3d (vertex[edgeCount].x(),
661 vertex[edgeCount].y(),
662 vertex[edgeCount].z());
663 }
664 glEnd ();
665 end_of_drawing_through_stencil:
666
667 // and once more to reset the stencil bits...
668 glStencilFunc (GL_ALWAYS, 0, 1);
669 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
670 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
671 if (materialColour[3] < 1.) {
672 // Transparent...
673 glDisable (GL_CULL_FACE);
674 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
675 } else {
676 // Opaque...
677 if (clipping) {
678 glDisable (GL_CULL_FACE);
679 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
680 } else {
681 glEnable (GL_CULL_FACE);
682 glCullFace (GL_BACK);
683 glPolygonMode (GL_FRONT, GL_LINE);
684 }
685 }
686 glDisable (GL_LIGHTING);
687 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
688 glBegin (GL_QUADS);
689 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
690 if (edgeFlag[edgeCount] > 0) {
691 glEdgeFlag (GL_TRUE);
692 } else {
693 glEdgeFlag (GL_FALSE);
694 }
695 glNormal3d (normals[edgeCount].x(),
696 normals[edgeCount].y(),
697 normals[edgeCount].z());
698 glVertex3d (vertex[edgeCount].x(),
699 vertex[edgeCount].y(),
700 vertex[edgeCount].z());
701 }
702 glEnd ();
703 glDepthFunc (GL_LEQUAL); // Revert for next facet.
704 glBegin (GL_QUADS); // Ready for next facet. GL
705 // says it ignores incomplete
706 // quadrilaterals, so final empty
707 // glBegin/End sequence should be OK.
708 }
709 } while (notLastFace);
710
711 glEnd ();
712 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
713 glDepthMask (1); // Revert to default for next primitive.
714}
715
716//Method for handling G4NURBS objects for drawing solids.
717//Knots and Ctrl Pnts MUST be arrays of GLfloats.
718void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
719
720 // Loads G4Atts for picking...
721 if (fpViewer->GetViewParameters().IsPicking()) {
722 G4AttHolder* holder = new G4AttHolder;
723 LoadAtts(nurb, holder);
724 fPickMap[fPickName] = holder;
725 }
726
727 GLUnurbsObj *gl_nurb;
728 gl_nurb = gluNewNurbsRenderer ();
729
730 GLfloat *u_knot_array, *u_knot_array_ptr;
731 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
732 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
733 while (u_iterator.pick (u_knot_array_ptr++));
734
735 GLfloat *v_knot_array, *v_knot_array_ptr;
736 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
737 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
738 while (v_iterator.pick (v_knot_array_ptr++));
739
740 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
741 ctrl_pnt_array = ctrl_pnt_array_ptr =
742 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
743 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
744 while (c_p_iterator.pick (ctrl_pnt_array_ptr++));
745
746 // Get vis attributes - pick up defaults if none.
747 const G4VisAttributes* pVA =
748 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
749
750 // Get view parameters that the user can force through the vis
751 // attributes, thereby over-riding the current view parameter.
752 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
753 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
754
755 //Get colour, etc..
756 const G4Colour& c = pVA -> GetColour ();
757
758 switch (drawing_style) {
759
760 case (G4ViewParameters::hlhsr):
761 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
762 // << "Using hidden surface removal." << G4endl;
763 case (G4ViewParameters::hsr):
764 {
765 if (!fProcessing2D) glEnable (GL_LIGHTING);
766 glEnable (GL_DEPTH_TEST);
767 glEnable (GL_AUTO_NORMAL);
768 glEnable (GL_NORMALIZE);
769 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
770 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
771 GLfloat materialColour [4];
772 materialColour [0] = c.GetRed ();
773 materialColour [1] = c.GetGreen ();
774 materialColour [2] = c.GetBlue ();
775 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
776 // but see complication in
777 // AddPrimitive(const G4Polyhedron&).
778 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
779 break;
780 }
781 case (G4ViewParameters::hlr):
782 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
783 // << "Using wireframe." << G4endl;
784 case (G4ViewParameters::wireframe):
785 default:
786 glDisable (GL_LIGHTING);
787// glDisable (GL_DEPTH_TEST);
788 glEnable (GL_DEPTH_TEST);
789 glDisable (GL_AUTO_NORMAL);
790 glDisable (GL_NORMALIZE);
791 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
792 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
793 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
794 break;
795 }
796
797 gluBeginSurface (gl_nurb);
798 G4int u_stride = 4;
799 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
800
801 gluNurbsSurface (gl_nurb,
802 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
803 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
804 u_stride,
805 v_stride,
806 ctrl_pnt_array,
807 nurb.GetUorder (),
808 nurb.GetVorder (),
809 GL_MAP2_VERTEX_4);
810
811 gluEndSurface (gl_nurb);
812
813 delete [] u_knot_array; // These should be allocated with smart allocators
814 delete [] v_knot_array; // to avoid memory explosion.
815 delete [] ctrl_pnt_array;
816
817 gluDeleteNurbsRenderer (gl_nurb);
818}
819
820void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
821 G4VSceneHandler::AddCompound(traj); // For now.
822}
823
824void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
825 G4VSceneHandler::AddCompound(hit); // For now.
826}
827
828#endif
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