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, |
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374 | G4int nSides) { |
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375 | const G4Vector3D& viewpointDirection = |
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376 | fpViewer -> GetViewParameters().GetViewpointDirection(); |
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377 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector(); |
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378 | const G4double dPhi = twopi / nSides; |
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379 | const G4double radius = size / 2.; |
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380 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit(); |
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381 | G4double phi; |
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382 | G4int i; |
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383 | glBegin (GL_POLYGON); |
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384 | for (i = 0, phi = 0.; i < nSides; i++, phi += dPhi) { |
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385 | G4Vector3D r = start; r.rotate(phi, viewpointDirection); |
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386 | G4Vector3D p = centre + r; |
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387 | glVertex3d (p.x(), p.y(), p.z()); |
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388 | } |
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389 | glEnd (); |
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390 | } |
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391 | |
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392 | //Method for handling G4Polyhedron objects for drawing solids. |
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393 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { |
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394 | |
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395 | // Assume all facets are planar convex quadrilaterals. |
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396 | // Draw each facet individually |
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397 | |
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398 | if (polyhedron.GetNoFacets() == 0) return; |
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399 | |
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400 | // Get vis attributes - pick up defaults if none. |
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401 | const G4VisAttributes* pVA = |
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402 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); |
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403 | |
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404 | // Get view parameters that the user can force through the vis |
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405 | // attributes, thereby over-riding the current view parameter. |
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406 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
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407 | |
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408 | //Get colour, etc... |
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409 | G4bool transparency_enabled = true; |
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410 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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411 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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412 | const G4Colour& c = GetColour (polyhedron); |
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413 | GLfloat materialColour [4]; |
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414 | materialColour [0] = c.GetRed (); |
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415 | materialColour [1] = c.GetGreen (); |
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416 | materialColour [2] = c.GetBlue (); |
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417 | if (transparency_enabled) { |
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418 | materialColour [3] = c.GetAlpha (); |
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419 | } else { |
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420 | materialColour [3] = 1.; |
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421 | } |
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422 | |
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423 | G4double lineWidth = GetLineWidth(polyhedron); |
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424 | glLineWidth(lineWidth); |
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425 | |
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426 | GLfloat clear_colour[4]; |
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427 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour); |
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428 | |
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429 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
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430 | |
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431 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway(); |
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432 | |
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433 | switch (drawing_style) { |
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434 | case (G4ViewParameters::hlhsr): |
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435 | // Set up as for hidden line removal but paint polygon faces later... |
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436 | case (G4ViewParameters::hlr): |
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437 | glEnable (GL_STENCIL_TEST); |
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438 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView. |
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439 | // The procedure below leaves it clear. |
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440 | glStencilFunc (GL_ALWAYS, 0, 1); |
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441 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
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442 | glEnable (GL_DEPTH_TEST); |
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443 | glDepthFunc (GL_LEQUAL); |
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444 | if (materialColour[3] < 1.) { |
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445 | // Transparent... |
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446 | glDisable (GL_CULL_FACE); |
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447 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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448 | } else { |
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449 | // Opaque... |
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450 | if (clipping) { |
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451 | glDisable (GL_CULL_FACE); |
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452 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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453 | } else { |
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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 |
---|