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 1.51 2007/05/25 15:41:38 allison Exp $ |
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28 | // GEANT4 tag $Name: geant4-09-00-ref-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 "G4Polymarker.hh" |
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55 | #include "G4Text.hh" |
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56 | #include "G4Circle.hh" |
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57 | #include "G4Square.hh" |
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58 | #include "G4VMarker.hh" |
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59 | #include "G4Polyhedron.hh" |
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60 | #include "G4VisAttributes.hh" |
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61 | #include "G4PhysicalVolumeModel.hh" |
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62 | #include "G4VPhysicalVolume.hh" |
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63 | #include "G4LogicalVolume.hh" |
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64 | #include "G4VSolid.hh" |
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65 | #include "G4Scene.hh" |
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66 | #include "G4VisExtent.hh" |
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67 | #include "G4AttHolder.hh" |
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68 | |
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69 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system, |
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70 | G4int id, |
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71 | const G4String& name): |
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72 | G4VSceneHandler (system, id, name), |
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73 | fPickName(0), |
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74 | fProcessingPolymarker(false) |
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75 | {} |
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76 | |
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77 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler () |
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78 | { |
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79 | ClearStore (); |
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80 | } |
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81 | |
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82 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = { |
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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 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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96 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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97 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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98 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55 |
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99 | }; |
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100 | |
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101 | void G4OpenGLSceneHandler::ClearAndDestroyAtts() |
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102 | { |
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103 | std::map<GLuint, G4AttHolder*>::iterator i; |
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104 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second; |
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105 | fPickMap.clear(); |
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106 | } |
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107 | |
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108 | void G4OpenGLSceneHandler::PreAddSolid |
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109 | (const G4Transform3D& objectTransformation, |
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110 | const G4VisAttributes& visAttribs) |
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111 | { |
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112 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); |
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113 | } |
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114 | |
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115 | void G4OpenGLSceneHandler::BeginPrimitives |
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116 | (const G4Transform3D& objectTransformation) |
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117 | { |
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118 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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119 | } |
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120 | |
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121 | void G4OpenGLSceneHandler::EndPrimitives () |
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122 | { |
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123 | G4VSceneHandler::EndPrimitives (); |
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124 | } |
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125 | |
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126 | void G4OpenGLSceneHandler::BeginPrimitives2D () |
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127 | { |
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128 | G4VSceneHandler::BeginPrimitives2D (); |
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129 | } |
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130 | |
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131 | void G4OpenGLSceneHandler::EndPrimitives2D () |
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132 | { |
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133 | G4VSceneHandler::EndPrimitives2D (); |
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134 | } |
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135 | |
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136 | const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron () |
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137 | { |
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138 | // Clipping done in G4OpenGLViewer::SetView. |
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139 | return 0; |
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140 | |
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141 | // But...OpenGL no longer seems to reconstruct clipped edges, so, |
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142 | // when the BooleanProcessor is up to it, abandon this and use |
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143 | // generic clipping in G4VSceneHandler::CreateSectionPolyhedron... |
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144 | // return G4VSceneHandler::CreateSectionPolyhedron(); |
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145 | } |
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146 | |
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147 | const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron () |
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148 | { |
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149 | // Cutaway done in G4OpenGLViewer::SetView. |
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150 | return 0; |
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151 | |
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152 | // But...if not, when the BooleanProcessor is up to it... |
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153 | // return G4VSceneHandler::CreateCutawayPolyhedron(); |
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154 | } |
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155 | |
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156 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line) |
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157 | { |
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158 | G4int nPoints = line.size (); |
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159 | if (nPoints <= 0) return; |
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160 | |
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161 | // Loads G4Atts for picking... |
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162 | if (fpViewer->GetViewParameters().IsPicking()) { |
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163 | G4AttHolder* holder = new G4AttHolder; |
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164 | LoadAtts(line, holder); |
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165 | fPickMap[fPickName] = holder; |
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166 | } |
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167 | |
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168 | // Note: colour treated in sub-class. |
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169 | |
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170 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
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171 | glDisable (GL_DEPTH_TEST); |
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172 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
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173 | |
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174 | glDisable (GL_LIGHTING); |
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175 | |
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176 | // Get vis attributes - pick up defaults if none. |
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177 | const G4VisAttributes* pVA = |
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178 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ()); |
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179 | |
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180 | G4double lineWidth = GetLineWidth(pVA); |
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181 | glLineWidth(lineWidth); |
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182 | |
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183 | glBegin (GL_LINE_STRIP); |
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184 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) { |
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185 | G4double x, y, z; |
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186 | x = line[iPoint].x(); |
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187 | y = line[iPoint].y(); |
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188 | z = line[iPoint].z(); |
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189 | glVertex3d (x, y, z); |
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190 | } |
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191 | glEnd (); |
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192 | } |
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193 | |
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194 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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195 | { |
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196 | G4int nPoints = polymarker.size (); |
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197 | if (nPoints <= 0) return; |
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198 | |
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199 | fProcessingPolymarker = true; |
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200 | |
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201 | // Loads G4Atts for picking... |
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202 | if (fpViewer->GetViewParameters().IsPicking()) { |
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203 | G4AttHolder* holder = new G4AttHolder; |
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204 | LoadAtts(polymarker, holder); |
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205 | fPickMap[fPickName] = holder; |
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206 | } |
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207 | |
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208 | switch (polymarker.GetMarkerType()) { |
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209 | default: |
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210 | case G4Polymarker::dots: |
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211 | { |
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212 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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213 | G4Circle dot (polymarker); |
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214 | dot.SetPosition (polymarker[iPoint]); |
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215 | dot.SetWorldSize (0.); |
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216 | dot.SetScreenSize (0.1); // Very small circle. |
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217 | G4OpenGLSceneHandler::AddPrimitive (dot); |
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218 | } |
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219 | } |
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220 | break; |
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221 | case G4Polymarker::circles: |
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222 | { |
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223 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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224 | G4Circle circle (polymarker); |
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225 | circle.SetPosition (polymarker[iPoint]); |
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226 | G4OpenGLSceneHandler::AddPrimitive (circle); |
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227 | } |
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228 | } |
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229 | break; |
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230 | case G4Polymarker::squares: |
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231 | { |
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232 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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233 | G4Square square (polymarker); |
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234 | square.SetPosition (polymarker[iPoint]); |
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235 | G4OpenGLSceneHandler::AddPrimitive (square); |
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236 | } |
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237 | } |
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238 | break; |
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239 | } |
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240 | |
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241 | fProcessingPolymarker = false; |
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242 | } |
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243 | |
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244 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) { |
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245 | |
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246 | // Loads G4Atts for picking... |
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247 | if (fpViewer->GetViewParameters().IsPicking()) { |
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248 | G4AttHolder* holder = new G4AttHolder; |
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249 | LoadAtts(text, holder); |
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250 | fPickMap[fPickName] = holder; |
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251 | } |
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252 | |
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253 | const G4Colour& c = GetTextColour (text); // Picks up default if none. |
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254 | MarkerSizeType sizeType; |
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255 | G4double size = GetMarkerSize (text, sizeType); |
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256 | G4ThreeVector position (text.GetPosition ()); |
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257 | G4String textString = text.GetText(); |
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258 | |
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259 | G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size); |
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260 | if (font_base < 0) { |
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261 | static G4int callCount = 0; |
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262 | ++callCount; |
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263 | if (callCount <= 10 || callCount%100 == 0) { |
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264 | G4cout << |
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265 | "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count " |
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266 | << callCount << |
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267 | "\n No fonts available." |
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268 | "\n Called with text \"" |
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269 | << text.GetText () |
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270 | << "\"\n at " << position |
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271 | << ", size " << size |
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272 | << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset () |
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273 | << ", type " << G4int(sizeType) |
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274 | << ", colour " << c |
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275 | << G4endl; |
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276 | } |
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277 | return; |
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278 | } |
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279 | const char* textCString = textString.c_str(); |
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280 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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281 | glDisable (GL_DEPTH_TEST); |
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282 | glDisable (GL_LIGHTING); |
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283 | |
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284 | glRasterPos3d(position.x(),position.y(),position.z()); |
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285 | // No action on offset or layout at present. |
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286 | glPushAttrib(GL_LIST_BIT); |
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287 | glListBase(font_base); |
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288 | glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString); |
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289 | glPopAttrib(); |
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290 | } |
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291 | |
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292 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) { |
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293 | glEnable (GL_POINT_SMOOTH); |
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294 | AddCircleSquare (circle, G4OpenGLBitMapStore::circle); |
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295 | } |
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296 | |
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297 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) { |
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298 | glDisable (GL_POINT_SMOOTH); |
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299 | AddCircleSquare (square, G4OpenGLBitMapStore::square); |
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300 | } |
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301 | |
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302 | void G4OpenGLSceneHandler::AddCircleSquare |
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303 | (const G4VMarker& marker, |
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304 | G4OpenGLBitMapStore::Shape shape) { |
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305 | |
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306 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts. |
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307 | // Loads G4Atts for picking... |
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308 | if (fpViewer->GetViewParameters().IsPicking()) { |
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309 | G4AttHolder* holder = new G4AttHolder; |
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310 | LoadAtts(marker, holder); |
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311 | fPickMap[fPickName] = holder; |
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312 | } |
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313 | } |
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314 | |
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315 | // Note: colour treated in sub-class. |
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316 | |
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317 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
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318 | glDisable (GL_DEPTH_TEST); |
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319 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
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320 | |
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321 | glDisable (GL_LIGHTING); |
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322 | |
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323 | // Get vis attributes - pick up defaults if none. |
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324 | const G4VisAttributes* pVA = |
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325 | fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ()); |
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326 | |
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327 | G4double lineWidth = GetLineWidth(pVA); |
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328 | glLineWidth(lineWidth); |
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329 | |
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330 | G4VMarker::FillStyle style = marker.GetFillStyle(); |
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331 | |
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332 | G4bool filled = false; |
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333 | static G4bool hashedWarned = false; |
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334 | |
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335 | switch (style) { |
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336 | case G4VMarker::noFill: |
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337 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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338 | filled = false; |
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339 | break; |
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340 | |
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341 | case G4VMarker::hashed: |
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342 | if (!hashedWarned) { |
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343 | G4cout << "Hashed fill style in G4OpenGLSceneHandler." |
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344 | << "\n Not implemented. Using G4VMarker::filled." |
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345 | << G4endl; |
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346 | hashedWarned = true; |
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347 | } |
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348 | // Maybe use |
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349 | //glPolygonStipple (fStippleMaskHashed); |
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350 | // Drop through to filled... |
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351 | |
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352 | case G4VMarker::filled: |
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353 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
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354 | filled = true; |
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355 | break; |
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356 | |
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357 | } |
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358 | |
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359 | // A few useful quantities... |
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360 | G4Point3D centre = marker.GetPosition(); |
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361 | MarkerSizeType sizeType; |
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362 | G4double size = GetMarkerSize(marker, sizeType); |
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363 | |
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364 | // Draw... |
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365 | if (sizeType == world) { // Size specified in world coordinates. |
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366 | |
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367 | DrawXYPolygon (shape, size, centre, pVA); |
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368 | |
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369 | } else { // Size specified in screen (window) coordinates. |
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370 | |
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371 | glRasterPos3d(centre.x(),centre.y(),centre.z()); |
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372 | const GLubyte* marker = |
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373 | G4OpenGLBitMapStore::GetBitMap(shape, size, filled); |
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374 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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375 | glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker); |
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376 | } |
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377 | } |
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378 | |
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379 | void G4OpenGLSceneHandler::DrawXYPolygon |
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380 | (G4OpenGLBitMapStore::Shape shape, |
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381 | G4double size, |
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382 | const G4Point3D& centre, |
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383 | const G4VisAttributes* pApplicableVisAtts) |
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384 | { |
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385 | G4int nSides; |
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386 | G4double startPhi; |
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387 | if (shape == G4OpenGLBitMapStore::circle) { |
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388 | nSides = GetNoOfSides(pApplicableVisAtts); |
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389 | startPhi = 0.; |
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390 | } else { |
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391 | nSides = 4; |
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392 | startPhi = -pi / 4.; |
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393 | } |
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394 | |
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395 | const G4Vector3D& viewpointDirection = |
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396 | fpViewer -> GetViewParameters().GetViewpointDirection(); |
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397 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector(); |
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398 | const G4double dPhi = twopi / nSides; |
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399 | const G4double radius = size / 2.; |
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400 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit(); |
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401 | G4double phi; |
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402 | G4int i; |
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403 | |
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404 | glBegin (GL_POLYGON); |
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405 | for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) { |
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406 | G4Vector3D r = start; r.rotate(phi, viewpointDirection); |
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407 | G4Vector3D p = centre + r; |
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408 | glVertex3d (p.x(), p.y(), p.z()); |
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409 | } |
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410 | glEnd (); |
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411 | } |
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412 | |
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413 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale) |
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414 | { |
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415 | G4VSceneHandler::AddPrimitive(scale); |
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416 | } |
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417 | |
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418 | //Method for handling G4Polyhedron objects for drawing solids. |
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419 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { |
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420 | |
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421 | // Assume all facets are planar convex quadrilaterals. |
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422 | // Draw each facet individually |
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423 | |
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424 | if (polyhedron.GetNoFacets() == 0) return; |
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425 | |
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426 | // Loads G4Atts for picking... |
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427 | if (fpViewer->GetViewParameters().IsPicking()) { |
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428 | G4AttHolder* holder = new G4AttHolder; |
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429 | LoadAtts(polyhedron, holder); |
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430 | fPickMap[fPickName] = holder; |
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431 | } |
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432 | |
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433 | // Get vis attributes - pick up defaults if none. |
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434 | const G4VisAttributes* pVA = |
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435 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); |
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436 | |
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437 | // Get view parameters that the user can force through the vis |
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438 | // attributes, thereby over-riding the current view parameter. |
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439 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
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440 | |
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441 | //Get colour, etc... |
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442 | G4bool transparency_enabled = true; |
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443 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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444 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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445 | const G4Colour& c = pVA->GetColour(); |
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446 | GLfloat materialColour [4]; |
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447 | materialColour [0] = c.GetRed (); |
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448 | materialColour [1] = c.GetGreen (); |
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449 | materialColour [2] = c.GetBlue (); |
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450 | if (transparency_enabled) { |
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451 | materialColour [3] = c.GetAlpha (); |
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452 | } else { |
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453 | materialColour [3] = 1.; |
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454 | } |
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455 | |
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456 | G4double lineWidth = GetLineWidth(pVA); |
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457 | glLineWidth(lineWidth); |
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458 | |
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459 | GLfloat clear_colour[4]; |
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460 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour); |
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461 | |
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462 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
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463 | |
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464 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway(); |
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465 | |
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466 | switch (drawing_style) { |
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467 | case (G4ViewParameters::hlhsr): |
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468 | // Set up as for hidden line removal but paint polygon faces later... |
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469 | case (G4ViewParameters::hlr): |
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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. |
---|
714 | void 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 | |
---|
816 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) { |
---|
817 | G4VSceneHandler::AddCompound(traj); // For now. |
---|
818 | } |
---|
819 | |
---|
820 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) { |
---|
821 | G4VSceneHandler::AddCompound(hit); // For now. |
---|
822 | } |
---|
823 | |
---|
824 | #endif |
---|