[529] | 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: G4OpenGLStoredSceneHandler.cc,v 1.31 2006/08/30 11:43:57 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 10th February 1997 |
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| 32 | // OpenGL stored scene - creates OpenGL display lists. |
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| 33 | |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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| 35 | |
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| 36 | // Included here - problems with HP compiler if not before other includes? |
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| 37 | #include "G4NURBS.hh" |
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| 38 | |
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| 39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
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| 40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
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| 41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
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| 42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
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| 43 | |
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| 44 | #include "G4OpenGLStoredSceneHandler.hh" |
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| 45 | |
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| 46 | #include "G4PhysicalVolumeModel.hh" |
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| 47 | #include "G4VPhysicalVolume.hh" |
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| 48 | #include "G4Polyline.hh" |
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| 49 | #include "G4Polymarker.hh" |
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| 50 | #include "G4Circle.hh" |
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| 51 | #include "G4Square.hh" |
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| 52 | |
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| 53 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, |
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| 54 | const G4String& name): |
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| 55 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
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| 56 | fMemoryForDisplayLists (true), |
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| 57 | fAddPrimitivePreambleNestingDepth (0), |
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| 58 | fTopPODL (0) |
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| 59 | {} |
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| 60 | |
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| 61 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
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| 62 | {} |
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| 63 | |
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| 64 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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| 65 | { |
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| 66 | // Track nesting depth to avoid recursive calls, for example, from a |
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| 67 | // G4Polymarker that invokes a G4Circle... |
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| 68 | fAddPrimitivePreambleNestingDepth++; |
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| 69 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
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| 70 | |
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| 71 | const G4Colour& c = GetColour (visible); |
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| 72 | |
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| 73 | if (fMemoryForDisplayLists && fReadyForTransients) { |
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| 74 | |
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| 75 | TO& to = fTOList.back(); // Transient object information. |
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| 76 | |
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| 77 | // Get vis attributes - pick up defaults if none. |
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| 78 | const G4VisAttributes* pVA = |
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| 79 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
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| 80 | |
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| 81 | // Get time information from vis attributes. |
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| 82 | to.fStartTime = pVA->GetStartTime(); |
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| 83 | to.fEndTime = pVA->GetEndTime(); |
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| 84 | |
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| 85 | // Keep colour out of (already started) display list so that it |
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| 86 | // can be applied independently. |
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| 87 | glEndList(); |
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| 88 | glDeleteLists(fDisplayListId, 1); |
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| 89 | to.fColour = c; |
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| 90 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 91 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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| 92 | |
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| 93 | } else { |
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| 94 | |
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| 95 | // Make sure colour is set in other cases. |
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| 96 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 97 | } |
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| 98 | } |
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| 99 | |
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| 100 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
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| 101 | { |
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| 102 | fAddPrimitivePreambleNestingDepth--; |
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| 103 | } |
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| 104 | |
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| 105 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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| 106 | { |
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| 107 | AddPrimitivePreamble(polyline); |
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| 108 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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| 109 | AddPrimitivePostamble(); |
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| 110 | } |
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| 111 | |
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| 112 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
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| 113 | { |
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| 114 | AddPrimitivePreamble(circle); |
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| 115 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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| 116 | AddPrimitivePostamble(); |
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| 117 | } |
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| 118 | |
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| 119 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
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| 120 | { |
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| 121 | AddPrimitivePreamble(square); |
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| 122 | G4OpenGLSceneHandler::AddPrimitive(square); |
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| 123 | AddPrimitivePostamble(); |
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| 124 | } |
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| 125 | |
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| 126 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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| 127 | { |
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| 128 | AddPrimitivePreamble(polymarker); |
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| 129 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
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| 130 | AddPrimitivePostamble(); |
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| 131 | } |
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| 132 | |
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| 133 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
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| 134 | (const G4Transform3D& objectTransformation) { |
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| 135 | |
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| 136 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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| 137 | |
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| 138 | if (fMemoryForDisplayLists) { |
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| 139 | fDisplayListId = glGenLists (1); |
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| 140 | if (!fDisplayListId) { // Could pre-allocate? |
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| 141 | G4cout << "********************* WARNING! ********************\n" |
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| 142 | <<"Unable to allocate any more display lists in OpenGL.\n " |
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| 143 | << " Continuing drawing in IMMEDIATE MODE.\n" |
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| 144 | << "***************************************************" << G4endl; |
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| 145 | fMemoryForDisplayLists = false; |
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| 146 | } |
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| 147 | } |
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| 148 | if (fMemoryForDisplayLists) { |
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| 149 | if (fReadyForTransients) { |
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| 150 | TO to(fDisplayListId, objectTransformation); |
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| 151 | fTOList.push_back(to); |
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| 152 | glDrawBuffer (GL_FRONT); |
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| 153 | glPushMatrix(); |
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| 154 | G4OpenGLTransform3D oglt (objectTransformation); |
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| 155 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 156 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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| 157 | } |
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| 158 | else { |
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| 159 | fPOList.push_back(PO(fDisplayListId, objectTransformation)); |
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| 160 | glNewList (fDisplayListId, GL_COMPILE); |
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| 161 | } |
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| 162 | } else { |
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| 163 | glDrawBuffer (GL_FRONT); |
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| 164 | glPushMatrix(); |
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| 165 | G4OpenGLTransform3D oglt (objectTransformation); |
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| 166 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 167 | } |
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| 168 | } |
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| 169 | |
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| 170 | void G4OpenGLStoredSceneHandler::EndPrimitives () { |
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| 171 | if (fMemoryForDisplayLists) { |
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| 172 | glEndList(); |
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| 173 | } |
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| 174 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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| 175 | glPopMatrix(); |
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| 176 | glFlush (); |
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| 177 | glDrawBuffer (GL_BACK); |
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| 178 | } |
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| 179 | G4VSceneHandler::EndPrimitives (); |
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| 180 | } |
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| 181 | |
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| 182 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D() |
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| 183 | { |
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| 184 | G4VSceneHandler::BeginPrimitives2D(); |
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| 185 | |
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| 186 | if (fMemoryForDisplayLists) { |
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| 187 | fDisplayListId = glGenLists (1); |
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| 188 | if (!fDisplayListId) { // Could pre-allocate? |
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| 189 | G4cout << "********************* WARNING! ********************\n" |
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| 190 | <<"Unable to allocate any more display lists in OpenGL.\n " |
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| 191 | << " Continuing drawing in IMMEDIATE MODE.\n" |
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| 192 | << "***************************************************" << G4endl; |
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| 193 | fMemoryForDisplayLists = false; |
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| 194 | } |
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| 195 | } |
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| 196 | if (fMemoryForDisplayLists) { |
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| 197 | if (fReadyForTransients) { |
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| 198 | fTOList.push_back(TO(fDisplayListId)); |
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| 199 | glDrawBuffer (GL_FRONT); |
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| 200 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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| 201 | } |
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| 202 | else { |
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| 203 | fPOList.push_back(PO(fDisplayListId)); |
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| 204 | glNewList (fDisplayListId, GL_COMPILE); |
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| 205 | } |
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| 206 | } else { |
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| 207 | glDrawBuffer (GL_FRONT); |
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| 208 | } |
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| 209 | // Push current 3D world matrices and load identity to define screen |
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| 210 | // coordinates... |
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| 211 | glMatrixMode (GL_PROJECTION); |
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| 212 | glPushMatrix(); |
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| 213 | glLoadIdentity(); |
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| 214 | glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX); |
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| 215 | glMatrixMode (GL_MODELVIEW); |
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| 216 | glPushMatrix(); |
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| 217 | glLoadIdentity(); |
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| 218 | } |
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| 219 | |
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| 220 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
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| 221 | { |
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| 222 | // Pop current 3D world matrices back again... |
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| 223 | glMatrixMode (GL_PROJECTION); |
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| 224 | glPopMatrix(); |
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| 225 | glMatrixMode (GL_MODELVIEW); |
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| 226 | glPopMatrix(); |
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| 227 | |
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| 228 | if (fMemoryForDisplayLists) { |
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| 229 | glEndList(); |
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| 230 | } |
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| 231 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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| 232 | glFlush (); |
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| 233 | glDrawBuffer (GL_BACK); |
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| 234 | } |
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| 235 | G4VSceneHandler::EndPrimitives2D (); |
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| 236 | } |
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| 237 | |
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| 238 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
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| 239 | G4VSceneHandler::BeginModeling(); |
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| 240 | ClearStore(); // ...and all that goes with it. |
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| 241 | /* Debug... |
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| 242 | fDisplayListId = glGenLists (1); |
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| 243 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
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| 244 | */ |
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| 245 | } |
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| 246 | |
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| 247 | void G4OpenGLStoredSceneHandler::EndModeling () { |
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| 248 | // Make a List which calls the other lists. |
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| 249 | fTopPODL = glGenLists (1); |
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| 250 | if (!fTopPODL) { |
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| 251 | G4cout << |
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| 252 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 253 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 254 | << G4endl; |
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| 255 | } |
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| 256 | else { |
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| 257 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
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| 258 | for (size_t i = 0; i < fPOList.size (); i++) { |
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| 259 | glPushMatrix(); |
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| 260 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
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| 261 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 262 | glCallList (fPOList[i].fDisplayListId); |
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| 263 | glPopMatrix(); |
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| 264 | } |
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| 265 | } |
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| 266 | glEndList (); |
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| 267 | } |
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| 268 | |
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| 269 | G4VSceneHandler::EndModeling (); |
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| 270 | |
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| 271 | /* Debug... |
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| 272 | fDisplayListId = glGenLists (1); |
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| 273 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
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| 274 | */ |
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| 275 | } |
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| 276 | |
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| 277 | void G4OpenGLStoredSceneHandler::ClearStore () { |
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| 278 | |
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| 279 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
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| 280 | |
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| 281 | // Delete OpenGL permanent display lists. |
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| 282 | for (size_t i = 0; i < fPOList.size (); i++) |
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| 283 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
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| 284 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
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| 285 | fTopPODL = 0; |
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| 286 | |
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| 287 | // Clear other lists, dictionary, etc. |
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| 288 | fPOList.clear (); |
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| 289 | fSolidMap.clear (); |
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| 290 | |
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| 291 | // ...and clear transient store... |
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| 292 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 293 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 294 | fTOList.clear (); |
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| 295 | } |
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| 296 | |
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| 297 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
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| 298 | |
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| 299 | G4VSceneHandler::ClearTransientStore (); |
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| 300 | |
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| 301 | // Delete OpenGL transient display lists and Transient Objects themselves. |
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| 302 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 303 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 304 | fTOList.clear (); |
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| 305 | |
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| 306 | // Make sure screen corresponds to graphical database... |
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| 307 | if (fpViewer) { |
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| 308 | fpViewer -> SetView (); |
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| 309 | fpViewer -> ClearView (); |
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| 310 | fpViewer -> DrawView (); |
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| 311 | } |
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| 312 | } |
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| 313 | |
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| 314 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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| 315 | { |
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| 316 | if (fReadyForTransients) { |
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| 317 | // Always draw transient solids, e.g., hits represented as solids. |
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| 318 | // (As we have no control over the order of drawing of transient |
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| 319 | // objects, we cannot do anything about transparent ones, as |
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| 320 | // below, so always draw them.) |
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| 321 | G4VSceneHandler::RequestPrimitives (solid); |
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| 322 | return; |
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| 323 | } |
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| 324 | |
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| 325 | // For non-transient (run-duration) objects, ensure transparent |
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| 326 | // objects are drawn last. The problem of |
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| 327 | // blending/transparency/alpha is quite a tricky one - see History |
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| 328 | // of opengl-V07-01-01/2/3. |
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| 329 | // Get vis attributes - pick up defaults if none. |
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| 330 | const G4VisAttributes* pVA = |
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| 331 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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| 332 | const G4Colour& c = pVA -> GetColour (); |
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| 333 | G4double opacity = c.GetAlpha (); |
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| 334 | |
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| 335 | if (!fSecondPass) { |
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| 336 | G4bool transparency_enabled = true; |
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| 337 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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| 338 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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| 339 | if (transparency_enabled && opacity < 1.) { |
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| 340 | // On first pass, transparent objects are not drawn, but flag is set... |
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| 341 | fSecondPassRequested = true; |
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| 342 | return; |
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| 343 | } |
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| 344 | } |
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| 345 | |
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| 346 | // On second pass, opaque objects are not drwan... |
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| 347 | if (fSecondPass && opacity >= 1.) return; |
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| 348 | |
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| 349 | G4PhysicalVolumeModel* pPVModel = |
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| 350 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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| 351 | |
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| 352 | if (pPVModel) { |
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| 353 | // If part of the geometry hierarchy, i.e., from a |
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| 354 | // G4PhysicalVolumeModel, check if a display list already exists for |
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| 355 | // this solid, re-use it if possible. We could be smarter, and |
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| 356 | // recognise repeated branches of the geometry hierarchy, for |
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| 357 | // example. But this algorithm should be secure, I think... |
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| 358 | const G4VSolid* pSolid = &solid; |
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| 359 | EAxis axis = kRho; |
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| 360 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
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| 361 | if (pCurrentPV -> IsReplicated ()) { |
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| 362 | G4int nReplicas; |
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| 363 | G4double width; |
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| 364 | G4double offset; |
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| 365 | G4bool consuming; |
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| 366 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
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| 367 | } |
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| 368 | // Provided it is not parametrised (because if so, the |
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| 369 | // solid's parameters might have been changed)... |
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| 370 | if (!(pCurrentPV -> IsParameterised ()) && |
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| 371 | // Provided it is not replicated radially (because if so, the |
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| 372 | // solid's parameters will have been changed)... |
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| 373 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
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| 374 | // ...and if the solid has already been rendered... |
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| 375 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
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| 376 | fDisplayListId = fSolidMap [pSolid]; |
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| 377 | fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation)); |
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| 378 | } |
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| 379 | else { |
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| 380 | G4VSceneHandler::RequestPrimitives (solid); |
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| 381 | fSolidMap [pSolid] = fDisplayListId; |
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| 382 | } |
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| 383 | return; |
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| 384 | } |
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| 385 | |
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| 386 | // Otherwise invoke base class method... |
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| 387 | G4VSceneHandler::RequestPrimitives (solid); |
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| 388 | } |
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| 389 | |
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| 390 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
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| 391 | |
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| 392 | #endif |
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