source: trunk/geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc@ 701

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[529]1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
[688]27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.35 2008/01/04 22:07:01 allison Exp $
[631]28// GEANT4 tag $Name: $
[529]29//
30//
31// Andrew Walkden 10th February 1997
32// OpenGL stored scene - creates OpenGL display lists.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36// Included here - problems with HP compiler if not before other includes?
37#include "G4NURBS.hh"
38
39// Here follows a special for Mesa, the OpenGL emulator. Does not affect
40// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
41#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
42// Also seems to be required for HP's CC and AIX xlC, at least.
43
44#include "G4OpenGLStoredSceneHandler.hh"
45
46#include "G4PhysicalVolumeModel.hh"
47#include "G4VPhysicalVolume.hh"
[593]48#include "G4LogicalVolume.hh"
[529]49#include "G4Polyline.hh"
50#include "G4Polymarker.hh"
[593]51#include "G4Text.hh"
[529]52#include "G4Circle.hh"
53#include "G4Square.hh"
[593]54#include "G4Polyhedron.hh"
55#include "G4AttHolder.hh"
[529]56
57G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
58 const G4String& name):
59G4OpenGLSceneHandler (system, fSceneIdCount++, name),
60fMemoryForDisplayLists (true),
61fAddPrimitivePreambleNestingDepth (0),
[688]62fTopPODL (0)
[529]63{}
64
65G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
66{}
67
68void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
69{
70 // Track nesting depth to avoid recursive calls, for example, from a
71 // G4Polymarker that invokes a G4Circle...
72 fAddPrimitivePreambleNestingDepth++;
73 if (fAddPrimitivePreambleNestingDepth > 1) return;
74
[593]75 // Because of our need to control colour of transients (display by
76 // time fading), display lists may only cover a single primitive.
77 // So display list setup is here.
[529]78
[593]79 if (fpViewer->GetViewParameters().IsPicking()) {
80 fPickMap[++fPickName] = 0;
81 }
[529]82
[593]83 const G4Colour& c = GetColour (visible);
[529]84
[593]85 if (fMemoryForDisplayLists) {
86 fDisplayListId = glGenLists (1);
87 if (!fDisplayListId) { // Could pre-allocate?
88 G4cout <<
89 "********************* WARNING! ********************"
90 "\nUnable to allocate any more display lists in OpenGL."
91 "\n Continuing drawing in IMMEDIATE MODE."
92 "\n***************************************************"
93 << G4endl;
94 fMemoryForDisplayLists = false;
95 }
96 }
97 if (fMemoryForDisplayLists) {
98 if (fReadyForTransients) {
99 TO to(fDisplayListId, *fpObjectTransformation);
100 to.fPickName = fPickName;
101 to.fColour = c;
102 const G4VisAttributes* pVA =
103 fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
104 to.fStartTime = pVA->GetStartTime();
105 to.fEndTime = pVA->GetEndTime();
106 fTOList.push_back(to);
107 glDrawBuffer (GL_FRONT);
108 glPushMatrix();
109 G4OpenGLTransform3D oglt (*fpObjectTransformation);
110 glMultMatrixd (oglt.GetGLMatrix ());
111 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
112 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
113 }
114 else {
115 PO po(fDisplayListId, *fpObjectTransformation);
116 po.fPickName = fPickName;
117 fPOList.push_back(po);
118 glNewList (fDisplayListId, GL_COMPILE);
119 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
120 }
[529]121 } else {
[593]122 glDrawBuffer (GL_FRONT);
123 glPushMatrix();
124 G4OpenGLTransform3D oglt (*fpObjectTransformation);
125 glMultMatrixd (oglt.GetGLMatrix ());
[529]126 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
127 }
[593]128
129 if (fProcessing2D) {
130 // Push current 3D world matrices and load identity to define screen
131 // coordinates...
132 glMatrixMode (GL_PROJECTION);
133 glPushMatrix();
134 glLoadIdentity();
135 glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX);
136 glMatrixMode (GL_MODELVIEW);
137 glPushMatrix();
138 glLoadIdentity();
[688]139 G4OpenGLTransform3D oglt (*fpObjectTransformation);
140 glMultMatrixd (oglt.GetGLMatrix ());
141 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
[593]142 }
[529]143}
144
145void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
146{
[593]147 if (fProcessing2D) {
148 // Pop current 3D world matrices back again...
149 glMatrixMode (GL_PROJECTION);
150 glPopMatrix();
151 glMatrixMode (GL_MODELVIEW);
152 glPopMatrix();
153 }
154
155 if (fMemoryForDisplayLists) {
156 glEndList();
157 }
158 if (fReadyForTransients || !fMemoryForDisplayLists) {
159 glPopMatrix();
160 glFlush ();
161 glDrawBuffer (GL_BACK);
162 }
[529]163 fAddPrimitivePreambleNestingDepth--;
164}
165
166void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
167{
168 AddPrimitivePreamble(polyline);
169 G4OpenGLSceneHandler::AddPrimitive(polyline);
170 AddPrimitivePostamble();
171}
172
[593]173void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
174{
175 AddPrimitivePreamble(polymarker);
176 G4OpenGLSceneHandler::AddPrimitive(polymarker);
177 AddPrimitivePostamble();
178}
179
180void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
181{
182 // Note: colour is still handled in
183 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
184 // gets into the display list
185 AddPrimitivePreamble(text);
186 G4OpenGLSceneHandler::AddPrimitive(text);
187 AddPrimitivePostamble();
188}
189
[529]190void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
191{
192 AddPrimitivePreamble(circle);
193 G4OpenGLSceneHandler::AddPrimitive(circle);
194 AddPrimitivePostamble();
195}
196
197void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
198{
199 AddPrimitivePreamble(square);
200 G4OpenGLSceneHandler::AddPrimitive(square);
201 AddPrimitivePostamble();
202}
203
[593]204void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
[529]205{
[593]206 // Let base class split into primitives.
207 G4OpenGLSceneHandler::AddPrimitive(scale);
208}
209
210void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
211{
212 // Note: colour is still handled in
213 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
214 // gets into the display list
215 AddPrimitivePreamble(polyhedron);
216 G4OpenGLSceneHandler::AddPrimitive(polyhedron);
[529]217 AddPrimitivePostamble();
218}
219
[593]220void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
221{
222 // Note: colour is still handled in
223 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
224 // gets into the display list
225 AddPrimitivePreamble(nurbs);
226 G4OpenGLSceneHandler::AddPrimitive(nurbs);
227 AddPrimitivePostamble();
228}
229
[529]230void G4OpenGLStoredSceneHandler::BeginPrimitives
[593]231(const G4Transform3D& objectTransformation)
232{
233 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
[529]234
[593]235 // Display list setup moved to AddPrimitivePreamble. See notes there.
[529]236}
237
[593]238void G4OpenGLStoredSceneHandler::EndPrimitives ()
239{
240 G4OpenGLSceneHandler::EndPrimitives ();
[529]241}
242
[688]243void G4OpenGLStoredSceneHandler::BeginPrimitives2D
244(const G4Transform3D& objectTransformation)
[529]245{
[688]246 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
[529]247}
248
249void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
250{
[593]251 G4OpenGLSceneHandler::EndPrimitives2D ();
[529]252}
253
254void G4OpenGLStoredSceneHandler::BeginModeling () {
255 G4VSceneHandler::BeginModeling();
256 ClearStore(); // ...and all that goes with it.
257 /* Debug...
258 fDisplayListId = glGenLists (1);
259 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
260 */
261}
262
263void G4OpenGLStoredSceneHandler::EndModeling () {
264 // Make a List which calls the other lists.
265 fTopPODL = glGenLists (1);
266 if (!fTopPODL) {
267 G4cout <<
268 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
269 " display List for fTopPODL - try OpenGL Immediated mode."
270 << G4endl;
[593]271 } else {
[529]272 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
273 for (size_t i = 0; i < fPOList.size (); i++) {
274 glPushMatrix();
275 G4OpenGLTransform3D oglt (fPOList[i].fTransform);
276 glMultMatrixd (oglt.GetGLMatrix ());
[593]277 if (fpViewer->GetViewParameters().IsPicking())
278 glLoadName(fPOList[i].fPickName);
[529]279 glCallList (fPOList[i].fDisplayListId);
280 glPopMatrix();
281 }
282 }
283 glEndList ();
284 }
285
286 G4VSceneHandler::EndModeling ();
287
288 /* Debug...
289 fDisplayListId = glGenLists (1);
290 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
291 */
292}
293
294void G4OpenGLStoredSceneHandler::ClearStore () {
295
296 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
297
298 // Delete OpenGL permanent display lists.
299 for (size_t i = 0; i < fPOList.size (); i++)
300 glDeleteLists (fPOList[i].fDisplayListId, 1);
301 if (fTopPODL) glDeleteLists (fTopPODL, 1);
302 fTopPODL = 0;
303
304 // Clear other lists, dictionary, etc.
305 fPOList.clear ();
306 fSolidMap.clear ();
[593]307 ClearAndDestroyAtts();
[529]308
309 // ...and clear transient store...
310 for (size_t i = 0; i < fTOList.size (); i++)
311 glDeleteLists(fTOList[i].fDisplayListId, 1);
312 fTOList.clear ();
313}
314
315void G4OpenGLStoredSceneHandler::ClearTransientStore () {
316
317 G4VSceneHandler::ClearTransientStore ();
318
319 // Delete OpenGL transient display lists and Transient Objects themselves.
320 for (size_t i = 0; i < fTOList.size (); i++)
321 glDeleteLists(fTOList[i].fDisplayListId, 1);
322 fTOList.clear ();
323
324 // Make sure screen corresponds to graphical database...
325 if (fpViewer) {
326 fpViewer -> SetView ();
327 fpViewer -> ClearView ();
328 fpViewer -> DrawView ();
329 }
330}
331
332void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
333{
334 if (fReadyForTransients) {
335 // Always draw transient solids, e.g., hits represented as solids.
336 // (As we have no control over the order of drawing of transient
337 // objects, we cannot do anything about transparent ones, as
338 // below, so always draw them.)
339 G4VSceneHandler::RequestPrimitives (solid);
340 return;
341 }
342
343 // For non-transient (run-duration) objects, ensure transparent
344 // objects are drawn last. The problem of
345 // blending/transparency/alpha is quite a tricky one - see History
346 // of opengl-V07-01-01/2/3.
347 // Get vis attributes - pick up defaults if none.
348 const G4VisAttributes* pVA =
349 fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
350 const G4Colour& c = pVA -> GetColour ();
351 G4double opacity = c.GetAlpha ();
352
353 if (!fSecondPass) {
354 G4bool transparency_enabled = true;
355 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
356 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
357 if (transparency_enabled && opacity < 1.) {
358 // On first pass, transparent objects are not drawn, but flag is set...
359 fSecondPassRequested = true;
360 return;
361 }
362 }
363
364 // On second pass, opaque objects are not drwan...
365 if (fSecondPass && opacity >= 1.) return;
366
367 G4PhysicalVolumeModel* pPVModel =
368 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
369
370 if (pPVModel) {
371 // If part of the geometry hierarchy, i.e., from a
372 // G4PhysicalVolumeModel, check if a display list already exists for
373 // this solid, re-use it if possible. We could be smarter, and
374 // recognise repeated branches of the geometry hierarchy, for
375 // example. But this algorithm should be secure, I think...
376 const G4VSolid* pSolid = &solid;
377 EAxis axis = kRho;
378 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
379 if (pCurrentPV -> IsReplicated ()) {
380 G4int nReplicas;
381 G4double width;
382 G4double offset;
383 G4bool consuming;
384 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
385 }
386 // Provided it is not parametrised (because if so, the
387 // solid's parameters might have been changed)...
388 if (!(pCurrentPV -> IsParameterised ()) &&
389 // Provided it is not replicated radially (because if so, the
390 // solid's parameters will have been changed)...
391 !(pCurrentPV -> IsReplicated () && axis == kRho) &&
392 // ...and if the solid has already been rendered...
393 (fSolidMap.find (pSolid) != fSolidMap.end ())) {
394 fDisplayListId = fSolidMap [pSolid];
[593]395 PO po(fDisplayListId,*fpObjectTransformation);
396 if (fpViewer->GetViewParameters().IsPicking()) {
397 G4AttHolder* holder = new G4AttHolder;
398 // Load G4Atts from G4VisAttributes, if any...
399 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
400 if (va) {
401 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
402 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
403 }
404 // Load G4Atts from G4PhysicalVolumeModel...
405 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
406 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
407 fPickMap[++fPickName] = holder;
408 po.fPickName = fPickName;
409 }
410 fPOList.push_back(po);
[529]411 }
412 else {
413 G4VSceneHandler::RequestPrimitives (solid);
414 fSolidMap [pSolid] = fDisplayListId;
415 }
416 return;
417 }
418
419 // Otherwise invoke base class method...
420 G4VSceneHandler::RequestPrimitives (solid);
421}
422
423G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
424
425#endif
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