// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4OpenGLStoredSceneHandler.cc,v 1.31 2006/08/30 11:43:57 allison Exp $ // GEANT4 tag $Name: geant4-08-02-patch-01 $ // // // Andrew Walkden 10th February 1997 // OpenGL stored scene - creates OpenGL display lists. #ifdef G4VIS_BUILD_OPENGL_DRIVER // Included here - problems with HP compiler if not before other includes? #include "G4NURBS.hh" // Here follows a special for Mesa, the OpenGL emulator. Does not affect // other OpenGL's, as far as I'm aware. John Allison 18/9/96. #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ // Also seems to be required for HP's CC and AIX xlC, at least. #include "G4OpenGLStoredSceneHandler.hh" #include "G4PhysicalVolumeModel.hh" #include "G4VPhysicalVolume.hh" #include "G4Polyline.hh" #include "G4Polymarker.hh" #include "G4Circle.hh" #include "G4Square.hh" G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name): G4OpenGLSceneHandler (system, fSceneIdCount++, name), fMemoryForDisplayLists (true), fAddPrimitivePreambleNestingDepth (0), fTopPODL (0) {} G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () {} void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) { // Track nesting depth to avoid recursive calls, for example, from a // G4Polymarker that invokes a G4Circle... fAddPrimitivePreambleNestingDepth++; if (fAddPrimitivePreambleNestingDepth > 1) return; const G4Colour& c = GetColour (visible); if (fMemoryForDisplayLists && fReadyForTransients) { TO& to = fTOList.back(); // Transient object information. // Get vis attributes - pick up defaults if none. const G4VisAttributes* pVA = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); // Get time information from vis attributes. to.fStartTime = pVA->GetStartTime(); to.fEndTime = pVA->GetEndTime(); // Keep colour out of (already started) display list so that it // can be applied independently. glEndList(); glDeleteLists(fDisplayListId, 1); to.fColour = c; glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); } else { // Make sure colour is set in other cases. glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); } } void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() { fAddPrimitivePreambleNestingDepth--; } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) { AddPrimitivePreamble(polyline); G4OpenGLSceneHandler::AddPrimitive(polyline); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) { AddPrimitivePreamble(circle); G4OpenGLSceneHandler::AddPrimitive(circle); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) { AddPrimitivePreamble(square); G4OpenGLSceneHandler::AddPrimitive(square); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) { AddPrimitivePreamble(polymarker); G4OpenGLSceneHandler::AddPrimitive(polymarker); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4VSceneHandler::BeginPrimitives (objectTransformation); if (fMemoryForDisplayLists) { fDisplayListId = glGenLists (1); if (!fDisplayListId) { // Could pre-allocate? G4cout << "********************* WARNING! ********************\n" <<"Unable to allocate any more display lists in OpenGL.\n " << " Continuing drawing in IMMEDIATE MODE.\n" << "***************************************************" << G4endl; fMemoryForDisplayLists = false; } } if (fMemoryForDisplayLists) { if (fReadyForTransients) { TO to(fDisplayListId, objectTransformation); fTOList.push_back(to); glDrawBuffer (GL_FRONT); glPushMatrix(); G4OpenGLTransform3D oglt (objectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); } else { fPOList.push_back(PO(fDisplayListId, objectTransformation)); glNewList (fDisplayListId, GL_COMPILE); } } else { glDrawBuffer (GL_FRONT); glPushMatrix(); G4OpenGLTransform3D oglt (objectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); } } void G4OpenGLStoredSceneHandler::EndPrimitives () { if (fMemoryForDisplayLists) { glEndList(); } if (fReadyForTransients || !fMemoryForDisplayLists) { glPopMatrix(); glFlush (); glDrawBuffer (GL_BACK); } G4VSceneHandler::EndPrimitives (); } void G4OpenGLStoredSceneHandler::BeginPrimitives2D() { G4VSceneHandler::BeginPrimitives2D(); if (fMemoryForDisplayLists) { fDisplayListId = glGenLists (1); if (!fDisplayListId) { // Could pre-allocate? G4cout << "********************* WARNING! ********************\n" <<"Unable to allocate any more display lists in OpenGL.\n " << " Continuing drawing in IMMEDIATE MODE.\n" << "***************************************************" << G4endl; fMemoryForDisplayLists = false; } } if (fMemoryForDisplayLists) { if (fReadyForTransients) { fTOList.push_back(TO(fDisplayListId)); glDrawBuffer (GL_FRONT); glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); } else { fPOList.push_back(PO(fDisplayListId)); glNewList (fDisplayListId, GL_COMPILE); } } else { glDrawBuffer (GL_FRONT); } // Push current 3D world matrices and load identity to define screen // coordinates... glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } void G4OpenGLStoredSceneHandler::EndPrimitives2D () { // Pop current 3D world matrices back again... glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); if (fMemoryForDisplayLists) { glEndList(); } if (fReadyForTransients || !fMemoryForDisplayLists) { glFlush (); glDrawBuffer (GL_BACK); } G4VSceneHandler::EndPrimitives2D (); } void G4OpenGLStoredSceneHandler::BeginModeling () { G4VSceneHandler::BeginModeling(); ClearStore(); // ...and all that goes with it. /* Debug... fDisplayListId = glGenLists (1); G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; */ } void G4OpenGLStoredSceneHandler::EndModeling () { // Make a List which calls the other lists. fTopPODL = glGenLists (1); if (!fTopPODL) { G4cout << "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" " display List for fTopPODL - try OpenGL Immediated mode." << G4endl; } else { glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { for (size_t i = 0; i < fPOList.size (); i++) { glPushMatrix(); G4OpenGLTransform3D oglt (fPOList[i].fTransform); glMultMatrixd (oglt.GetGLMatrix ()); glCallList (fPOList[i].fDisplayListId); glPopMatrix(); } } glEndList (); } G4VSceneHandler::EndModeling (); /* Debug... fDisplayListId = glGenLists (1); G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; */ } void G4OpenGLStoredSceneHandler::ClearStore () { G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. // Delete OpenGL permanent display lists. for (size_t i = 0; i < fPOList.size (); i++) glDeleteLists (fPOList[i].fDisplayListId, 1); if (fTopPODL) glDeleteLists (fTopPODL, 1); fTopPODL = 0; // Clear other lists, dictionary, etc. fPOList.clear (); fSolidMap.clear (); // ...and clear transient store... for (size_t i = 0; i < fTOList.size (); i++) glDeleteLists(fTOList[i].fDisplayListId, 1); fTOList.clear (); } void G4OpenGLStoredSceneHandler::ClearTransientStore () { G4VSceneHandler::ClearTransientStore (); // Delete OpenGL transient display lists and Transient Objects themselves. for (size_t i = 0; i < fTOList.size (); i++) glDeleteLists(fTOList[i].fDisplayListId, 1); fTOList.clear (); // Make sure screen corresponds to graphical database... if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) { if (fReadyForTransients) { // Always draw transient solids, e.g., hits represented as solids. // (As we have no control over the order of drawing of transient // objects, we cannot do anything about transparent ones, as // below, so always draw them.) G4VSceneHandler::RequestPrimitives (solid); return; } // For non-transient (run-duration) objects, ensure transparent // objects are drawn last. The problem of // blending/transparency/alpha is quite a tricky one - see History // of opengl-V07-01-01/2/3. // Get vis attributes - pick up defaults if none. const G4VisAttributes* pVA = fpViewer -> GetApplicableVisAttributes(fpVisAttribs); const G4Colour& c = pVA -> GetColour (); G4double opacity = c.GetAlpha (); if (!fSecondPass) { G4bool transparency_enabled = true; G4OpenGLViewer* pViewer = dynamic_cast(fpViewer); if (pViewer) transparency_enabled = pViewer->transparency_enabled; if (transparency_enabled && opacity < 1.) { // On first pass, transparent objects are not drawn, but flag is set... fSecondPassRequested = true; return; } } // On second pass, opaque objects are not drwan... if (fSecondPass && opacity >= 1.) return; G4PhysicalVolumeModel* pPVModel = dynamic_cast(fpModel); if (pPVModel) { // If part of the geometry hierarchy, i.e., from a // G4PhysicalVolumeModel, check if a display list already exists for // this solid, re-use it if possible. We could be smarter, and // recognise repeated branches of the geometry hierarchy, for // example. But this algorithm should be secure, I think... const G4VSolid* pSolid = &solid; EAxis axis = kRho; G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); if (pCurrentPV -> IsReplicated ()) { G4int nReplicas; G4double width; G4double offset; G4bool consuming; pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); } // Provided it is not parametrised (because if so, the // solid's parameters might have been changed)... if (!(pCurrentPV -> IsParameterised ()) && // Provided it is not replicated radially (because if so, the // solid's parameters will have been changed)... !(pCurrentPV -> IsReplicated () && axis == kRho) && // ...and if the solid has already been rendered... (fSolidMap.find (pSolid) != fSolidMap.end ())) { fDisplayListId = fSolidMap [pSolid]; fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation)); } else { G4VSceneHandler::RequestPrimitives (solid); fSolidMap [pSolid] = fDisplayListId; } return; } // Otherwise invoke base class method... G4VSceneHandler::RequestPrimitives (solid); } G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; #endif