source: trunk/geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 593

Last change on this file since 593 was 593, checked in by garnier, 17 years ago

r627@mac-90108: laurentgarnier | 2007-11-09 07:57:42 +0100
modif dans les includes directives

  • Property svn:mime-type set to text/cpp
File size: 13.8 KB
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27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.34 2007/04/04 16:50:27 allison Exp $
28// GEANT4 tag $Name: geant4-09-00-ref-01 $
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"
48#include "G4LogicalVolume.hh"
49#include "G4Polyline.hh"
50#include "G4Polymarker.hh"
51#include "G4Text.hh"
52#include "G4Circle.hh"
53#include "G4Square.hh"
54#include "G4Polyhedron.hh"
55#include "G4AttHolder.hh"
56
57G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
58                                          const G4String& name):
59G4OpenGLSceneHandler (system, fSceneIdCount++, name),
60fMemoryForDisplayLists (true),
61fAddPrimitivePreambleNestingDepth (0),
62fTopPODL (0),
63fProcessing2D (false)
64{}
65
66G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
67{}
68
69void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
70{
71  // Track nesting depth to avoid recursive calls, for example, from a
72  // G4Polymarker that invokes a G4Circle...
73  fAddPrimitivePreambleNestingDepth++;
74  if (fAddPrimitivePreambleNestingDepth > 1) return;
75
76  // Because of our need to control colour of transients (display by
77  // time fading), display lists may only cover a single primitive.
78  // So display list setup is here.
79
80  if (fpViewer->GetViewParameters().IsPicking()) {
81    fPickMap[++fPickName] = 0;
82  }
83
84  const G4Colour& c = GetColour (visible);
85
86  if (fMemoryForDisplayLists) {
87    fDisplayListId = glGenLists (1);
88    if (!fDisplayListId) {  // Could pre-allocate?
89      G4cout <<
90        "********************* WARNING! ********************"
91        "\nUnable to allocate any more display lists in OpenGL."
92        "\n     Continuing drawing in IMMEDIATE MODE."
93        "\n***************************************************"
94             << G4endl;
95      fMemoryForDisplayLists = false;
96    }
97  }
98  if (fMemoryForDisplayLists) {
99    if (fReadyForTransients) {
100      TO to(fDisplayListId, *fpObjectTransformation);
101      to.fPickName = fPickName;
102      to.fColour = c;
103      const G4VisAttributes* pVA =
104        fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
105      to.fStartTime = pVA->GetStartTime();
106      to.fEndTime = pVA->GetEndTime();
107      fTOList.push_back(to);
108      glDrawBuffer (GL_FRONT);
109      glPushMatrix();
110      G4OpenGLTransform3D oglt (*fpObjectTransformation);
111      glMultMatrixd (oglt.GetGLMatrix ());
112      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
113      glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
114    }
115    else {
116      PO po(fDisplayListId, *fpObjectTransformation);
117      po.fPickName = fPickName;
118      fPOList.push_back(po);
119      glNewList (fDisplayListId, GL_COMPILE);
120      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
121    }
122  } else {
123    glDrawBuffer (GL_FRONT);
124    glPushMatrix();
125    G4OpenGLTransform3D oglt (*fpObjectTransformation);
126    glMultMatrixd (oglt.GetGLMatrix ());
127    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
128  }
129
130  if (fProcessing2D) {
131    // Push current 3D world matrices and load identity to define screen
132    // coordinates...
133    glMatrixMode (GL_PROJECTION);
134    glPushMatrix();
135    glLoadIdentity();
136    glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX);
137    glMatrixMode (GL_MODELVIEW);
138    glPushMatrix();
139    glLoadIdentity();
140  }
141}
142
143void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
144{
145  if (fProcessing2D) {
146    // Pop current 3D world matrices back again...
147    glMatrixMode (GL_PROJECTION);
148    glPopMatrix();
149    glMatrixMode (GL_MODELVIEW);
150    glPopMatrix();
151  }
152
153  if (fMemoryForDisplayLists) {
154    glEndList();
155  }
156  if (fReadyForTransients || !fMemoryForDisplayLists) {
157    glPopMatrix();
158    glFlush ();
159    glDrawBuffer (GL_BACK);
160  }
161  fAddPrimitivePreambleNestingDepth--;
162}
163
164void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
165{
166  AddPrimitivePreamble(polyline);
167  G4OpenGLSceneHandler::AddPrimitive(polyline);
168  AddPrimitivePostamble();
169}
170
171void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
172{
173  AddPrimitivePreamble(polymarker);
174  G4OpenGLSceneHandler::AddPrimitive(polymarker);
175  AddPrimitivePostamble();
176}
177
178void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
179{
180  // Note: colour is still handled in
181  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
182  // gets into the display list
183  AddPrimitivePreamble(text);
184  G4OpenGLSceneHandler::AddPrimitive(text);
185  AddPrimitivePostamble();
186}
187
188void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
189{
190  AddPrimitivePreamble(circle);
191  G4OpenGLSceneHandler::AddPrimitive(circle);
192  AddPrimitivePostamble();
193}
194
195void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
196{
197  AddPrimitivePreamble(square);
198  G4OpenGLSceneHandler::AddPrimitive(square);
199  AddPrimitivePostamble();
200}
201
202void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
203{
204  // Let base class split into primitives.
205  G4OpenGLSceneHandler::AddPrimitive(scale);
206}
207
208void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
209{
210  // Note: colour is still handled in
211  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
212  // gets into the display list
213  AddPrimitivePreamble(polyhedron);
214  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
215  AddPrimitivePostamble();
216}
217
218void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
219{
220  // Note: colour is still handled in
221  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
222  // gets into the display list
223  AddPrimitivePreamble(nurbs);
224  G4OpenGLSceneHandler::AddPrimitive(nurbs);
225  AddPrimitivePostamble();
226}
227
228void G4OpenGLStoredSceneHandler::BeginPrimitives
229(const G4Transform3D& objectTransformation)
230
231  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
232
233  // Display list setup moved to AddPrimitivePreamble.  See notes there.
234}
235
236void G4OpenGLStoredSceneHandler::EndPrimitives ()
237{
238  G4OpenGLSceneHandler::EndPrimitives ();
239}
240
241void G4OpenGLStoredSceneHandler::BeginPrimitives2D()
242{
243  G4OpenGLSceneHandler::BeginPrimitives2D();
244  fProcessing2D = true;
245}
246
247void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
248{
249  fProcessing2D = false;
250  G4OpenGLSceneHandler::EndPrimitives2D ();
251}
252
253void G4OpenGLStoredSceneHandler::BeginModeling () {
254  G4VSceneHandler::BeginModeling();
255  ClearStore();  // ...and all that goes with it.
256  /* Debug...
257  fDisplayListId = glGenLists (1);
258  G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
259  */
260}
261
262void G4OpenGLStoredSceneHandler::EndModeling () {
263  // Make a List which calls the other lists.
264  fTopPODL = glGenLists (1);
265  if (!fTopPODL) {
266    G4cout <<
267      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
268      "  display List for fTopPODL - try OpenGL Immediated mode."
269           << G4endl;
270  } else {
271    glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
272      for (size_t i = 0; i < fPOList.size (); i++) {
273        glPushMatrix();
274        G4OpenGLTransform3D oglt (fPOList[i].fTransform);
275        glMultMatrixd (oglt.GetGLMatrix ());
276        if (fpViewer->GetViewParameters().IsPicking())
277          glLoadName(fPOList[i].fPickName);
278        glCallList (fPOList[i].fDisplayListId);
279        glPopMatrix();
280      }
281    }
282    glEndList ();
283  }
284
285  G4VSceneHandler::EndModeling ();
286
287  /* Debug...
288  fDisplayListId = glGenLists (1);
289  G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
290  */
291}
292
293void G4OpenGLStoredSceneHandler::ClearStore () {
294
295  G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
296
297  // Delete OpenGL permanent display lists.
298  for (size_t i = 0; i < fPOList.size (); i++)
299    glDeleteLists (fPOList[i].fDisplayListId, 1);
300  if (fTopPODL) glDeleteLists (fTopPODL, 1);
301  fTopPODL = 0;
302
303  // Clear other lists, dictionary, etc.
304  fPOList.clear ();
305  fSolidMap.clear ();
306  ClearAndDestroyAtts();
307
308  // ...and clear transient store...
309  for (size_t i = 0; i < fTOList.size (); i++)
310    glDeleteLists(fTOList[i].fDisplayListId, 1);
311  fTOList.clear ();
312}
313
314void G4OpenGLStoredSceneHandler::ClearTransientStore () {
315
316  G4VSceneHandler::ClearTransientStore ();
317
318  // Delete OpenGL transient display lists and Transient Objects themselves.
319  for (size_t i = 0; i < fTOList.size (); i++)
320    glDeleteLists(fTOList[i].fDisplayListId, 1);
321  fTOList.clear ();
322
323  // Make sure screen corresponds to graphical database...
324  if (fpViewer) {
325    fpViewer -> SetView ();
326    fpViewer -> ClearView ();
327    fpViewer -> DrawView ();
328  }
329}
330
331void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
332{
333  if (fReadyForTransients) {
334    // Always draw transient solids, e.g., hits represented as solids.
335    // (As we have no control over the order of drawing of transient
336    // objects, we cannot do anything about transparent ones, as
337    // below, so always draw them.)
338    G4VSceneHandler::RequestPrimitives (solid);
339    return;
340  }
341
342  // For non-transient (run-duration) objects, ensure transparent
343  // objects are drawn last.  The problem of
344  // blending/transparency/alpha is quite a tricky one - see History
345  // of opengl-V07-01-01/2/3.
346  // Get vis attributes - pick up defaults if none.
347  const G4VisAttributes* pVA =
348    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
349  const G4Colour& c = pVA -> GetColour ();
350  G4double opacity = c.GetAlpha ();
351
352  if (!fSecondPass) {
353    G4bool transparency_enabled = true;
354    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
355    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
356    if (transparency_enabled && opacity < 1.) {
357      // On first pass, transparent objects are not drawn, but flag is set...
358      fSecondPassRequested = true;
359      return;
360    }
361  }
362
363  // On second pass, opaque objects are not drwan...
364  if (fSecondPass && opacity >= 1.) return;
365
366  G4PhysicalVolumeModel* pPVModel =
367    dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
368 
369  if (pPVModel) {
370    // If part of the geometry hierarchy, i.e., from a
371    // G4PhysicalVolumeModel, check if a display list already exists for
372    // this solid, re-use it if possible.  We could be smarter, and
373    // recognise repeated branches of the geometry hierarchy, for
374    // example.  But this algorithm should be secure, I think...
375    const G4VSolid* pSolid = &solid;
376    EAxis axis = kRho;
377    G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
378    if (pCurrentPV -> IsReplicated ()) {
379      G4int nReplicas;
380      G4double width;
381      G4double offset;
382      G4bool consuming;
383      pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
384    }
385    // Provided it is not parametrised (because if so, the
386    // solid's parameters might have been changed)...
387    if (!(pCurrentPV -> IsParameterised ()) &&
388        // Provided it is not replicated radially (because if so, the
389        // solid's parameters will have been changed)...
390        !(pCurrentPV -> IsReplicated () && axis == kRho) &&
391        // ...and if the solid has already been rendered...
392        (fSolidMap.find (pSolid) != fSolidMap.end ())) {
393      fDisplayListId = fSolidMap [pSolid];
394      PO po(fDisplayListId,*fpObjectTransformation);
395      if (fpViewer->GetViewParameters().IsPicking()) {
396        G4AttHolder* holder = new G4AttHolder;
397        // Load G4Atts from G4VisAttributes, if any...
398        const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
399        if (va) {
400          const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
401          if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
402        }
403        // Load G4Atts from G4PhysicalVolumeModel...
404        const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
405        if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
406        fPickMap[++fPickName] = holder;
407        po.fPickName = fPickName;
408      }
409      fPOList.push_back(po);
410    }
411    else {
412      G4VSceneHandler::RequestPrimitives (solid);
413      fSolidMap [pSolid] = fDisplayListId;
414    }
415    return;
416  }
417
418  // Otherwise invoke base class method...
419  G4VSceneHandler::RequestPrimitives (solid);
420}
421
422G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
423
424#endif
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