source: trunk/geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc@ 781

Last change on this file since 781 was 754, checked in by garnier, 18 years ago

corrections pour Qt3 mises sous cvs

  • Property svn:mime-type set to text/cpp
File size: 13.9 KB
Line 
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//
27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.36 2008/02/18 08:53:49 asaim Exp $
28// GEANT4 tag $Name: $
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)
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
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.
78
79 if (fpViewer->GetViewParameters().IsPicking()) {
80 fPickMap[++fPickName] = 0;
81 }
82
83 const G4Colour& c = GetColour (visible);
84
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 }
121 } else {
122 glDrawBuffer (GL_FRONT);
123 glPushMatrix();
124 G4OpenGLTransform3D oglt (*fpObjectTransformation);
125 glMultMatrixd (oglt.GetGLMatrix ());
126 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
127 }
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 glOrtho (-1., 1., -1., 1., -1., 1.);
137 glMatrixMode (GL_MODELVIEW);
138 glPushMatrix();
139 glLoadIdentity();
140 G4OpenGLTransform3D oglt (*fpObjectTransformation);
141 glMultMatrixd (oglt.GetGLMatrix ());
142 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
143 }
144}
145
146void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
147{
148 if (fProcessing2D) {
149 // Pop current 3D world matrices back again...
150 glMatrixMode (GL_PROJECTION);
151 glPopMatrix();
152 glMatrixMode (GL_MODELVIEW);
153 glPopMatrix();
154 }
155
156 if (fMemoryForDisplayLists) {
157 glEndList();
158 }
159 if (fReadyForTransients || !fMemoryForDisplayLists) {
160 glPopMatrix();
161 glFlush ();
162 glDrawBuffer (GL_BACK);
163 }
164 fAddPrimitivePreambleNestingDepth--;
165}
166
167void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
168{
169 AddPrimitivePreamble(polyline);
170 G4OpenGLSceneHandler::AddPrimitive(polyline);
171 AddPrimitivePostamble();
172}
173
174void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
175{
176 AddPrimitivePreamble(polymarker);
177 G4OpenGLSceneHandler::AddPrimitive(polymarker);
178 AddPrimitivePostamble();
179}
180
181void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
182{
183 // Note: colour is still handled in
184 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
185 // gets into the display list
186 AddPrimitivePreamble(text);
187 G4OpenGLSceneHandler::AddPrimitive(text);
188 AddPrimitivePostamble();
189}
190
191void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
192{
193 AddPrimitivePreamble(circle);
194 G4OpenGLSceneHandler::AddPrimitive(circle);
195 AddPrimitivePostamble();
196}
197
198void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
199{
200 AddPrimitivePreamble(square);
201 G4OpenGLSceneHandler::AddPrimitive(square);
202 AddPrimitivePostamble();
203}
204
205void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
206{
207 // Let base class split into primitives.
208 G4OpenGLSceneHandler::AddPrimitive(scale);
209}
210
211void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
212{
213 // Note: colour is still handled in
214 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
215 // gets into the display list
216 AddPrimitivePreamble(polyhedron);
217 G4OpenGLSceneHandler::AddPrimitive(polyhedron);
218 AddPrimitivePostamble();
219}
220
221void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
222{
223 // Note: colour is still handled in
224 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
225 // gets into the display list
226 AddPrimitivePreamble(nurbs);
227 G4OpenGLSceneHandler::AddPrimitive(nurbs);
228 AddPrimitivePostamble();
229}
230
231void G4OpenGLStoredSceneHandler::BeginPrimitives
232(const G4Transform3D& objectTransformation)
233{
234 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
235
236 // Display list setup moved to AddPrimitivePreamble. See notes there.
237}
238
239void G4OpenGLStoredSceneHandler::EndPrimitives ()
240{
241 G4OpenGLSceneHandler::EndPrimitives ();
242}
243
244void G4OpenGLStoredSceneHandler::BeginPrimitives2D
245(const G4Transform3D& objectTransformation)
246{
247 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
248}
249
250void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
251{
252 G4OpenGLSceneHandler::EndPrimitives2D ();
253}
254
255void G4OpenGLStoredSceneHandler::BeginModeling () {
256 G4VSceneHandler::BeginModeling();
257 ClearStore(); // ...and all that goes with it.
258 /* Debug...
259 fDisplayListId = glGenLists (1);
260 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
261 */
262}
263
264void G4OpenGLStoredSceneHandler::EndModeling () {
265 // Make a List which calls the other lists.
266 fTopPODL = glGenLists (1);
267 if (!fTopPODL) {
268 G4cout <<
269 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
270 " display List for fTopPODL - try OpenGL Immediated mode."
271 << G4endl;
272 } else {
273 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
274 for (size_t i = 0; i < fPOList.size (); i++) {
275 glPushMatrix();
276 G4OpenGLTransform3D oglt (fPOList[i].fTransform);
277 glMultMatrixd (oglt.GetGLMatrix ());
278 if (fpViewer->GetViewParameters().IsPicking())
279 glLoadName(fPOList[i].fPickName);
280 glCallList (fPOList[i].fDisplayListId);
281 glPopMatrix();
282 }
283 }
284 glEndList ();
285 }
286
287 G4VSceneHandler::EndModeling ();
288
289 /* Debug...
290 fDisplayListId = glGenLists (1);
291 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
292 */
293}
294
295void G4OpenGLStoredSceneHandler::ClearStore () {
296
297 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
298
299 // Delete OpenGL permanent display lists.
300 for (size_t i = 0; i < fPOList.size (); i++)
301 glDeleteLists (fPOList[i].fDisplayListId, 1);
302 if (fTopPODL) glDeleteLists (fTopPODL, 1);
303 fTopPODL = 0;
304
305 // Clear other lists, dictionary, etc.
306 fPOList.clear ();
307 fSolidMap.clear ();
308 ClearAndDestroyAtts();
309
310 // ...and clear transient store...
311 for (size_t i = 0; i < fTOList.size (); i++)
312 glDeleteLists(fTOList[i].fDisplayListId, 1);
313 fTOList.clear ();
314}
315
316void G4OpenGLStoredSceneHandler::ClearTransientStore () {
317
318 G4VSceneHandler::ClearTransientStore ();
319
320 // Delete OpenGL transient display lists and Transient Objects themselves.
321 for (size_t i = 0; i < fTOList.size (); i++)
322 glDeleteLists(fTOList[i].fDisplayListId, 1);
323 fTOList.clear ();
324
325 // Make sure screen corresponds to graphical database...
326 if (fpViewer) {
327 fpViewer -> SetView ();
328 fpViewer -> ClearView ();
329 fpViewer -> DrawView ();
330 }
331}
332
333void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
334{
335 if (fReadyForTransients) {
336 // Always draw transient solids, e.g., hits represented as solids.
337 // (As we have no control over the order of drawing of transient
338 // objects, we cannot do anything about transparent ones, as
339 // below, so always draw them.)
340 G4VSceneHandler::RequestPrimitives (solid);
341 return;
342 }
343
344 // For non-transient (run-duration) objects, ensure transparent
345 // objects are drawn last. The problem of
346 // blending/transparency/alpha is quite a tricky one - see History
347 // of opengl-V07-01-01/2/3.
348 // Get vis attributes - pick up defaults if none.
349 const G4VisAttributes* pVA =
350 fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
351 const G4Colour& c = pVA -> GetColour ();
352 G4double opacity = c.GetAlpha ();
353
354 if (!fSecondPass) {
355 G4bool transparency_enabled = true;
356 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
357 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
358 if (transparency_enabled && opacity < 1.) {
359 // On first pass, transparent objects are not drawn, but flag is set...
360 fSecondPassRequested = true;
361 return;
362 }
363 }
364
365 // On second pass, opaque objects are not drwan...
366 if (fSecondPass && opacity >= 1.) return;
367
368 G4PhysicalVolumeModel* pPVModel =
369 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
370
371 if (pPVModel) {
372 // If part of the geometry hierarchy, i.e., from a
373 // G4PhysicalVolumeModel, check if a display list already exists for
374 // this solid, re-use it if possible. We could be smarter, and
375 // recognise repeated branches of the geometry hierarchy, for
376 // example. But this algorithm should be secure, I think...
377 const G4VSolid* pSolid = &solid;
378 EAxis axis = kRho;
379 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
380 if (pCurrentPV -> IsReplicated ()) {
381 G4int nReplicas;
382 G4double width;
383 G4double offset;
384 G4bool consuming;
385 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
386 }
387 // Provided it is not parametrised (because if so, the
388 // solid's parameters might have been changed)...
389 if (!(pCurrentPV -> IsParameterised ()) &&
390 // Provided it is not replicated radially (because if so, the
391 // solid's parameters will have been changed)...
392 !(pCurrentPV -> IsReplicated () && axis == kRho) &&
393 // ...and if the solid has already been rendered...
394 (fSolidMap.find (pSolid) != fSolidMap.end ())) {
395 fDisplayListId = fSolidMap [pSolid];
396 PO po(fDisplayListId,*fpObjectTransformation);
397 if (fpViewer->GetViewParameters().IsPicking()) {
398 G4AttHolder* holder = new G4AttHolder;
399 // Load G4Atts from G4VisAttributes, if any...
400 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
401 if (va) {
402 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
403 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
404 }
405 // Load G4Atts from G4PhysicalVolumeModel...
406 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
407 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
408 fPickMap[++fPickName] = holder;
409 po.fPickName = fPickName;
410 }
411 fPOList.push_back(po);
412 }
413 else {
414 G4VSceneHandler::RequestPrimitives (solid);
415 fSolidMap [pSolid] = fDisplayListId;
416 }
417 return;
418 }
419
420 // Otherwise invoke base class method...
421 G4VSceneHandler::RequestPrimitives (solid);
422}
423
424G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
425
426#endif
Note: See TracBrowser for help on using the repository browser.