source: trunk/geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 799

Last change on this file since 799 was 790, checked in by garnier, 16 years ago

r818@wl-72126: garnier | 2008-04-30 12:42:00 +0200
modif mise a jour sur le cvs

  • Property svn:mime-type set to text/cpp
File size: 14.2 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 1.38 2008/04/28 16:19:39 allison 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::PO::PO
58(G4int id,
59 const G4Transform3D& tr):
60  fDisplayListId(id),
61  fTransform(tr),
62  fPickName(0)
63{}
64
65G4OpenGLStoredSceneHandler::TO::TO
66(G4int id,
67 const G4Transform3D& tr):
68  fDisplayListId(id),
69  fTransform(tr),
70  fPickName(0),
71  fStartTime(-DBL_MAX),
72  fEndTime(DBL_MAX)
73{}
74
75G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
76(G4VGraphicsSystem& system,
77 const G4String& name):
78G4OpenGLSceneHandler (system, fSceneIdCount++, name),
79fMemoryForDisplayLists (true),
80fAddPrimitivePreambleNestingDepth (0),
81fTopPODL (0)
82{}
83
84G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
85{}
86
87void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
88{
89  // Track nesting depth to avoid recursive calls, for example, from a
90  // G4Polymarker that invokes a G4Circle...
91  fAddPrimitivePreambleNestingDepth++;
92  if (fAddPrimitivePreambleNestingDepth > 1) return;
93
94  // Because of our need to control colour of transients (display by
95  // time fading), display lists may only cover a single primitive.
96  // So display list setup is here.
97
98  if (fpViewer->GetViewParameters().IsPicking()) {
99    fPickMap[++fPickName] = 0;
100  }
101
102  const G4Colour& c = GetColour (visible);
103
104  if (fMemoryForDisplayLists) {
105    fDisplayListId = glGenLists (1);
106    if (!fDisplayListId) {  // Could pre-allocate?
107      G4cout <<
108        "********************* WARNING! ********************"
109        "\nUnable to allocate any more display lists in OpenGL."
110        "\n     Continuing drawing in IMMEDIATE MODE."
111        "\n***************************************************"
112             << G4endl;
113      fMemoryForDisplayLists = false;
114    }
115  }
116  if (fMemoryForDisplayLists) {
117    if (fReadyForTransients) {
118      TO to(fDisplayListId, *fpObjectTransformation);
119      to.fPickName = fPickName;
120      to.fColour = c;
121      const G4VisAttributes* pVA =
122        fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
123      to.fStartTime = pVA->GetStartTime();
124      to.fEndTime = pVA->GetEndTime();
125      fTOList.push_back(to);
126      glDrawBuffer (GL_FRONT);
127      glPushMatrix();
128      G4OpenGLTransform3D oglt (*fpObjectTransformation);
129      glMultMatrixd (oglt.GetGLMatrix ());
130      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
131      glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
132    }
133    else {
134      PO po(fDisplayListId, *fpObjectTransformation);
135      po.fPickName = fPickName;
136      fPOList.push_back(po);
137      glNewList (fDisplayListId, GL_COMPILE);
138      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
139    }
140  } else {
141    glDrawBuffer (GL_FRONT);
142    glPushMatrix();
143    G4OpenGLTransform3D oglt (*fpObjectTransformation);
144    glMultMatrixd (oglt.GetGLMatrix ());
145    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
146  }
147
148  if (fProcessing2D) {
149    // Push current 3D world matrices and load identity to define screen
150    // coordinates...
151    glMatrixMode (GL_PROJECTION);
152    glPushMatrix();
153    glLoadIdentity();
154    glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
155    glMatrixMode (GL_MODELVIEW);
156    glPushMatrix();
157    glLoadIdentity();
158    G4OpenGLTransform3D oglt (*fpObjectTransformation);
159    glMultMatrixd (oglt.GetGLMatrix ());
160    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
161  }
162}
163
164void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
165{
166  if (fProcessing2D) {
167    // Pop current 3D world matrices back again...
168    glMatrixMode (GL_PROJECTION);
169    glPopMatrix();
170    glMatrixMode (GL_MODELVIEW);
171    glPopMatrix();
172  }
173
174  if (fMemoryForDisplayLists) {
175    glEndList();
176  }
177  if (fReadyForTransients || !fMemoryForDisplayLists) {
178    glPopMatrix();
179    glFlush ();
180    glDrawBuffer (GL_BACK);
181  }
182  fAddPrimitivePreambleNestingDepth--;
183}
184
185void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
186{
187  AddPrimitivePreamble(polyline);
188  G4OpenGLSceneHandler::AddPrimitive(polyline);
189  AddPrimitivePostamble();
190}
191
192void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
193{
194  AddPrimitivePreamble(polymarker);
195  G4OpenGLSceneHandler::AddPrimitive(polymarker);
196  AddPrimitivePostamble();
197}
198
199void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
200{
201  // Note: colour is still handled in
202  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
203  // gets into the display list
204  AddPrimitivePreamble(text);
205  G4OpenGLSceneHandler::AddPrimitive(text);
206  AddPrimitivePostamble();
207}
208
209void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
210{
211  AddPrimitivePreamble(circle);
212  G4OpenGLSceneHandler::AddPrimitive(circle);
213  AddPrimitivePostamble();
214}
215
216void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
217{
218  AddPrimitivePreamble(square);
219  G4OpenGLSceneHandler::AddPrimitive(square);
220  AddPrimitivePostamble();
221}
222
223void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
224{
225  // Let base class split into primitives.
226  G4OpenGLSceneHandler::AddPrimitive(scale);
227}
228
229void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
230{
231  // Note: colour is still handled in
232  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
233  // gets into the display list
234  AddPrimitivePreamble(polyhedron);
235  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
236  AddPrimitivePostamble();
237}
238
239void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
240{
241  // Note: colour is still handled in
242  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
243  // gets into the display list
244  AddPrimitivePreamble(nurbs);
245  G4OpenGLSceneHandler::AddPrimitive(nurbs);
246  AddPrimitivePostamble();
247}
248
249void G4OpenGLStoredSceneHandler::BeginPrimitives
250(const G4Transform3D& objectTransformation)
251
252  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
253
254  // Display list setup moved to AddPrimitivePreamble.  See notes there.
255}
256
257void G4OpenGLStoredSceneHandler::EndPrimitives ()
258{
259  G4OpenGLSceneHandler::EndPrimitives ();
260}
261
262void G4OpenGLStoredSceneHandler::BeginPrimitives2D
263(const G4Transform3D& objectTransformation)
264{
265  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
266}
267
268void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
269{
270  G4OpenGLSceneHandler::EndPrimitives2D ();
271}
272
273void G4OpenGLStoredSceneHandler::BeginModeling () {
274  G4VSceneHandler::BeginModeling();
275  ClearStore();  // ...and all that goes with it.
276  /* Debug...
277  fDisplayListId = glGenLists (1);
278  G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
279  */
280}
281
282void G4OpenGLStoredSceneHandler::EndModeling () {
283  // Make a List which calls the other lists.
284  fTopPODL = glGenLists (1);
285  if (!fTopPODL) {
286    G4cout <<
287      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
288      "  display List for fTopPODL - try OpenGL Immediated mode."
289           << G4endl;
290  } else {
291    glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
292      for (size_t i = 0; i < fPOList.size (); i++) {
293        glPushMatrix();
294        G4OpenGLTransform3D oglt (fPOList[i].fTransform);
295        glMultMatrixd (oglt.GetGLMatrix ());
296        if (fpViewer->GetViewParameters().IsPicking())
297          glLoadName(fPOList[i].fPickName);
298        glCallList (fPOList[i].fDisplayListId);
299        glPopMatrix();
300      }
301    }
302    glEndList ();
303  }
304
305  G4VSceneHandler::EndModeling ();
306
307  /* Debug...
308  fDisplayListId = glGenLists (1);
309  G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
310  */
311}
312
313void G4OpenGLStoredSceneHandler::ClearStore () {
314
315  G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
316
317  // Delete OpenGL permanent display lists.
318  for (size_t i = 0; i < fPOList.size (); i++)
319    glDeleteLists (fPOList[i].fDisplayListId, 1);
320  if (fTopPODL) glDeleteLists (fTopPODL, 1);
321  fTopPODL = 0;
322
323  // Clear other lists, dictionary, etc.
324  fPOList.clear ();
325  fSolidMap.clear ();
326  ClearAndDestroyAtts();
327
328  // ...and clear transient store...
329  for (size_t i = 0; i < fTOList.size (); i++)
330    glDeleteLists(fTOList[i].fDisplayListId, 1);
331  fTOList.clear ();
332}
333
334void G4OpenGLStoredSceneHandler::ClearTransientStore () {
335
336  G4VSceneHandler::ClearTransientStore ();
337
338  // Delete OpenGL transient display lists and Transient Objects themselves.
339  for (size_t i = 0; i < fTOList.size (); i++)
340    glDeleteLists(fTOList[i].fDisplayListId, 1);
341  fTOList.clear ();
342
343  // Make sure screen corresponds to graphical database...
344  if (fpViewer) {
345    fpViewer -> SetView ();
346    fpViewer -> ClearView ();
347    fpViewer -> DrawView ();
348  }
349}
350
351void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
352{
353  if (fReadyForTransients) {
354    // Always draw transient solids, e.g., hits represented as solids.
355    // (As we have no control over the order of drawing of transient
356    // objects, we cannot do anything about transparent ones, as
357    // below, so always draw them.)
358    G4VSceneHandler::RequestPrimitives (solid);
359    return;
360  }
361
362  // For non-transient (run-duration) objects, ensure transparent
363  // objects are drawn last.  The problem of
364  // blending/transparency/alpha is quite a tricky one - see History
365  // of opengl-V07-01-01/2/3.
366  // Get vis attributes - pick up defaults if none.
367  const G4VisAttributes* pVA =
368    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
369  const G4Colour& c = pVA -> GetColour ();
370  G4double opacity = c.GetAlpha ();
371
372  if (!fSecondPass) {
373    G4bool transparency_enabled = true;
374    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
375    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
376    if (transparency_enabled && opacity < 1.) {
377      // On first pass, transparent objects are not drawn, but flag is set...
378      fSecondPassRequested = true;
379      return;
380    }
381  }
382
383  // On second pass, opaque objects are not drwan...
384  if (fSecondPass && opacity >= 1.) return;
385
386  G4PhysicalVolumeModel* pPVModel =
387    dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
388 
389  if (pPVModel) {
390    // If part of the geometry hierarchy, i.e., from a
391    // G4PhysicalVolumeModel, check if a display list already exists for
392    // this solid, re-use it if possible.  We could be smarter, and
393    // recognise repeated branches of the geometry hierarchy, for
394    // example.  But this algorithm should be secure, I think...
395    const G4VSolid* pSolid = &solid;
396    EAxis axis = kRho;
397    G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
398    if (pCurrentPV -> IsReplicated ()) {
399      G4int nReplicas;
400      G4double width;
401      G4double offset;
402      G4bool consuming;
403      pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
404    }
405    // Provided it is not parametrised (because if so, the
406    // solid's parameters might have been changed)...
407    if (!(pCurrentPV -> IsParameterised ()) &&
408        // Provided it is not replicated radially (because if so, the
409        // solid's parameters will have been changed)...
410        !(pCurrentPV -> IsReplicated () && axis == kRho) &&
411        // ...and if the solid has already been rendered...
412        (fSolidMap.find (pSolid) != fSolidMap.end ())) {
413      fDisplayListId = fSolidMap [pSolid];
414      PO po(fDisplayListId,*fpObjectTransformation);
415      if (fpViewer->GetViewParameters().IsPicking()) {
416        G4AttHolder* holder = new G4AttHolder;
417        // Load G4Atts from G4VisAttributes, if any...
418        const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
419        if (va) {
420          const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
421          if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
422        }
423        // Load G4Atts from G4PhysicalVolumeModel...
424        const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
425        if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
426        fPickMap[++fPickName] = holder;
427        po.fPickName = fPickName;
428      }
429      fPOList.push_back(po);
430    }
431    else {
432      G4VSceneHandler::RequestPrimitives (solid);
433      fSolidMap [pSolid] = fDisplayListId;
434    }
435    return;
436  }
437
438  // Otherwise invoke base class method...
439  G4VSceneHandler::RequestPrimitives (solid);
440}
441
442G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
443
444#endif
Note: See TracBrowser for help on using the repository browser.