| [529] | 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| [593] | 27 | // $Id: G4OpenGLViewer.cc,v 1.34 2007/05/24 18:27:13 allison Exp $
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| [688] | 28 | // GEANT4 tag $Name: HEAD $
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| [529] | 29 | //
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| 30 | //
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| 31 | // Andrew Walkden 27th March 1996
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| 32 | // OpenGL view - opens window, hard copy, etc.
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| 33 |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 35 |
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| 36 | #include "G4ios.hh"
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| 37 | #include "G4OpenGLViewer.hh"
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| 38 | #include "G4OpenGLSceneHandler.hh"
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| 39 | #include "G4OpenGLTransform3D.hh"
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| 40 |
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| 41 | #include "G4Scene.hh"
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| 42 | #include "G4VisExtent.hh"
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| 43 | #include "G4LogicalVolume.hh"
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| 44 | #include "G4VSolid.hh"
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| 45 | #include "G4Point3D.hh"
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| 46 | #include "G4Normal3D.hh"
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| 47 | #include "G4Plane3D.hh"
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| [593] | 48 | #include "G4AttHolder.hh"
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| 49 | #include "G4AttCheck.hh"
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| 50 | #include <sstream>
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| [529] | 51 |
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| [593] | 52 | static const char* gouraudtriangleEPS[] =
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| 53 | {
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| 54 | "/bd{bind def}bind def /triangle { aload pop setrgbcolor aload pop 5 3",
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| 55 | "roll 4 2 roll 3 2 roll exch moveto lineto lineto closepath fill } bd",
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| 56 | "/computediff1 { 2 copy sub abs threshold ge {pop pop pop true} { exch 2",
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| 57 | "index sub abs threshold ge { pop pop true} { sub abs threshold ge } ifelse",
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| 58 | "} ifelse } bd /computediff3 { 3 copy 0 get 3 1 roll 0 get 3 1 roll 0 get",
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| 59 | "computediff1 {true} { 3 copy 1 get 3 1 roll 1 get 3 1 roll 1 get",
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| 60 | "computediff1 {true} { 3 copy 2 get 3 1 roll 2 get 3 1 roll 2 get",
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| 61 | "computediff1 } ifelse } ifelse } bd /middlecolor { aload pop 4 -1 roll",
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| 62 | "aload pop 4 -1 roll add 2 div 5 1 roll 3 -1 roll add 2 div 3 1 roll add 2",
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| 63 | "div 3 1 roll exch 3 array astore } bd /gouraudtriangle { computediff3 { 4",
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| 64 | "-1 roll aload 7 1 roll 6 -1 roll pop 3 -1 roll pop add 2 div 3 1 roll add",
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| 65 | "2 div exch 3 -1 roll aload 7 1 roll exch pop 4 -1 roll pop add 2 div 3 1",
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| 66 | "roll add 2 div exch 3 -1 roll aload 7 1 roll pop 3 -1 roll pop add 2 div 3",
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| 67 | "1 roll add 2 div exch 7 3 roll 10 -3 roll dup 3 index middlecolor 4 1 roll",
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| 68 | "2 copy middlecolor 4 1 roll 3 copy pop middlecolor 4 1 roll 13 -1 roll",
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| 69 | "aload pop 17 index 6 index 15 index 19 index 6 index 17 index 6 array",
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| 70 | "astore 10 index 10 index 14 index gouraudtriangle 17 index 5 index 17",
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| 71 | "index 19 index 5 index 19 index 6 array astore 10 index 9 index 13 index",
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| 72 | "gouraudtriangle 13 index 16 index 5 index 15 index 18 index 5 index 6",
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| 73 | "array astore 12 index 12 index 9 index gouraudtriangle 17 index 16 index",
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| 74 | "15 index 19 index 18 index 17 index 6 array astore 10 index 12 index 14",
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| 75 | "index gouraudtriangle 18 {pop} repeat } { aload pop 5 3 roll aload pop 7 3",
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| 76 | "roll aload pop 9 3 roll 4 index 6 index 4 index add add 3 div 10 1 roll 7",
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| 77 | "index 5 index 3 index add add 3 div 10 1 roll 6 index 4 index 2 index add",
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| 78 | "add 3 div 10 1 roll 9 {pop} repeat 3 array astore triangle } ifelse } bd",
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| 79 | NULL
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| 80 | };
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| 81 |
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| [529] | 82 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
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| 83 | G4VViewer (scene, -1),
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| [593] | 84 | pointSize (0),
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| 85 | print_colour (true),
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| 86 | vectored_ps (true),
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| 87 | fOpenGLSceneHandler(scene),
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| [529] | 88 | background (G4Colour(0.,0.,0.)),
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| 89 | transparency_enabled (true),
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| 90 | antialiasing_enabled (false),
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| 91 | haloing_enabled (false),
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| [593] | 92 | fStartTime(-G4OPENGL_DBL_MAX),
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| 93 | fEndTime(G4OPENGL_DBL_MAX),
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| [529] | 94 | fFadeFactor(0.),
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| 95 | fDisplayHeadTime(false),
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| 96 | fDisplayHeadTimeX(-0.9),
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| 97 | fDisplayHeadTimeY(-0.9),
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| 98 | fDisplayHeadTimeSize(24.),
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| 99 | fDisplayHeadTimeRed(0.),
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| 100 | fDisplayHeadTimeGreen(1.),
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| 101 | fDisplayHeadTimeBlue(1.),
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| 102 | fDisplayLightFront(false),
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| 103 | fDisplayLightFrontX(0.),
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| 104 | fDisplayLightFrontY(0.),
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| 105 | fDisplayLightFrontZ(0.),
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| 106 | fDisplayLightFrontT(0.),
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| 107 | fDisplayLightFrontRed(0.),
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| 108 | fDisplayLightFrontGreen(1.),
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| 109 | fDisplayLightFrontBlue(0.)
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| 110 | {
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| 111 | // Make changes to view parameters for OpenGL...
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| 112 | fVP.SetAutoRefresh(true);
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| 113 | fDefaultVP.SetAutoRefresh(true);
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| 114 |
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| 115 | // glClearColor (0.0, 0.0, 0.0, 0.0);
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| 116 | // glClearDepth (1.0);
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| 117 | // glDisable (GL_BLEND);
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| 118 | // glDisable (GL_LINE_SMOOTH);
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| 119 | // glDisable (GL_POLYGON_SMOOTH);
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| 120 |
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| [593] | 121 | strcpy (print_string, "G4OpenGL.eps");
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| [529] | 122 | }
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| 123 |
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| 124 | G4OpenGLViewer::~G4OpenGLViewer () {}
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| 125 |
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| 126 | void G4OpenGLViewer::InitializeGLView ()
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| 127 | {
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| 128 | glClearColor (0.0, 0.0, 0.0, 0.0);
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| 129 | glClearDepth (1.0);
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| 130 | glDisable (GL_BLEND);
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| 131 | glDisable (GL_LINE_SMOOTH);
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| 132 | glDisable (GL_POLYGON_SMOOTH);
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| 133 | }
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| 134 |
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| 135 | void G4OpenGLViewer::ClearView () {
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| 136 | glClearColor (background.GetRed(),
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| 137 | background.GetGreen(),
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| 138 | background.GetBlue(),
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| 139 | 1.);
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| 140 | glClearDepth (1.0);
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| 141 | //Below line does not compile with Mesa includes.
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| 142 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 143 | glClear (GL_COLOR_BUFFER_BIT);
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| 144 | glClear (GL_DEPTH_BUFFER_BIT);
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| 145 | glClear (GL_STENCIL_BUFFER_BIT);
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| 146 | glFlush ();
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| 147 | }
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| 148 |
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| 149 | void G4OpenGLViewer::SetView () {
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| 150 |
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| 151 | // Calculates view representation based on extent of object being
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| 152 | // viewed and (initial) viewpoint. (Note: it can change later due
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| 153 | // to user interaction via visualization system's GUI.)
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| 154 |
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| 155 | // Lighting.
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| 156 | GLfloat lightPosition [4];
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| 157 | lightPosition [0] = fVP.GetActualLightpointDirection().x();
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| 158 | lightPosition [1] = fVP.GetActualLightpointDirection().y();
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| 159 | lightPosition [2] = fVP.GetActualLightpointDirection().z();
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| 160 | lightPosition [3] = 0.;
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| 161 | // Light position is "true" light direction, so must come after gluLookAt.
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| 162 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
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| 163 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
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| 164 | glEnable (GL_LIGHT0);
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| 165 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
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| 166 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
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| 167 |
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| 168 | // Get radius of scene, etc.
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| 169 | // Note that this procedure properly takes into account zoom, dolly and pan.
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| 170 | const G4Point3D targetPoint
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| 171 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
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| 172 | + fVP.GetCurrentTargetPoint ();
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| 173 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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| 174 | if(radius<=0.) radius = 1.;
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| 175 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
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| 176 | const G4Point3D cameraPosition =
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| 177 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
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| 178 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
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| 179 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
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| 180 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
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| 181 | const GLdouble left = -right;
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| 182 | const GLdouble bottom = left;
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| 183 | const GLdouble top = right;
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| 184 |
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| 185 | glMatrixMode (GL_PROJECTION); // set up Frustum.
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| 186 | glLoadIdentity();
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| 187 |
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| 188 | const G4Vector3D scale = fVP.GetScaleFactor();
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| 189 | glScaled(scale.x(),scale.y(),scale.z());
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| 190 |
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| 191 | if (fVP.GetFieldHalfAngle() == 0.) {
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| 192 | glOrtho (left, right, bottom, top, pnear, pfar);
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| 193 | }
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| 194 | else {
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| 195 | glFrustum (left, right, bottom, top, pnear, pfar);
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| 196 | }
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| 197 |
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| [712] | 198 | printf("Set view to : %f %f %f %f %f %f \n",left, right, bottom, top, pnear, pfar);
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| [529] | 199 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
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| 200 | glLoadIdentity();
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| 201 |
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| 202 | const G4Normal3D& upVector = fVP.GetUpVector ();
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| 203 | G4Point3D gltarget;
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| 204 | if (cameraDistance > 1.e-6 * radius) {
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| 205 | gltarget = targetPoint;
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| 206 | }
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| 207 | else {
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| 208 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
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| 209 | }
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| 210 |
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| 211 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
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| 212 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
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| 213 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
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| 214 | upVector.x(), upVector.y(), upVector.z()); // Up vector.
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| 215 |
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| 216 | // Light position is "true" light direction, so must come after gluLookAt.
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| 217 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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| 218 |
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| 219 | // OpenGL no longer seems to reconstruct clipped edges, so, when the
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| 220 | // BooleanProcessor is up to it, abandon this and use generic
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| 221 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
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| 222 | // force kernel visit on change of clipping plane in
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| 223 | // G4OpenGLStoredViewer::CompareForKernelVisit.
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| 224 | if (fVP.IsSection () ) { // pair of back to back clip planes.
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| 225 | const G4Plane3D& s = fVP.GetSectionPlane ();
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| 226 | double sArray[4];
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| 227 | sArray[0] = s.a();
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| 228 | sArray[1] = s.b();
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| 229 | sArray[2] = s.c();
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| 230 | sArray[3] = s.d() + radius * 1.e-05;
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| 231 | glClipPlane (GL_CLIP_PLANE0, sArray);
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| 232 | glEnable (GL_CLIP_PLANE0);
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| 233 | sArray[0] = -s.a();
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| 234 | sArray[1] = -s.b();
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| 235 | sArray[2] = -s.c();
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| 236 | sArray[3] = -s.d() + radius * 1.e-05;
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| 237 | glClipPlane (GL_CLIP_PLANE1, sArray);
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| 238 | glEnable (GL_CLIP_PLANE1);
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| 239 | } else {
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| 240 | glDisable (GL_CLIP_PLANE0);
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| 241 | glDisable (GL_CLIP_PLANE1);
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| 242 | }
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| 243 |
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| 244 | const G4Planes& cutaways = fVP.GetCutawayPlanes();
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| 245 | size_t nPlanes = cutaways.size();
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| 246 | if (fVP.IsCutaway() &&
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| 247 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
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| 248 | nPlanes > 0) {
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| 249 | double a[4];
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| 250 | a[0] = cutaways[0].a();
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| 251 | a[1] = cutaways[0].b();
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| 252 | a[2] = cutaways[0].c();
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| 253 | a[3] = cutaways[0].d();
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| 254 | glClipPlane (GL_CLIP_PLANE2, a);
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| 255 | glEnable (GL_CLIP_PLANE2);
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| 256 | if (nPlanes > 1) {
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| 257 | a[0] = cutaways[1].a();
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| 258 | a[1] = cutaways[1].b();
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| 259 | a[2] = cutaways[1].c();
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| 260 | a[3] = cutaways[1].d();
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| 261 | glClipPlane (GL_CLIP_PLANE3, a);
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| 262 | glEnable (GL_CLIP_PLANE3);
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| 263 | }
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| 264 | if (nPlanes > 2) {
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| 265 | a[0] = cutaways[2].a();
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| 266 | a[1] = cutaways[2].b();
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| 267 | a[2] = cutaways[2].c();
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| 268 | a[3] = cutaways[2].d();
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| 269 | glClipPlane (GL_CLIP_PLANE4, a);
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| 270 | glEnable (GL_CLIP_PLANE4);
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| 271 | }
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| 272 | } else {
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| 273 | glDisable (GL_CLIP_PLANE2);
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| 274 | glDisable (GL_CLIP_PLANE3);
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| 275 | glDisable (GL_CLIP_PLANE4);
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| 276 | }
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| 277 |
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| 278 | // Background.
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| 279 | background = fVP.GetBackgroundColour ();
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| 280 |
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| 281 | }
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| 282 |
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| 283 | void G4OpenGLViewer::HaloingFirstPass () {
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| 284 |
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| 285 | //To perform haloing, first Draw all information to the depth buffer
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| 286 | //alone, using a chunky line width, and then Draw all info again, to
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| 287 | //the colour buffer, setting a thinner line width an the depth testing
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| 288 | //function to less than or equal, so if two lines cross, the one
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| 289 | //passing behind the other will not pass the depth test, and so not
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| 290 | //get rendered either side of the infront line for a short distance.
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| 291 |
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| 292 | //First, disable writing to the colo(u)r buffer...
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| 293 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 294 |
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| 295 | //Now enable writing to the depth buffer...
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| 296 | glDepthMask (GL_TRUE);
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| 297 | glDepthFunc (GL_LESS);
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| 298 | glClearDepth (1.0);
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| 299 |
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| 300 | //Finally, set the line width to something wide...
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| 301 | glLineWidth (3.0);
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| 302 |
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| 303 | }
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| 304 |
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| 305 | void G4OpenGLViewer::HaloingSecondPass () {
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| 306 |
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| 307 | //And finally, turn the colour buffer back on with a sesible line width...
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| 308 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 309 | glDepthFunc (GL_LEQUAL);
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| 310 | glLineWidth (1.0);
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| 311 |
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| 312 | }
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| 313 |
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| [593] | 314 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
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| 315 | {
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| 316 | //G4cout << "X: " << x << ", Y: " << y << G4endl;
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| 317 | const G4int BUFSIZE = 512;
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| 318 | GLuint selectBuffer[BUFSIZE];
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| 319 | glSelectBuffer(BUFSIZE, selectBuffer);
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| 320 | glRenderMode(GL_SELECT);
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| 321 | glInitNames();
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| 322 | glPushName(0);
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| 323 | glMatrixMode(GL_PROJECTION);
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| 324 | G4double currentProjectionMatrix[16];
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| 325 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
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| 326 | glPushMatrix();
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| 327 | glLoadIdentity();
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| 328 | GLint viewport[4];
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| 329 | glGetIntegerv(GL_VIEWPORT, viewport);
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| 330 | // Define 5x5 pixel pick area
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| 331 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
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| 332 | glMultMatrixd(currentProjectionMatrix);
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| 333 | glMatrixMode(GL_MODELVIEW);
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| 334 | DrawView();
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| 335 | GLint hits = glRenderMode(GL_RENDER);
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| 336 | if (hits < 0)
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| 337 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
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| 338 | else if (hits > 0) {
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| 339 | //G4cout << hits << " hit(s)" << G4endl;
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| 340 | GLuint* p = selectBuffer;
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| 341 | for (GLint i = 0; i < hits; ++i) {
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| 342 | GLuint nnames = *p++;
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| 343 | *p++; //OR GLuint zmin = *p++;
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| 344 | *p++; //OR GLuint zmax = *p++;
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| 345 | //G4cout << "Hit " << i << ": " << nnames << " names"
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| 346 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
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| 347 | for (GLuint j = 0; j < nnames; ++j) {
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| 348 | GLuint name = *p++;
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| 349 | //G4cout << "Name " << j << ": PickName: " << name << G4endl;
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| 350 | std::map<GLuint, G4AttHolder*>::iterator iter =
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| 351 | fOpenGLSceneHandler.fPickMap.find(name);
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| 352 | if (iter != fOpenGLSceneHandler.fPickMap.end()) {
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| 353 | G4AttHolder* attHolder = iter->second;
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| 354 | if(attHolder && attHolder->GetAttDefs().size()) {
|
|---|
| 355 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
|
|---|
| 356 | G4cout << G4AttCheck(attHolder->GetAttValues()[i],
|
|---|
| 357 | attHolder->GetAttDefs()[i]);
|
|---|
| 358 | }
|
|---|
| 359 | }
|
|---|
| 360 | }
|
|---|
| 361 | }
|
|---|
| 362 | G4cout << G4endl;
|
|---|
| 363 | }
|
|---|
| 364 | }
|
|---|
| 365 | glMatrixMode(GL_PROJECTION);
|
|---|
| 366 | glPopMatrix();
|
|---|
| 367 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 368 | }
|
|---|
| 369 |
|
|---|
| 370 | void G4OpenGLViewer::print() {
|
|---|
| 371 |
|
|---|
| 372 | // Print vectored PostScript
|
|---|
| 373 |
|
|---|
| 374 | G4int size = 5000000;
|
|---|
| 375 |
|
|---|
| 376 | GLfloat* feedback_buffer;
|
|---|
| 377 | GLint returned;
|
|---|
| 378 | FILE* file;
|
|---|
| 379 |
|
|---|
| 380 | feedback_buffer = new GLfloat[size];
|
|---|
| 381 | glFeedbackBuffer (size, GL_3D_COLOR, feedback_buffer);
|
|---|
| 382 | glRenderMode (GL_FEEDBACK);
|
|---|
| 383 |
|
|---|
| 384 | DrawView();
|
|---|
| 385 | returned = glRenderMode (GL_RENDER);
|
|---|
| 386 |
|
|---|
| 387 | if (print_string) {
|
|---|
| 388 | file = fopen (print_string, "w");
|
|---|
| 389 | if (file) {
|
|---|
| 390 | spewWireframeEPS (file, returned, feedback_buffer, "rendereps");
|
|---|
| 391 | } else {
|
|---|
| 392 | printf("Could not open %s\n", print_string);
|
|---|
| 393 | }
|
|---|
| 394 | } else {
|
|---|
| 395 | printBuffer (returned, feedback_buffer);
|
|---|
| 396 | }
|
|---|
| 397 |
|
|---|
| 398 | delete[] feedback_buffer;
|
|---|
| 399 | }
|
|---|
| 400 |
|
|---|
| 401 | void G4OpenGLViewer::print3DcolorVertex(GLint size, GLint * count, GLfloat * buffer)
|
|---|
| 402 | {
|
|---|
| 403 | G4int i;
|
|---|
| 404 |
|
|---|
| 405 | printf(" ");
|
|---|
| 406 | for (i = 0; i < 7; i++) {
|
|---|
| 407 | printf("%4.2f ", buffer[size - (*count)]);
|
|---|
| 408 | *count = *count - 1;
|
|---|
| 409 | }
|
|---|
| 410 | printf("\n");
|
|---|
| 411 | }
|
|---|
| 412 |
|
|---|
| 413 | void G4OpenGLViewer::spewWireframeEPS (FILE* file, GLint size, GLfloat* buffer, const char* cr) {
|
|---|
| 414 |
|
|---|
| 415 | GLfloat EPS_GOURAUD_THRESHOLD=0.1;
|
|---|
| 416 |
|
|---|
| 417 | GLfloat clearColor[4], viewport[4];
|
|---|
| 418 | GLfloat lineWidth;
|
|---|
| 419 | G4int i;
|
|---|
| 420 |
|
|---|
| 421 | glGetFloatv (GL_VIEWPORT, viewport);
|
|---|
| 422 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clearColor);
|
|---|
| 423 | glGetFloatv (GL_LINE_WIDTH, &lineWidth);
|
|---|
| 424 | glGetFloatv (GL_POINT_SIZE, &pointSize);
|
|---|
| 425 |
|
|---|
| 426 | fputs ("%!PS-Adobe-2.0 EPSF-2.0\n", file);
|
|---|
| 427 | fprintf (file, "%%%%Creator: %s (using OpenGL feedback)\n", cr);
|
|---|
| 428 | fprintf (file, "%%%%BoundingBox: %g %g %g %g\n", viewport[0], viewport[1], viewport[2], viewport[3]);
|
|---|
| 429 | fputs ("%%EndComments\n", file);
|
|---|
| 430 | fputs ("\n", file);
|
|---|
| 431 | fputs ("gsave\n", file);
|
|---|
| 432 | fputs ("\n", file);
|
|---|
| 433 |
|
|---|
| 434 | fputs ("% the gouraudtriangle PostScript fragment below is free\n", file);
|
|---|
| 435 | fputs ("% written by Frederic Delhoume (delhoume@ilog.fr)\n", file);
|
|---|
| 436 | fprintf (file, "/threshold %g def\n", EPS_GOURAUD_THRESHOLD);
|
|---|
| 437 | for (i=0; gouraudtriangleEPS[i]; i++) {
|
|---|
| 438 | fprintf (file, "%s\n", gouraudtriangleEPS[i]);
|
|---|
| 439 | }
|
|---|
| 440 |
|
|---|
| 441 | fprintf(file, "\n%g setlinewidth\n", lineWidth);
|
|---|
| 442 |
|
|---|
| 443 | fprintf (file, "%g %g %g setrgbcolor\n", clearColor[0], clearColor[1], clearColor[2]);
|
|---|
| 444 | fprintf (file, "%g %g %g %g rectfill\n\n", viewport[0], viewport[1], viewport[2], viewport[3]);
|
|---|
| 445 |
|
|---|
| 446 | spewSortedFeedback (file, size, buffer);
|
|---|
| 447 |
|
|---|
| 448 | fputs ("grestore\n\n", file);
|
|---|
| 449 | fputs ("showpage\n", file);
|
|---|
| 450 |
|
|---|
| 451 | fclose(file);
|
|---|
| 452 | }
|
|---|
| 453 |
|
|---|
| 454 | void G4OpenGLViewer::printBuffer (GLint size, GLfloat* buffer) {
|
|---|
| 455 |
|
|---|
| 456 | GLint count;
|
|---|
| 457 | G4int token, nvertices;
|
|---|
| 458 |
|
|---|
| 459 | count=size;
|
|---|
| 460 | while(count) {
|
|---|
| 461 | token=G4int (buffer[size-count]);
|
|---|
| 462 | count--;
|
|---|
| 463 | switch (token) {
|
|---|
| 464 |
|
|---|
| 465 | case GL_PASS_THROUGH_TOKEN:
|
|---|
| 466 | printf ("GL_PASS_THROUGH_TOKEN\n");
|
|---|
| 467 | printf (" %4.2f\n", buffer[size-count]);
|
|---|
| 468 | count--;
|
|---|
| 469 | break;
|
|---|
| 470 |
|
|---|
| 471 | case GL_POINT_TOKEN:
|
|---|
| 472 | printf ("GL_POINT_TOKEN\n");
|
|---|
| 473 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 474 | break;
|
|---|
| 475 |
|
|---|
| 476 | case GL_LINE_TOKEN:
|
|---|
| 477 | printf ("GL_LINE_TOKEN\n");
|
|---|
| 478 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 479 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 480 | break;
|
|---|
| 481 |
|
|---|
| 482 | case GL_LINE_RESET_TOKEN:
|
|---|
| 483 | printf ("GL_LINE_RESET_TOKEN\n");
|
|---|
| 484 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 485 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 486 | break;
|
|---|
| 487 |
|
|---|
| 488 | case GL_POLYGON_TOKEN:
|
|---|
| 489 | printf ("GL_POLYGON_TOKEN\n");
|
|---|
| 490 | nvertices=G4int (buffer[size-count]);
|
|---|
| 491 | count--;
|
|---|
| 492 | for (; nvertices>0; nvertices--) {
|
|---|
| 493 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 494 | }
|
|---|
| 495 | }
|
|---|
| 496 | }
|
|---|
| 497 | }
|
|---|
| 498 |
|
|---|
| 499 | G4float* G4OpenGLViewer::spewPrimitiveEPS (FILE* file, GLfloat* loc) {
|
|---|
| 500 |
|
|---|
| 501 | G4int token;
|
|---|
| 502 | G4int nvertices, i;
|
|---|
| 503 | GLfloat red, green, blue, intensity;
|
|---|
| 504 | G4int smooth;
|
|---|
| 505 | GLfloat dx, dy, dr, dg, db, absR, absG, absB, colormax;
|
|---|
| 506 | G4int steps;
|
|---|
| 507 | Feedback3Dcolor *vertex;
|
|---|
| 508 | GLfloat xstep(0.), ystep(0.), rstep(0.), gstep(0.), bstep(0.);
|
|---|
| 509 | GLfloat xnext(0.), ynext(0.), rnext(0.), gnext(0.), bnext(0.), distance(0.);
|
|---|
| 510 |
|
|---|
| 511 | token=G4int (*loc);
|
|---|
| 512 | loc++;
|
|---|
| 513 | switch (token) {
|
|---|
| 514 | case GL_LINE_RESET_TOKEN:
|
|---|
| 515 | case GL_LINE_TOKEN:
|
|---|
| 516 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 517 | dr=vertex[1].red - vertex[0].red;
|
|---|
| 518 | dg=vertex[1].green - vertex[0].green;
|
|---|
| 519 | db=vertex[1].blue - vertex[0].blue;
|
|---|
| 520 |
|
|---|
| 521 | if (!print_colour) {
|
|---|
| 522 | dr+=(dg+db);
|
|---|
| 523 | dr/=3.0;
|
|---|
| 524 | dg=dr;
|
|---|
| 525 | db=dr;
|
|---|
| 526 | }
|
|---|
| 527 |
|
|---|
| 528 | if (dr!=0 || dg!=0 || db!=0) {
|
|---|
| 529 | dx=vertex[1].x - vertex[0].x;
|
|---|
| 530 | dy=vertex[1].y - vertex[0].y;
|
|---|
| 531 | distance=std::sqrt(dx*dx + dy*dy);
|
|---|
| 532 |
|
|---|
| 533 | absR=std::fabs(dr);
|
|---|
| 534 | absG=std::fabs(dg);
|
|---|
| 535 | absB=std::fabs(db);
|
|---|
| 536 |
|
|---|
| 537 | #define Max(a, b) (((a)>(b))?(a):(b))
|
|---|
| 538 |
|
|---|
| 539 | #define EPS_SMOOTH_LINE_FACTOR 0.06
|
|---|
| 540 |
|
|---|
| 541 | colormax=Max(absR, Max(absG, absB));
|
|---|
| 542 | steps=Max(1, G4int (colormax*distance*EPS_SMOOTH_LINE_FACTOR));
|
|---|
| 543 |
|
|---|
| 544 | xstep=dx/steps;
|
|---|
| 545 | ystep=dy/steps;
|
|---|
| 546 |
|
|---|
| 547 | rstep=dr/steps;
|
|---|
| 548 | gstep=dg/steps;
|
|---|
| 549 | bstep=db/steps;
|
|---|
| 550 |
|
|---|
| 551 | xnext=vertex[0].x;
|
|---|
| 552 | ynext=vertex[0].y;
|
|---|
| 553 | rnext=vertex[0].red;
|
|---|
| 554 | gnext=vertex[0].green;
|
|---|
| 555 | bnext=vertex[0].blue;
|
|---|
| 556 |
|
|---|
| 557 | if (!print_colour) {
|
|---|
| 558 | rnext+=(gnext+bnext);
|
|---|
| 559 | rnext/=3.0;
|
|---|
| 560 | gnext=rnext;
|
|---|
| 561 | bnext=rnext;
|
|---|
| 562 | }
|
|---|
| 563 |
|
|---|
| 564 | xnext -= xstep/2.0;
|
|---|
| 565 | ynext -= ystep/2.0;
|
|---|
| 566 | rnext -= rstep/2.0;
|
|---|
| 567 | gnext -= gstep/2.0;
|
|---|
| 568 | bnext -= bstep/2.0;
|
|---|
| 569 | } else {
|
|---|
| 570 | steps=0;
|
|---|
| 571 | }
|
|---|
| 572 | if (print_colour) {
|
|---|
| 573 | fprintf (file, "%g %g %g setrgbcolor\n",
|
|---|
| 574 | vertex[0].red, vertex[0].green, vertex[0].blue);
|
|---|
| 575 | } else {
|
|---|
| 576 | intensity = (vertex[0].red + vertex[0].green + vertex[0].blue) / 3.0;
|
|---|
| 577 | fprintf (file, "%g %g %g setrgbcolor\n",
|
|---|
| 578 | intensity, intensity, intensity);
|
|---|
| 579 | }
|
|---|
| 580 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y);
|
|---|
| 581 |
|
|---|
| 582 | for (i=0; i<steps; i++) {
|
|---|
| 583 |
|
|---|
| 584 | xnext += xstep;
|
|---|
| 585 | ynext += ystep;
|
|---|
| 586 | rnext += rstep;
|
|---|
| 587 | gnext += gstep;
|
|---|
| 588 | bnext += bstep;
|
|---|
| 589 |
|
|---|
| 590 | fprintf (file, "%g %g lineto stroke\n", xnext, ynext);
|
|---|
| 591 | fprintf (file, "%g %g %g setrgbcolor\n", rnext, gnext, bnext);
|
|---|
| 592 | fprintf (file, "%g %g moveto\n", xnext, ynext);
|
|---|
| 593 | }
|
|---|
| 594 | fprintf (file, "%g %g lineto stroke\n", vertex[1].x, vertex[1].y);
|
|---|
| 595 |
|
|---|
| 596 | loc += 14;
|
|---|
| 597 | break;
|
|---|
| 598 |
|
|---|
| 599 | case GL_POLYGON_TOKEN:
|
|---|
| 600 | nvertices = G4int (*loc);
|
|---|
| 601 | loc++;
|
|---|
| 602 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 603 | if (nvertices>0) {
|
|---|
| 604 | red=vertex[0].red;
|
|---|
| 605 | green=vertex[0].green;
|
|---|
| 606 | blue=vertex[0].blue;
|
|---|
| 607 | smooth=0;
|
|---|
| 608 |
|
|---|
| 609 | if (!print_colour) {
|
|---|
| 610 | red+=(green+blue);
|
|---|
| 611 | red/=3.0;
|
|---|
| 612 | green=red;
|
|---|
| 613 | blue=red;
|
|---|
| 614 | }
|
|---|
| 615 |
|
|---|
| 616 | if (print_colour) {
|
|---|
| 617 | for (i=1; i<nvertices; i++) {
|
|---|
| 618 | if (red!=vertex[i].red || green!=vertex[i].green || blue!=vertex[i].blue) {
|
|---|
| 619 | smooth=1;
|
|---|
| 620 | break;
|
|---|
| 621 | }
|
|---|
| 622 | }
|
|---|
| 623 | } else {
|
|---|
| 624 | for (i=1; i<nvertices; i++) {
|
|---|
| 625 | intensity = vertex[i].red + vertex[i].green + vertex[i].blue;
|
|---|
| 626 | intensity/=3.0;
|
|---|
| 627 | if (red!=intensity) {
|
|---|
| 628 | smooth=1;
|
|---|
| 629 | break;
|
|---|
| 630 | }
|
|---|
| 631 | }
|
|---|
| 632 | }
|
|---|
| 633 |
|
|---|
| 634 | if (smooth) {
|
|---|
| 635 | G4int triOffset;
|
|---|
| 636 | for (i=0; i<nvertices-2; i++) {
|
|---|
| 637 | triOffset = i*7;
|
|---|
| 638 | fprintf (file, "[%g %g %g %g %g %g]",
|
|---|
| 639 | vertex[0].x, vertex[i+1].x, vertex[i+2].x,
|
|---|
| 640 | vertex[0].y, vertex[i+1].y, vertex[i+2].y);
|
|---|
| 641 | if (print_colour) {
|
|---|
| 642 | fprintf (file, " [%g %g %g] [%g %g %g] [%g %g %g] gouraudtriangle\n",
|
|---|
| 643 | vertex[0].red, vertex[0].green, vertex[0].blue,
|
|---|
| 644 | vertex[i+1].red, vertex[i+1].green, vertex[i+1].blue,
|
|---|
| 645 | vertex[i+2].red, vertex[i+2].green, vertex[i+2].blue);
|
|---|
| 646 | } else {
|
|---|
| 647 |
|
|---|
| 648 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue;
|
|---|
| 649 | intensity/=3.0;
|
|---|
| 650 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity);
|
|---|
| 651 |
|
|---|
| 652 | intensity = vertex[1].red + vertex[1].green + vertex[1].blue;
|
|---|
| 653 | intensity/=3.0;
|
|---|
| 654 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity);
|
|---|
| 655 |
|
|---|
| 656 | intensity = vertex[2].red + vertex[2].green + vertex[2].blue;
|
|---|
| 657 | intensity/=3.0;
|
|---|
| 658 | fprintf (file, " [%g %g %g] gouraudtriangle\n", intensity, intensity, intensity);
|
|---|
| 659 | }
|
|---|
| 660 | }
|
|---|
| 661 | } else {
|
|---|
| 662 | fprintf (file, "newpath\n");
|
|---|
| 663 | fprintf (file, "%g %g %g setrgbcolor\n", red, green, blue);
|
|---|
| 664 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y);
|
|---|
| 665 | for (i=1; i<nvertices; i++) {
|
|---|
| 666 | fprintf (file, "%g %g lineto\n", vertex[i].x, vertex[i].y);
|
|---|
| 667 | }
|
|---|
| 668 | fprintf (file, "closepath fill\n\n");
|
|---|
| 669 | }
|
|---|
| 670 | }
|
|---|
| 671 | loc += nvertices*7;
|
|---|
| 672 | break;
|
|---|
| 673 |
|
|---|
| 674 | case GL_POINT_TOKEN:
|
|---|
| 675 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 676 | if (print_colour) {
|
|---|
| 677 | fprintf (file, "%g %g %g setrgbcolor\n", vertex[0].red, vertex[0].green, vertex[0].blue);
|
|---|
| 678 | } else {
|
|---|
| 679 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue;
|
|---|
| 680 | intensity/=3.0;
|
|---|
| 681 | fprintf (file, "%g %g %g setrgbcolor\n", intensity, intensity, intensity);
|
|---|
| 682 | }
|
|---|
| 683 | fprintf(file, "%g %g %g 0 360 arc fill\n\n", vertex[0].x, vertex[0].y, pointSize / 2.0);
|
|---|
| 684 | loc += 7; /* Each vertex element in the feedback
|
|---|
| 685 | buffer is 7 GLfloats. */
|
|---|
| 686 | break;
|
|---|
| 687 | default:
|
|---|
| 688 | /* XXX Left as an excersie to the reader. */
|
|---|
| 689 | static G4bool spewPrimitiveEPSWarned = false;
|
|---|
| 690 | if (!spewPrimitiveEPSWarned) {
|
|---|
| 691 | std::ostringstream oss;
|
|---|
| 692 | oss <<
|
|---|
| 693 | "Incomplete implementation. Unexpected token (" << token << ")."
|
|---|
| 694 | "\n (Seems to be caused by text.)";
|
|---|
| 695 | G4Exception("G4OpenGLViewer::spewPrimitiveEPS",
|
|---|
| 696 | "Unexpected token",
|
|---|
| 697 | JustWarning,
|
|---|
| 698 | oss.str().c_str());
|
|---|
| 699 | spewPrimitiveEPSWarned = true;
|
|---|
| 700 | }
|
|---|
| 701 | }
|
|---|
| 702 | return loc;
|
|---|
| 703 | }
|
|---|
| 704 |
|
|---|
| 705 | typedef struct G4OpenGLViewerDepthIndex {
|
|---|
| 706 | GLfloat *ptr;
|
|---|
| 707 | GLfloat depth;
|
|---|
| 708 | } DepthIndex;
|
|---|
| 709 |
|
|---|
| 710 | extern "C" {
|
|---|
| 711 | int G4OpenGLViewercompare(const void *a, const void *b)
|
|---|
| 712 | {
|
|---|
| 713 | const DepthIndex *p1 = (DepthIndex *) a;
|
|---|
| 714 | const DepthIndex *p2 = (DepthIndex *) b;
|
|---|
| 715 | GLfloat diff = p2->depth - p1->depth;
|
|---|
| 716 |
|
|---|
| 717 | if (diff > 0.0) {
|
|---|
| 718 | return 1;
|
|---|
| 719 | } else if (diff < 0.0) {
|
|---|
| 720 | return -1;
|
|---|
| 721 | } else {
|
|---|
| 722 | return 0;
|
|---|
| 723 | }
|
|---|
| 724 | }
|
|---|
| 725 | }
|
|---|
| 726 |
|
|---|
| [712] | 727 | GLdouble G4OpenGLViewer::getSceneNearWidth()
|
|---|
| 728 | {
|
|---|
| 729 | const G4Point3D targetPoint
|
|---|
| 730 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 731 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 732 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 733 | if(radius<=0.) radius = 1.;
|
|---|
| 734 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 735 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 736 | return 2 * fVP.GetFrontHalfHeight (pnear, radius);
|
|---|
| 737 | }
|
|---|
| 738 |
|
|---|
| 739 | GLdouble G4OpenGLViewer::getSceneFarWidth()
|
|---|
| 740 | {
|
|---|
| 741 | const G4Point3D targetPoint
|
|---|
| 742 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 743 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 744 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 745 | if(radius<=0.) radius = 1.;
|
|---|
| 746 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 747 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 748 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
|
|---|
| 749 | return 2 * fVP.GetFrontHalfHeight (pfar, radius);
|
|---|
| 750 | }
|
|---|
| 751 |
|
|---|
| 752 |
|
|---|
| 753 | GLdouble G4OpenGLViewer::getSceneDepth()
|
|---|
| 754 | {
|
|---|
| 755 | const G4Point3D targetPoint
|
|---|
| 756 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 757 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 758 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 759 | if(radius<=0.) radius = 1.;
|
|---|
| 760 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 761 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 762 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
|
|---|
| 763 | }
|
|---|
| 764 |
|
|---|
| 765 |
|
|---|
| [593] | 766 | void G4OpenGLViewer::spewSortedFeedback(FILE * file, GLint size, GLfloat * buffer)
|
|---|
| 767 | {
|
|---|
| 768 | int token;
|
|---|
| 769 | GLfloat *loc, *end;
|
|---|
| 770 | Feedback3Dcolor *vertex;
|
|---|
| 771 | GLfloat depthSum;
|
|---|
| 772 | int nprimitives, item;
|
|---|
| 773 | DepthIndex *prims;
|
|---|
| 774 | int nvertices, i;
|
|---|
| 775 |
|
|---|
| 776 | end = buffer + size;
|
|---|
| 777 |
|
|---|
| 778 | /* Count how many primitives there are. */
|
|---|
| 779 | nprimitives = 0;
|
|---|
| 780 | loc = buffer;
|
|---|
| 781 | while (loc < end) {
|
|---|
| 782 | token = int (*loc);
|
|---|
| 783 | loc++;
|
|---|
| 784 | switch (token) {
|
|---|
| 785 | case GL_LINE_TOKEN:
|
|---|
| 786 | case GL_LINE_RESET_TOKEN:
|
|---|
| 787 | loc += 14;
|
|---|
| 788 | nprimitives++;
|
|---|
| 789 | break;
|
|---|
| 790 | case GL_POLYGON_TOKEN:
|
|---|
| 791 | nvertices = int (*loc);
|
|---|
| 792 | loc++;
|
|---|
| 793 | loc += (7 * nvertices);
|
|---|
| 794 | nprimitives++;
|
|---|
| 795 | break;
|
|---|
| 796 | case GL_POINT_TOKEN:
|
|---|
| 797 | loc += 7;
|
|---|
| 798 | nprimitives++;
|
|---|
| 799 | break;
|
|---|
| 800 | default:
|
|---|
| 801 | /* XXX Left as an excersie to the reader. */
|
|---|
| 802 | static G4bool spewSortedFeedbackWarned = false;
|
|---|
| 803 | if (!spewSortedFeedbackWarned) {
|
|---|
| 804 | std::ostringstream oss;
|
|---|
| 805 | oss <<
|
|---|
| 806 | "Incomplete implementation. Unexpected token (" << token << ")."
|
|---|
| 807 | "\n (Seems to be caused by text.)";
|
|---|
| 808 | G4Exception("G4OpenGLViewer::spewSortedFeedback",
|
|---|
| 809 | "Unexpected token",
|
|---|
| 810 | JustWarning,
|
|---|
| 811 | oss.str().c_str());
|
|---|
| 812 | spewSortedFeedbackWarned = true;
|
|---|
| 813 | }
|
|---|
| 814 | nprimitives++;
|
|---|
| 815 | }
|
|---|
| 816 | }
|
|---|
| 817 |
|
|---|
| 818 | /* Allocate an array of pointers that will point back at
|
|---|
| 819 | primitives in the feedback buffer. There will be one
|
|---|
| 820 | entry per primitive. This array is also where we keep the
|
|---|
| 821 | primitive's average depth. There is one entry per
|
|---|
| 822 | primitive in the feedback buffer. */
|
|---|
| 823 | prims = (DepthIndex *) malloc(sizeof(DepthIndex) * nprimitives);
|
|---|
| 824 |
|
|---|
| 825 | item = 0;
|
|---|
| 826 | loc = buffer;
|
|---|
| 827 | while (loc < end) {
|
|---|
| 828 | prims[item].ptr = loc; /* Save this primitive's location. */
|
|---|
| 829 | token = int (*loc);
|
|---|
| 830 | loc++;
|
|---|
| 831 | switch (token) {
|
|---|
| 832 | case GL_LINE_TOKEN:
|
|---|
| 833 | case GL_LINE_RESET_TOKEN:
|
|---|
| 834 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 835 | depthSum = vertex[0].z + vertex[1].z;
|
|---|
| 836 | prims[item].depth = depthSum / 2.0;
|
|---|
| 837 | loc += 14;
|
|---|
| 838 | break;
|
|---|
| 839 | case GL_POLYGON_TOKEN:
|
|---|
| 840 | nvertices = int (*loc);
|
|---|
| 841 | loc++;
|
|---|
| 842 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 843 | depthSum = vertex[0].z;
|
|---|
| 844 | for (i = 1; i < nvertices; i++) {
|
|---|
| 845 | depthSum += vertex[i].z;
|
|---|
| 846 | }
|
|---|
| 847 | prims[item].depth = depthSum / nvertices;
|
|---|
| 848 | loc += (7 * nvertices);
|
|---|
| 849 | break;
|
|---|
| 850 | case GL_POINT_TOKEN:
|
|---|
| 851 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 852 | prims[item].depth = vertex[0].z;
|
|---|
| 853 | loc += 7;
|
|---|
| 854 | break;
|
|---|
| 855 | default:
|
|---|
| 856 | /* XXX Left as an excersie to the reader. */
|
|---|
| 857 | assert(1);
|
|---|
| 858 | }
|
|---|
| 859 | item++;
|
|---|
| 860 | }
|
|---|
| 861 | assert(item == nprimitives);
|
|---|
| 862 |
|
|---|
| 863 | /* Sort the primitives back to front. */
|
|---|
| 864 | qsort(prims, nprimitives, sizeof(DepthIndex), G4OpenGLViewercompare);
|
|---|
| 865 |
|
|---|
| 866 | /* Understand that sorting by a primitives average depth
|
|---|
| 867 | doesn't allow us to disambiguate some cases like self
|
|---|
| 868 | intersecting polygons. Handling these cases would require
|
|---|
| 869 | breaking up the primitives. That's too involved for this
|
|---|
| 870 | example. Sorting by depth is good enough for lots of
|
|---|
| 871 | applications. */
|
|---|
| 872 |
|
|---|
| 873 | /* Emit the Encapsulated PostScript for the primitives in
|
|---|
| 874 | back to front order. */
|
|---|
| 875 | for (item = 0; item < nprimitives; item++) {
|
|---|
| 876 | (void) spewPrimitiveEPS(file, prims[item].ptr);
|
|---|
| 877 | }
|
|---|
| 878 |
|
|---|
| 879 | free(prims);
|
|---|
| 880 | }
|
|---|
| 881 |
|
|---|
| [529] | 882 | #endif
|
|---|