source: trunk/geant4/visualization/OpenGL/src/G4OpenGLViewer.cc@ 531

Last change on this file since 531 was 529, checked in by garnier, 18 years ago

r658@mac-90108: laurentgarnier | 2007-06-25 12:02:16 +0200
import de visualisation

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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: G4OpenGLViewer.cc,v 1.29 2006/09/19 16:13:15 allison Exp $
28// GEANT4 tag $Name: geant4-08-02-patch-01 $
29//
30//
31// Andrew Walkden 27th March 1996
32// OpenGL view - opens window, hard copy, etc.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#include "G4ios.hh"
37#include "G4OpenGLViewer.hh"
38#include "G4OpenGLSceneHandler.hh"
39#include "G4OpenGLTransform3D.hh"
40
41#include "G4Scene.hh"
42#include "G4VisExtent.hh"
43#include "G4LogicalVolume.hh"
44#include "G4VSolid.hh"
45#include "G4Point3D.hh"
46#include "G4Normal3D.hh"
47#include "G4Plane3D.hh"
48
49G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
50G4VViewer (scene, -1),
51background (G4Colour(0.,0.,0.)),
52transparency_enabled (true),
53antialiasing_enabled (false),
54haloing_enabled (false),
55fStartTime(-DBL_MAX),
56fEndTime(DBL_MAX),
57fFadeFactor(0.),
58fDisplayHeadTime(false),
59fDisplayHeadTimeX(-0.9),
60fDisplayHeadTimeY(-0.9),
61fDisplayHeadTimeSize(24.),
62fDisplayHeadTimeRed(0.),
63fDisplayHeadTimeGreen(1.),
64fDisplayHeadTimeBlue(1.),
65fDisplayLightFront(false),
66fDisplayLightFrontX(0.),
67fDisplayLightFrontY(0.),
68fDisplayLightFrontZ(0.),
69fDisplayLightFrontT(0.),
70fDisplayLightFrontRed(0.),
71fDisplayLightFrontGreen(1.),
72fDisplayLightFrontBlue(0.)
73{
74 // Make changes to view parameters for OpenGL...
75 fVP.SetAutoRefresh(true);
76 fDefaultVP.SetAutoRefresh(true);
77
78 // glClearColor (0.0, 0.0, 0.0, 0.0);
79 // glClearDepth (1.0);
80 // glDisable (GL_BLEND);
81 // glDisable (GL_LINE_SMOOTH);
82 // glDisable (GL_POLYGON_SMOOTH);
83
84}
85
86G4OpenGLViewer::~G4OpenGLViewer () {}
87
88void G4OpenGLViewer::InitializeGLView ()
89{
90 glClearColor (0.0, 0.0, 0.0, 0.0);
91 glClearDepth (1.0);
92 glDisable (GL_BLEND);
93 glDisable (GL_LINE_SMOOTH);
94 glDisable (GL_POLYGON_SMOOTH);
95}
96
97void G4OpenGLViewer::ClearView () {
98 glClearColor (background.GetRed(),
99 background.GetGreen(),
100 background.GetBlue(),
101 1.);
102 glClearDepth (1.0);
103 //Below line does not compile with Mesa includes.
104 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
105 glClear (GL_COLOR_BUFFER_BIT);
106 glClear (GL_DEPTH_BUFFER_BIT);
107 glClear (GL_STENCIL_BUFFER_BIT);
108 glFlush ();
109}
110
111void G4OpenGLViewer::SetView () {
112
113 // Calculates view representation based on extent of object being
114 // viewed and (initial) viewpoint. (Note: it can change later due
115 // to user interaction via visualization system's GUI.)
116
117 // Lighting.
118 GLfloat lightPosition [4];
119 lightPosition [0] = fVP.GetActualLightpointDirection().x();
120 lightPosition [1] = fVP.GetActualLightpointDirection().y();
121 lightPosition [2] = fVP.GetActualLightpointDirection().z();
122 lightPosition [3] = 0.;
123 // Light position is "true" light direction, so must come after gluLookAt.
124 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
125 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
126 glEnable (GL_LIGHT0);
127 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
128 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
129
130 // Get radius of scene, etc.
131 // Note that this procedure properly takes into account zoom, dolly and pan.
132 const G4Point3D targetPoint
133 = fSceneHandler.GetScene()->GetStandardTargetPoint()
134 + fVP.GetCurrentTargetPoint ();
135 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
136 if(radius<=0.) radius = 1.;
137 const G4double cameraDistance = fVP.GetCameraDistance (radius);
138 const G4Point3D cameraPosition =
139 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
140 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
141 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
142 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
143 const GLdouble left = -right;
144 const GLdouble bottom = left;
145 const GLdouble top = right;
146
147 glMatrixMode (GL_PROJECTION); // set up Frustum.
148 glLoadIdentity();
149
150 const G4Vector3D scale = fVP.GetScaleFactor();
151 glScaled(scale.x(),scale.y(),scale.z());
152
153 if (fVP.GetFieldHalfAngle() == 0.) {
154 glOrtho (left, right, bottom, top, pnear, pfar);
155 }
156 else {
157 glFrustum (left, right, bottom, top, pnear, pfar);
158 }
159
160 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
161 glLoadIdentity();
162
163 const G4Normal3D& upVector = fVP.GetUpVector ();
164 G4Point3D gltarget;
165 if (cameraDistance > 1.e-6 * radius) {
166 gltarget = targetPoint;
167 }
168 else {
169 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
170 }
171
172 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
173 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
174 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
175 upVector.x(), upVector.y(), upVector.z()); // Up vector.
176
177 // Light position is "true" light direction, so must come after gluLookAt.
178 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
179
180 // OpenGL no longer seems to reconstruct clipped edges, so, when the
181 // BooleanProcessor is up to it, abandon this and use generic
182 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
183 // force kernel visit on change of clipping plane in
184 // G4OpenGLStoredViewer::CompareForKernelVisit.
185 if (fVP.IsSection () ) { // pair of back to back clip planes.
186 const G4Plane3D& s = fVP.GetSectionPlane ();
187 double sArray[4];
188 sArray[0] = s.a();
189 sArray[1] = s.b();
190 sArray[2] = s.c();
191 sArray[3] = s.d() + radius * 1.e-05;
192 glClipPlane (GL_CLIP_PLANE0, sArray);
193 glEnable (GL_CLIP_PLANE0);
194 sArray[0] = -s.a();
195 sArray[1] = -s.b();
196 sArray[2] = -s.c();
197 sArray[3] = -s.d() + radius * 1.e-05;
198 glClipPlane (GL_CLIP_PLANE1, sArray);
199 glEnable (GL_CLIP_PLANE1);
200 } else {
201 glDisable (GL_CLIP_PLANE0);
202 glDisable (GL_CLIP_PLANE1);
203 }
204
205 const G4Planes& cutaways = fVP.GetCutawayPlanes();
206 size_t nPlanes = cutaways.size();
207 if (fVP.IsCutaway() &&
208 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
209 nPlanes > 0) {
210 double a[4];
211 a[0] = cutaways[0].a();
212 a[1] = cutaways[0].b();
213 a[2] = cutaways[0].c();
214 a[3] = cutaways[0].d();
215 glClipPlane (GL_CLIP_PLANE2, a);
216 glEnable (GL_CLIP_PLANE2);
217 if (nPlanes > 1) {
218 a[0] = cutaways[1].a();
219 a[1] = cutaways[1].b();
220 a[2] = cutaways[1].c();
221 a[3] = cutaways[1].d();
222 glClipPlane (GL_CLIP_PLANE3, a);
223 glEnable (GL_CLIP_PLANE3);
224 }
225 if (nPlanes > 2) {
226 a[0] = cutaways[2].a();
227 a[1] = cutaways[2].b();
228 a[2] = cutaways[2].c();
229 a[3] = cutaways[2].d();
230 glClipPlane (GL_CLIP_PLANE4, a);
231 glEnable (GL_CLIP_PLANE4);
232 }
233 } else {
234 glDisable (GL_CLIP_PLANE2);
235 glDisable (GL_CLIP_PLANE3);
236 glDisable (GL_CLIP_PLANE4);
237 }
238
239 // Background.
240 background = fVP.GetBackgroundColour ();
241
242}
243
244void G4OpenGLViewer::HaloingFirstPass () {
245
246 //To perform haloing, first Draw all information to the depth buffer
247 //alone, using a chunky line width, and then Draw all info again, to
248 //the colour buffer, setting a thinner line width an the depth testing
249 //function to less than or equal, so if two lines cross, the one
250 //passing behind the other will not pass the depth test, and so not
251 //get rendered either side of the infront line for a short distance.
252
253 //First, disable writing to the colo(u)r buffer...
254 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
255
256 //Now enable writing to the depth buffer...
257 glDepthMask (GL_TRUE);
258 glDepthFunc (GL_LESS);
259 glClearDepth (1.0);
260
261 //Finally, set the line width to something wide...
262 glLineWidth (3.0);
263
264}
265
266void G4OpenGLViewer::HaloingSecondPass () {
267
268 //And finally, turn the colour buffer back on with a sesible line width...
269 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
270 glDepthFunc (GL_LEQUAL);
271 glLineWidth (1.0);
272
273}
274
275#endif
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