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