source: trunk/geant4/visualization/OpenGL/src/G4OpenGLViewer.cc @ 553

Last change on this file since 553 was 543, checked in by garnier, 17 years ago

r689@mac-90108: laurentgarnier | 2007-07-09 18:33:54 +0200
visu OpenGL en cours de debug NE MARCHE PAS

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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  printf("G4OpenGLViewer::InitializeGLView () VVVVVVVVVVVVVVVVVVVVV \n");
91  glClearColor (0.0, 0.0, 0.0, 0.0);
92  glClearDepth (1.0);
93  glDisable (GL_BLEND);
94  glDisable (GL_LINE_SMOOTH);
95  glDisable (GL_POLYGON_SMOOTH);
96  printf("G4OpenGLViewer::InitializeGLView () ^^^^^^^^^^^^^^^^^^^^ \n");
97
98
99void G4OpenGLViewer::ClearView () {
100  glClearColor (background.GetRed(),
101                background.GetGreen(),
102                background.GetBlue(),
103                1.);
104  glClearDepth (1.0);
105  //Below line does not compile with Mesa includes.
106  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
107  glClear (GL_COLOR_BUFFER_BIT);
108  glClear (GL_DEPTH_BUFFER_BIT);
109  glClear (GL_STENCIL_BUFFER_BIT);
110  glFlush ();
111}
112
113void G4OpenGLViewer::SetView () {
114 
115  // Calculates view representation based on extent of object being
116  // viewed and (initial) viewpoint.  (Note: it can change later due
117  // to user interaction via visualization system's GUI.)
118 
119  // Lighting.
120  GLfloat lightPosition [4];
121  lightPosition [0] = fVP.GetActualLightpointDirection().x();
122  lightPosition [1] = fVP.GetActualLightpointDirection().y();
123  lightPosition [2] = fVP.GetActualLightpointDirection().z();
124  lightPosition [3] = 0.;
125  // Light position is "true" light direction, so must come after gluLookAt.
126  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
127  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
128  glEnable (GL_LIGHT0);
129  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
130  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
131 
132  // Get radius of scene, etc.
133  // Note that this procedure properly takes into account zoom, dolly and pan.
134  const G4Point3D targetPoint
135    = fSceneHandler.GetScene()->GetStandardTargetPoint()
136    + fVP.GetCurrentTargetPoint ();
137  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
138  if(radius<=0.) radius = 1.;
139  const G4double cameraDistance = fVP.GetCameraDistance (radius);
140  const G4Point3D cameraPosition =
141    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
142  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
143  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
144  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius);
145  const GLdouble left   = -right;
146  const GLdouble bottom = left;
147  const GLdouble top    = right;
148 
149  glMatrixMode (GL_PROJECTION); // set up Frustum.
150  glLoadIdentity();
151
152  const G4Vector3D scale = fVP.GetScaleFactor();
153  glScaled(scale.x(),scale.y(),scale.z());
154 
155  if (fVP.GetFieldHalfAngle() == 0.) {
156    glOrtho (left, right, bottom, top, pnear, pfar);
157  }
158  else {
159    glFrustum (left, right, bottom, top, pnear, pfar);
160  }
161 
162  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
163  glLoadIdentity();
164 
165  const G4Normal3D& upVector = fVP.GetUpVector (); 
166  G4Point3D gltarget;
167  if (cameraDistance > 1.e-6 * radius) {
168    gltarget = targetPoint;
169  }
170  else {
171    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
172  }
173
174  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
175  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
176             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
177             upVector.x(), upVector.y(), upVector.z());     // Up vector.
178 
179  // Light position is "true" light direction, so must come after gluLookAt.
180  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
181
182  // OpenGL no longer seems to reconstruct clipped edges, so, when the
183  // BooleanProcessor is up to it, abandon this and use generic
184  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
185  // force kernel visit on change of clipping plane in
186  // G4OpenGLStoredViewer::CompareForKernelVisit.
187  if (fVP.IsSection () ) {  // pair of back to back clip planes.
188    const G4Plane3D& s = fVP.GetSectionPlane ();
189    double sArray[4];
190    sArray[0] = s.a();
191    sArray[1] = s.b();
192    sArray[2] = s.c();
193    sArray[3] = s.d() + radius * 1.e-05;
194    glClipPlane (GL_CLIP_PLANE0, sArray);
195    glEnable (GL_CLIP_PLANE0);
196    sArray[0] = -s.a();
197    sArray[1] = -s.b();
198    sArray[2] = -s.c();
199    sArray[3] = -s.d() + radius * 1.e-05;
200    glClipPlane (GL_CLIP_PLANE1, sArray);
201    glEnable (GL_CLIP_PLANE1);
202  } else {
203    glDisable (GL_CLIP_PLANE0);
204    glDisable (GL_CLIP_PLANE1);
205  }
206
207  const G4Planes& cutaways = fVP.GetCutawayPlanes();
208  size_t nPlanes = cutaways.size();
209  if (fVP.IsCutaway() &&
210      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
211      nPlanes > 0) {
212    double a[4];
213    a[0] = cutaways[0].a();
214    a[1] = cutaways[0].b();
215    a[2] = cutaways[0].c();
216    a[3] = cutaways[0].d();
217    glClipPlane (GL_CLIP_PLANE2, a);
218    glEnable (GL_CLIP_PLANE2);
219    if (nPlanes > 1) {
220      a[0] = cutaways[1].a();
221      a[1] = cutaways[1].b();
222      a[2] = cutaways[1].c();
223      a[3] = cutaways[1].d();
224      glClipPlane (GL_CLIP_PLANE3, a);
225      glEnable (GL_CLIP_PLANE3);
226    }
227    if (nPlanes > 2) {
228      a[0] = cutaways[2].a();
229      a[1] = cutaways[2].b();
230      a[2] = cutaways[2].c();
231      a[3] = cutaways[2].d();
232      glClipPlane (GL_CLIP_PLANE4, a);
233      glEnable (GL_CLIP_PLANE4);
234    }
235  } else {
236    glDisable (GL_CLIP_PLANE2);
237    glDisable (GL_CLIP_PLANE3);
238    glDisable (GL_CLIP_PLANE4);
239  }
240
241  // Background.
242  background = fVP.GetBackgroundColour ();
243
244}
245
246void G4OpenGLViewer::HaloingFirstPass () {
247 
248  //To perform haloing, first Draw all information to the depth buffer
249  //alone, using a chunky line width, and then Draw all info again, to
250  //the colour buffer, setting a thinner line width an the depth testing
251  //function to less than or equal, so if two lines cross, the one
252  //passing behind the other will not pass the depth test, and so not
253  //get rendered either side of the infront line for a short distance.
254
255  //First, disable writing to the colo(u)r buffer...
256  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
257
258  //Now enable writing to the depth buffer...
259  glDepthMask (GL_TRUE);
260  glDepthFunc (GL_LESS);
261  glClearDepth (1.0);
262
263  //Finally, set the line width to something wide...
264  glLineWidth (3.0);
265
266}
267
268void G4OpenGLViewer::HaloingSecondPass () {
269
270  //And finally, turn the colour buffer back on with a sesible line width...
271  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
272  glDepthFunc (GL_LEQUAL);
273  glLineWidth (1.0);
274
275}
276
277#endif
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