source: trunk/source/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc @ 1286

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27// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.32 2010/05/29 15:52:49 allison Exp $
28// GEANT4 tag $Name:  $
29//
30//
31// Andrew Walkden  10th February 1997
32// OpenGL immediate scene - draws immediately to buffer
33//                           (saving space on server).
34
35#ifdef G4VIS_BUILD_OPENGL_DRIVER
36
37// Included here - problems with HP compiler if not before other includes?
38#include "G4NURBS.hh"
39
40// Here follows a special for Mesa, the OpenGL emulator.  Does not affect
41// other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
42#define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
43// Also seems to be required for HP's CC and AIX xlC, at least.
44
45#include "G4OpenGLImmediateSceneHandler.hh"
46
47#include "G4OpenGLViewer.hh"
48#include "G4OpenGLTransform3D.hh"
49#include "G4Polyline.hh"
50#include "G4Polymarker.hh"
51#include "G4Text.hh"
52#include "G4Circle.hh"
53#include "G4Square.hh"
54#include "G4Scale.hh"
55#include "G4Polyhedron.hh"
56
57G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
58(G4VGraphicsSystem& system,const G4String& name):
59  G4OpenGLSceneHandler (system, fSceneIdCount++, name)
60{}
61
62G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
63{}
64
65#include <iomanip>
66
67void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
68{
69  if (fpViewer->GetViewParameters().IsPicking()) {
70    glLoadName(++fPickName);
71    fPickMap[fPickName] = 0;
72  }
73
74  const G4Colour& c = GetColour (visible);
75  glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
76}
77
78void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
79{
80  AddPrimitivePreamble(polyline);
81  G4OpenGLSceneHandler::AddPrimitive(polyline);
82}
83
84void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
85{
86  AddPrimitivePreamble(polymarker);
87  G4OpenGLSceneHandler::AddPrimitive(polymarker);
88}
89
90void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
91{
92  // Note: colour is still handled in
93  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
94  AddPrimitivePreamble(text);
95  G4OpenGLSceneHandler::AddPrimitive(text);
96}
97
98void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
99{
100  AddPrimitivePreamble(circle);
101  G4OpenGLSceneHandler::AddPrimitive(circle);
102}
103
104void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
105{
106  AddPrimitivePreamble(square);
107  G4OpenGLSceneHandler::AddPrimitive(square);
108}
109
110void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale)
111{
112  AddPrimitivePreamble(scale);
113  G4OpenGLSceneHandler::AddPrimitive(scale);
114}
115
116void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
117{
118  // Note: colour is still handled in
119  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
120  AddPrimitivePreamble(polyhedron);
121  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
122}
123
124void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4NURBS& nurbs)
125{
126  // Note: colour is still handled in
127  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&).
128  AddPrimitivePreamble(nurbs);
129  G4OpenGLSceneHandler::AddPrimitive(nurbs);
130}
131
132void G4OpenGLImmediateSceneHandler::BeginPrimitives
133(const G4Transform3D& objectTransformation)
134{
135  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
136
137  G4OpenGLTransform3D oglt (objectTransformation);
138
139  glPushMatrix();
140
141  /*************************** Check matrix.
142  const GLdouble* m = oglt.GetGLMatrix ();
143  G4cout << "G4OpenGLTransform3D matrix:";
144  for (int i = 0; i < 16; i++) {
145    if ((i % 4) == 0) G4cout << '\n';
146    G4cout << std::setw (15) << m[i];
147  }
148  G4cout << G4endl;
149  *****************************************/
150
151  glMultMatrixd (oglt.GetGLMatrix ());
152}
153
154void G4OpenGLImmediateSceneHandler::EndPrimitives ()
155{
156  glPopMatrix();
157
158  // See all primitives immediately...
159  glFlush ();
160
161  G4OpenGLSceneHandler::EndPrimitives ();
162}
163
164void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
165(const G4Transform3D& objectTransformation)
166{
167  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
168
169  // Push current 3D world matrices and load identity to define screen
170  // coordinates...
171  glMatrixMode (GL_PROJECTION);
172  glPushMatrix();
173  glLoadIdentity();
174  glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
175  glMatrixMode (GL_MODELVIEW);
176  glPushMatrix();
177  glLoadIdentity();
178  G4OpenGLTransform3D oglt (objectTransformation);
179  glMultMatrixd (oglt.GetGLMatrix ());
180}
181
182void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
183{
184  // Pop current 3D world matrices back again...
185  glMatrixMode (GL_PROJECTION);
186  glPopMatrix();
187  glMatrixMode (GL_MODELVIEW);
188  glPopMatrix();
189
190  // See all primitives immediately...
191  glFlush ();
192
193  G4OpenGLSceneHandler::EndPrimitives2D ();
194}
195
196void G4OpenGLImmediateSceneHandler::BeginModeling () {
197  G4VSceneHandler::BeginModeling();
198}
199
200void G4OpenGLImmediateSceneHandler::EndModeling () {
201  G4VSceneHandler::EndModeling ();
202}
203
204void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
205  G4VSceneHandler::ClearTransientStore ();
206}
207
208void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid)
209{
210#ifdef G4DEBUG_VIS_OGL
211  //  printf("G4OpenGLImmediateSceneHandler::RequestPrimitives \n");
212#endif
213  if (fReadyForTransients) {
214    // Always draw transient solids, e.g., hits represented as solids.
215    // (As we have no control over the order of drawing of transient
216    // objects, we cannot do anything about transparent ones, as
217    // below, so always draw them.)
218    G4VSceneHandler::RequestPrimitives (solid);
219    return;
220  }
221
222  // For non-transient (run-duration) objects, ensure transparent
223  // objects are drawn last.  The problem of
224  // blending/transparency/alpha is quite a tricky one - see History
225  // of opengl-V07-01-01/2/3.
226  // Get vis attributes - pick up defaults if none.
227  const G4VisAttributes* pVA =
228    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
229  const G4Colour& c = pVA -> GetColour ();
230  G4double opacity = c.GetAlpha ();
231
232  if (!fSecondPass) {
233    G4bool transparency_enabled = true;
234    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
235    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
236    if (transparency_enabled && opacity < 1.) {
237      // On first pass, transparent objects are not drawn, but flag is set...
238      fSecondPassRequested = true;
239      return;
240    }
241  }
242
243  // On second pass, opaque objects are not drwan...
244  if (fSecondPass && opacity >= 1.) return;
245
246  // Else invoke base class method...
247  G4VSceneHandler::RequestPrimitives (solid);
248#ifdef G4DEBUG_VIS_OGL
249  //  printf("G4OpenGLImmediateSceneHandler::RequestPrimitives END\n");
250#endif
251}
252
253G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
254
255#endif
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