| [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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| [935] | 27 | // $Id: G4OpenGLSceneHandler.cc,v 1.55 2009/03/03 14:51:29 lgarnier Exp $
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| [877] | 28 | // GEANT4 tag $Name: $
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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 stored scene - creates OpenGL display lists.
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| 33 | // OpenGL immediate scene - draws immediately to buffer
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| 34 | // (saving space on server).
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| 35 |
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| 36 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 37 |
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| 38 | // Included here - problems with HP compiler if not before other includes?
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| 39 | #include "G4NURBS.hh"
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| 40 |
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| 41 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect
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| 42 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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| 43 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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| 44 | // Also seems to be required for HP's CC and AIX xlC, at least.
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| 45 |
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| 46 | #include "G4OpenGLSceneHandler.hh"
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| 47 | #include "G4OpenGLViewer.hh"
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| 48 | #include "G4OpenGLFontBaseStore.hh"
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| 49 | #include "G4OpenGLTransform3D.hh"
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| 50 | #include "G4Point3D.hh"
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| 51 | #include "G4Normal3D.hh"
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| 52 | #include "G4Transform3D.hh"
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| 53 | #include "G4Polyline.hh"
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| [593] | 54 | #include "G4Polymarker.hh"
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| [529] | 55 | #include "G4Text.hh"
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| 56 | #include "G4Circle.hh"
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| 57 | #include "G4Square.hh"
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| 58 | #include "G4VMarker.hh"
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| 59 | #include "G4Polyhedron.hh"
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| 60 | #include "G4VisAttributes.hh"
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| 61 | #include "G4PhysicalVolumeModel.hh"
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| 62 | #include "G4VPhysicalVolume.hh"
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| 63 | #include "G4LogicalVolume.hh"
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| 64 | #include "G4VSolid.hh"
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| 65 | #include "G4Scene.hh"
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| 66 | #include "G4VisExtent.hh"
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| [593] | 67 | #include "G4AttHolder.hh"
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| [529] | 68 |
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| 69 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
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| 70 | G4int id,
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| 71 | const G4String& name):
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| [593] | 72 | G4VSceneHandler (system, id, name),
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| 73 | fPickName(0),
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| [688] | 74 | fProcessing2D (false),
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| [593] | 75 | fProcessingPolymarker(false)
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| [1049] | 76 | {
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| 77 | #ifdef G4DEBUG_VIS_OGL
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| 78 | printf("INIT G4OpenGLSceneHandler (after G4OpenGLSceneHandler G4VSceneHandler (system, id, name)\n");
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| 79 | #endif
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| 80 | }
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| [529] | 81 |
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| 82 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
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| 83 | {
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| 84 | ClearStore ();
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| 85 | }
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| 86 |
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| 87 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
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| 88 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 89 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 90 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 91 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 92 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 93 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 94 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 95 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 96 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 97 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 98 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 99 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 100 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 101 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 102 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 103 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
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| 104 | };
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| 105 |
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| [593] | 106 | void G4OpenGLSceneHandler::ClearAndDestroyAtts()
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| 107 | {
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| 108 | std::map<GLuint, G4AttHolder*>::iterator i;
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| 109 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
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| 110 | fPickMap.clear();
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| 111 | }
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| 112 |
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| 113 | void G4OpenGLSceneHandler::PreAddSolid
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| 114 | (const G4Transform3D& objectTransformation,
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| 115 | const G4VisAttributes& visAttribs)
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| 116 | {
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| 117 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
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| 118 | }
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| 119 |
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| 120 | void G4OpenGLSceneHandler::BeginPrimitives
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| 121 | (const G4Transform3D& objectTransformation)
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| 122 | {
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| 123 | G4VSceneHandler::BeginPrimitives (objectTransformation);
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| 124 | }
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| 125 |
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| 126 | void G4OpenGLSceneHandler::EndPrimitives ()
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| 127 | {
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| 128 | G4VSceneHandler::EndPrimitives ();
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| 129 | }
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| 130 |
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| [688] | 131 | void G4OpenGLSceneHandler::BeginPrimitives2D
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| 132 | (const G4Transform3D& objectTransformation)
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| [593] | 133 | {
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| [688] | 134 | G4VSceneHandler::BeginPrimitives2D (objectTransformation);
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| 135 | fProcessing2D = true;
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| [593] | 136 | }
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| 137 |
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| 138 | void G4OpenGLSceneHandler::EndPrimitives2D ()
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| 139 | {
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| [688] | 140 | fProcessing2D = false;
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| [593] | 141 | G4VSceneHandler::EndPrimitives2D ();
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| 142 | }
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| 143 |
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| [529] | 144 | const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
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| 145 | {
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| 146 | // Clipping done in G4OpenGLViewer::SetView.
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| 147 | return 0;
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| 148 |
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| 149 | // But...OpenGL no longer seems to reconstruct clipped edges, so,
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| 150 | // when the BooleanProcessor is up to it, abandon this and use
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| 151 | // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
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| 152 | // return G4VSceneHandler::CreateSectionPolyhedron();
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| 153 | }
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| 154 |
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| 155 | const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
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| 156 | {
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| 157 | // Cutaway done in G4OpenGLViewer::SetView.
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| 158 | return 0;
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| 159 |
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| 160 | // But...if not, when the BooleanProcessor is up to it...
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| 161 | // return G4VSceneHandler::CreateCutawayPolyhedron();
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| 162 | }
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| 163 |
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| 164 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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| 165 | {
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| 166 | G4int nPoints = line.size ();
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| 167 | if (nPoints <= 0) return;
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| 168 |
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| [593] | 169 | // Loads G4Atts for picking...
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| 170 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 171 | G4AttHolder* holder = new G4AttHolder;
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| 172 | LoadAtts(line, holder);
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| 173 | fPickMap[fPickName] = holder;
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| 174 | }
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| 175 |
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| [529] | 176 | // Note: colour treated in sub-class.
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| 177 |
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| 178 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
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| 179 | glDisable (GL_DEPTH_TEST);
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| 180 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 181 |
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| 182 | glDisable (GL_LIGHTING);
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| 183 |
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| [593] | 184 | // Get vis attributes - pick up defaults if none.
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| 185 | const G4VisAttributes* pVA =
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| 186 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
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| 187 |
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| 188 | G4double lineWidth = GetLineWidth(pVA);
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| [529] | 189 | glLineWidth(lineWidth);
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| 190 |
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| 191 | glBegin (GL_LINE_STRIP);
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| 192 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
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| 193 | G4double x, y, z;
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| 194 | x = line[iPoint].x();
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| 195 | y = line[iPoint].y();
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| 196 | z = line[iPoint].z();
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| 197 | glVertex3d (x, y, z);
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| 198 | }
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| 199 | glEnd ();
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| 200 | }
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| 201 |
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| [593] | 202 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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| 203 | {
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| 204 | G4int nPoints = polymarker.size ();
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| 205 | if (nPoints <= 0) return;
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| 206 |
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| 207 | fProcessingPolymarker = true;
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| 208 |
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| 209 | // Loads G4Atts for picking...
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| 210 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 211 | G4AttHolder* holder = new G4AttHolder;
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| 212 | LoadAtts(polymarker, holder);
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| 213 | fPickMap[fPickName] = holder;
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| 214 | }
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| 215 |
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| 216 | switch (polymarker.GetMarkerType()) {
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| 217 | default:
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| 218 | case G4Polymarker::dots:
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| 219 | {
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| 220 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 221 | G4Circle dot (polymarker);
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| 222 | dot.SetPosition (polymarker[iPoint]);
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| 223 | dot.SetWorldSize (0.);
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| 224 | dot.SetScreenSize (0.1); // Very small circle.
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| 225 | G4OpenGLSceneHandler::AddPrimitive (dot);
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| 226 | }
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| 227 | }
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| 228 | break;
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| 229 | case G4Polymarker::circles:
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| 230 | {
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| 231 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 232 | G4Circle circle (polymarker);
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| 233 | circle.SetPosition (polymarker[iPoint]);
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| 234 | G4OpenGLSceneHandler::AddPrimitive (circle);
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| 235 | }
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| 236 | }
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| 237 | break;
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| 238 | case G4Polymarker::squares:
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| 239 | {
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| 240 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 241 | G4Square square (polymarker);
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| 242 | square.SetPosition (polymarker[iPoint]);
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| 243 | G4OpenGLSceneHandler::AddPrimitive (square);
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| 244 | }
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| 245 | }
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| 246 | break;
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| 247 | }
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| 248 |
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| 249 | fProcessingPolymarker = false;
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| 250 | }
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| 251 |
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| [529] | 252 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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| 253 |
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| [593] | 254 | // Loads G4Atts for picking...
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| 255 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 256 | G4AttHolder* holder = new G4AttHolder;
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| 257 | LoadAtts(text, holder);
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| 258 | fPickMap[fPickName] = holder;
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| 259 | }
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| 260 |
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| [529] | 261 | const G4Colour& c = GetTextColour (text); // Picks up default if none.
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| 262 | MarkerSizeType sizeType;
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| 263 | G4double size = GetMarkerSize (text, sizeType);
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| 264 | G4ThreeVector position (text.GetPosition ());
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| 265 | G4String textString = text.GetText();
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| 266 |
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| 267 | G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
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| 268 | if (font_base < 0) {
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| 269 | static G4int callCount = 0;
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| 270 | ++callCount;
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| 271 | if (callCount <= 10 || callCount%100 == 0) {
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| 272 | G4cout <<
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| 273 | "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
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| 274 | << callCount <<
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| 275 | "\n No fonts available."
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| 276 | "\n Called with text \""
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| 277 | << text.GetText ()
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| 278 | << "\"\n at " << position
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| 279 | << ", size " << size
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| 280 | << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
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| 281 | << ", type " << G4int(sizeType)
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| 282 | << ", colour " << c
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| 283 | << G4endl;
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| 284 | }
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| 285 | return;
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| 286 | }
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| 287 | const char* textCString = textString.c_str();
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| 288 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 289 | glDisable (GL_DEPTH_TEST);
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| 290 | glDisable (GL_LIGHTING);
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| 291 |
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| [593] | 292 | glRasterPos3d(position.x(),position.y(),position.z());
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| [529] | 293 | // No action on offset or layout at present.
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| [934] | 294 | glPushAttrib(GL_LIST_BIT);
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| 295 | glListBase(font_base);
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| 296 | glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
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| 297 | glPopAttrib();
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| [529] | 298 | }
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| 299 |
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| 300 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
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| 301 | glEnable (GL_POINT_SMOOTH);
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| [593] | 302 | AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
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| [529] | 303 | }
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| 304 |
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| 305 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
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| 306 | glDisable (GL_POINT_SMOOTH);
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| [593] | 307 | AddCircleSquare (square, G4OpenGLBitMapStore::square);
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| [529] | 308 | }
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| 309 |
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| 310 | void G4OpenGLSceneHandler::AddCircleSquare
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| 311 | (const G4VMarker& marker,
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| [593] | 312 | G4OpenGLBitMapStore::Shape shape) {
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| [529] | 313 |
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| [593] | 314 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
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| 315 | // Loads G4Atts for picking...
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| 316 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 317 | G4AttHolder* holder = new G4AttHolder;
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| 318 | LoadAtts(marker, holder);
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| 319 | fPickMap[fPickName] = holder;
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| 320 | }
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| 321 | }
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| 322 |
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| [529] | 323 | // Note: colour treated in sub-class.
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| 324 |
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| 325 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
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| 326 | glDisable (GL_DEPTH_TEST);
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| 327 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 328 |
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| 329 | glDisable (GL_LIGHTING);
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| 330 |
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| [593] | 331 | // Get vis attributes - pick up defaults if none.
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| 332 | const G4VisAttributes* pVA =
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| 333 | fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
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| 334 |
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| 335 | G4double lineWidth = GetLineWidth(pVA);
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| [529] | 336 | glLineWidth(lineWidth);
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| 337 |
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| 338 | G4VMarker::FillStyle style = marker.GetFillStyle();
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| [593] | 339 |
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| 340 | G4bool filled = false;
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| 341 | static G4bool hashedWarned = false;
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| [529] | 342 |
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| 343 | switch (style) {
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| 344 | case G4VMarker::noFill:
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| 345 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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| [593] | 346 | filled = false;
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| [529] | 347 | break;
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| 348 |
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| 349 | case G4VMarker::hashed:
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| [593] | 350 | if (!hashedWarned) {
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| 351 | G4cout << "Hashed fill style in G4OpenGLSceneHandler."
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| 352 | << "\n Not implemented. Using G4VMarker::filled."
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| 353 | << G4endl;
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| 354 | hashedWarned = true;
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| 355 | }
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| 356 | // Maybe use
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| 357 | //glPolygonStipple (fStippleMaskHashed);
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| 358 | // Drop through to filled...
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| [529] | 359 |
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| 360 | case G4VMarker::filled:
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| 361 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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| [593] | 362 | filled = true;
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| [529] | 363 | break;
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| 364 |
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| 365 | }
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| 366 |
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| 367 | // A few useful quantities...
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| 368 | G4Point3D centre = marker.GetPosition();
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| 369 | MarkerSizeType sizeType;
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| 370 | G4double size = GetMarkerSize(marker, sizeType);
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| 371 |
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| [593] | 372 | // Draw...
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| [931] | 373 | if (sizeType == world) { // Size specified in world coordinates.
|
|---|
| [935] | 374 |
|
|---|
| [931] | 375 | DrawXYPolygon (shape, size, centre, pVA);
|
|---|
| [529] | 376 |
|
|---|
| [931] | 377 | } else { // Size specified in screen (window) coordinates.
|
|---|
| [1009] | 378 | glPointSize (size);
|
|---|
| [933] | 379 | glBegin (GL_POINTS);
|
|---|
| 380 | glVertex3f(centre.x(),centre.y(),centre.z());
|
|---|
| 381 | glEnd();
|
|---|
| 382 | //Antialiasing
|
|---|
| 383 | glEnable (GL_POINT_SMOOTH);
|
|---|
| 384 | //Transparency
|
|---|
| 385 | glEnable(GL_BLEND);
|
|---|
| 386 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| [935] | 387 |
|
|---|
| 388 | // L. GARNIER 1 March 2009
|
|---|
| 389 | // Old method, we draw a bitmap instead of a GL_POINT.
|
|---|
| 390 | // I remove it because it cost in term of computing performances
|
|---|
| 391 | // and gl2ps can't draw bitmaps
|
|---|
| 392 |
|
|---|
| 393 | // glRasterPos3d(centre.x(),centre.y(),centre.z());
|
|---|
| 394 | // const GLubyte* marker =
|
|---|
| 395 | // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
|
|---|
| 396 | // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|---|
| 397 | // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
|
|---|
| [931] | 398 | }
|
|---|
| [529] | 399 | }
|
|---|
| 400 |
|
|---|
| [593] | 401 | void G4OpenGLSceneHandler::DrawXYPolygon
|
|---|
| 402 | (G4OpenGLBitMapStore::Shape shape,
|
|---|
| 403 | G4double size,
|
|---|
| [529] | 404 | const G4Point3D& centre,
|
|---|
| [593] | 405 | const G4VisAttributes* pApplicableVisAtts)
|
|---|
| 406 | {
|
|---|
| 407 | G4int nSides;
|
|---|
| 408 | G4double startPhi;
|
|---|
| 409 | if (shape == G4OpenGLBitMapStore::circle) {
|
|---|
| 410 | nSides = GetNoOfSides(pApplicableVisAtts);
|
|---|
| 411 | startPhi = 0.;
|
|---|
| 412 | } else {
|
|---|
| 413 | nSides = 4;
|
|---|
| 414 | startPhi = -pi / 4.;
|
|---|
| [529] | 415 | }
|
|---|
| 416 |
|
|---|
| 417 | const G4Vector3D& viewpointDirection =
|
|---|
| 418 | fpViewer -> GetViewParameters().GetViewpointDirection();
|
|---|
| 419 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
|
|---|
| 420 | const G4double dPhi = twopi / nSides;
|
|---|
| 421 | const G4double radius = size / 2.;
|
|---|
| 422 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
|
|---|
| 423 | G4double phi;
|
|---|
| 424 | G4int i;
|
|---|
| [593] | 425 |
|
|---|
| [529] | 426 | glBegin (GL_POLYGON);
|
|---|
| [593] | 427 | for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
|
|---|
| [529] | 428 | G4Vector3D r = start; r.rotate(phi, viewpointDirection);
|
|---|
| 429 | G4Vector3D p = centre + r;
|
|---|
| 430 | glVertex3d (p.x(), p.y(), p.z());
|
|---|
| 431 | }
|
|---|
| 432 | glEnd ();
|
|---|
| 433 | }
|
|---|
| 434 |
|
|---|
| [593] | 435 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
|
|---|
| 436 | {
|
|---|
| 437 | G4VSceneHandler::AddPrimitive(scale);
|
|---|
| 438 | }
|
|---|
| 439 |
|
|---|
| [529] | 440 | //Method for handling G4Polyhedron objects for drawing solids.
|
|---|
| 441 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
|
|---|
| 442 | // Assume all facets are planar convex quadrilaterals.
|
|---|
| 443 | // Draw each facet individually
|
|---|
| 444 |
|
|---|
| 445 | if (polyhedron.GetNoFacets() == 0) return;
|
|---|
| 446 |
|
|---|
| [593] | 447 | // Loads G4Atts for picking...
|
|---|
| 448 | if (fpViewer->GetViewParameters().IsPicking()) {
|
|---|
| 449 | G4AttHolder* holder = new G4AttHolder;
|
|---|
| [1036] | 450 | const G4Visible vis;
|
|---|
| 451 | printf ("G4OpenGLSceneHandler::AddPrimitives poly %d",&polyhedron);
|
|---|
| 452 | LoadAtts(vis, holder);
|
|---|
| 453 | // LoadAtts(polyhedron, holder);
|
|---|
| [593] | 454 | fPickMap[fPickName] = holder;
|
|---|
| 455 | }
|
|---|
| 456 |
|
|---|
| [529] | 457 | // Get vis attributes - pick up defaults if none.
|
|---|
| 458 | const G4VisAttributes* pVA =
|
|---|
| 459 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
|
|---|
| 460 |
|
|---|
| 461 | // Get view parameters that the user can force through the vis
|
|---|
| 462 | // attributes, thereby over-riding the current view parameter.
|
|---|
| 463 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
|
|---|
| 464 |
|
|---|
| 465 | //Get colour, etc...
|
|---|
| 466 | G4bool transparency_enabled = true;
|
|---|
| 467 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
|
|---|
| 468 | if (pViewer) transparency_enabled = pViewer->transparency_enabled;
|
|---|
| [593] | 469 | const G4Colour& c = pVA->GetColour();
|
|---|
| [529] | 470 | GLfloat materialColour [4];
|
|---|
| 471 | materialColour [0] = c.GetRed ();
|
|---|
| 472 | materialColour [1] = c.GetGreen ();
|
|---|
| 473 | materialColour [2] = c.GetBlue ();
|
|---|
| 474 | if (transparency_enabled) {
|
|---|
| 475 | materialColour [3] = c.GetAlpha ();
|
|---|
| 476 | } else {
|
|---|
| 477 | materialColour [3] = 1.;
|
|---|
| 478 | }
|
|---|
| 479 |
|
|---|
| [593] | 480 | G4double lineWidth = GetLineWidth(pVA);
|
|---|
| [529] | 481 | glLineWidth(lineWidth);
|
|---|
| 482 |
|
|---|
| 483 | GLfloat clear_colour[4];
|
|---|
| 484 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
|
|---|
| 485 |
|
|---|
| 486 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
|
|---|
| 487 |
|
|---|
| 488 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
|
|---|
| 489 |
|
|---|
| [754] | 490 | // Lighting disabled unless otherwise requested
|
|---|
| 491 | glDisable (GL_LIGHTING);
|
|---|
| 492 |
|
|---|
| [529] | 493 | switch (drawing_style) {
|
|---|
| 494 | case (G4ViewParameters::hlhsr):
|
|---|
| 495 | // Set up as for hidden line removal but paint polygon faces later...
|
|---|
| 496 | case (G4ViewParameters::hlr):
|
|---|
| 497 | glEnable (GL_STENCIL_TEST);
|
|---|
| 498 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
|
|---|
| 499 | // The procedure below leaves it clear.
|
|---|
| 500 | glStencilFunc (GL_ALWAYS, 0, 1);
|
|---|
| 501 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
|
|---|
| 502 | glEnable (GL_DEPTH_TEST);
|
|---|
| 503 | glDepthFunc (GL_LEQUAL);
|
|---|
| 504 | if (materialColour[3] < 1.) {
|
|---|
| 505 | // Transparent...
|
|---|
| 506 | glDisable (GL_CULL_FACE);
|
|---|
| 507 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 508 | } else {
|
|---|
| 509 | // Opaque...
|
|---|
| 510 | if (clipping) {
|
|---|
| 511 | glDisable (GL_CULL_FACE);
|
|---|
| 512 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 513 | } else {
|
|---|
| 514 | glEnable (GL_CULL_FACE);
|
|---|
| 515 | glCullFace (GL_BACK);
|
|---|
| 516 | glPolygonMode (GL_FRONT, GL_LINE);
|
|---|
| 517 | }
|
|---|
| 518 | }
|
|---|
| 519 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 520 | break;
|
|---|
| 521 | case (G4ViewParameters::hsr):
|
|---|
| 522 | glEnable (GL_DEPTH_TEST);
|
|---|
| 523 | glDepthFunc (GL_LEQUAL);
|
|---|
| 524 | if (materialColour[3] < 1.) {
|
|---|
| 525 | // Transparent...
|
|---|
| 526 | glDepthMask (0); // Make depth buffer read-only.
|
|---|
| 527 | glDisable (GL_CULL_FACE);
|
|---|
| 528 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 529 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 530 | } else {
|
|---|
| 531 | // Opaque...
|
|---|
| 532 | glDepthMask (1); // Make depth buffer writable (default).
|
|---|
| 533 | if (clipping) {
|
|---|
| 534 | glDisable (GL_CULL_FACE);
|
|---|
| 535 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 536 | } else {
|
|---|
| 537 | glEnable (GL_CULL_FACE);
|
|---|
| 538 | glCullFace (GL_BACK);
|
|---|
| 539 | glPolygonMode (GL_FRONT, GL_FILL);
|
|---|
| 540 | }
|
|---|
| 541 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 542 | }
|
|---|
| [688] | 543 | if (!fProcessing2D) glEnable (GL_LIGHTING);
|
|---|
| [529] | 544 | break;
|
|---|
| 545 | case (G4ViewParameters::wireframe):
|
|---|
| 546 | default:
|
|---|
| 547 | glEnable (GL_DEPTH_TEST);
|
|---|
| 548 | glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
|
|---|
| 549 | glDisable (GL_CULL_FACE);
|
|---|
| 550 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 551 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 552 | break;
|
|---|
| 553 | }
|
|---|
| 554 |
|
|---|
| 555 | //Loop through all the facets...
|
|---|
| 556 | glBegin (GL_QUADS);
|
|---|
| 557 | G4bool notLastFace;
|
|---|
| 558 | do {
|
|---|
| 559 |
|
|---|
| 560 | //First, find vertices, edgeflags and normals and note "not last facet"...
|
|---|
| 561 | G4Point3D vertex[4];
|
|---|
| 562 | G4int edgeFlag[4];
|
|---|
| 563 | G4Normal3D normals[4];
|
|---|
| 564 | G4int n;
|
|---|
| 565 | notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
|
|---|
| 566 |
|
|---|
| 567 | //Loop through the four edges of each G4Facet...
|
|---|
| 568 | G4int edgeCount = 0;
|
|---|
| 569 | for(edgeCount = 0; edgeCount < n; ++edgeCount) {
|
|---|
| 570 | // Check to see if edge is visible or not...
|
|---|
| 571 | if (isAuxEdgeVisible) {
|
|---|
| 572 | edgeFlag[edgeCount] = 1;
|
|---|
| 573 | }
|
|---|
| 574 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 575 | glEdgeFlag (GL_TRUE);
|
|---|
| 576 | } else {
|
|---|
| 577 | glEdgeFlag (GL_FALSE);
|
|---|
| 578 | }
|
|---|
| 579 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 580 | normals[edgeCount].y(),
|
|---|
| 581 | normals[edgeCount].z());
|
|---|
| 582 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 583 | vertex[edgeCount].y(),
|
|---|
| 584 | vertex[edgeCount].z());
|
|---|
| 585 | }
|
|---|
| 586 | // HepPolyhedron produces triangles too; in that case add an extra
|
|---|
| 587 | // vertex identical to first...
|
|---|
| 588 | if (n == 3) {
|
|---|
| 589 | edgeCount = 3;
|
|---|
| 590 | normals[edgeCount] = normals[0];
|
|---|
| 591 | vertex[edgeCount] = vertex[0];
|
|---|
| 592 | edgeFlag[edgeCount] = -1;
|
|---|
| 593 | glEdgeFlag (GL_FALSE);
|
|---|
| 594 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 595 | normals[edgeCount].y(),
|
|---|
| 596 | normals[edgeCount].z());
|
|---|
| 597 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 598 | vertex[edgeCount].y(),
|
|---|
| 599 | vertex[edgeCount].z());
|
|---|
| 600 | }
|
|---|
| 601 | // Trap situation where number of edges is > 4...
|
|---|
| 602 | if (n > 4) {
|
|---|
| 603 | G4cerr <<
|
|---|
| 604 | "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
|
|---|
| 605 | G4PhysicalVolumeModel* pPVModel =
|
|---|
| 606 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
|
|---|
| 607 | if (pPVModel) {
|
|---|
| 608 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
|
|---|
| 609 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
|
|---|
| 610 | G4cerr <<
|
|---|
| 611 | "\n Volume " << pCurrentPV->GetName() <<
|
|---|
| 612 | ", Solid " << pCurrentLV->GetSolid()->GetName() <<
|
|---|
| 613 | " (" << pCurrentLV->GetSolid()->GetEntityType();
|
|---|
| 614 | }
|
|---|
| 615 | G4cerr<<
|
|---|
| 616 | "\n G4Polyhedron facet with " << n << " edges" << G4endl;
|
|---|
| 617 | }
|
|---|
| 618 |
|
|---|
| 619 | // Do it all over again (twice) for hlr...
|
|---|
| 620 | if (drawing_style == G4ViewParameters::hlr ||
|
|---|
| 621 | drawing_style == G4ViewParameters::hlhsr) {
|
|---|
| 622 |
|
|---|
| 623 | glEnd (); // Placed here to balance glBegin above, allowing GL
|
|---|
| 624 | // state changes below, then glBegin again. Avoids
|
|---|
| 625 | // having glBegin/End pairs *inside* loop in the more
|
|---|
| 626 | // usual case of no hidden line removal.
|
|---|
| 627 |
|
|---|
| [754] | 628 | // Lighting disabled unless otherwise requested
|
|---|
| 629 | glDisable (GL_LIGHTING);
|
|---|
| 630 |
|
|---|
| [529] | 631 | // Draw through stencil...
|
|---|
| 632 | glStencilFunc (GL_EQUAL, 0, 1);
|
|---|
| 633 | glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
|
|---|
| 634 | if (drawing_style == G4ViewParameters::hlhsr) {
|
|---|
| [688] | 635 | if (!fProcessing2D) glEnable (GL_LIGHTING);
|
|---|
| [529] | 636 | }
|
|---|
| 637 | glEnable (GL_DEPTH_TEST);
|
|---|
| 638 | glDepthFunc (GL_LEQUAL);
|
|---|
| 639 | if (materialColour[3] < 1.) {
|
|---|
| 640 | // Transparent...
|
|---|
| 641 | glDepthMask (0); // Make depth buffer read-only.
|
|---|
| 642 | glDisable (GL_CULL_FACE);
|
|---|
| 643 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 644 | } else {
|
|---|
| 645 | // Opaque...
|
|---|
| 646 | glDepthMask (1); // Make depth buffer writable (default).
|
|---|
| 647 | if (clipping) {
|
|---|
| 648 | glDisable (GL_CULL_FACE);
|
|---|
| 649 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|---|
| 650 | } else {
|
|---|
| 651 | glEnable (GL_CULL_FACE);
|
|---|
| 652 | glCullFace (GL_BACK);
|
|---|
| 653 | glPolygonMode (GL_FRONT, GL_FILL);
|
|---|
| 654 | }
|
|---|
| 655 | }
|
|---|
| 656 | GLfloat* painting_colour;
|
|---|
| 657 | if (drawing_style == G4ViewParameters::hlr) {
|
|---|
| 658 | if (materialColour[3] < 1.) {
|
|---|
| 659 | // Transparent - don't paint...
|
|---|
| 660 | goto end_of_drawing_through_stencil;
|
|---|
| 661 | }
|
|---|
| 662 | painting_colour = clear_colour;
|
|---|
| 663 | } else { // drawing_style == G4ViewParameters::hlhsr
|
|---|
| 664 | painting_colour = materialColour;
|
|---|
| 665 | }
|
|---|
| 666 | if (materialColour[3] < 1.) {
|
|---|
| 667 | // Transparent...
|
|---|
| 668 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
|
|---|
| 669 | } else {
|
|---|
| 670 | // Opaque...
|
|---|
| 671 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
|
|---|
| 672 | }
|
|---|
| 673 | glColor4fv (painting_colour);
|
|---|
| 674 | glBegin (GL_QUADS);
|
|---|
| 675 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
|
|---|
| 676 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 677 | glEdgeFlag (GL_TRUE);
|
|---|
| 678 | } else {
|
|---|
| 679 | glEdgeFlag (GL_FALSE);
|
|---|
| 680 | }
|
|---|
| 681 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 682 | normals[edgeCount].y(),
|
|---|
| 683 | normals[edgeCount].z());
|
|---|
| 684 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 685 | vertex[edgeCount].y(),
|
|---|
| 686 | vertex[edgeCount].z());
|
|---|
| 687 | }
|
|---|
| 688 | glEnd ();
|
|---|
| 689 | end_of_drawing_through_stencil:
|
|---|
| 690 |
|
|---|
| 691 | // and once more to reset the stencil bits...
|
|---|
| 692 | glStencilFunc (GL_ALWAYS, 0, 1);
|
|---|
| 693 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
|
|---|
| 694 | glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
|
|---|
| 695 | if (materialColour[3] < 1.) {
|
|---|
| 696 | // Transparent...
|
|---|
| 697 | glDisable (GL_CULL_FACE);
|
|---|
| 698 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 699 | } else {
|
|---|
| 700 | // Opaque...
|
|---|
| 701 | if (clipping) {
|
|---|
| 702 | glDisable (GL_CULL_FACE);
|
|---|
| 703 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|---|
| 704 | } else {
|
|---|
| 705 | glEnable (GL_CULL_FACE);
|
|---|
| 706 | glCullFace (GL_BACK);
|
|---|
| 707 | glPolygonMode (GL_FRONT, GL_LINE);
|
|---|
| 708 | }
|
|---|
| 709 | }
|
|---|
| 710 | glDisable (GL_LIGHTING);
|
|---|
| 711 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 712 | glBegin (GL_QUADS);
|
|---|
| 713 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
|
|---|
| 714 | if (edgeFlag[edgeCount] > 0) {
|
|---|
| 715 | glEdgeFlag (GL_TRUE);
|
|---|
| 716 | } else {
|
|---|
| 717 | glEdgeFlag (GL_FALSE);
|
|---|
| 718 | }
|
|---|
| 719 | glNormal3d (normals[edgeCount].x(),
|
|---|
| 720 | normals[edgeCount].y(),
|
|---|
| 721 | normals[edgeCount].z());
|
|---|
| 722 | glVertex3d (vertex[edgeCount].x(),
|
|---|
| 723 | vertex[edgeCount].y(),
|
|---|
| 724 | vertex[edgeCount].z());
|
|---|
| 725 | }
|
|---|
| 726 | glEnd ();
|
|---|
| 727 | glDepthFunc (GL_LEQUAL); // Revert for next facet.
|
|---|
| 728 | glBegin (GL_QUADS); // Ready for next facet. GL
|
|---|
| 729 | // says it ignores incomplete
|
|---|
| 730 | // quadrilaterals, so final empty
|
|---|
| 731 | // glBegin/End sequence should be OK.
|
|---|
| 732 | }
|
|---|
| 733 | } while (notLastFace);
|
|---|
| 734 |
|
|---|
| 735 | glEnd ();
|
|---|
| 736 | glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
|
|---|
| 737 | glDepthMask (1); // Revert to default for next primitive.
|
|---|
| [754] | 738 | glDisable (GL_LIGHTING); // Revert to default for next primitive.
|
|---|
| [529] | 739 | }
|
|---|
| 740 |
|
|---|
| 741 | //Method for handling G4NURBS objects for drawing solids.
|
|---|
| 742 | //Knots and Ctrl Pnts MUST be arrays of GLfloats.
|
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| 743 | void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
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| 744 |
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| [593] | 745 | // Loads G4Atts for picking...
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| 746 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 747 | G4AttHolder* holder = new G4AttHolder;
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| 748 | LoadAtts(nurb, holder);
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| 749 | fPickMap[fPickName] = holder;
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| 750 | }
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|---|
| 751 |
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| [529] | 752 | GLUnurbsObj *gl_nurb;
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|---|
| 753 | gl_nurb = gluNewNurbsRenderer ();
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|---|
| 754 |
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|---|
| 755 | GLfloat *u_knot_array, *u_knot_array_ptr;
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|---|
| 756 | u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
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| 757 | G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
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| [789] | 758 | while (u_iterator.pick (u_knot_array_ptr++)){}
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|---|
| [529] | 759 |
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|---|
| 760 | GLfloat *v_knot_array, *v_knot_array_ptr;
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|---|
| 761 | v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
|
|---|
| 762 | G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
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|---|
| [789] | 763 | while (v_iterator.pick (v_knot_array_ptr++)){}
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|---|
| [529] | 764 |
|
|---|
| 765 | GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
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|---|
| 766 | ctrl_pnt_array = ctrl_pnt_array_ptr =
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| 767 | new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
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| 768 | G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
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|---|
| [789] | 769 | while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
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|---|
| [529] | 770 |
|
|---|
| 771 | // Get vis attributes - pick up defaults if none.
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|---|
| 772 | const G4VisAttributes* pVA =
|
|---|
| 773 | fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
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|---|
| 774 |
|
|---|
| 775 | // Get view parameters that the user can force through the vis
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|---|
| 776 | // attributes, thereby over-riding the current view parameter.
|
|---|
| 777 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
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|---|
| 778 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
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|---|
| 779 |
|
|---|
| 780 | //Get colour, etc..
|
|---|
| 781 | const G4Colour& c = pVA -> GetColour ();
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|---|
| 782 |
|
|---|
| 783 | switch (drawing_style) {
|
|---|
| 784 |
|
|---|
| 785 | case (G4ViewParameters::hlhsr):
|
|---|
| 786 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
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|---|
| 787 | // << "Using hidden surface removal." << G4endl;
|
|---|
| 788 | case (G4ViewParameters::hsr):
|
|---|
| 789 | {
|
|---|
| [688] | 790 | if (!fProcessing2D) glEnable (GL_LIGHTING);
|
|---|
| [529] | 791 | glEnable (GL_DEPTH_TEST);
|
|---|
| 792 | glEnable (GL_AUTO_NORMAL);
|
|---|
| 793 | glEnable (GL_NORMALIZE);
|
|---|
| 794 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
|
|---|
| 795 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
|
|---|
| 796 | GLfloat materialColour [4];
|
|---|
| 797 | materialColour [0] = c.GetRed ();
|
|---|
| 798 | materialColour [1] = c.GetGreen ();
|
|---|
| 799 | materialColour [2] = c.GetBlue ();
|
|---|
| 800 | materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
|
|---|
| 801 | // but see complication in
|
|---|
| 802 | // AddPrimitive(const G4Polyhedron&).
|
|---|
| 803 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
|
|---|
| 804 | break;
|
|---|
| 805 | }
|
|---|
| 806 | case (G4ViewParameters::hlr):
|
|---|
| 807 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
|
|---|
| 808 | // << "Using wireframe." << G4endl;
|
|---|
| 809 | case (G4ViewParameters::wireframe):
|
|---|
| 810 | default:
|
|---|
| 811 | glDisable (GL_LIGHTING);
|
|---|
| 812 | // glDisable (GL_DEPTH_TEST);
|
|---|
| 813 | glEnable (GL_DEPTH_TEST);
|
|---|
| 814 | glDisable (GL_AUTO_NORMAL);
|
|---|
| 815 | glDisable (GL_NORMALIZE);
|
|---|
| 816 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
|
|---|
| 817 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
|
|---|
| 818 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
|
|---|
| 819 | break;
|
|---|
| 820 | }
|
|---|
| 821 |
|
|---|
| 822 | gluBeginSurface (gl_nurb);
|
|---|
| 823 | G4int u_stride = 4;
|
|---|
| 824 | G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
|
|---|
| 825 |
|
|---|
| 826 | gluNurbsSurface (gl_nurb,
|
|---|
| 827 | nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
|
|---|
| 828 | nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
|
|---|
| 829 | u_stride,
|
|---|
| 830 | v_stride,
|
|---|
| 831 | ctrl_pnt_array,
|
|---|
| 832 | nurb.GetUorder (),
|
|---|
| 833 | nurb.GetVorder (),
|
|---|
| 834 | GL_MAP2_VERTEX_4);
|
|---|
| 835 |
|
|---|
| 836 | gluEndSurface (gl_nurb);
|
|---|
| 837 |
|
|---|
| 838 | delete [] u_knot_array; // These should be allocated with smart allocators
|
|---|
| 839 | delete [] v_knot_array; // to avoid memory explosion.
|
|---|
| 840 | delete [] ctrl_pnt_array;
|
|---|
| 841 |
|
|---|
| 842 | gluDeleteNurbsRenderer (gl_nurb);
|
|---|
| 843 | }
|
|---|
| 844 |
|
|---|
| 845 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
|
|---|
| 846 | G4VSceneHandler::AddCompound(traj); // For now.
|
|---|
| 847 | }
|
|---|
| 848 |
|
|---|
| 849 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
|
|---|
| 850 | G4VSceneHandler::AddCompound(hit); // For now.
|
|---|
| 851 | }
|
|---|
| 852 |
|
|---|
| 853 | #endif
|
|---|