source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 1125

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[529]1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
[935]27// $Id: G4OpenGLSceneHandler.cc,v 1.55 2009/03/03 14:51:29 lgarnier Exp $
[877]28// GEANT4 tag $Name: $
[529]29//
30//
31// Andrew Walkden 27th March 1996
32// OpenGL stored scene - creates OpenGL display lists.
33// OpenGL immediate scene - draws immediately to buffer
34// (saving space on server).
35
36#ifdef G4VIS_BUILD_OPENGL_DRIVER
37
38// Included here - problems with HP compiler if not before other includes?
39#include "G4NURBS.hh"
40
41// Here follows a special for Mesa, the OpenGL emulator. Does not affect
42// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
43#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
44// Also seems to be required for HP's CC and AIX xlC, at least.
45
[1113]46
47// FIXME : L.Garnier 22 Sept 09
48// This include should be the first, because we should include
49// qobject.h first. I don't know why, but on macOSX 10.5.8, if
50// we do not, it says :
51// /Library/Frameworks/QtCore.framework/Headers/qglobal.h:1895: error: redefinition of ‘class QTypeInfo<char>’
52// /Library/Frameworks/QtCore.framework/Headers/qglobal.h:1894: error: previous definition of ‘class QTypeInfo<char>’
53
[1116]54#include <qobject.h>
[1113]55#include "G4OpenGLQtViewer.hh"
[529]56#include "G4OpenGLSceneHandler.hh"
57#include "G4OpenGLViewer.hh"
58#include "G4OpenGLFontBaseStore.hh"
59#include "G4OpenGLTransform3D.hh"
60#include "G4Point3D.hh"
61#include "G4Normal3D.hh"
62#include "G4Transform3D.hh"
63#include "G4Polyline.hh"
[593]64#include "G4Polymarker.hh"
[529]65#include "G4Text.hh"
66#include "G4Circle.hh"
67#include "G4Square.hh"
68#include "G4VMarker.hh"
69#include "G4Polyhedron.hh"
70#include "G4VisAttributes.hh"
71#include "G4PhysicalVolumeModel.hh"
72#include "G4VPhysicalVolume.hh"
73#include "G4LogicalVolume.hh"
74#include "G4VSolid.hh"
75#include "G4Scene.hh"
76#include "G4VisExtent.hh"
[593]77#include "G4AttHolder.hh"
[529]78
79G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
80 G4int id,
81 const G4String& name):
[593]82 G4VSceneHandler (system, id, name),
83 fPickName(0),
[688]84 fProcessing2D (false),
[593]85 fProcessingPolymarker(false)
[1125]86{}
[529]87
88G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
89{
90 ClearStore ();
91}
92
93const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
94 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
95 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
96 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
97 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
98 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
99 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
100 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
101 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
102 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
103 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
104 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
105 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
106 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
107 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
108 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
109 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
110};
111
[593]112void G4OpenGLSceneHandler::ClearAndDestroyAtts()
113{
114 std::map<GLuint, G4AttHolder*>::iterator i;
115 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
116 fPickMap.clear();
117}
118
119void G4OpenGLSceneHandler::PreAddSolid
120(const G4Transform3D& objectTransformation,
121 const G4VisAttributes& visAttribs)
122{
123 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
124}
125
126void G4OpenGLSceneHandler::BeginPrimitives
127(const G4Transform3D& objectTransformation)
128{
129 G4VSceneHandler::BeginPrimitives (objectTransformation);
130}
131
132void G4OpenGLSceneHandler::EndPrimitives ()
133{
134 G4VSceneHandler::EndPrimitives ();
135}
136
[688]137void G4OpenGLSceneHandler::BeginPrimitives2D
138(const G4Transform3D& objectTransformation)
[593]139{
[688]140 G4VSceneHandler::BeginPrimitives2D (objectTransformation);
141 fProcessing2D = true;
[593]142}
143
144void G4OpenGLSceneHandler::EndPrimitives2D ()
145{
[688]146 fProcessing2D = false;
[593]147 G4VSceneHandler::EndPrimitives2D ();
148}
149
[529]150const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
151{
152 // Clipping done in G4OpenGLViewer::SetView.
153 return 0;
154
155 // But...OpenGL no longer seems to reconstruct clipped edges, so,
156 // when the BooleanProcessor is up to it, abandon this and use
157 // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
158 // return G4VSceneHandler::CreateSectionPolyhedron();
159}
160
161const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
162{
163 // Cutaway done in G4OpenGLViewer::SetView.
164 return 0;
165
166 // But...if not, when the BooleanProcessor is up to it...
167 // return G4VSceneHandler::CreateCutawayPolyhedron();
168}
169
170void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
171{
172 G4int nPoints = line.size ();
173 if (nPoints <= 0) return;
174
[593]175 // Loads G4Atts for picking...
176 if (fpViewer->GetViewParameters().IsPicking()) {
177 G4AttHolder* holder = new G4AttHolder;
178 LoadAtts(line, holder);
179 fPickMap[fPickName] = holder;
180 }
181
[529]182 // Note: colour treated in sub-class.
183
184 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
185 glDisable (GL_DEPTH_TEST);
186 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
187
188 glDisable (GL_LIGHTING);
189
[593]190 // Get vis attributes - pick up defaults if none.
191 const G4VisAttributes* pVA =
192 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
193
194 G4double lineWidth = GetLineWidth(pVA);
[529]195 glLineWidth(lineWidth);
196
197 glBegin (GL_LINE_STRIP);
198 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
199 G4double x, y, z;
200 x = line[iPoint].x();
201 y = line[iPoint].y();
202 z = line[iPoint].z();
203 glVertex3d (x, y, z);
204 }
205 glEnd ();
206}
207
[593]208void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
209{
210 G4int nPoints = polymarker.size ();
211 if (nPoints <= 0) return;
212
213 fProcessingPolymarker = true;
214
215 // Loads G4Atts for picking...
216 if (fpViewer->GetViewParameters().IsPicking()) {
217 G4AttHolder* holder = new G4AttHolder;
218 LoadAtts(polymarker, holder);
219 fPickMap[fPickName] = holder;
220 }
221
222 switch (polymarker.GetMarkerType()) {
223 default:
224 case G4Polymarker::dots:
225 {
226 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
227 G4Circle dot (polymarker);
228 dot.SetPosition (polymarker[iPoint]);
229 dot.SetWorldSize (0.);
230 dot.SetScreenSize (0.1); // Very small circle.
231 G4OpenGLSceneHandler::AddPrimitive (dot);
232 }
233 }
234 break;
235 case G4Polymarker::circles:
236 {
237 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
238 G4Circle circle (polymarker);
239 circle.SetPosition (polymarker[iPoint]);
240 G4OpenGLSceneHandler::AddPrimitive (circle);
241 }
242 }
243 break;
244 case G4Polymarker::squares:
245 {
246 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
247 G4Square square (polymarker);
248 square.SetPosition (polymarker[iPoint]);
249 G4OpenGLSceneHandler::AddPrimitive (square);
250 }
251 }
252 break;
253 }
254
255 fProcessingPolymarker = false;
256}
257
[529]258void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
259
[593]260 // Loads G4Atts for picking...
261 if (fpViewer->GetViewParameters().IsPicking()) {
262 G4AttHolder* holder = new G4AttHolder;
263 LoadAtts(text, holder);
264 fPickMap[fPickName] = holder;
265 }
266
[529]267 const G4Colour& c = GetTextColour (text); // Picks up default if none.
268 MarkerSizeType sizeType;
269 G4double size = GetMarkerSize (text, sizeType);
270 G4ThreeVector position (text.GetPosition ());
271 G4String textString = text.GetText();
272
273 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
274 if (font_base < 0) {
[1113]275
276 G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
277 if (oGLSQtViewer) {
278 // FIXME : No font for the moment
279 const char* textCString = textString.c_str();
280 oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
281 }
[529]282 static G4int callCount = 0;
283 ++callCount;
284 if (callCount <= 10 || callCount%100 == 0) {
285 G4cout <<
286 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
287 << callCount <<
288 "\n No fonts available."
289 "\n Called with text \""
290 << text.GetText ()
291 << "\"\n at " << position
292 << ", size " << size
293 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
294 << ", type " << G4int(sizeType)
295 << ", colour " << c
296 << G4endl;
297 }
298 return;
299 }
300 const char* textCString = textString.c_str();
301 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
[1113]302 G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
303
304 if (oGLSQtViewer) {
305 // FIXME : No font for the moment
306 oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
307 } else {
308 glDisable (GL_DEPTH_TEST);
309 glDisable (GL_LIGHTING);
310
311 glRasterPos3d(position.x(),position.y(),position.z());
312 // No action on offset or layout at present.
313 glPushAttrib(GL_LIST_BIT);
314 glListBase(font_base);
315 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
316 glPopAttrib();
317 }
318 // //////////////
319 // makeCurrent();
320 // glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT);
321 // glRasterPos3d(x, y, z);
322 // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
323 // glEnable(GL_BLEND);
324 // glListBase(fontDisplayListBase(fnt, listBase));
325 // glCallLists(str.length(), GL_UNSIGNED_BYTE, str.local8Bit());
326 // glPopAttrib();
327 // //////////////
[529]328
[1113]329#ifdef G4DEBUG_VIS_OGL
330 printf ("G4OpenGLSceneHandler::AddPrimitives TEXT\n");
331#endif
[529]332}
333
334void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
335 glEnable (GL_POINT_SMOOTH);
[593]336 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
[529]337}
338
339void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
340 glDisable (GL_POINT_SMOOTH);
[593]341 AddCircleSquare (square, G4OpenGLBitMapStore::square);
[529]342}
343
344void G4OpenGLSceneHandler::AddCircleSquare
345(const G4VMarker& marker,
[593]346 G4OpenGLBitMapStore::Shape shape) {
[529]347
[593]348 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
349 // Loads G4Atts for picking...
350 if (fpViewer->GetViewParameters().IsPicking()) {
351 G4AttHolder* holder = new G4AttHolder;
352 LoadAtts(marker, holder);
353 fPickMap[fPickName] = holder;
354 }
355 }
356
[529]357 // Note: colour treated in sub-class.
358
359 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
360 glDisable (GL_DEPTH_TEST);
361 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
362
363 glDisable (GL_LIGHTING);
364
[593]365 // Get vis attributes - pick up defaults if none.
366 const G4VisAttributes* pVA =
367 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
368
369 G4double lineWidth = GetLineWidth(pVA);
[529]370 glLineWidth(lineWidth);
371
372 G4VMarker::FillStyle style = marker.GetFillStyle();
[593]373
374 G4bool filled = false;
375 static G4bool hashedWarned = false;
[529]376
377 switch (style) {
378 case G4VMarker::noFill:
379 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
[593]380 filled = false;
[529]381 break;
382
383 case G4VMarker::hashed:
[593]384 if (!hashedWarned) {
385 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
386 << "\n Not implemented. Using G4VMarker::filled."
387 << G4endl;
388 hashedWarned = true;
389 }
390 // Maybe use
391 //glPolygonStipple (fStippleMaskHashed);
392 // Drop through to filled...
[529]393
394 case G4VMarker::filled:
395 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
[593]396 filled = true;
[529]397 break;
398
399 }
400
401 // A few useful quantities...
402 G4Point3D centre = marker.GetPosition();
403 MarkerSizeType sizeType;
404 G4double size = GetMarkerSize(marker, sizeType);
405
[593]406 // Draw...
[931]407 if (sizeType == world) { // Size specified in world coordinates.
[935]408
[931]409 DrawXYPolygon (shape, size, centre, pVA);
[529]410
[931]411 } else { // Size specified in screen (window) coordinates.
[1009]412 glPointSize (size);
[933]413 glBegin (GL_POINTS);
414 glVertex3f(centre.x(),centre.y(),centre.z());
415 glEnd();
416 //Antialiasing
417 glEnable (GL_POINT_SMOOTH);
418 //Transparency
419 glEnable(GL_BLEND);
420 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
[935]421
422 // L. GARNIER 1 March 2009
423 // Old method, we draw a bitmap instead of a GL_POINT.
424 // I remove it because it cost in term of computing performances
425 // and gl2ps can't draw bitmaps
426
427 // glRasterPos3d(centre.x(),centre.y(),centre.z());
428 // const GLubyte* marker =
429 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
430 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
431 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
[931]432 }
[529]433}
434
[593]435void G4OpenGLSceneHandler::DrawXYPolygon
436(G4OpenGLBitMapStore::Shape shape,
437 G4double size,
[529]438 const G4Point3D& centre,
[593]439 const G4VisAttributes* pApplicableVisAtts)
440{
441 G4int nSides;
442 G4double startPhi;
443 if (shape == G4OpenGLBitMapStore::circle) {
444 nSides = GetNoOfSides(pApplicableVisAtts);
445 startPhi = 0.;
446 } else {
447 nSides = 4;
448 startPhi = -pi / 4.;
[529]449 }
450
451 const G4Vector3D& viewpointDirection =
452 fpViewer -> GetViewParameters().GetViewpointDirection();
453 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
454 const G4double dPhi = twopi / nSides;
455 const G4double radius = size / 2.;
456 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
457 G4double phi;
458 G4int i;
[593]459
[529]460 glBegin (GL_POLYGON);
[593]461 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
[529]462 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
463 G4Vector3D p = centre + r;
464 glVertex3d (p.x(), p.y(), p.z());
465 }
466 glEnd ();
467}
468
[593]469void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
470{
471 G4VSceneHandler::AddPrimitive(scale);
472}
473
[529]474//Method for handling G4Polyhedron objects for drawing solids.
475void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
[1125]476
[529]477 // Assume all facets are planar convex quadrilaterals.
478 // Draw each facet individually
[1125]479
[529]480 if (polyhedron.GetNoFacets() == 0) return;
481
[593]482 // Loads G4Atts for picking...
483 if (fpViewer->GetViewParameters().IsPicking()) {
484 G4AttHolder* holder = new G4AttHolder;
[1113]485 LoadAtts(polyhedron, holder);
[593]486 fPickMap[fPickName] = holder;
487 }
488
[529]489 // Get vis attributes - pick up defaults if none.
490 const G4VisAttributes* pVA =
491 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
492
493 // Get view parameters that the user can force through the vis
494 // attributes, thereby over-riding the current view parameter.
495 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
496
497 //Get colour, etc...
498 G4bool transparency_enabled = true;
499 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
500 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
[593]501 const G4Colour& c = pVA->GetColour();
[529]502 GLfloat materialColour [4];
503 materialColour [0] = c.GetRed ();
504 materialColour [1] = c.GetGreen ();
505 materialColour [2] = c.GetBlue ();
506 if (transparency_enabled) {
507 materialColour [3] = c.GetAlpha ();
508 } else {
509 materialColour [3] = 1.;
510 }
511
[593]512 G4double lineWidth = GetLineWidth(pVA);
[529]513 glLineWidth(lineWidth);
514
515 GLfloat clear_colour[4];
516 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
517
518 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
519
520 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
521
[754]522 // Lighting disabled unless otherwise requested
523 glDisable (GL_LIGHTING);
524
[529]525 switch (drawing_style) {
526 case (G4ViewParameters::hlhsr):
527 // Set up as for hidden line removal but paint polygon faces later...
528 case (G4ViewParameters::hlr):
529 glEnable (GL_STENCIL_TEST);
530 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
531 // The procedure below leaves it clear.
532 glStencilFunc (GL_ALWAYS, 0, 1);
533 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
534 glEnable (GL_DEPTH_TEST);
535 glDepthFunc (GL_LEQUAL);
536 if (materialColour[3] < 1.) {
537 // Transparent...
538 glDisable (GL_CULL_FACE);
539 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
540 } else {
541 // Opaque...
542 if (clipping) {
543 glDisable (GL_CULL_FACE);
544 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
545 } else {
546 glEnable (GL_CULL_FACE);
547 glCullFace (GL_BACK);
548 glPolygonMode (GL_FRONT, GL_LINE);
549 }
550 }
551 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
552 break;
553 case (G4ViewParameters::hsr):
554 glEnable (GL_DEPTH_TEST);
555 glDepthFunc (GL_LEQUAL);
556 if (materialColour[3] < 1.) {
557 // Transparent...
558 glDepthMask (0); // Make depth buffer read-only.
559 glDisable (GL_CULL_FACE);
560 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
561 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
562 } else {
563 // Opaque...
564 glDepthMask (1); // Make depth buffer writable (default).
565 if (clipping) {
566 glDisable (GL_CULL_FACE);
567 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
568 } else {
569 glEnable (GL_CULL_FACE);
570 glCullFace (GL_BACK);
571 glPolygonMode (GL_FRONT, GL_FILL);
572 }
573 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
574 }
[688]575 if (!fProcessing2D) glEnable (GL_LIGHTING);
[529]576 break;
577 case (G4ViewParameters::wireframe):
578 default:
579 glEnable (GL_DEPTH_TEST);
580 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
581 glDisable (GL_CULL_FACE);
582 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
583 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
584 break;
585 }
586
587 //Loop through all the facets...
588 glBegin (GL_QUADS);
589 G4bool notLastFace;
590 do {
591
592 //First, find vertices, edgeflags and normals and note "not last facet"...
593 G4Point3D vertex[4];
594 G4int edgeFlag[4];
595 G4Normal3D normals[4];
596 G4int n;
597 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
598
599 //Loop through the four edges of each G4Facet...
600 G4int edgeCount = 0;
601 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
602 // Check to see if edge is visible or not...
603 if (isAuxEdgeVisible) {
604 edgeFlag[edgeCount] = 1;
605 }
606 if (edgeFlag[edgeCount] > 0) {
607 glEdgeFlag (GL_TRUE);
608 } else {
609 glEdgeFlag (GL_FALSE);
610 }
611 glNormal3d (normals[edgeCount].x(),
612 normals[edgeCount].y(),
613 normals[edgeCount].z());
614 glVertex3d (vertex[edgeCount].x(),
615 vertex[edgeCount].y(),
616 vertex[edgeCount].z());
617 }
618 // HepPolyhedron produces triangles too; in that case add an extra
619 // vertex identical to first...
620 if (n == 3) {
621 edgeCount = 3;
622 normals[edgeCount] = normals[0];
623 vertex[edgeCount] = vertex[0];
624 edgeFlag[edgeCount] = -1;
625 glEdgeFlag (GL_FALSE);
626 glNormal3d (normals[edgeCount].x(),
627 normals[edgeCount].y(),
628 normals[edgeCount].z());
629 glVertex3d (vertex[edgeCount].x(),
630 vertex[edgeCount].y(),
631 vertex[edgeCount].z());
632 }
633 // Trap situation where number of edges is > 4...
634 if (n > 4) {
635 G4cerr <<
636 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
637 G4PhysicalVolumeModel* pPVModel =
638 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
639 if (pPVModel) {
640 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
641 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
642 G4cerr <<
643 "\n Volume " << pCurrentPV->GetName() <<
644 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
645 " (" << pCurrentLV->GetSolid()->GetEntityType();
646 }
647 G4cerr<<
648 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
649 }
650
651 // Do it all over again (twice) for hlr...
652 if (drawing_style == G4ViewParameters::hlr ||
653 drawing_style == G4ViewParameters::hlhsr) {
654
655 glEnd (); // Placed here to balance glBegin above, allowing GL
656 // state changes below, then glBegin again. Avoids
657 // having glBegin/End pairs *inside* loop in the more
658 // usual case of no hidden line removal.
659
[754]660 // Lighting disabled unless otherwise requested
661 glDisable (GL_LIGHTING);
662
[529]663 // Draw through stencil...
664 glStencilFunc (GL_EQUAL, 0, 1);
665 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
666 if (drawing_style == G4ViewParameters::hlhsr) {
[688]667 if (!fProcessing2D) glEnable (GL_LIGHTING);
[529]668 }
669 glEnable (GL_DEPTH_TEST);
670 glDepthFunc (GL_LEQUAL);
671 if (materialColour[3] < 1.) {
672 // Transparent...
673 glDepthMask (0); // Make depth buffer read-only.
674 glDisable (GL_CULL_FACE);
675 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
676 } else {
677 // Opaque...
678 glDepthMask (1); // Make depth buffer writable (default).
679 if (clipping) {
680 glDisable (GL_CULL_FACE);
681 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
682 } else {
683 glEnable (GL_CULL_FACE);
684 glCullFace (GL_BACK);
685 glPolygonMode (GL_FRONT, GL_FILL);
686 }
687 }
688 GLfloat* painting_colour;
689 if (drawing_style == G4ViewParameters::hlr) {
690 if (materialColour[3] < 1.) {
691 // Transparent - don't paint...
692 goto end_of_drawing_through_stencil;
693 }
694 painting_colour = clear_colour;
695 } else { // drawing_style == G4ViewParameters::hlhsr
696 painting_colour = materialColour;
697 }
698 if (materialColour[3] < 1.) {
699 // Transparent...
700 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
701 } else {
702 // Opaque...
703 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
704 }
705 glColor4fv (painting_colour);
706 glBegin (GL_QUADS);
707 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
708 if (edgeFlag[edgeCount] > 0) {
709 glEdgeFlag (GL_TRUE);
710 } else {
711 glEdgeFlag (GL_FALSE);
712 }
713 glNormal3d (normals[edgeCount].x(),
714 normals[edgeCount].y(),
715 normals[edgeCount].z());
716 glVertex3d (vertex[edgeCount].x(),
717 vertex[edgeCount].y(),
718 vertex[edgeCount].z());
719 }
720 glEnd ();
721 end_of_drawing_through_stencil:
722
723 // and once more to reset the stencil bits...
724 glStencilFunc (GL_ALWAYS, 0, 1);
725 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
726 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
727 if (materialColour[3] < 1.) {
728 // Transparent...
729 glDisable (GL_CULL_FACE);
730 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
731 } else {
732 // Opaque...
733 if (clipping) {
734 glDisable (GL_CULL_FACE);
735 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
736 } else {
737 glEnable (GL_CULL_FACE);
738 glCullFace (GL_BACK);
739 glPolygonMode (GL_FRONT, GL_LINE);
740 }
741 }
742 glDisable (GL_LIGHTING);
743 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
744 glBegin (GL_QUADS);
745 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
746 if (edgeFlag[edgeCount] > 0) {
747 glEdgeFlag (GL_TRUE);
748 } else {
749 glEdgeFlag (GL_FALSE);
750 }
751 glNormal3d (normals[edgeCount].x(),
752 normals[edgeCount].y(),
753 normals[edgeCount].z());
754 glVertex3d (vertex[edgeCount].x(),
755 vertex[edgeCount].y(),
756 vertex[edgeCount].z());
757 }
758 glEnd ();
759 glDepthFunc (GL_LEQUAL); // Revert for next facet.
760 glBegin (GL_QUADS); // Ready for next facet. GL
761 // says it ignores incomplete
762 // quadrilaterals, so final empty
763 // glBegin/End sequence should be OK.
764 }
765 } while (notLastFace);
766
767 glEnd ();
768 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
769 glDepthMask (1); // Revert to default for next primitive.
[754]770 glDisable (GL_LIGHTING); // Revert to default for next primitive.
[529]771}
772
773//Method for handling G4NURBS objects for drawing solids.
774//Knots and Ctrl Pnts MUST be arrays of GLfloats.
775void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
776
[593]777 // Loads G4Atts for picking...
778 if (fpViewer->GetViewParameters().IsPicking()) {
779 G4AttHolder* holder = new G4AttHolder;
780 LoadAtts(nurb, holder);
781 fPickMap[fPickName] = holder;
782 }
783
[529]784 GLUnurbsObj *gl_nurb;
785 gl_nurb = gluNewNurbsRenderer ();
786
787 GLfloat *u_knot_array, *u_knot_array_ptr;
788 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
789 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
[789]790 while (u_iterator.pick (u_knot_array_ptr++)){}
[529]791
792 GLfloat *v_knot_array, *v_knot_array_ptr;
793 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
794 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
[789]795 while (v_iterator.pick (v_knot_array_ptr++)){}
[529]796
797 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
798 ctrl_pnt_array = ctrl_pnt_array_ptr =
799 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
800 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
[789]801 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
[529]802
803 // Get vis attributes - pick up defaults if none.
804 const G4VisAttributes* pVA =
805 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
806
807 // Get view parameters that the user can force through the vis
808 // attributes, thereby over-riding the current view parameter.
809 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
810 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
811
812 //Get colour, etc..
813 const G4Colour& c = pVA -> GetColour ();
814
815 switch (drawing_style) {
816
817 case (G4ViewParameters::hlhsr):
818 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
819 // << "Using hidden surface removal." << G4endl;
820 case (G4ViewParameters::hsr):
821 {
[688]822 if (!fProcessing2D) glEnable (GL_LIGHTING);
[529]823 glEnable (GL_DEPTH_TEST);
824 glEnable (GL_AUTO_NORMAL);
825 glEnable (GL_NORMALIZE);
826 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
827 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
828 GLfloat materialColour [4];
829 materialColour [0] = c.GetRed ();
830 materialColour [1] = c.GetGreen ();
831 materialColour [2] = c.GetBlue ();
832 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
833 // but see complication in
834 // AddPrimitive(const G4Polyhedron&).
835 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
836 break;
837 }
838 case (G4ViewParameters::hlr):
839 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
840 // << "Using wireframe." << G4endl;
841 case (G4ViewParameters::wireframe):
842 default:
843 glDisable (GL_LIGHTING);
844// glDisable (GL_DEPTH_TEST);
845 glEnable (GL_DEPTH_TEST);
846 glDisable (GL_AUTO_NORMAL);
847 glDisable (GL_NORMALIZE);
848 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
849 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
850 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
851 break;
852 }
853
854 gluBeginSurface (gl_nurb);
855 G4int u_stride = 4;
856 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
857
858 gluNurbsSurface (gl_nurb,
859 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
860 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
861 u_stride,
862 v_stride,
863 ctrl_pnt_array,
864 nurb.GetUorder (),
865 nurb.GetVorder (),
866 GL_MAP2_VERTEX_4);
867
868 gluEndSurface (gl_nurb);
869
870 delete [] u_knot_array; // These should be allocated with smart allocators
871 delete [] v_knot_array; // to avoid memory explosion.
872 delete [] ctrl_pnt_array;
873
874 gluDeleteNurbsRenderer (gl_nurb);
875}
876
877void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
878 G4VSceneHandler::AddCompound(traj); // For now.
879}
880
881void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
882 G4VSceneHandler::AddCompound(hit); // For now.
883}
884
885#endif
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