[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 | #include "G4OpenGLQtViewer.hh" |
---|
[529] | 48 | #include "G4OpenGLSceneHandler.hh" |
---|
| 49 | #include "G4OpenGLViewer.hh" |
---|
| 50 | #include "G4OpenGLFontBaseStore.hh" |
---|
| 51 | #include "G4OpenGLTransform3D.hh" |
---|
| 52 | #include "G4Point3D.hh" |
---|
| 53 | #include "G4Normal3D.hh" |
---|
| 54 | #include "G4Transform3D.hh" |
---|
| 55 | #include "G4Polyline.hh" |
---|
[593] | 56 | #include "G4Polymarker.hh" |
---|
[529] | 57 | #include "G4Text.hh" |
---|
| 58 | #include "G4Circle.hh" |
---|
| 59 | #include "G4Square.hh" |
---|
| 60 | #include "G4VMarker.hh" |
---|
| 61 | #include "G4Polyhedron.hh" |
---|
| 62 | #include "G4VisAttributes.hh" |
---|
| 63 | #include "G4PhysicalVolumeModel.hh" |
---|
| 64 | #include "G4VPhysicalVolume.hh" |
---|
| 65 | #include "G4LogicalVolume.hh" |
---|
| 66 | #include "G4VSolid.hh" |
---|
| 67 | #include "G4Scene.hh" |
---|
| 68 | #include "G4VisExtent.hh" |
---|
[593] | 69 | #include "G4AttHolder.hh" |
---|
[529] | 70 | |
---|
| 71 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system, |
---|
| 72 | G4int id, |
---|
| 73 | const G4String& name): |
---|
[593] | 74 | G4VSceneHandler (system, id, name), |
---|
| 75 | fPickName(0), |
---|
[688] | 76 | fProcessing2D (false), |
---|
[593] | 77 | fProcessingPolymarker(false) |
---|
[1125] | 78 | {} |
---|
[529] | 79 | |
---|
| 80 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler () |
---|
| 81 | { |
---|
| 82 | ClearStore (); |
---|
| 83 | } |
---|
| 84 | |
---|
| 85 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = { |
---|
| 86 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 87 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 88 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 89 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 90 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 91 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 92 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 93 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
---|
| 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 | }; |
---|
| 103 | |
---|
[593] | 104 | void G4OpenGLSceneHandler::ClearAndDestroyAtts() |
---|
| 105 | { |
---|
| 106 | std::map<GLuint, G4AttHolder*>::iterator i; |
---|
| 107 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second; |
---|
| 108 | fPickMap.clear(); |
---|
| 109 | } |
---|
| 110 | |
---|
| 111 | void G4OpenGLSceneHandler::PreAddSolid |
---|
| 112 | (const G4Transform3D& objectTransformation, |
---|
| 113 | const G4VisAttributes& visAttribs) |
---|
| 114 | { |
---|
| 115 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); |
---|
| 116 | } |
---|
| 117 | |
---|
| 118 | void G4OpenGLSceneHandler::BeginPrimitives |
---|
| 119 | (const G4Transform3D& objectTransformation) |
---|
| 120 | { |
---|
| 121 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
---|
| 122 | } |
---|
| 123 | |
---|
| 124 | void G4OpenGLSceneHandler::EndPrimitives () |
---|
| 125 | { |
---|
| 126 | G4VSceneHandler::EndPrimitives (); |
---|
| 127 | } |
---|
| 128 | |
---|
[688] | 129 | void G4OpenGLSceneHandler::BeginPrimitives2D |
---|
| 130 | (const G4Transform3D& objectTransformation) |
---|
[593] | 131 | { |
---|
[688] | 132 | G4VSceneHandler::BeginPrimitives2D (objectTransformation); |
---|
| 133 | fProcessing2D = true; |
---|
[593] | 134 | } |
---|
| 135 | |
---|
| 136 | void G4OpenGLSceneHandler::EndPrimitives2D () |
---|
| 137 | { |
---|
[688] | 138 | fProcessing2D = false; |
---|
[593] | 139 | G4VSceneHandler::EndPrimitives2D (); |
---|
| 140 | } |
---|
| 141 | |
---|
[529] | 142 | const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron () |
---|
| 143 | { |
---|
| 144 | // Clipping done in G4OpenGLViewer::SetView. |
---|
| 145 | return 0; |
---|
| 146 | |
---|
| 147 | // But...OpenGL no longer seems to reconstruct clipped edges, so, |
---|
| 148 | // when the BooleanProcessor is up to it, abandon this and use |
---|
| 149 | // generic clipping in G4VSceneHandler::CreateSectionPolyhedron... |
---|
| 150 | // return G4VSceneHandler::CreateSectionPolyhedron(); |
---|
| 151 | } |
---|
| 152 | |
---|
| 153 | const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron () |
---|
| 154 | { |
---|
| 155 | // Cutaway done in G4OpenGLViewer::SetView. |
---|
| 156 | return 0; |
---|
| 157 | |
---|
| 158 | // But...if not, when the BooleanProcessor is up to it... |
---|
| 159 | // return G4VSceneHandler::CreateCutawayPolyhedron(); |
---|
| 160 | } |
---|
| 161 | |
---|
| 162 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line) |
---|
| 163 | { |
---|
| 164 | G4int nPoints = line.size (); |
---|
| 165 | if (nPoints <= 0) return; |
---|
| 166 | |
---|
[593] | 167 | // Loads G4Atts for picking... |
---|
| 168 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 169 | G4AttHolder* holder = new G4AttHolder; |
---|
| 170 | LoadAtts(line, holder); |
---|
| 171 | fPickMap[fPickName] = holder; |
---|
| 172 | } |
---|
| 173 | |
---|
[529] | 174 | // Note: colour treated in sub-class. |
---|
| 175 | |
---|
| 176 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
---|
| 177 | glDisable (GL_DEPTH_TEST); |
---|
| 178 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
---|
| 179 | |
---|
| 180 | glDisable (GL_LIGHTING); |
---|
| 181 | |
---|
[593] | 182 | // Get vis attributes - pick up defaults if none. |
---|
| 183 | const G4VisAttributes* pVA = |
---|
| 184 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ()); |
---|
| 185 | |
---|
| 186 | G4double lineWidth = GetLineWidth(pVA); |
---|
[529] | 187 | glLineWidth(lineWidth); |
---|
| 188 | |
---|
| 189 | glBegin (GL_LINE_STRIP); |
---|
| 190 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) { |
---|
| 191 | G4double x, y, z; |
---|
| 192 | x = line[iPoint].x(); |
---|
| 193 | y = line[iPoint].y(); |
---|
| 194 | z = line[iPoint].z(); |
---|
| 195 | glVertex3d (x, y, z); |
---|
| 196 | } |
---|
| 197 | glEnd (); |
---|
| 198 | } |
---|
| 199 | |
---|
[593] | 200 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
---|
| 201 | { |
---|
| 202 | G4int nPoints = polymarker.size (); |
---|
| 203 | if (nPoints <= 0) return; |
---|
| 204 | |
---|
| 205 | fProcessingPolymarker = true; |
---|
| 206 | |
---|
| 207 | // Loads G4Atts for picking... |
---|
| 208 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 209 | G4AttHolder* holder = new G4AttHolder; |
---|
| 210 | LoadAtts(polymarker, holder); |
---|
| 211 | fPickMap[fPickName] = holder; |
---|
| 212 | } |
---|
| 213 | |
---|
| 214 | switch (polymarker.GetMarkerType()) { |
---|
| 215 | default: |
---|
| 216 | case G4Polymarker::dots: |
---|
| 217 | { |
---|
| 218 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
---|
| 219 | G4Circle dot (polymarker); |
---|
| 220 | dot.SetPosition (polymarker[iPoint]); |
---|
| 221 | dot.SetWorldSize (0.); |
---|
| 222 | dot.SetScreenSize (0.1); // Very small circle. |
---|
| 223 | G4OpenGLSceneHandler::AddPrimitive (dot); |
---|
| 224 | } |
---|
| 225 | } |
---|
| 226 | break; |
---|
| 227 | case G4Polymarker::circles: |
---|
| 228 | { |
---|
| 229 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
---|
| 230 | G4Circle circle (polymarker); |
---|
| 231 | circle.SetPosition (polymarker[iPoint]); |
---|
| 232 | G4OpenGLSceneHandler::AddPrimitive (circle); |
---|
| 233 | } |
---|
| 234 | } |
---|
| 235 | break; |
---|
| 236 | case G4Polymarker::squares: |
---|
| 237 | { |
---|
| 238 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
---|
| 239 | G4Square square (polymarker); |
---|
| 240 | square.SetPosition (polymarker[iPoint]); |
---|
| 241 | G4OpenGLSceneHandler::AddPrimitive (square); |
---|
| 242 | } |
---|
| 243 | } |
---|
| 244 | break; |
---|
| 245 | } |
---|
| 246 | |
---|
| 247 | fProcessingPolymarker = false; |
---|
| 248 | } |
---|
| 249 | |
---|
[529] | 250 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) { |
---|
| 251 | |
---|
[593] | 252 | // Loads G4Atts for picking... |
---|
| 253 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 254 | G4AttHolder* holder = new G4AttHolder; |
---|
| 255 | LoadAtts(text, holder); |
---|
| 256 | fPickMap[fPickName] = holder; |
---|
| 257 | } |
---|
| 258 | |
---|
[529] | 259 | const G4Colour& c = GetTextColour (text); // Picks up default if none. |
---|
| 260 | MarkerSizeType sizeType; |
---|
| 261 | G4double size = GetMarkerSize (text, sizeType); |
---|
| 262 | G4ThreeVector position (text.GetPosition ()); |
---|
| 263 | G4String textString = text.GetText(); |
---|
| 264 | |
---|
| 265 | G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size); |
---|
| 266 | if (font_base < 0) { |
---|
[1113] | 267 | |
---|
[1128] | 268 | #ifdef G4VIS_BUILD_OPENGLQT_DRIVER |
---|
[1113] | 269 | G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer); |
---|
| 270 | if (oGLSQtViewer) { |
---|
| 271 | // FIXME : No font for the moment |
---|
| 272 | const char* textCString = textString.c_str(); |
---|
| 273 | oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
---|
| 274 | } |
---|
[1128] | 275 | #endif |
---|
[529] | 276 | static G4int callCount = 0; |
---|
| 277 | ++callCount; |
---|
| 278 | if (callCount <= 10 || callCount%100 == 0) { |
---|
| 279 | G4cout << |
---|
| 280 | "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count " |
---|
| 281 | << callCount << |
---|
| 282 | "\n No fonts available." |
---|
| 283 | "\n Called with text \"" |
---|
| 284 | << text.GetText () |
---|
| 285 | << "\"\n at " << position |
---|
| 286 | << ", size " << size |
---|
| 287 | << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset () |
---|
| 288 | << ", type " << G4int(sizeType) |
---|
| 289 | << ", colour " << c |
---|
| 290 | << G4endl; |
---|
| 291 | } |
---|
| 292 | return; |
---|
| 293 | } |
---|
| 294 | const char* textCString = textString.c_str(); |
---|
| 295 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
[1129] | 296 | #ifdef G4VIS_BUILD_OPENGLQT_DRIVER |
---|
[1113] | 297 | G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer); |
---|
| 298 | |
---|
| 299 | if (oGLSQtViewer) { |
---|
| 300 | // FIXME : No font for the moment |
---|
| 301 | oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
---|
[1129] | 302 | } |
---|
| 303 | #else |
---|
[1113] | 304 | glDisable (GL_DEPTH_TEST); |
---|
| 305 | glDisable (GL_LIGHTING); |
---|
| 306 | |
---|
| 307 | glRasterPos3d(position.x(),position.y(),position.z()); |
---|
| 308 | // No action on offset or layout at present. |
---|
| 309 | glPushAttrib(GL_LIST_BIT); |
---|
| 310 | glListBase(font_base); |
---|
| 311 | glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString); |
---|
| 312 | glPopAttrib(); |
---|
[1129] | 313 | #endif |
---|
[1113] | 314 | // ////////////// |
---|
| 315 | // makeCurrent(); |
---|
| 316 | // glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT); |
---|
| 317 | // glRasterPos3d(x, y, z); |
---|
| 318 | // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
---|
| 319 | // glEnable(GL_BLEND); |
---|
| 320 | // glListBase(fontDisplayListBase(fnt, listBase)); |
---|
| 321 | // glCallLists(str.length(), GL_UNSIGNED_BYTE, str.local8Bit()); |
---|
| 322 | // glPopAttrib(); |
---|
| 323 | // ////////////// |
---|
[529] | 324 | |
---|
[1113] | 325 | #ifdef G4DEBUG_VIS_OGL |
---|
| 326 | printf ("G4OpenGLSceneHandler::AddPrimitives TEXT\n"); |
---|
| 327 | #endif |
---|
[529] | 328 | } |
---|
| 329 | |
---|
| 330 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) { |
---|
| 331 | glEnable (GL_POINT_SMOOTH); |
---|
[593] | 332 | AddCircleSquare (circle, G4OpenGLBitMapStore::circle); |
---|
[529] | 333 | } |
---|
| 334 | |
---|
| 335 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) { |
---|
| 336 | glDisable (GL_POINT_SMOOTH); |
---|
[593] | 337 | AddCircleSquare (square, G4OpenGLBitMapStore::square); |
---|
[529] | 338 | } |
---|
| 339 | |
---|
| 340 | void G4OpenGLSceneHandler::AddCircleSquare |
---|
| 341 | (const G4VMarker& marker, |
---|
[593] | 342 | G4OpenGLBitMapStore::Shape shape) { |
---|
[529] | 343 | |
---|
[593] | 344 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts. |
---|
| 345 | // Loads G4Atts for picking... |
---|
| 346 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 347 | G4AttHolder* holder = new G4AttHolder; |
---|
| 348 | LoadAtts(marker, holder); |
---|
| 349 | fPickMap[fPickName] = holder; |
---|
| 350 | } |
---|
| 351 | } |
---|
| 352 | |
---|
[529] | 353 | // Note: colour treated in sub-class. |
---|
| 354 | |
---|
| 355 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
---|
| 356 | glDisable (GL_DEPTH_TEST); |
---|
| 357 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
---|
| 358 | |
---|
| 359 | glDisable (GL_LIGHTING); |
---|
| 360 | |
---|
[593] | 361 | // Get vis attributes - pick up defaults if none. |
---|
| 362 | const G4VisAttributes* pVA = |
---|
| 363 | fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ()); |
---|
| 364 | |
---|
| 365 | G4double lineWidth = GetLineWidth(pVA); |
---|
[529] | 366 | glLineWidth(lineWidth); |
---|
| 367 | |
---|
| 368 | G4VMarker::FillStyle style = marker.GetFillStyle(); |
---|
[593] | 369 | |
---|
| 370 | G4bool filled = false; |
---|
| 371 | static G4bool hashedWarned = false; |
---|
[529] | 372 | |
---|
| 373 | switch (style) { |
---|
| 374 | case G4VMarker::noFill: |
---|
| 375 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
[593] | 376 | filled = false; |
---|
[529] | 377 | break; |
---|
| 378 | |
---|
| 379 | case G4VMarker::hashed: |
---|
[593] | 380 | if (!hashedWarned) { |
---|
| 381 | G4cout << "Hashed fill style in G4OpenGLSceneHandler." |
---|
| 382 | << "\n Not implemented. Using G4VMarker::filled." |
---|
| 383 | << G4endl; |
---|
| 384 | hashedWarned = true; |
---|
| 385 | } |
---|
| 386 | // Maybe use |
---|
| 387 | //glPolygonStipple (fStippleMaskHashed); |
---|
| 388 | // Drop through to filled... |
---|
[529] | 389 | |
---|
| 390 | case G4VMarker::filled: |
---|
| 391 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
[593] | 392 | filled = true; |
---|
[529] | 393 | break; |
---|
| 394 | |
---|
| 395 | } |
---|
| 396 | |
---|
| 397 | // A few useful quantities... |
---|
| 398 | G4Point3D centre = marker.GetPosition(); |
---|
| 399 | MarkerSizeType sizeType; |
---|
| 400 | G4double size = GetMarkerSize(marker, sizeType); |
---|
| 401 | |
---|
[593] | 402 | // Draw... |
---|
[931] | 403 | if (sizeType == world) { // Size specified in world coordinates. |
---|
[935] | 404 | |
---|
[931] | 405 | DrawXYPolygon (shape, size, centre, pVA); |
---|
[529] | 406 | |
---|
[931] | 407 | } else { // Size specified in screen (window) coordinates. |
---|
[1009] | 408 | glPointSize (size); |
---|
[933] | 409 | glBegin (GL_POINTS); |
---|
| 410 | glVertex3f(centre.x(),centre.y(),centre.z()); |
---|
| 411 | glEnd(); |
---|
| 412 | //Antialiasing |
---|
| 413 | glEnable (GL_POINT_SMOOTH); |
---|
| 414 | //Transparency |
---|
| 415 | glEnable(GL_BLEND); |
---|
| 416 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
---|
[935] | 417 | |
---|
| 418 | // L. GARNIER 1 March 2009 |
---|
| 419 | // Old method, we draw a bitmap instead of a GL_POINT. |
---|
| 420 | // I remove it because it cost in term of computing performances |
---|
| 421 | // and gl2ps can't draw bitmaps |
---|
| 422 | |
---|
| 423 | // glRasterPos3d(centre.x(),centre.y(),centre.z()); |
---|
| 424 | // const GLubyte* marker = |
---|
| 425 | // G4OpenGLBitMapStore::GetBitMap(shape, size, filled); |
---|
| 426 | // glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
---|
| 427 | // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker); |
---|
[931] | 428 | } |
---|
[529] | 429 | } |
---|
| 430 | |
---|
[593] | 431 | void G4OpenGLSceneHandler::DrawXYPolygon |
---|
| 432 | (G4OpenGLBitMapStore::Shape shape, |
---|
| 433 | G4double size, |
---|
[529] | 434 | const G4Point3D& centre, |
---|
[593] | 435 | const G4VisAttributes* pApplicableVisAtts) |
---|
| 436 | { |
---|
| 437 | G4int nSides; |
---|
| 438 | G4double startPhi; |
---|
| 439 | if (shape == G4OpenGLBitMapStore::circle) { |
---|
| 440 | nSides = GetNoOfSides(pApplicableVisAtts); |
---|
| 441 | startPhi = 0.; |
---|
| 442 | } else { |
---|
| 443 | nSides = 4; |
---|
| 444 | startPhi = -pi / 4.; |
---|
[529] | 445 | } |
---|
| 446 | |
---|
| 447 | const G4Vector3D& viewpointDirection = |
---|
| 448 | fpViewer -> GetViewParameters().GetViewpointDirection(); |
---|
| 449 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector(); |
---|
| 450 | const G4double dPhi = twopi / nSides; |
---|
| 451 | const G4double radius = size / 2.; |
---|
| 452 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit(); |
---|
| 453 | G4double phi; |
---|
| 454 | G4int i; |
---|
[593] | 455 | |
---|
[529] | 456 | glBegin (GL_POLYGON); |
---|
[593] | 457 | for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) { |
---|
[529] | 458 | G4Vector3D r = start; r.rotate(phi, viewpointDirection); |
---|
| 459 | G4Vector3D p = centre + r; |
---|
| 460 | glVertex3d (p.x(), p.y(), p.z()); |
---|
| 461 | } |
---|
| 462 | glEnd (); |
---|
| 463 | } |
---|
| 464 | |
---|
[593] | 465 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale) |
---|
| 466 | { |
---|
| 467 | G4VSceneHandler::AddPrimitive(scale); |
---|
| 468 | } |
---|
| 469 | |
---|
[529] | 470 | //Method for handling G4Polyhedron objects for drawing solids. |
---|
| 471 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { |
---|
[1125] | 472 | |
---|
[529] | 473 | // Assume all facets are planar convex quadrilaterals. |
---|
| 474 | // Draw each facet individually |
---|
[1125] | 475 | |
---|
[529] | 476 | if (polyhedron.GetNoFacets() == 0) return; |
---|
| 477 | |
---|
[593] | 478 | // Loads G4Atts for picking... |
---|
| 479 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 480 | G4AttHolder* holder = new G4AttHolder; |
---|
[1113] | 481 | LoadAtts(polyhedron, holder); |
---|
[593] | 482 | fPickMap[fPickName] = holder; |
---|
| 483 | } |
---|
| 484 | |
---|
[529] | 485 | // Get vis attributes - pick up defaults if none. |
---|
| 486 | const G4VisAttributes* pVA = |
---|
| 487 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); |
---|
| 488 | |
---|
| 489 | // Get view parameters that the user can force through the vis |
---|
| 490 | // attributes, thereby over-riding the current view parameter. |
---|
| 491 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
---|
| 492 | |
---|
| 493 | //Get colour, etc... |
---|
| 494 | G4bool transparency_enabled = true; |
---|
| 495 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
---|
| 496 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
---|
[593] | 497 | const G4Colour& c = pVA->GetColour(); |
---|
[529] | 498 | GLfloat materialColour [4]; |
---|
| 499 | materialColour [0] = c.GetRed (); |
---|
| 500 | materialColour [1] = c.GetGreen (); |
---|
| 501 | materialColour [2] = c.GetBlue (); |
---|
| 502 | if (transparency_enabled) { |
---|
| 503 | materialColour [3] = c.GetAlpha (); |
---|
| 504 | } else { |
---|
| 505 | materialColour [3] = 1.; |
---|
| 506 | } |
---|
| 507 | |
---|
[593] | 508 | G4double lineWidth = GetLineWidth(pVA); |
---|
[529] | 509 | glLineWidth(lineWidth); |
---|
| 510 | |
---|
| 511 | GLfloat clear_colour[4]; |
---|
| 512 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour); |
---|
| 513 | |
---|
| 514 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
---|
| 515 | |
---|
| 516 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway(); |
---|
| 517 | |
---|
[754] | 518 | // Lighting disabled unless otherwise requested |
---|
| 519 | glDisable (GL_LIGHTING); |
---|
| 520 | |
---|
[529] | 521 | switch (drawing_style) { |
---|
| 522 | case (G4ViewParameters::hlhsr): |
---|
| 523 | // Set up as for hidden line removal but paint polygon faces later... |
---|
| 524 | case (G4ViewParameters::hlr): |
---|
| 525 | glEnable (GL_STENCIL_TEST); |
---|
| 526 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView. |
---|
| 527 | // The procedure below leaves it clear. |
---|
| 528 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
| 529 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
| 530 | glEnable (GL_DEPTH_TEST); |
---|
| 531 | glDepthFunc (GL_LEQUAL); |
---|
| 532 | if (materialColour[3] < 1.) { |
---|
| 533 | // Transparent... |
---|
| 534 | glDisable (GL_CULL_FACE); |
---|
| 535 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 536 | } else { |
---|
| 537 | // Opaque... |
---|
| 538 | if (clipping) { |
---|
| 539 | glDisable (GL_CULL_FACE); |
---|
| 540 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 541 | } else { |
---|
| 542 | glEnable (GL_CULL_FACE); |
---|
| 543 | glCullFace (GL_BACK); |
---|
| 544 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
| 545 | } |
---|
| 546 | } |
---|
| 547 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 548 | break; |
---|
| 549 | case (G4ViewParameters::hsr): |
---|
| 550 | glEnable (GL_DEPTH_TEST); |
---|
| 551 | glDepthFunc (GL_LEQUAL); |
---|
| 552 | if (materialColour[3] < 1.) { |
---|
| 553 | // Transparent... |
---|
| 554 | glDepthMask (0); // Make depth buffer read-only. |
---|
| 555 | glDisable (GL_CULL_FACE); |
---|
| 556 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 557 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 558 | } else { |
---|
| 559 | // Opaque... |
---|
| 560 | glDepthMask (1); // Make depth buffer writable (default). |
---|
| 561 | if (clipping) { |
---|
| 562 | glDisable (GL_CULL_FACE); |
---|
| 563 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 564 | } else { |
---|
| 565 | glEnable (GL_CULL_FACE); |
---|
| 566 | glCullFace (GL_BACK); |
---|
| 567 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
| 568 | } |
---|
| 569 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 570 | } |
---|
[688] | 571 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 572 | break; |
---|
| 573 | case (G4ViewParameters::wireframe): |
---|
| 574 | default: |
---|
| 575 | glEnable (GL_DEPTH_TEST); |
---|
| 576 | glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS |
---|
| 577 | glDisable (GL_CULL_FACE); |
---|
| 578 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 579 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 580 | break; |
---|
| 581 | } |
---|
| 582 | |
---|
| 583 | //Loop through all the facets... |
---|
| 584 | glBegin (GL_QUADS); |
---|
| 585 | G4bool notLastFace; |
---|
| 586 | do { |
---|
| 587 | |
---|
| 588 | //First, find vertices, edgeflags and normals and note "not last facet"... |
---|
| 589 | G4Point3D vertex[4]; |
---|
| 590 | G4int edgeFlag[4]; |
---|
| 591 | G4Normal3D normals[4]; |
---|
| 592 | G4int n; |
---|
| 593 | notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals); |
---|
| 594 | |
---|
| 595 | //Loop through the four edges of each G4Facet... |
---|
| 596 | G4int edgeCount = 0; |
---|
| 597 | for(edgeCount = 0; edgeCount < n; ++edgeCount) { |
---|
| 598 | // Check to see if edge is visible or not... |
---|
| 599 | if (isAuxEdgeVisible) { |
---|
| 600 | edgeFlag[edgeCount] = 1; |
---|
| 601 | } |
---|
| 602 | if (edgeFlag[edgeCount] > 0) { |
---|
| 603 | glEdgeFlag (GL_TRUE); |
---|
| 604 | } else { |
---|
| 605 | glEdgeFlag (GL_FALSE); |
---|
| 606 | } |
---|
| 607 | glNormal3d (normals[edgeCount].x(), |
---|
| 608 | normals[edgeCount].y(), |
---|
| 609 | normals[edgeCount].z()); |
---|
| 610 | glVertex3d (vertex[edgeCount].x(), |
---|
| 611 | vertex[edgeCount].y(), |
---|
| 612 | vertex[edgeCount].z()); |
---|
| 613 | } |
---|
| 614 | // HepPolyhedron produces triangles too; in that case add an extra |
---|
| 615 | // vertex identical to first... |
---|
| 616 | if (n == 3) { |
---|
| 617 | edgeCount = 3; |
---|
| 618 | normals[edgeCount] = normals[0]; |
---|
| 619 | vertex[edgeCount] = vertex[0]; |
---|
| 620 | edgeFlag[edgeCount] = -1; |
---|
| 621 | glEdgeFlag (GL_FALSE); |
---|
| 622 | glNormal3d (normals[edgeCount].x(), |
---|
| 623 | normals[edgeCount].y(), |
---|
| 624 | normals[edgeCount].z()); |
---|
| 625 | glVertex3d (vertex[edgeCount].x(), |
---|
| 626 | vertex[edgeCount].y(), |
---|
| 627 | vertex[edgeCount].z()); |
---|
| 628 | } |
---|
| 629 | // Trap situation where number of edges is > 4... |
---|
| 630 | if (n > 4) { |
---|
| 631 | G4cerr << |
---|
| 632 | "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING"; |
---|
| 633 | G4PhysicalVolumeModel* pPVModel = |
---|
| 634 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
---|
| 635 | if (pPVModel) { |
---|
| 636 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
---|
| 637 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV(); |
---|
| 638 | G4cerr << |
---|
| 639 | "\n Volume " << pCurrentPV->GetName() << |
---|
| 640 | ", Solid " << pCurrentLV->GetSolid()->GetName() << |
---|
| 641 | " (" << pCurrentLV->GetSolid()->GetEntityType(); |
---|
| 642 | } |
---|
| 643 | G4cerr<< |
---|
| 644 | "\n G4Polyhedron facet with " << n << " edges" << G4endl; |
---|
| 645 | } |
---|
| 646 | |
---|
| 647 | // Do it all over again (twice) for hlr... |
---|
| 648 | if (drawing_style == G4ViewParameters::hlr || |
---|
| 649 | drawing_style == G4ViewParameters::hlhsr) { |
---|
| 650 | |
---|
| 651 | glEnd (); // Placed here to balance glBegin above, allowing GL |
---|
| 652 | // state changes below, then glBegin again. Avoids |
---|
| 653 | // having glBegin/End pairs *inside* loop in the more |
---|
| 654 | // usual case of no hidden line removal. |
---|
| 655 | |
---|
[754] | 656 | // Lighting disabled unless otherwise requested |
---|
| 657 | glDisable (GL_LIGHTING); |
---|
| 658 | |
---|
[529] | 659 | // Draw through stencil... |
---|
| 660 | glStencilFunc (GL_EQUAL, 0, 1); |
---|
| 661 | glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); |
---|
| 662 | if (drawing_style == G4ViewParameters::hlhsr) { |
---|
[688] | 663 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 664 | } |
---|
| 665 | glEnable (GL_DEPTH_TEST); |
---|
| 666 | glDepthFunc (GL_LEQUAL); |
---|
| 667 | if (materialColour[3] < 1.) { |
---|
| 668 | // Transparent... |
---|
| 669 | glDepthMask (0); // Make depth buffer read-only. |
---|
| 670 | glDisable (GL_CULL_FACE); |
---|
| 671 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 672 | } else { |
---|
| 673 | // Opaque... |
---|
| 674 | glDepthMask (1); // Make depth buffer writable (default). |
---|
| 675 | if (clipping) { |
---|
| 676 | glDisable (GL_CULL_FACE); |
---|
| 677 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 678 | } else { |
---|
| 679 | glEnable (GL_CULL_FACE); |
---|
| 680 | glCullFace (GL_BACK); |
---|
| 681 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
| 682 | } |
---|
| 683 | } |
---|
| 684 | GLfloat* painting_colour; |
---|
| 685 | if (drawing_style == G4ViewParameters::hlr) { |
---|
| 686 | if (materialColour[3] < 1.) { |
---|
| 687 | // Transparent - don't paint... |
---|
| 688 | goto end_of_drawing_through_stencil; |
---|
| 689 | } |
---|
| 690 | painting_colour = clear_colour; |
---|
| 691 | } else { // drawing_style == G4ViewParameters::hlhsr |
---|
| 692 | painting_colour = materialColour; |
---|
| 693 | } |
---|
| 694 | if (materialColour[3] < 1.) { |
---|
| 695 | // Transparent... |
---|
| 696 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
| 697 | } else { |
---|
| 698 | // Opaque... |
---|
| 699 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
| 700 | } |
---|
| 701 | glColor4fv (painting_colour); |
---|
| 702 | glBegin (GL_QUADS); |
---|
| 703 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
| 704 | if (edgeFlag[edgeCount] > 0) { |
---|
| 705 | glEdgeFlag (GL_TRUE); |
---|
| 706 | } else { |
---|
| 707 | glEdgeFlag (GL_FALSE); |
---|
| 708 | } |
---|
| 709 | glNormal3d (normals[edgeCount].x(), |
---|
| 710 | normals[edgeCount].y(), |
---|
| 711 | normals[edgeCount].z()); |
---|
| 712 | glVertex3d (vertex[edgeCount].x(), |
---|
| 713 | vertex[edgeCount].y(), |
---|
| 714 | vertex[edgeCount].z()); |
---|
| 715 | } |
---|
| 716 | glEnd (); |
---|
| 717 | end_of_drawing_through_stencil: |
---|
| 718 | |
---|
| 719 | // and once more to reset the stencil bits... |
---|
| 720 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
| 721 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
| 722 | glDepthFunc (GL_LEQUAL); // to make sure line gets drawn. |
---|
| 723 | if (materialColour[3] < 1.) { |
---|
| 724 | // Transparent... |
---|
| 725 | glDisable (GL_CULL_FACE); |
---|
| 726 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 727 | } else { |
---|
| 728 | // Opaque... |
---|
| 729 | if (clipping) { |
---|
| 730 | glDisable (GL_CULL_FACE); |
---|
| 731 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 732 | } else { |
---|
| 733 | glEnable (GL_CULL_FACE); |
---|
| 734 | glCullFace (GL_BACK); |
---|
| 735 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
| 736 | } |
---|
| 737 | } |
---|
| 738 | glDisable (GL_LIGHTING); |
---|
| 739 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 740 | glBegin (GL_QUADS); |
---|
| 741 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
| 742 | if (edgeFlag[edgeCount] > 0) { |
---|
| 743 | glEdgeFlag (GL_TRUE); |
---|
| 744 | } else { |
---|
| 745 | glEdgeFlag (GL_FALSE); |
---|
| 746 | } |
---|
| 747 | glNormal3d (normals[edgeCount].x(), |
---|
| 748 | normals[edgeCount].y(), |
---|
| 749 | normals[edgeCount].z()); |
---|
| 750 | glVertex3d (vertex[edgeCount].x(), |
---|
| 751 | vertex[edgeCount].y(), |
---|
| 752 | vertex[edgeCount].z()); |
---|
| 753 | } |
---|
| 754 | glEnd (); |
---|
| 755 | glDepthFunc (GL_LEQUAL); // Revert for next facet. |
---|
| 756 | glBegin (GL_QUADS); // Ready for next facet. GL |
---|
| 757 | // says it ignores incomplete |
---|
| 758 | // quadrilaterals, so final empty |
---|
| 759 | // glBegin/End sequence should be OK. |
---|
| 760 | } |
---|
| 761 | } while (notLastFace); |
---|
| 762 | |
---|
| 763 | glEnd (); |
---|
| 764 | glDisable (GL_STENCIL_TEST); // Revert to default for next primitive. |
---|
| 765 | glDepthMask (1); // Revert to default for next primitive. |
---|
[754] | 766 | glDisable (GL_LIGHTING); // Revert to default for next primitive. |
---|
[529] | 767 | } |
---|
| 768 | |
---|
| 769 | //Method for handling G4NURBS objects for drawing solids. |
---|
| 770 | //Knots and Ctrl Pnts MUST be arrays of GLfloats. |
---|
| 771 | void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) { |
---|
| 772 | |
---|
[593] | 773 | // Loads G4Atts for picking... |
---|
| 774 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 775 | G4AttHolder* holder = new G4AttHolder; |
---|
| 776 | LoadAtts(nurb, holder); |
---|
| 777 | fPickMap[fPickName] = holder; |
---|
| 778 | } |
---|
| 779 | |
---|
[529] | 780 | GLUnurbsObj *gl_nurb; |
---|
| 781 | gl_nurb = gluNewNurbsRenderer (); |
---|
| 782 | |
---|
| 783 | GLfloat *u_knot_array, *u_knot_array_ptr; |
---|
| 784 | u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)]; |
---|
| 785 | G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U); |
---|
[789] | 786 | while (u_iterator.pick (u_knot_array_ptr++)){} |
---|
[529] | 787 | |
---|
| 788 | GLfloat *v_knot_array, *v_knot_array_ptr; |
---|
| 789 | v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)]; |
---|
| 790 | G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V); |
---|
[789] | 791 | while (v_iterator.pick (v_knot_array_ptr++)){} |
---|
[529] | 792 | |
---|
| 793 | GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr; |
---|
| 794 | ctrl_pnt_array = ctrl_pnt_array_ptr = |
---|
| 795 | new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC]; |
---|
| 796 | G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb); |
---|
[789] | 797 | while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){} |
---|
[529] | 798 | |
---|
| 799 | // Get vis attributes - pick up defaults if none. |
---|
| 800 | const G4VisAttributes* pVA = |
---|
| 801 | fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ()); |
---|
| 802 | |
---|
| 803 | // Get view parameters that the user can force through the vis |
---|
| 804 | // attributes, thereby over-riding the current view parameter. |
---|
| 805 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
---|
| 806 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
---|
| 807 | |
---|
| 808 | //Get colour, etc.. |
---|
| 809 | const G4Colour& c = pVA -> GetColour (); |
---|
| 810 | |
---|
| 811 | switch (drawing_style) { |
---|
| 812 | |
---|
| 813 | case (G4ViewParameters::hlhsr): |
---|
| 814 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
| 815 | // << "Using hidden surface removal." << G4endl; |
---|
| 816 | case (G4ViewParameters::hsr): |
---|
| 817 | { |
---|
[688] | 818 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 819 | glEnable (GL_DEPTH_TEST); |
---|
| 820 | glEnable (GL_AUTO_NORMAL); |
---|
| 821 | glEnable (GL_NORMALIZE); |
---|
| 822 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL); |
---|
| 823 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
| 824 | GLfloat materialColour [4]; |
---|
| 825 | materialColour [0] = c.GetRed (); |
---|
| 826 | materialColour [1] = c.GetGreen (); |
---|
| 827 | materialColour [2] = c.GetBlue (); |
---|
| 828 | materialColour [3] = 1.0; // = c.GetAlpha () for transparency - |
---|
| 829 | // but see complication in |
---|
| 830 | // AddPrimitive(const G4Polyhedron&). |
---|
| 831 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 832 | break; |
---|
| 833 | } |
---|
| 834 | case (G4ViewParameters::hlr): |
---|
| 835 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
| 836 | // << "Using wireframe." << G4endl; |
---|
| 837 | case (G4ViewParameters::wireframe): |
---|
| 838 | default: |
---|
| 839 | glDisable (GL_LIGHTING); |
---|
| 840 | // glDisable (GL_DEPTH_TEST); |
---|
| 841 | glEnable (GL_DEPTH_TEST); |
---|
| 842 | glDisable (GL_AUTO_NORMAL); |
---|
| 843 | glDisable (GL_NORMALIZE); |
---|
| 844 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON); |
---|
| 845 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
| 846 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 847 | break; |
---|
| 848 | } |
---|
| 849 | |
---|
| 850 | gluBeginSurface (gl_nurb); |
---|
| 851 | G4int u_stride = 4; |
---|
| 852 | G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4; |
---|
| 853 | |
---|
| 854 | gluNurbsSurface (gl_nurb, |
---|
| 855 | nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array, |
---|
| 856 | nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array, |
---|
| 857 | u_stride, |
---|
| 858 | v_stride, |
---|
| 859 | ctrl_pnt_array, |
---|
| 860 | nurb.GetUorder (), |
---|
| 861 | nurb.GetVorder (), |
---|
| 862 | GL_MAP2_VERTEX_4); |
---|
| 863 | |
---|
| 864 | gluEndSurface (gl_nurb); |
---|
| 865 | |
---|
| 866 | delete [] u_knot_array; // These should be allocated with smart allocators |
---|
| 867 | delete [] v_knot_array; // to avoid memory explosion. |
---|
| 868 | delete [] ctrl_pnt_array; |
---|
| 869 | |
---|
| 870 | gluDeleteNurbsRenderer (gl_nurb); |
---|
| 871 | } |
---|
| 872 | |
---|
| 873 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) { |
---|
| 874 | G4VSceneHandler::AddCompound(traj); // For now. |
---|
| 875 | } |
---|
| 876 | |
---|
| 877 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) { |
---|
| 878 | G4VSceneHandler::AddCompound(hit); // For now. |
---|
| 879 | } |
---|
| 880 | |
---|
| 881 | #endif |
---|