[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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[1348] | 27 | // $Id: G4OpenGLSceneHandler.cc,v 1.60 2010/12/11 17:04:07 allison Exp $ |
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[1343] | 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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[1346] | 48 | #include "G4OpenGLQtViewer.hh" |
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| 49 | #include "G4OpenGLXViewer.hh" |
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[529] | 50 | #include "G4OpenGLTransform3D.hh" |
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| 51 | #include "G4Point3D.hh" |
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| 52 | #include "G4Normal3D.hh" |
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| 53 | #include "G4Transform3D.hh" |
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| 54 | #include "G4Polyline.hh" |
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[593] | 55 | #include "G4Polymarker.hh" |
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[529] | 56 | #include "G4Text.hh" |
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| 57 | #include "G4Circle.hh" |
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| 58 | #include "G4Square.hh" |
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| 59 | #include "G4VMarker.hh" |
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| 60 | #include "G4Polyhedron.hh" |
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| 61 | #include "G4VisAttributes.hh" |
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| 62 | #include "G4PhysicalVolumeModel.hh" |
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| 63 | #include "G4VPhysicalVolume.hh" |
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| 64 | #include "G4LogicalVolume.hh" |
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| 65 | #include "G4VSolid.hh" |
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| 66 | #include "G4Scene.hh" |
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| 67 | #include "G4VisExtent.hh" |
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[593] | 68 | #include "G4AttHolder.hh" |
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[529] | 69 | |
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| 70 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system, |
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| 71 | G4int id, |
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| 72 | const G4String& name): |
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[593] | 73 | G4VSceneHandler (system, id, name), |
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| 74 | fPickName(0), |
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[688] | 75 | fProcessing2D (false), |
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[593] | 76 | fProcessingPolymarker(false) |
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[1125] | 77 | {} |
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[529] | 78 | |
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| 79 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler () |
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| 80 | { |
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| 81 | ClearStore (); |
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| 82 | } |
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| 83 | |
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| 84 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = { |
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| 85 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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| 86 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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| 87 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55, |
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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 | }; |
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| 102 | |
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[593] | 103 | void G4OpenGLSceneHandler::ClearAndDestroyAtts() |
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| 104 | { |
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| 105 | std::map<GLuint, G4AttHolder*>::iterator i; |
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| 106 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second; |
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| 107 | fPickMap.clear(); |
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| 108 | } |
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| 109 | |
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| 110 | void G4OpenGLSceneHandler::PreAddSolid |
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| 111 | (const G4Transform3D& objectTransformation, |
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| 112 | const G4VisAttributes& visAttribs) |
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| 113 | { |
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| 114 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); |
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| 115 | } |
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| 116 | |
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| 117 | void G4OpenGLSceneHandler::BeginPrimitives |
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| 118 | (const G4Transform3D& objectTransformation) |
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| 119 | { |
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| 120 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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| 121 | } |
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| 122 | |
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| 123 | void G4OpenGLSceneHandler::EndPrimitives () |
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| 124 | { |
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| 125 | G4VSceneHandler::EndPrimitives (); |
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| 126 | } |
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| 127 | |
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[688] | 128 | void G4OpenGLSceneHandler::BeginPrimitives2D |
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| 129 | (const G4Transform3D& objectTransformation) |
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[593] | 130 | { |
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[688] | 131 | G4VSceneHandler::BeginPrimitives2D (objectTransformation); |
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| 132 | fProcessing2D = true; |
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[593] | 133 | } |
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| 134 | |
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| 135 | void G4OpenGLSceneHandler::EndPrimitives2D () |
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| 136 | { |
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[688] | 137 | fProcessing2D = false; |
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[593] | 138 | G4VSceneHandler::EndPrimitives2D (); |
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| 139 | } |
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| 140 | |
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[1274] | 141 | G4VSolid* G4OpenGLSceneHandler::CreateSectionSolid () |
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[529] | 142 | { |
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| 143 | // Clipping done in G4OpenGLViewer::SetView. |
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[1274] | 144 | // return 0; |
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[529] | 145 | |
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| 146 | // But...OpenGL no longer seems to reconstruct clipped edges, so, |
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| 147 | // when the BooleanProcessor is up to it, abandon this and use |
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[1274] | 148 | // generic clipping in G4VSceneHandler::CreateSectionSolid... |
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| 149 | return G4VSceneHandler::CreateSectionSolid(); |
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[529] | 150 | } |
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| 151 | |
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[1274] | 152 | G4VSolid* G4OpenGLSceneHandler::CreateCutawaySolid () |
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[529] | 153 | { |
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| 154 | // Cutaway done in G4OpenGLViewer::SetView. |
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[1274] | 155 | // return 0; |
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[529] | 156 | |
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| 157 | // But...if not, when the BooleanProcessor is up to it... |
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[1274] | 158 | return G4VSceneHandler::CreateCutawaySolid(); |
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[529] | 159 | } |
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| 160 | |
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| 161 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line) |
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| 162 | { |
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| 163 | G4int nPoints = line.size (); |
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| 164 | if (nPoints <= 0) return; |
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| 165 | |
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[593] | 166 | // Loads G4Atts for picking... |
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| 167 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 168 | G4AttHolder* holder = new G4AttHolder; |
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| 169 | LoadAtts(line, holder); |
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| 170 | fPickMap[fPickName] = holder; |
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| 171 | } |
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| 172 | |
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[529] | 173 | // Note: colour treated in sub-class. |
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| 174 | |
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| 175 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
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| 176 | glDisable (GL_DEPTH_TEST); |
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| 177 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
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| 178 | |
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| 179 | glDisable (GL_LIGHTING); |
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| 180 | |
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[593] | 181 | // Get vis attributes - pick up defaults if none. |
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| 182 | const G4VisAttributes* pVA = |
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| 183 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ()); |
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| 184 | |
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| 185 | G4double lineWidth = GetLineWidth(pVA); |
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[529] | 186 | glLineWidth(lineWidth); |
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| 187 | |
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| 188 | glBegin (GL_LINE_STRIP); |
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| 189 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) { |
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| 190 | G4double x, y, z; |
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| 191 | x = line[iPoint].x(); |
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| 192 | y = line[iPoint].y(); |
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| 193 | z = line[iPoint].z(); |
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| 194 | glVertex3d (x, y, z); |
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| 195 | } |
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| 196 | glEnd (); |
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| 197 | } |
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| 198 | |
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[593] | 199 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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| 200 | { |
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| 201 | G4int nPoints = polymarker.size (); |
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| 202 | if (nPoints <= 0) return; |
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| 203 | |
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| 204 | fProcessingPolymarker = true; |
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| 205 | |
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| 206 | // Loads G4Atts for picking... |
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| 207 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 208 | G4AttHolder* holder = new G4AttHolder; |
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| 209 | LoadAtts(polymarker, holder); |
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| 210 | fPickMap[fPickName] = holder; |
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| 211 | } |
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| 212 | |
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| 213 | switch (polymarker.GetMarkerType()) { |
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| 214 | default: |
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| 215 | case G4Polymarker::dots: |
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| 216 | { |
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| 217 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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| 218 | G4Circle dot (polymarker); |
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| 219 | dot.SetPosition (polymarker[iPoint]); |
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| 220 | dot.SetWorldSize (0.); |
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| 221 | dot.SetScreenSize (0.1); // Very small circle. |
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| 222 | G4OpenGLSceneHandler::AddPrimitive (dot); |
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| 223 | } |
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| 224 | } |
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| 225 | break; |
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| 226 | case G4Polymarker::circles: |
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| 227 | { |
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[1242] | 228 | std::vector <G4VMarker> circleV; |
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[593] | 229 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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| 230 | G4Circle circle (polymarker); |
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[1242] | 231 | // If not already drawn |
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[593] | 232 | circle.SetPosition (polymarker[iPoint]); |
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[1242] | 233 | circleV.push_back(circle); |
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[1253] | 234 | // G4OpenGLSceneHandler::AddPrimitive (circle); |
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[593] | 235 | } |
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[1242] | 236 | G4OpenGLSceneHandler::AddPrimitives (circleV); |
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[593] | 237 | } |
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| 238 | break; |
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| 239 | case G4Polymarker::squares: |
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| 240 | { |
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[1242] | 241 | std::vector <G4VMarker> squareV; |
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[593] | 242 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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| 243 | G4Square square (polymarker); |
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| 244 | square.SetPosition (polymarker[iPoint]); |
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[1242] | 245 | squareV.push_back(square); |
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[1253] | 246 | // G4OpenGLSceneHandler::AddPrimitive (square); |
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[593] | 247 | } |
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[1242] | 248 | G4OpenGLSceneHandler::AddPrimitives (squareV); |
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[593] | 249 | } |
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| 250 | break; |
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| 251 | } |
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| 252 | |
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| 253 | fProcessingPolymarker = false; |
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| 254 | } |
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| 255 | |
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[529] | 256 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) { |
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| 257 | |
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[593] | 258 | // Loads G4Atts for picking... |
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| 259 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 260 | G4AttHolder* holder = new G4AttHolder; |
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| 261 | LoadAtts(text, holder); |
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| 262 | fPickMap[fPickName] = holder; |
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| 263 | } |
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| 264 | |
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[529] | 265 | const G4Colour& c = GetTextColour (text); // Picks up default if none. |
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| 266 | MarkerSizeType sizeType; |
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| 267 | G4double size = GetMarkerSize (text, sizeType); |
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| 268 | G4ThreeVector position (text.GetPosition ()); |
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| 269 | G4String textString = text.GetText(); |
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| 270 | |
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| 271 | const char* textCString = textString.c_str(); |
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[1346] | 272 | GLfloat color[4]; /* Ask OpenGL for the current color */ |
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| 273 | glGetFloatv(GL_CURRENT_COLOR, color); |
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[529] | 274 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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[1160] | 275 | glDisable (GL_DEPTH_TEST); |
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| 276 | glDisable (GL_LIGHTING); |
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[529] | 277 | |
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[1160] | 278 | glRasterPos3d(position.x(),position.y(),position.z()); |
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[1346] | 279 | //FIXME : We should do a virtual method drawText in all viewers |
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| 280 | // Not the same way to draw text in Qt |
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| 281 | #ifdef G4VIS_BUILD_OPENGLQT_DRIVER |
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| 282 | G4OpenGLQtViewer* pQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer); |
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| 283 | if (pQtViewer) { |
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| 284 | pQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
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| 285 | } |
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| 286 | #endif |
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| 287 | |
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| 288 | // nor for X |
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| 289 | #ifdef G4VIS_BUILD_OPENGLX_DRIVER |
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| 290 | G4OpenGLXViewer* pXViewer = dynamic_cast<G4OpenGLXViewer*>(fpViewer); |
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| 291 | if (pXViewer) { |
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| 292 | |
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| 293 | pXViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
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| 294 | } |
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| 295 | #endif |
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| 296 | glColor3d (color[0], color[1], color[2]); |
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| 297 | |
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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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[1242] | 310 | void G4OpenGLSceneHandler::AddPrimitives (std::vector <G4VMarker> square) { |
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| 311 | glDisable (GL_POINT_SMOOTH); |
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[1253] | 312 | AddCircleSquareVector (square, G4OpenGLBitMapStore::square); |
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[1242] | 313 | } |
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| 314 | |
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[529] | 315 | void G4OpenGLSceneHandler::AddCircleSquare |
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| 316 | (const G4VMarker& marker, |
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[593] | 317 | G4OpenGLBitMapStore::Shape shape) { |
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[529] | 318 | |
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[1253] | 319 | std::vector <G4VMarker> circleVector; |
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| 320 | circleVector.push_back(marker); |
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| 321 | AddCircleSquareVector(circleVector,shape); |
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[529] | 322 | } |
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[1253] | 323 | |
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| 324 | void G4OpenGLSceneHandler::AddCircleSquareVector |
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[1242] | 325 | (std::vector <G4VMarker> marker, |
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| 326 | G4OpenGLBitMapStore::Shape shape) { |
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| 327 | |
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| 328 | if (marker.size() == 0) { |
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| 329 | return; |
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| 330 | } |
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| 331 | |
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| 332 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts. |
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| 333 | // Loads G4Atts for picking... |
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| 334 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 335 | G4AttHolder* holder = new G4AttHolder; |
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| 336 | LoadAtts(marker[0], holder); |
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| 337 | fPickMap[fPickName] = holder; |
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| 338 | } |
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| 339 | } |
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| 340 | |
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| 341 | // Note: colour treated in sub-class. |
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| 342 | |
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| 343 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) { |
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| 344 | glDisable (GL_DEPTH_TEST); |
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| 345 | } else { |
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[1253] | 346 | glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS); |
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| 347 | } |
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[1242] | 348 | |
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| 349 | glDisable (GL_LIGHTING); |
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| 350 | |
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| 351 | // Get vis attributes - pick up defaults if none. |
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| 352 | const G4VisAttributes* pVA = |
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| 353 | fpViewer -> GetApplicableVisAttributes (marker[0].GetVisAttributes ()); |
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| 354 | |
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| 355 | G4double lineWidth = GetLineWidth(pVA); |
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| 356 | glLineWidth(lineWidth); |
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| 357 | |
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| 358 | G4VMarker::FillStyle style = marker[0].GetFillStyle(); |
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| 359 | |
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| 360 | G4bool filled = false; |
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| 361 | static G4bool hashedWarned = false; |
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| 362 | |
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| 363 | switch (style) { |
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| 364 | case G4VMarker::noFill: |
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| 365 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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| 366 | filled = false; |
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| 367 | break; |
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| 368 | |
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| 369 | case G4VMarker::hashed: |
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| 370 | if (!hashedWarned) { |
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| 371 | G4cout << "Hashed fill style in G4OpenGLSceneHandler." |
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| 372 | << "\n Not implemented. Using G4VMarker::filled." |
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| 373 | << G4endl; |
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| 374 | hashedWarned = true; |
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| 375 | } |
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| 376 | // Maybe use |
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| 377 | //glPolygonStipple (fStippleMaskHashed); |
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| 378 | // Drop through to filled... |
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| 379 | |
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| 380 | case G4VMarker::filled: |
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| 381 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
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| 382 | filled = true; |
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| 383 | break; |
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| 384 | |
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| 385 | } |
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| 386 | |
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| 387 | |
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| 388 | |
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| 389 | MarkerSizeType sizeType; |
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| 390 | G4double size = GetMarkerSize(marker[0], sizeType); |
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| 391 | |
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| 392 | // Draw... |
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| 393 | if (sizeType == world) { // Size specified in world coordinates. |
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| 394 | |
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| 395 | for (unsigned int a=0;a<marker.size();a++) { |
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| 396 | G4Point3D centre = marker[a].GetPosition(); |
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| 397 | // A few useful quantities... |
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| 398 | DrawXYPolygon (shape, size, centre, pVA); |
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| 399 | } |
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| 400 | } else { // Size specified in screen (window) coordinates. |
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| 401 | // A few useful quantities... |
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| 402 | glPointSize (size); |
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| 403 | glBegin (GL_POINTS); |
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| 404 | for (unsigned int a=0;a<marker.size();a++) { |
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| 405 | G4Point3D centre = marker[a].GetPosition(); |
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| 406 | glVertex3f(centre.x(),centre.y(),centre.z()); |
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| 407 | } |
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| 408 | glEnd(); |
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| 409 | //Antialiasing |
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| 410 | glEnable (GL_POINT_SMOOTH); |
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| 411 | //Transparency |
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| 412 | glEnable(GL_BLEND); |
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| 413 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 414 | |
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| 415 | // L. GARNIER 1 March 2009 |
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| 416 | // Old method, we draw a bitmap instead of a GL_POINT. |
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| 417 | // I remove it because it cost in term of computing performances |
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| 418 | // and gl2ps can't draw bitmaps |
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| 419 | |
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| 420 | // glRasterPos3d(centre.x(),centre.y(),centre.z()); |
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| 421 | // const GLubyte* marker = |
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| 422 | // G4OpenGLBitMapStore::GetBitMap(shape, size, filled); |
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| 423 | // glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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| 424 | // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker); |
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| 425 | } |
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| 426 | } |
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| 427 | |
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[593] | 428 | void G4OpenGLSceneHandler::DrawXYPolygon |
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| 429 | (G4OpenGLBitMapStore::Shape shape, |
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| 430 | G4double size, |
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[529] | 431 | const G4Point3D& centre, |
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[593] | 432 | const G4VisAttributes* pApplicableVisAtts) |
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| 433 | { |
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| 434 | G4int nSides; |
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| 435 | G4double startPhi; |
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| 436 | if (shape == G4OpenGLBitMapStore::circle) { |
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| 437 | nSides = GetNoOfSides(pApplicableVisAtts); |
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| 438 | startPhi = 0.; |
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| 439 | } else { |
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| 440 | nSides = 4; |
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| 441 | startPhi = -pi / 4.; |
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[529] | 442 | } |
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| 443 | |
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| 444 | const G4Vector3D& viewpointDirection = |
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| 445 | fpViewer -> GetViewParameters().GetViewpointDirection(); |
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| 446 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector(); |
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| 447 | const G4double dPhi = twopi / nSides; |
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| 448 | const G4double radius = size / 2.; |
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| 449 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit(); |
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| 450 | G4double phi; |
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| 451 | G4int i; |
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[593] | 452 | |
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[529] | 453 | glBegin (GL_POLYGON); |
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[593] | 454 | for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) { |
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[529] | 455 | G4Vector3D r = start; r.rotate(phi, viewpointDirection); |
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| 456 | G4Vector3D p = centre + r; |
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| 457 | glVertex3d (p.x(), p.y(), p.z()); |
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| 458 | } |
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| 459 | glEnd (); |
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| 460 | } |
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| 461 | |
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[593] | 462 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale) |
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| 463 | { |
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| 464 | G4VSceneHandler::AddPrimitive(scale); |
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| 465 | } |
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| 466 | |
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[529] | 467 | //Method for handling G4Polyhedron objects for drawing solids. |
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| 468 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { |
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[1125] | 469 | |
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[529] | 470 | // Assume all facets are planar convex quadrilaterals. |
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| 471 | // Draw each facet individually |
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[1125] | 472 | |
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[529] | 473 | if (polyhedron.GetNoFacets() == 0) return; |
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| 474 | |
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[593] | 475 | // Loads G4Atts for picking... |
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| 476 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 477 | G4AttHolder* holder = new G4AttHolder; |
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[1113] | 478 | LoadAtts(polyhedron, holder); |
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[593] | 479 | fPickMap[fPickName] = holder; |
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| 480 | } |
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| 481 | |
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[529] | 482 | // Get vis attributes - pick up defaults if none. |
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| 483 | const G4VisAttributes* pVA = |
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| 484 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); |
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| 485 | |
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| 486 | // Get view parameters that the user can force through the vis |
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| 487 | // attributes, thereby over-riding the current view parameter. |
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| 488 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
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| 489 | |
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[1348] | 490 | // Get colour, etc... |
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| 491 | // Need access to data in G4OpenGLViewer. static_cast doesn't work |
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| 492 | // with a virtual base class, so use dynamic_cast. No need to test |
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| 493 | // the outcome since viewer is guaranteed to be a G4OpenGLViewer. |
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[529] | 494 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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[1348] | 495 | const G4bool& transparency_enabled = pViewer->transparency_enabled; |
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[593] | 496 | const G4Colour& c = pVA->GetColour(); |
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[529] | 497 | GLfloat materialColour [4]; |
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| 498 | materialColour [0] = c.GetRed (); |
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| 499 | materialColour [1] = c.GetGreen (); |
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| 500 | materialColour [2] = c.GetBlue (); |
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| 501 | if (transparency_enabled) { |
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| 502 | materialColour [3] = c.GetAlpha (); |
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| 503 | } else { |
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| 504 | materialColour [3] = 1.; |
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| 505 | } |
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| 506 | |
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[593] | 507 | G4double lineWidth = GetLineWidth(pVA); |
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[529] | 508 | glLineWidth(lineWidth); |
---|
| 509 | |
---|
| 510 | GLfloat clear_colour[4]; |
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| 511 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour); |
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| 512 | |
---|
| 513 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
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| 514 | |
---|
| 515 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway(); |
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| 516 | |
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[754] | 517 | // Lighting disabled unless otherwise requested |
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| 518 | glDisable (GL_LIGHTING); |
---|
| 519 | |
---|
[529] | 520 | switch (drawing_style) { |
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| 521 | case (G4ViewParameters::hlhsr): |
---|
| 522 | // Set up as for hidden line removal but paint polygon faces later... |
---|
| 523 | case (G4ViewParameters::hlr): |
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| 524 | glEnable (GL_STENCIL_TEST); |
---|
| 525 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView. |
---|
| 526 | // The procedure below leaves it clear. |
---|
| 527 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
| 528 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
| 529 | glEnable (GL_DEPTH_TEST); |
---|
| 530 | glDepthFunc (GL_LEQUAL); |
---|
| 531 | if (materialColour[3] < 1.) { |
---|
| 532 | // Transparent... |
---|
| 533 | glDisable (GL_CULL_FACE); |
---|
| 534 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 535 | } else { |
---|
| 536 | // Opaque... |
---|
| 537 | if (clipping) { |
---|
| 538 | glDisable (GL_CULL_FACE); |
---|
| 539 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 540 | } else { |
---|
| 541 | glEnable (GL_CULL_FACE); |
---|
| 542 | glCullFace (GL_BACK); |
---|
| 543 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
| 544 | } |
---|
| 545 | } |
---|
| 546 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 547 | break; |
---|
| 548 | case (G4ViewParameters::hsr): |
---|
| 549 | glEnable (GL_DEPTH_TEST); |
---|
| 550 | glDepthFunc (GL_LEQUAL); |
---|
| 551 | if (materialColour[3] < 1.) { |
---|
| 552 | // Transparent... |
---|
| 553 | glDepthMask (0); // Make depth buffer read-only. |
---|
| 554 | glDisable (GL_CULL_FACE); |
---|
| 555 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 556 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 557 | } else { |
---|
| 558 | // Opaque... |
---|
| 559 | glDepthMask (1); // Make depth buffer writable (default). |
---|
| 560 | if (clipping) { |
---|
| 561 | glDisable (GL_CULL_FACE); |
---|
| 562 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 563 | } else { |
---|
| 564 | glEnable (GL_CULL_FACE); |
---|
| 565 | glCullFace (GL_BACK); |
---|
| 566 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
| 567 | } |
---|
| 568 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 569 | } |
---|
[688] | 570 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 571 | break; |
---|
| 572 | case (G4ViewParameters::wireframe): |
---|
| 573 | default: |
---|
| 574 | glEnable (GL_DEPTH_TEST); |
---|
| 575 | glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS |
---|
| 576 | glDisable (GL_CULL_FACE); |
---|
| 577 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 578 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 579 | break; |
---|
| 580 | } |
---|
| 581 | |
---|
| 582 | //Loop through all the facets... |
---|
| 583 | glBegin (GL_QUADS); |
---|
| 584 | G4bool notLastFace; |
---|
| 585 | do { |
---|
| 586 | |
---|
| 587 | //First, find vertices, edgeflags and normals and note "not last facet"... |
---|
| 588 | G4Point3D vertex[4]; |
---|
| 589 | G4int edgeFlag[4]; |
---|
| 590 | G4Normal3D normals[4]; |
---|
| 591 | G4int n; |
---|
| 592 | notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals); |
---|
| 593 | |
---|
| 594 | //Loop through the four edges of each G4Facet... |
---|
| 595 | G4int edgeCount = 0; |
---|
| 596 | for(edgeCount = 0; edgeCount < n; ++edgeCount) { |
---|
| 597 | // Check to see if edge is visible or not... |
---|
| 598 | if (isAuxEdgeVisible) { |
---|
| 599 | edgeFlag[edgeCount] = 1; |
---|
| 600 | } |
---|
| 601 | if (edgeFlag[edgeCount] > 0) { |
---|
| 602 | glEdgeFlag (GL_TRUE); |
---|
| 603 | } else { |
---|
| 604 | glEdgeFlag (GL_FALSE); |
---|
| 605 | } |
---|
| 606 | glNormal3d (normals[edgeCount].x(), |
---|
| 607 | normals[edgeCount].y(), |
---|
| 608 | normals[edgeCount].z()); |
---|
| 609 | glVertex3d (vertex[edgeCount].x(), |
---|
| 610 | vertex[edgeCount].y(), |
---|
| 611 | vertex[edgeCount].z()); |
---|
| 612 | } |
---|
| 613 | // HepPolyhedron produces triangles too; in that case add an extra |
---|
| 614 | // vertex identical to first... |
---|
| 615 | if (n == 3) { |
---|
| 616 | edgeCount = 3; |
---|
| 617 | normals[edgeCount] = normals[0]; |
---|
| 618 | vertex[edgeCount] = vertex[0]; |
---|
| 619 | edgeFlag[edgeCount] = -1; |
---|
| 620 | glEdgeFlag (GL_FALSE); |
---|
| 621 | glNormal3d (normals[edgeCount].x(), |
---|
| 622 | normals[edgeCount].y(), |
---|
| 623 | normals[edgeCount].z()); |
---|
| 624 | glVertex3d (vertex[edgeCount].x(), |
---|
| 625 | vertex[edgeCount].y(), |
---|
| 626 | vertex[edgeCount].z()); |
---|
| 627 | } |
---|
| 628 | // Trap situation where number of edges is > 4... |
---|
| 629 | if (n > 4) { |
---|
| 630 | G4cerr << |
---|
| 631 | "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING"; |
---|
| 632 | G4PhysicalVolumeModel* pPVModel = |
---|
| 633 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
---|
| 634 | if (pPVModel) { |
---|
| 635 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
---|
| 636 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV(); |
---|
| 637 | G4cerr << |
---|
| 638 | "\n Volume " << pCurrentPV->GetName() << |
---|
| 639 | ", Solid " << pCurrentLV->GetSolid()->GetName() << |
---|
| 640 | " (" << pCurrentLV->GetSolid()->GetEntityType(); |
---|
| 641 | } |
---|
| 642 | G4cerr<< |
---|
| 643 | "\n G4Polyhedron facet with " << n << " edges" << G4endl; |
---|
| 644 | } |
---|
| 645 | |
---|
| 646 | // Do it all over again (twice) for hlr... |
---|
| 647 | if (drawing_style == G4ViewParameters::hlr || |
---|
| 648 | drawing_style == G4ViewParameters::hlhsr) { |
---|
| 649 | |
---|
| 650 | glEnd (); // Placed here to balance glBegin above, allowing GL |
---|
| 651 | // state changes below, then glBegin again. Avoids |
---|
| 652 | // having glBegin/End pairs *inside* loop in the more |
---|
| 653 | // usual case of no hidden line removal. |
---|
| 654 | |
---|
[754] | 655 | // Lighting disabled unless otherwise requested |
---|
| 656 | glDisable (GL_LIGHTING); |
---|
| 657 | |
---|
[529] | 658 | // Draw through stencil... |
---|
| 659 | glStencilFunc (GL_EQUAL, 0, 1); |
---|
| 660 | glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); |
---|
| 661 | if (drawing_style == G4ViewParameters::hlhsr) { |
---|
[688] | 662 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 663 | } |
---|
| 664 | glEnable (GL_DEPTH_TEST); |
---|
| 665 | glDepthFunc (GL_LEQUAL); |
---|
| 666 | if (materialColour[3] < 1.) { |
---|
| 667 | // Transparent... |
---|
| 668 | glDepthMask (0); // Make depth buffer read-only. |
---|
| 669 | glDisable (GL_CULL_FACE); |
---|
| 670 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 671 | } else { |
---|
| 672 | // Opaque... |
---|
| 673 | glDepthMask (1); // Make depth buffer writable (default). |
---|
| 674 | if (clipping) { |
---|
| 675 | glDisable (GL_CULL_FACE); |
---|
| 676 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
| 677 | } else { |
---|
| 678 | glEnable (GL_CULL_FACE); |
---|
| 679 | glCullFace (GL_BACK); |
---|
| 680 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
| 681 | } |
---|
| 682 | } |
---|
| 683 | GLfloat* painting_colour; |
---|
| 684 | if (drawing_style == G4ViewParameters::hlr) { |
---|
| 685 | if (materialColour[3] < 1.) { |
---|
| 686 | // Transparent - don't paint... |
---|
| 687 | goto end_of_drawing_through_stencil; |
---|
| 688 | } |
---|
| 689 | painting_colour = clear_colour; |
---|
| 690 | } else { // drawing_style == G4ViewParameters::hlhsr |
---|
| 691 | painting_colour = materialColour; |
---|
| 692 | } |
---|
| 693 | if (materialColour[3] < 1.) { |
---|
| 694 | // Transparent... |
---|
| 695 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
| 696 | } else { |
---|
| 697 | // Opaque... |
---|
| 698 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
| 699 | } |
---|
| 700 | glColor4fv (painting_colour); |
---|
| 701 | glBegin (GL_QUADS); |
---|
| 702 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
| 703 | if (edgeFlag[edgeCount] > 0) { |
---|
| 704 | glEdgeFlag (GL_TRUE); |
---|
| 705 | } else { |
---|
| 706 | glEdgeFlag (GL_FALSE); |
---|
| 707 | } |
---|
| 708 | glNormal3d (normals[edgeCount].x(), |
---|
| 709 | normals[edgeCount].y(), |
---|
| 710 | normals[edgeCount].z()); |
---|
| 711 | glVertex3d (vertex[edgeCount].x(), |
---|
| 712 | vertex[edgeCount].y(), |
---|
| 713 | vertex[edgeCount].z()); |
---|
| 714 | } |
---|
| 715 | glEnd (); |
---|
| 716 | end_of_drawing_through_stencil: |
---|
| 717 | |
---|
| 718 | // and once more to reset the stencil bits... |
---|
| 719 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
| 720 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
| 721 | glDepthFunc (GL_LEQUAL); // to make sure line gets drawn. |
---|
| 722 | if (materialColour[3] < 1.) { |
---|
| 723 | // Transparent... |
---|
| 724 | glDisable (GL_CULL_FACE); |
---|
| 725 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 726 | } else { |
---|
| 727 | // Opaque... |
---|
| 728 | if (clipping) { |
---|
| 729 | glDisable (GL_CULL_FACE); |
---|
| 730 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
| 731 | } else { |
---|
| 732 | glEnable (GL_CULL_FACE); |
---|
| 733 | glCullFace (GL_BACK); |
---|
| 734 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
| 735 | } |
---|
| 736 | } |
---|
| 737 | glDisable (GL_LIGHTING); |
---|
| 738 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 739 | glBegin (GL_QUADS); |
---|
| 740 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
| 741 | if (edgeFlag[edgeCount] > 0) { |
---|
| 742 | glEdgeFlag (GL_TRUE); |
---|
| 743 | } else { |
---|
| 744 | glEdgeFlag (GL_FALSE); |
---|
| 745 | } |
---|
| 746 | glNormal3d (normals[edgeCount].x(), |
---|
| 747 | normals[edgeCount].y(), |
---|
| 748 | normals[edgeCount].z()); |
---|
| 749 | glVertex3d (vertex[edgeCount].x(), |
---|
| 750 | vertex[edgeCount].y(), |
---|
| 751 | vertex[edgeCount].z()); |
---|
| 752 | } |
---|
| 753 | glEnd (); |
---|
| 754 | glDepthFunc (GL_LEQUAL); // Revert for next facet. |
---|
| 755 | glBegin (GL_QUADS); // Ready for next facet. GL |
---|
| 756 | // says it ignores incomplete |
---|
| 757 | // quadrilaterals, so final empty |
---|
| 758 | // glBegin/End sequence should be OK. |
---|
| 759 | } |
---|
| 760 | } while (notLastFace); |
---|
| 761 | |
---|
| 762 | glEnd (); |
---|
| 763 | glDisable (GL_STENCIL_TEST); // Revert to default for next primitive. |
---|
| 764 | glDepthMask (1); // Revert to default for next primitive. |
---|
[754] | 765 | glDisable (GL_LIGHTING); // Revert to default for next primitive. |
---|
[529] | 766 | } |
---|
| 767 | |
---|
| 768 | //Method for handling G4NURBS objects for drawing solids. |
---|
| 769 | //Knots and Ctrl Pnts MUST be arrays of GLfloats. |
---|
| 770 | void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) { |
---|
| 771 | |
---|
[593] | 772 | // Loads G4Atts for picking... |
---|
| 773 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 774 | G4AttHolder* holder = new G4AttHolder; |
---|
| 775 | LoadAtts(nurb, holder); |
---|
| 776 | fPickMap[fPickName] = holder; |
---|
| 777 | } |
---|
| 778 | |
---|
[529] | 779 | GLUnurbsObj *gl_nurb; |
---|
| 780 | gl_nurb = gluNewNurbsRenderer (); |
---|
| 781 | |
---|
| 782 | GLfloat *u_knot_array, *u_knot_array_ptr; |
---|
| 783 | u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)]; |
---|
| 784 | G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U); |
---|
[789] | 785 | while (u_iterator.pick (u_knot_array_ptr++)){} |
---|
[529] | 786 | |
---|
| 787 | GLfloat *v_knot_array, *v_knot_array_ptr; |
---|
| 788 | v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)]; |
---|
| 789 | G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V); |
---|
[789] | 790 | while (v_iterator.pick (v_knot_array_ptr++)){} |
---|
[529] | 791 | |
---|
| 792 | GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr; |
---|
| 793 | ctrl_pnt_array = ctrl_pnt_array_ptr = |
---|
| 794 | new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC]; |
---|
| 795 | G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb); |
---|
[789] | 796 | while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){} |
---|
[529] | 797 | |
---|
| 798 | // Get vis attributes - pick up defaults if none. |
---|
| 799 | const G4VisAttributes* pVA = |
---|
| 800 | fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ()); |
---|
| 801 | |
---|
| 802 | // Get view parameters that the user can force through the vis |
---|
| 803 | // attributes, thereby over-riding the current view parameter. |
---|
| 804 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
---|
| 805 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
---|
| 806 | |
---|
| 807 | //Get colour, etc.. |
---|
| 808 | const G4Colour& c = pVA -> GetColour (); |
---|
| 809 | |
---|
| 810 | switch (drawing_style) { |
---|
| 811 | |
---|
| 812 | case (G4ViewParameters::hlhsr): |
---|
| 813 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
| 814 | // << "Using hidden surface removal." << G4endl; |
---|
| 815 | case (G4ViewParameters::hsr): |
---|
| 816 | { |
---|
[688] | 817 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
[529] | 818 | glEnable (GL_DEPTH_TEST); |
---|
| 819 | glEnable (GL_AUTO_NORMAL); |
---|
| 820 | glEnable (GL_NORMALIZE); |
---|
| 821 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL); |
---|
| 822 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
| 823 | GLfloat materialColour [4]; |
---|
| 824 | materialColour [0] = c.GetRed (); |
---|
| 825 | materialColour [1] = c.GetGreen (); |
---|
| 826 | materialColour [2] = c.GetBlue (); |
---|
| 827 | materialColour [3] = 1.0; // = c.GetAlpha () for transparency - |
---|
| 828 | // but see complication in |
---|
| 829 | // AddPrimitive(const G4Polyhedron&). |
---|
| 830 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
| 831 | break; |
---|
| 832 | } |
---|
| 833 | case (G4ViewParameters::hlr): |
---|
| 834 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
| 835 | // << "Using wireframe." << G4endl; |
---|
| 836 | case (G4ViewParameters::wireframe): |
---|
| 837 | default: |
---|
| 838 | glDisable (GL_LIGHTING); |
---|
| 839 | // glDisable (GL_DEPTH_TEST); |
---|
| 840 | glEnable (GL_DEPTH_TEST); |
---|
| 841 | glDisable (GL_AUTO_NORMAL); |
---|
| 842 | glDisable (GL_NORMALIZE); |
---|
| 843 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON); |
---|
| 844 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
| 845 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 846 | break; |
---|
| 847 | } |
---|
| 848 | |
---|
| 849 | gluBeginSurface (gl_nurb); |
---|
| 850 | G4int u_stride = 4; |
---|
| 851 | G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4; |
---|
| 852 | |
---|
| 853 | gluNurbsSurface (gl_nurb, |
---|
| 854 | nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array, |
---|
| 855 | nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array, |
---|
| 856 | u_stride, |
---|
| 857 | v_stride, |
---|
| 858 | ctrl_pnt_array, |
---|
| 859 | nurb.GetUorder (), |
---|
| 860 | nurb.GetVorder (), |
---|
| 861 | GL_MAP2_VERTEX_4); |
---|
| 862 | |
---|
| 863 | gluEndSurface (gl_nurb); |
---|
| 864 | |
---|
| 865 | delete [] u_knot_array; // These should be allocated with smart allocators |
---|
| 866 | delete [] v_knot_array; // to avoid memory explosion. |
---|
| 867 | delete [] ctrl_pnt_array; |
---|
| 868 | |
---|
| 869 | gluDeleteNurbsRenderer (gl_nurb); |
---|
| 870 | } |
---|
| 871 | |
---|
| 872 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) { |
---|
| 873 | G4VSceneHandler::AddCompound(traj); // For now. |
---|
| 874 | } |
---|
| 875 | |
---|
| 876 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) { |
---|
| 877 | G4VSceneHandler::AddCompound(hit); // For now. |
---|
| 878 | } |
---|
| 879 | |
---|
[1286] | 880 | void G4OpenGLSceneHandler::AddCompound(const G4VDigi& digi) { |
---|
| 881 | G4VSceneHandler::AddCompound(digi); // For now. |
---|
| 882 | } |
---|
| 883 | |
---|
[1140] | 884 | void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) { |
---|
| 885 | G4VSceneHandler::AddCompound(hits); // For now. |
---|
| 886 | } |
---|
| 887 | |
---|
[529] | 888 | #endif |
---|