source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 1044

Last change on this file since 1044 was 1036, checked in by garnier, 17 years ago

pas de modif, juste du test

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26//
27// $Id: G4OpenGLSceneHandler.cc,v 1.55 2009/03/03 14:51:29 lgarnier Exp $
28// GEANT4 tag $Name: $
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
46#include "G4OpenGLSceneHandler.hh"
47#include "G4OpenGLViewer.hh"
48#include "G4OpenGLFontBaseStore.hh"
49#include "G4OpenGLTransform3D.hh"
50#include "G4Point3D.hh"
51#include "G4Normal3D.hh"
52#include "G4Transform3D.hh"
53#include "G4Polyline.hh"
54#include "G4Polymarker.hh"
55#include "G4Text.hh"
56#include "G4Circle.hh"
57#include "G4Square.hh"
58#include "G4VMarker.hh"
59#include "G4Polyhedron.hh"
60#include "G4VisAttributes.hh"
61#include "G4PhysicalVolumeModel.hh"
62#include "G4VPhysicalVolume.hh"
63#include "G4LogicalVolume.hh"
64#include "G4VSolid.hh"
65#include "G4Scene.hh"
66#include "G4VisExtent.hh"
67#include "G4AttHolder.hh"
68
69G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
70 G4int id,
71 const G4String& name):
72 G4VSceneHandler (system, id, name),
73 fPickName(0),
74 fProcessing2D (false),
75 fProcessingPolymarker(false)
76{}
77
78G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
79{
80 ClearStore ();
81}
82
83const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
84 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
85 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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};
101
102void G4OpenGLSceneHandler::ClearAndDestroyAtts()
103{
104 std::map<GLuint, G4AttHolder*>::iterator i;
105 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
106 fPickMap.clear();
107}
108
109void G4OpenGLSceneHandler::PreAddSolid
110(const G4Transform3D& objectTransformation,
111 const G4VisAttributes& visAttribs)
112{
113 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
114}
115
116void G4OpenGLSceneHandler::BeginPrimitives
117(const G4Transform3D& objectTransformation)
118{
119 G4VSceneHandler::BeginPrimitives (objectTransformation);
120}
121
122void G4OpenGLSceneHandler::EndPrimitives ()
123{
124 G4VSceneHandler::EndPrimitives ();
125}
126
127void G4OpenGLSceneHandler::BeginPrimitives2D
128(const G4Transform3D& objectTransformation)
129{
130 G4VSceneHandler::BeginPrimitives2D (objectTransformation);
131 fProcessing2D = true;
132}
133
134void G4OpenGLSceneHandler::EndPrimitives2D ()
135{
136 fProcessing2D = false;
137 G4VSceneHandler::EndPrimitives2D ();
138}
139
140const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
141{
142 // Clipping done in G4OpenGLViewer::SetView.
143 return 0;
144
145 // But...OpenGL no longer seems to reconstruct clipped edges, so,
146 // when the BooleanProcessor is up to it, abandon this and use
147 // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
148 // return G4VSceneHandler::CreateSectionPolyhedron();
149}
150
151const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
152{
153 // Cutaway done in G4OpenGLViewer::SetView.
154 return 0;
155
156 // But...if not, when the BooleanProcessor is up to it...
157 // return G4VSceneHandler::CreateCutawayPolyhedron();
158}
159
160void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
161{
162 G4int nPoints = line.size ();
163 if (nPoints <= 0) return;
164
165 // Loads G4Atts for picking...
166 if (fpViewer->GetViewParameters().IsPicking()) {
167 G4AttHolder* holder = new G4AttHolder;
168 LoadAtts(line, holder);
169 fPickMap[fPickName] = holder;
170 }
171
172 // Note: colour treated in sub-class.
173
174 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
175 glDisable (GL_DEPTH_TEST);
176 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
177
178 glDisable (GL_LIGHTING);
179
180 // Get vis attributes - pick up defaults if none.
181 const G4VisAttributes* pVA =
182 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
183
184 G4double lineWidth = GetLineWidth(pVA);
185 glLineWidth(lineWidth);
186
187 glBegin (GL_LINE_STRIP);
188 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
189 G4double x, y, z;
190 x = line[iPoint].x();
191 y = line[iPoint].y();
192 z = line[iPoint].z();
193 glVertex3d (x, y, z);
194 }
195 glEnd ();
196}
197
198void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
199{
200 G4int nPoints = polymarker.size ();
201 if (nPoints <= 0) return;
202
203 fProcessingPolymarker = true;
204
205 // Loads G4Atts for picking...
206 if (fpViewer->GetViewParameters().IsPicking()) {
207 G4AttHolder* holder = new G4AttHolder;
208 LoadAtts(polymarker, holder);
209 fPickMap[fPickName] = holder;
210 }
211
212 switch (polymarker.GetMarkerType()) {
213 default:
214 case G4Polymarker::dots:
215 {
216 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
217 G4Circle dot (polymarker);
218 dot.SetPosition (polymarker[iPoint]);
219 dot.SetWorldSize (0.);
220 dot.SetScreenSize (0.1); // Very small circle.
221 G4OpenGLSceneHandler::AddPrimitive (dot);
222 }
223 }
224 break;
225 case G4Polymarker::circles:
226 {
227 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
228 G4Circle circle (polymarker);
229 circle.SetPosition (polymarker[iPoint]);
230 G4OpenGLSceneHandler::AddPrimitive (circle);
231 }
232 }
233 break;
234 case G4Polymarker::squares:
235 {
236 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
237 G4Square square (polymarker);
238 square.SetPosition (polymarker[iPoint]);
239 G4OpenGLSceneHandler::AddPrimitive (square);
240 }
241 }
242 break;
243 }
244
245 fProcessingPolymarker = false;
246}
247
248void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
249
250 // Loads G4Atts for picking...
251 if (fpViewer->GetViewParameters().IsPicking()) {
252 G4AttHolder* holder = new G4AttHolder;
253 LoadAtts(text, holder);
254 fPickMap[fPickName] = holder;
255 }
256
257 const G4Colour& c = GetTextColour (text); // Picks up default if none.
258 MarkerSizeType sizeType;
259 G4double size = GetMarkerSize (text, sizeType);
260 G4ThreeVector position (text.GetPosition ());
261 G4String textString = text.GetText();
262
263 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
264 if (font_base < 0) {
265 static G4int callCount = 0;
266 ++callCount;
267 if (callCount <= 10 || callCount%100 == 0) {
268 G4cout <<
269 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
270 << callCount <<
271 "\n No fonts available."
272 "\n Called with text \""
273 << text.GetText ()
274 << "\"\n at " << position
275 << ", size " << size
276 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
277 << ", type " << G4int(sizeType)
278 << ", colour " << c
279 << G4endl;
280 }
281 return;
282 }
283 const char* textCString = textString.c_str();
284 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
285 glDisable (GL_DEPTH_TEST);
286 glDisable (GL_LIGHTING);
287
288 glRasterPos3d(position.x(),position.y(),position.z());
289 // No action on offset or layout at present.
290 glPushAttrib(GL_LIST_BIT);
291 glListBase(font_base);
292 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
293 glPopAttrib();
294}
295
296void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
297 glEnable (GL_POINT_SMOOTH);
298 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
299}
300
301void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
302 glDisable (GL_POINT_SMOOTH);
303 AddCircleSquare (square, G4OpenGLBitMapStore::square);
304}
305
306void G4OpenGLSceneHandler::AddCircleSquare
307(const G4VMarker& marker,
308 G4OpenGLBitMapStore::Shape shape) {
309
310 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
311 // Loads G4Atts for picking...
312 if (fpViewer->GetViewParameters().IsPicking()) {
313 G4AttHolder* holder = new G4AttHolder;
314 LoadAtts(marker, holder);
315 fPickMap[fPickName] = holder;
316 }
317 }
318
319 // Note: colour treated in sub-class.
320
321 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
322 glDisable (GL_DEPTH_TEST);
323 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
324
325 glDisable (GL_LIGHTING);
326
327 // Get vis attributes - pick up defaults if none.
328 const G4VisAttributes* pVA =
329 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
330
331 G4double lineWidth = GetLineWidth(pVA);
332 glLineWidth(lineWidth);
333
334 G4VMarker::FillStyle style = marker.GetFillStyle();
335
336 G4bool filled = false;
337 static G4bool hashedWarned = false;
338
339 switch (style) {
340 case G4VMarker::noFill:
341 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
342 filled = false;
343 break;
344
345 case G4VMarker::hashed:
346 if (!hashedWarned) {
347 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
348 << "\n Not implemented. Using G4VMarker::filled."
349 << G4endl;
350 hashedWarned = true;
351 }
352 // Maybe use
353 //glPolygonStipple (fStippleMaskHashed);
354 // Drop through to filled...
355
356 case G4VMarker::filled:
357 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
358 filled = true;
359 break;
360
361 }
362
363 // A few useful quantities...
364 G4Point3D centre = marker.GetPosition();
365 MarkerSizeType sizeType;
366 G4double size = GetMarkerSize(marker, sizeType);
367
368 // Draw...
369 if (sizeType == world) { // Size specified in world coordinates.
370
371 DrawXYPolygon (shape, size, centre, pVA);
372
373 } else { // Size specified in screen (window) coordinates.
374 glPointSize (size);
375 glBegin (GL_POINTS);
376 glVertex3f(centre.x(),centre.y(),centre.z());
377 glEnd();
378 //Antialiasing
379 glEnable (GL_POINT_SMOOTH);
380 //Transparency
381 glEnable(GL_BLEND);
382 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
383
384 // L. GARNIER 1 March 2009
385 // Old method, we draw a bitmap instead of a GL_POINT.
386 // I remove it because it cost in term of computing performances
387 // and gl2ps can't draw bitmaps
388
389 // glRasterPos3d(centre.x(),centre.y(),centre.z());
390 // const GLubyte* marker =
391 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
392 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
393 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
394 }
395}
396
397void G4OpenGLSceneHandler::DrawXYPolygon
398(G4OpenGLBitMapStore::Shape shape,
399 G4double size,
400 const G4Point3D& centre,
401 const G4VisAttributes* pApplicableVisAtts)
402{
403 G4int nSides;
404 G4double startPhi;
405 if (shape == G4OpenGLBitMapStore::circle) {
406 nSides = GetNoOfSides(pApplicableVisAtts);
407 startPhi = 0.;
408 } else {
409 nSides = 4;
410 startPhi = -pi / 4.;
411 }
412
413 const G4Vector3D& viewpointDirection =
414 fpViewer -> GetViewParameters().GetViewpointDirection();
415 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
416 const G4double dPhi = twopi / nSides;
417 const G4double radius = size / 2.;
418 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
419 G4double phi;
420 G4int i;
421
422 glBegin (GL_POLYGON);
423 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
424 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
425 G4Vector3D p = centre + r;
426 glVertex3d (p.x(), p.y(), p.z());
427 }
428 glEnd ();
429}
430
431void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
432{
433 G4VSceneHandler::AddPrimitive(scale);
434}
435
436//Method for handling G4Polyhedron objects for drawing solids.
437void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
438 // Assume all facets are planar convex quadrilaterals.
439 // Draw each facet individually
440
441 if (polyhedron.GetNoFacets() == 0) return;
442
443 // Loads G4Atts for picking...
444 if (fpViewer->GetViewParameters().IsPicking()) {
445 G4AttHolder* holder = new G4AttHolder;
446 const G4Visible vis;
447 printf ("G4OpenGLSceneHandler::AddPrimitives poly %d",&polyhedron);
448 LoadAtts(vis, holder);
449 // LoadAtts(polyhedron, holder);
450 fPickMap[fPickName] = holder;
451 }
452
453 // Get vis attributes - pick up defaults if none.
454 const G4VisAttributes* pVA =
455 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
456
457 // Get view parameters that the user can force through the vis
458 // attributes, thereby over-riding the current view parameter.
459 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
460
461 //Get colour, etc...
462 G4bool transparency_enabled = true;
463 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
464 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
465 const G4Colour& c = pVA->GetColour();
466 GLfloat materialColour [4];
467 materialColour [0] = c.GetRed ();
468 materialColour [1] = c.GetGreen ();
469 materialColour [2] = c.GetBlue ();
470 if (transparency_enabled) {
471 materialColour [3] = c.GetAlpha ();
472 } else {
473 materialColour [3] = 1.;
474 }
475
476 G4double lineWidth = GetLineWidth(pVA);
477 glLineWidth(lineWidth);
478
479 GLfloat clear_colour[4];
480 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
481
482 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
483
484 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
485
486 // Lighting disabled unless otherwise requested
487 glDisable (GL_LIGHTING);
488
489 switch (drawing_style) {
490 case (G4ViewParameters::hlhsr):
491 // Set up as for hidden line removal but paint polygon faces later...
492 case (G4ViewParameters::hlr):
493 glEnable (GL_STENCIL_TEST);
494 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
495 // The procedure below leaves it clear.
496 glStencilFunc (GL_ALWAYS, 0, 1);
497 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
498 glEnable (GL_DEPTH_TEST);
499 glDepthFunc (GL_LEQUAL);
500 if (materialColour[3] < 1.) {
501 // Transparent...
502 glDisable (GL_CULL_FACE);
503 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
504 } else {
505 // Opaque...
506 if (clipping) {
507 glDisable (GL_CULL_FACE);
508 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
509 } else {
510 glEnable (GL_CULL_FACE);
511 glCullFace (GL_BACK);
512 glPolygonMode (GL_FRONT, GL_LINE);
513 }
514 }
515 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
516 break;
517 case (G4ViewParameters::hsr):
518 glEnable (GL_DEPTH_TEST);
519 glDepthFunc (GL_LEQUAL);
520 if (materialColour[3] < 1.) {
521 // Transparent...
522 glDepthMask (0); // Make depth buffer read-only.
523 glDisable (GL_CULL_FACE);
524 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
525 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
526 } else {
527 // Opaque...
528 glDepthMask (1); // Make depth buffer writable (default).
529 if (clipping) {
530 glDisable (GL_CULL_FACE);
531 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
532 } else {
533 glEnable (GL_CULL_FACE);
534 glCullFace (GL_BACK);
535 glPolygonMode (GL_FRONT, GL_FILL);
536 }
537 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
538 }
539 if (!fProcessing2D) glEnable (GL_LIGHTING);
540 break;
541 case (G4ViewParameters::wireframe):
542 default:
543 glEnable (GL_DEPTH_TEST);
544 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
545 glDisable (GL_CULL_FACE);
546 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
547 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
548 break;
549 }
550
551 //Loop through all the facets...
552 glBegin (GL_QUADS);
553 G4bool notLastFace;
554 do {
555
556 //First, find vertices, edgeflags and normals and note "not last facet"...
557 G4Point3D vertex[4];
558 G4int edgeFlag[4];
559 G4Normal3D normals[4];
560 G4int n;
561 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
562
563 //Loop through the four edges of each G4Facet...
564 G4int edgeCount = 0;
565 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
566 // Check to see if edge is visible or not...
567 if (isAuxEdgeVisible) {
568 edgeFlag[edgeCount] = 1;
569 }
570 if (edgeFlag[edgeCount] > 0) {
571 glEdgeFlag (GL_TRUE);
572 } else {
573 glEdgeFlag (GL_FALSE);
574 }
575 glNormal3d (normals[edgeCount].x(),
576 normals[edgeCount].y(),
577 normals[edgeCount].z());
578 glVertex3d (vertex[edgeCount].x(),
579 vertex[edgeCount].y(),
580 vertex[edgeCount].z());
581 }
582 // HepPolyhedron produces triangles too; in that case add an extra
583 // vertex identical to first...
584 if (n == 3) {
585 edgeCount = 3;
586 normals[edgeCount] = normals[0];
587 vertex[edgeCount] = vertex[0];
588 edgeFlag[edgeCount] = -1;
589 glEdgeFlag (GL_FALSE);
590 glNormal3d (normals[edgeCount].x(),
591 normals[edgeCount].y(),
592 normals[edgeCount].z());
593 glVertex3d (vertex[edgeCount].x(),
594 vertex[edgeCount].y(),
595 vertex[edgeCount].z());
596 }
597 // Trap situation where number of edges is > 4...
598 if (n > 4) {
599 G4cerr <<
600 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
601 G4PhysicalVolumeModel* pPVModel =
602 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
603 if (pPVModel) {
604 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
605 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
606 G4cerr <<
607 "\n Volume " << pCurrentPV->GetName() <<
608 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
609 " (" << pCurrentLV->GetSolid()->GetEntityType();
610 }
611 G4cerr<<
612 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
613 }
614
615 // Do it all over again (twice) for hlr...
616 if (drawing_style == G4ViewParameters::hlr ||
617 drawing_style == G4ViewParameters::hlhsr) {
618
619 glEnd (); // Placed here to balance glBegin above, allowing GL
620 // state changes below, then glBegin again. Avoids
621 // having glBegin/End pairs *inside* loop in the more
622 // usual case of no hidden line removal.
623
624 // Lighting disabled unless otherwise requested
625 glDisable (GL_LIGHTING);
626
627 // Draw through stencil...
628 glStencilFunc (GL_EQUAL, 0, 1);
629 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
630 if (drawing_style == G4ViewParameters::hlhsr) {
631 if (!fProcessing2D) glEnable (GL_LIGHTING);
632 }
633 glEnable (GL_DEPTH_TEST);
634 glDepthFunc (GL_LEQUAL);
635 if (materialColour[3] < 1.) {
636 // Transparent...
637 glDepthMask (0); // Make depth buffer read-only.
638 glDisable (GL_CULL_FACE);
639 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
640 } else {
641 // Opaque...
642 glDepthMask (1); // Make depth buffer writable (default).
643 if (clipping) {
644 glDisable (GL_CULL_FACE);
645 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
646 } else {
647 glEnable (GL_CULL_FACE);
648 glCullFace (GL_BACK);
649 glPolygonMode (GL_FRONT, GL_FILL);
650 }
651 }
652 GLfloat* painting_colour;
653 if (drawing_style == G4ViewParameters::hlr) {
654 if (materialColour[3] < 1.) {
655 // Transparent - don't paint...
656 goto end_of_drawing_through_stencil;
657 }
658 painting_colour = clear_colour;
659 } else { // drawing_style == G4ViewParameters::hlhsr
660 painting_colour = materialColour;
661 }
662 if (materialColour[3] < 1.) {
663 // Transparent...
664 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
665 } else {
666 // Opaque...
667 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
668 }
669 glColor4fv (painting_colour);
670 glBegin (GL_QUADS);
671 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
672 if (edgeFlag[edgeCount] > 0) {
673 glEdgeFlag (GL_TRUE);
674 } else {
675 glEdgeFlag (GL_FALSE);
676 }
677 glNormal3d (normals[edgeCount].x(),
678 normals[edgeCount].y(),
679 normals[edgeCount].z());
680 glVertex3d (vertex[edgeCount].x(),
681 vertex[edgeCount].y(),
682 vertex[edgeCount].z());
683 }
684 glEnd ();
685 end_of_drawing_through_stencil:
686
687 // and once more to reset the stencil bits...
688 glStencilFunc (GL_ALWAYS, 0, 1);
689 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
690 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
691 if (materialColour[3] < 1.) {
692 // Transparent...
693 glDisable (GL_CULL_FACE);
694 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
695 } else {
696 // Opaque...
697 if (clipping) {
698 glDisable (GL_CULL_FACE);
699 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
700 } else {
701 glEnable (GL_CULL_FACE);
702 glCullFace (GL_BACK);
703 glPolygonMode (GL_FRONT, GL_LINE);
704 }
705 }
706 glDisable (GL_LIGHTING);
707 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
708 glBegin (GL_QUADS);
709 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
710 if (edgeFlag[edgeCount] > 0) {
711 glEdgeFlag (GL_TRUE);
712 } else {
713 glEdgeFlag (GL_FALSE);
714 }
715 glNormal3d (normals[edgeCount].x(),
716 normals[edgeCount].y(),
717 normals[edgeCount].z());
718 glVertex3d (vertex[edgeCount].x(),
719 vertex[edgeCount].y(),
720 vertex[edgeCount].z());
721 }
722 glEnd ();
723 glDepthFunc (GL_LEQUAL); // Revert for next facet.
724 glBegin (GL_QUADS); // Ready for next facet. GL
725 // says it ignores incomplete
726 // quadrilaterals, so final empty
727 // glBegin/End sequence should be OK.
728 }
729 } while (notLastFace);
730
731 glEnd ();
732 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
733 glDepthMask (1); // Revert to default for next primitive.
734 glDisable (GL_LIGHTING); // Revert to default for next primitive.
735}
736
737//Method for handling G4NURBS objects for drawing solids.
738//Knots and Ctrl Pnts MUST be arrays of GLfloats.
739void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
740
741 // Loads G4Atts for picking...
742 if (fpViewer->GetViewParameters().IsPicking()) {
743 G4AttHolder* holder = new G4AttHolder;
744 LoadAtts(nurb, holder);
745 fPickMap[fPickName] = holder;
746 }
747
748 GLUnurbsObj *gl_nurb;
749 gl_nurb = gluNewNurbsRenderer ();
750
751 GLfloat *u_knot_array, *u_knot_array_ptr;
752 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
753 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
754 while (u_iterator.pick (u_knot_array_ptr++)){}
755
756 GLfloat *v_knot_array, *v_knot_array_ptr;
757 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
758 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
759 while (v_iterator.pick (v_knot_array_ptr++)){}
760
761 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
762 ctrl_pnt_array = ctrl_pnt_array_ptr =
763 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
764 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
765 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
766
767 // Get vis attributes - pick up defaults if none.
768 const G4VisAttributes* pVA =
769 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
770
771 // Get view parameters that the user can force through the vis
772 // attributes, thereby over-riding the current view parameter.
773 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
774 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
775
776 //Get colour, etc..
777 const G4Colour& c = pVA -> GetColour ();
778
779 switch (drawing_style) {
780
781 case (G4ViewParameters::hlhsr):
782 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
783 // << "Using hidden surface removal." << G4endl;
784 case (G4ViewParameters::hsr):
785 {
786 if (!fProcessing2D) glEnable (GL_LIGHTING);
787 glEnable (GL_DEPTH_TEST);
788 glEnable (GL_AUTO_NORMAL);
789 glEnable (GL_NORMALIZE);
790 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
791 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
792 GLfloat materialColour [4];
793 materialColour [0] = c.GetRed ();
794 materialColour [1] = c.GetGreen ();
795 materialColour [2] = c.GetBlue ();
796 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
797 // but see complication in
798 // AddPrimitive(const G4Polyhedron&).
799 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
800 break;
801 }
802 case (G4ViewParameters::hlr):
803 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
804 // << "Using wireframe." << G4endl;
805 case (G4ViewParameters::wireframe):
806 default:
807 glDisable (GL_LIGHTING);
808// glDisable (GL_DEPTH_TEST);
809 glEnable (GL_DEPTH_TEST);
810 glDisable (GL_AUTO_NORMAL);
811 glDisable (GL_NORMALIZE);
812 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
813 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
814 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
815 break;
816 }
817
818 gluBeginSurface (gl_nurb);
819 G4int u_stride = 4;
820 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
821
822 gluNurbsSurface (gl_nurb,
823 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
824 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
825 u_stride,
826 v_stride,
827 ctrl_pnt_array,
828 nurb.GetUorder (),
829 nurb.GetVorder (),
830 GL_MAP2_VERTEX_4);
831
832 gluEndSurface (gl_nurb);
833
834 delete [] u_knot_array; // These should be allocated with smart allocators
835 delete [] v_knot_array; // to avoid memory explosion.
836 delete [] ctrl_pnt_array;
837
838 gluDeleteNurbsRenderer (gl_nurb);
839}
840
841void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
842 G4VSceneHandler::AddCompound(traj); // For now.
843}
844
845void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
846 G4VSceneHandler::AddCompound(hit); // For now.
847}
848
849#endif
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