source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 923

Last change on this file since 923 was 877, checked in by garnier, 17 years ago

OpenGL Qt improvments. See History file

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4// * *
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25//
26//
27// $Id: G4OpenGLSceneHandler.cc,v 1.54 2008/04/04 13:32:22 allison 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
375 glRasterPos3d(centre.x(),centre.y(),centre.z());
376 const GLubyte* marker =
377 G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
378 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
379 glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
380 }
381}
382
383void G4OpenGLSceneHandler::DrawXYPolygon
384(G4OpenGLBitMapStore::Shape shape,
385 G4double size,
386 const G4Point3D& centre,
387 const G4VisAttributes* pApplicableVisAtts)
388{
389 G4int nSides;
390 G4double startPhi;
391 if (shape == G4OpenGLBitMapStore::circle) {
392 nSides = GetNoOfSides(pApplicableVisAtts);
393 startPhi = 0.;
394 } else {
395 nSides = 4;
396 startPhi = -pi / 4.;
397 }
398
399 const G4Vector3D& viewpointDirection =
400 fpViewer -> GetViewParameters().GetViewpointDirection();
401 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
402 const G4double dPhi = twopi / nSides;
403 const G4double radius = size / 2.;
404 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
405 G4double phi;
406 G4int i;
407
408 glBegin (GL_POLYGON);
409 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
410 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
411 G4Vector3D p = centre + r;
412 glVertex3d (p.x(), p.y(), p.z());
413 }
414 glEnd ();
415}
416
417void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
418{
419 G4VSceneHandler::AddPrimitive(scale);
420}
421
422//Method for handling G4Polyhedron objects for drawing solids.
423void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
424
425 // Assume all facets are planar convex quadrilaterals.
426 // Draw each facet individually
427
428 if (polyhedron.GetNoFacets() == 0) return;
429
430 // Loads G4Atts for picking...
431 if (fpViewer->GetViewParameters().IsPicking()) {
432 G4AttHolder* holder = new G4AttHolder;
433 LoadAtts(polyhedron, holder);
434 fPickMap[fPickName] = holder;
435 }
436
437 // Get vis attributes - pick up defaults if none.
438 const G4VisAttributes* pVA =
439 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
440
441 // Get view parameters that the user can force through the vis
442 // attributes, thereby over-riding the current view parameter.
443 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
444
445 //Get colour, etc...
446 G4bool transparency_enabled = true;
447 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
448 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
449 const G4Colour& c = pVA->GetColour();
450 GLfloat materialColour [4];
451 materialColour [0] = c.GetRed ();
452 materialColour [1] = c.GetGreen ();
453 materialColour [2] = c.GetBlue ();
454 if (transparency_enabled) {
455 materialColour [3] = c.GetAlpha ();
456 } else {
457 materialColour [3] = 1.;
458 }
459
460 G4double lineWidth = GetLineWidth(pVA);
461 glLineWidth(lineWidth);
462
463 GLfloat clear_colour[4];
464 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
465
466 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
467
468 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
469
470 // Lighting disabled unless otherwise requested
471 glDisable (GL_LIGHTING);
472
473 switch (drawing_style) {
474 case (G4ViewParameters::hlhsr):
475 // Set up as for hidden line removal but paint polygon faces later...
476 case (G4ViewParameters::hlr):
477 glEnable (GL_STENCIL_TEST);
478 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
479 // The procedure below leaves it clear.
480 glStencilFunc (GL_ALWAYS, 0, 1);
481 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
482 glEnable (GL_DEPTH_TEST);
483 glDepthFunc (GL_LEQUAL);
484 if (materialColour[3] < 1.) {
485 // Transparent...
486 glDisable (GL_CULL_FACE);
487 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
488 } else {
489 // Opaque...
490 if (clipping) {
491 glDisable (GL_CULL_FACE);
492 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
493 } else {
494 glEnable (GL_CULL_FACE);
495 glCullFace (GL_BACK);
496 glPolygonMode (GL_FRONT, GL_LINE);
497 }
498 }
499 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
500 break;
501 case (G4ViewParameters::hsr):
502 glEnable (GL_DEPTH_TEST);
503 glDepthFunc (GL_LEQUAL);
504 if (materialColour[3] < 1.) {
505 // Transparent...
506 glDepthMask (0); // Make depth buffer read-only.
507 glDisable (GL_CULL_FACE);
508 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
509 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
510 } else {
511 // Opaque...
512 glDepthMask (1); // Make depth buffer writable (default).
513 if (clipping) {
514 glDisable (GL_CULL_FACE);
515 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
516 } else {
517 glEnable (GL_CULL_FACE);
518 glCullFace (GL_BACK);
519 glPolygonMode (GL_FRONT, GL_FILL);
520 }
521 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
522 }
523 if (!fProcessing2D) glEnable (GL_LIGHTING);
524 break;
525 case (G4ViewParameters::wireframe):
526 default:
527 glEnable (GL_DEPTH_TEST);
528 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
529 glDisable (GL_CULL_FACE);
530 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
531 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
532 break;
533 }
534
535 //Loop through all the facets...
536 glBegin (GL_QUADS);
537 G4bool notLastFace;
538 do {
539
540 //First, find vertices, edgeflags and normals and note "not last facet"...
541 G4Point3D vertex[4];
542 G4int edgeFlag[4];
543 G4Normal3D normals[4];
544 G4int n;
545 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
546
547 //Loop through the four edges of each G4Facet...
548 G4int edgeCount = 0;
549 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
550 // Check to see if edge is visible or not...
551 if (isAuxEdgeVisible) {
552 edgeFlag[edgeCount] = 1;
553 }
554 if (edgeFlag[edgeCount] > 0) {
555 glEdgeFlag (GL_TRUE);
556 } else {
557 glEdgeFlag (GL_FALSE);
558 }
559 glNormal3d (normals[edgeCount].x(),
560 normals[edgeCount].y(),
561 normals[edgeCount].z());
562 glVertex3d (vertex[edgeCount].x(),
563 vertex[edgeCount].y(),
564 vertex[edgeCount].z());
565 }
566 // HepPolyhedron produces triangles too; in that case add an extra
567 // vertex identical to first...
568 if (n == 3) {
569 edgeCount = 3;
570 normals[edgeCount] = normals[0];
571 vertex[edgeCount] = vertex[0];
572 edgeFlag[edgeCount] = -1;
573 glEdgeFlag (GL_FALSE);
574 glNormal3d (normals[edgeCount].x(),
575 normals[edgeCount].y(),
576 normals[edgeCount].z());
577 glVertex3d (vertex[edgeCount].x(),
578 vertex[edgeCount].y(),
579 vertex[edgeCount].z());
580 }
581 // Trap situation where number of edges is > 4...
582 if (n > 4) {
583 G4cerr <<
584 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
585 G4PhysicalVolumeModel* pPVModel =
586 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
587 if (pPVModel) {
588 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
589 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
590 G4cerr <<
591 "\n Volume " << pCurrentPV->GetName() <<
592 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
593 " (" << pCurrentLV->GetSolid()->GetEntityType();
594 }
595 G4cerr<<
596 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
597 }
598
599 // Do it all over again (twice) for hlr...
600 if (drawing_style == G4ViewParameters::hlr ||
601 drawing_style == G4ViewParameters::hlhsr) {
602
603 glEnd (); // Placed here to balance glBegin above, allowing GL
604 // state changes below, then glBegin again. Avoids
605 // having glBegin/End pairs *inside* loop in the more
606 // usual case of no hidden line removal.
607
608 // Lighting disabled unless otherwise requested
609 glDisable (GL_LIGHTING);
610
611 // Draw through stencil...
612 glStencilFunc (GL_EQUAL, 0, 1);
613 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
614 if (drawing_style == G4ViewParameters::hlhsr) {
615 if (!fProcessing2D) glEnable (GL_LIGHTING);
616 }
617 glEnable (GL_DEPTH_TEST);
618 glDepthFunc (GL_LEQUAL);
619 if (materialColour[3] < 1.) {
620 // Transparent...
621 glDepthMask (0); // Make depth buffer read-only.
622 glDisable (GL_CULL_FACE);
623 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
624 } else {
625 // Opaque...
626 glDepthMask (1); // Make depth buffer writable (default).
627 if (clipping) {
628 glDisable (GL_CULL_FACE);
629 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
630 } else {
631 glEnable (GL_CULL_FACE);
632 glCullFace (GL_BACK);
633 glPolygonMode (GL_FRONT, GL_FILL);
634 }
635 }
636 GLfloat* painting_colour;
637 if (drawing_style == G4ViewParameters::hlr) {
638 if (materialColour[3] < 1.) {
639 // Transparent - don't paint...
640 goto end_of_drawing_through_stencil;
641 }
642 painting_colour = clear_colour;
643 } else { // drawing_style == G4ViewParameters::hlhsr
644 painting_colour = materialColour;
645 }
646 if (materialColour[3] < 1.) {
647 // Transparent...
648 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
649 } else {
650 // Opaque...
651 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
652 }
653 glColor4fv (painting_colour);
654 glBegin (GL_QUADS);
655 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
656 if (edgeFlag[edgeCount] > 0) {
657 glEdgeFlag (GL_TRUE);
658 } else {
659 glEdgeFlag (GL_FALSE);
660 }
661 glNormal3d (normals[edgeCount].x(),
662 normals[edgeCount].y(),
663 normals[edgeCount].z());
664 glVertex3d (vertex[edgeCount].x(),
665 vertex[edgeCount].y(),
666 vertex[edgeCount].z());
667 }
668 glEnd ();
669 end_of_drawing_through_stencil:
670
671 // and once more to reset the stencil bits...
672 glStencilFunc (GL_ALWAYS, 0, 1);
673 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
674 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
675 if (materialColour[3] < 1.) {
676 // Transparent...
677 glDisable (GL_CULL_FACE);
678 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
679 } else {
680 // Opaque...
681 if (clipping) {
682 glDisable (GL_CULL_FACE);
683 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
684 } else {
685 glEnable (GL_CULL_FACE);
686 glCullFace (GL_BACK);
687 glPolygonMode (GL_FRONT, GL_LINE);
688 }
689 }
690 glDisable (GL_LIGHTING);
691 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
692 glBegin (GL_QUADS);
693 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
694 if (edgeFlag[edgeCount] > 0) {
695 glEdgeFlag (GL_TRUE);
696 } else {
697 glEdgeFlag (GL_FALSE);
698 }
699 glNormal3d (normals[edgeCount].x(),
700 normals[edgeCount].y(),
701 normals[edgeCount].z());
702 glVertex3d (vertex[edgeCount].x(),
703 vertex[edgeCount].y(),
704 vertex[edgeCount].z());
705 }
706 glEnd ();
707 glDepthFunc (GL_LEQUAL); // Revert for next facet.
708 glBegin (GL_QUADS); // Ready for next facet. GL
709 // says it ignores incomplete
710 // quadrilaterals, so final empty
711 // glBegin/End sequence should be OK.
712 }
713 } while (notLastFace);
714
715 glEnd ();
716 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
717 glDepthMask (1); // Revert to default for next primitive.
718 glDisable (GL_LIGHTING); // Revert to default for next primitive.
719}
720
721//Method for handling G4NURBS objects for drawing solids.
722//Knots and Ctrl Pnts MUST be arrays of GLfloats.
723void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
724
725 // Loads G4Atts for picking...
726 if (fpViewer->GetViewParameters().IsPicking()) {
727 G4AttHolder* holder = new G4AttHolder;
728 LoadAtts(nurb, holder);
729 fPickMap[fPickName] = holder;
730 }
731
732 GLUnurbsObj *gl_nurb;
733 gl_nurb = gluNewNurbsRenderer ();
734
735 GLfloat *u_knot_array, *u_knot_array_ptr;
736 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
737 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
738 while (u_iterator.pick (u_knot_array_ptr++)){}
739
740 GLfloat *v_knot_array, *v_knot_array_ptr;
741 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
742 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
743 while (v_iterator.pick (v_knot_array_ptr++)){}
744
745 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
746 ctrl_pnt_array = ctrl_pnt_array_ptr =
747 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
748 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
749 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
750
751 // Get vis attributes - pick up defaults if none.
752 const G4VisAttributes* pVA =
753 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
754
755 // Get view parameters that the user can force through the vis
756 // attributes, thereby over-riding the current view parameter.
757 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
758 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
759
760 //Get colour, etc..
761 const G4Colour& c = pVA -> GetColour ();
762
763 switch (drawing_style) {
764
765 case (G4ViewParameters::hlhsr):
766 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
767 // << "Using hidden surface removal." << G4endl;
768 case (G4ViewParameters::hsr):
769 {
770 if (!fProcessing2D) glEnable (GL_LIGHTING);
771 glEnable (GL_DEPTH_TEST);
772 glEnable (GL_AUTO_NORMAL);
773 glEnable (GL_NORMALIZE);
774 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
775 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
776 GLfloat materialColour [4];
777 materialColour [0] = c.GetRed ();
778 materialColour [1] = c.GetGreen ();
779 materialColour [2] = c.GetBlue ();
780 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
781 // but see complication in
782 // AddPrimitive(const G4Polyhedron&).
783 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
784 break;
785 }
786 case (G4ViewParameters::hlr):
787 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
788 // << "Using wireframe." << G4endl;
789 case (G4ViewParameters::wireframe):
790 default:
791 glDisable (GL_LIGHTING);
792// glDisable (GL_DEPTH_TEST);
793 glEnable (GL_DEPTH_TEST);
794 glDisable (GL_AUTO_NORMAL);
795 glDisable (GL_NORMALIZE);
796 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
797 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
798 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
799 break;
800 }
801
802 gluBeginSurface (gl_nurb);
803 G4int u_stride = 4;
804 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
805
806 gluNurbsSurface (gl_nurb,
807 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
808 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
809 u_stride,
810 v_stride,
811 ctrl_pnt_array,
812 nurb.GetUorder (),
813 nurb.GetVorder (),
814 GL_MAP2_VERTEX_4);
815
816 gluEndSurface (gl_nurb);
817
818 delete [] u_knot_array; // These should be allocated with smart allocators
819 delete [] v_knot_array; // to avoid memory explosion.
820 delete [] ctrl_pnt_array;
821
822 gluDeleteNurbsRenderer (gl_nurb);
823}
824
825void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
826 G4VSceneHandler::AddCompound(traj); // For now.
827}
828
829void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
830 G4VSceneHandler::AddCompound(hit); // For now.
831}
832
833#endif
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