source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 1145

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1//
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4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
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20// * By using, copying, modifying or distributing the software (or *
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25//
26//
27// $Id: G4OpenGLSceneHandler.cc,v 1.56 2009/10/21 15:18:43 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
47#include "G4OpenGLQtViewer.hh"
48#include "G4OpenGLSceneHandler.hh"
49#include "G4OpenGLViewer.hh"
50#include "G4OpenGLFontBaseStore.hh"
51#include "G4OpenGLTransform3D.hh"
52#include "G4Point3D.hh"
53#include "G4Normal3D.hh"
54#include "G4Transform3D.hh"
55#include "G4Polyline.hh"
56#include "G4Polymarker.hh"
57#include "G4Text.hh"
58#include "G4Circle.hh"
59#include "G4Square.hh"
60#include "G4VMarker.hh"
61#include "G4Polyhedron.hh"
62#include "G4VisAttributes.hh"
63#include "G4PhysicalVolumeModel.hh"
64#include "G4VPhysicalVolume.hh"
65#include "G4LogicalVolume.hh"
66#include "G4VSolid.hh"
67#include "G4Scene.hh"
68#include "G4VisExtent.hh"
69#include "G4AttHolder.hh"
70
71G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
72 G4int id,
73 const G4String& name):
74 G4VSceneHandler (system, id, name),
75 fPickName(0),
76 fProcessing2D (false),
77 fProcessingPolymarker(false)
78{}
79
80G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
81{
82 ClearStore ();
83}
84
85const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
86 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
87 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
88 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
89 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
90 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
91 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
92 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
93 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
94 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
95 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
96 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
97 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
98 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
99 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
100 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
101 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
102};
103
104void G4OpenGLSceneHandler::ClearAndDestroyAtts()
105{
106 std::map<GLuint, G4AttHolder*>::iterator i;
107 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
108 fPickMap.clear();
109}
110
111void G4OpenGLSceneHandler::PreAddSolid
112(const G4Transform3D& objectTransformation,
113 const G4VisAttributes& visAttribs)
114{
115 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
116}
117
118void G4OpenGLSceneHandler::BeginPrimitives
119(const G4Transform3D& objectTransformation)
120{
121 G4VSceneHandler::BeginPrimitives (objectTransformation);
122}
123
124void G4OpenGLSceneHandler::EndPrimitives ()
125{
126 G4VSceneHandler::EndPrimitives ();
127}
128
129void G4OpenGLSceneHandler::BeginPrimitives2D
130(const G4Transform3D& objectTransformation)
131{
132 G4VSceneHandler::BeginPrimitives2D (objectTransformation);
133 fProcessing2D = true;
134}
135
136void G4OpenGLSceneHandler::EndPrimitives2D ()
137{
138 fProcessing2D = false;
139 G4VSceneHandler::EndPrimitives2D ();
140}
141
142const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
143{
144 // Clipping done in G4OpenGLViewer::SetView.
145 return 0;
146
147 // But...OpenGL no longer seems to reconstruct clipped edges, so,
148 // when the BooleanProcessor is up to it, abandon this and use
149 // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
150 // return G4VSceneHandler::CreateSectionPolyhedron();
151}
152
153const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
154{
155 // Cutaway done in G4OpenGLViewer::SetView.
156 return 0;
157
158 // But...if not, when the BooleanProcessor is up to it...
159 // return G4VSceneHandler::CreateCutawayPolyhedron();
160}
161
162void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
163{
164 G4int nPoints = line.size ();
165 if (nPoints <= 0) return;
166
167 // Loads G4Atts for picking...
168 if (fpViewer->GetViewParameters().IsPicking()) {
169 G4AttHolder* holder = new G4AttHolder;
170 LoadAtts(line, holder);
171 fPickMap[fPickName] = holder;
172 }
173
174 // Note: colour treated in sub-class.
175
176 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
177 glDisable (GL_DEPTH_TEST);
178 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
179
180 glDisable (GL_LIGHTING);
181
182 // Get vis attributes - pick up defaults if none.
183 const G4VisAttributes* pVA =
184 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
185
186 G4double lineWidth = GetLineWidth(pVA);
187 glLineWidth(lineWidth);
188
189 glBegin (GL_LINE_STRIP);
190 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
191 G4double x, y, z;
192 x = line[iPoint].x();
193 y = line[iPoint].y();
194 z = line[iPoint].z();
195 glVertex3d (x, y, z);
196 }
197 glEnd ();
198}
199
200void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
201{
202 G4int nPoints = polymarker.size ();
203 if (nPoints <= 0) return;
204
205 fProcessingPolymarker = true;
206
207 // Loads G4Atts for picking...
208 if (fpViewer->GetViewParameters().IsPicking()) {
209 G4AttHolder* holder = new G4AttHolder;
210 LoadAtts(polymarker, holder);
211 fPickMap[fPickName] = holder;
212 }
213
214 switch (polymarker.GetMarkerType()) {
215 default:
216 case G4Polymarker::dots:
217 {
218 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
219 G4Circle dot (polymarker);
220 dot.SetPosition (polymarker[iPoint]);
221 dot.SetWorldSize (0.);
222 dot.SetScreenSize (0.1); // Very small circle.
223 G4OpenGLSceneHandler::AddPrimitive (dot);
224 }
225 }
226 break;
227 case G4Polymarker::circles:
228 {
229 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
230 G4Circle circle (polymarker);
231 circle.SetPosition (polymarker[iPoint]);
232 G4OpenGLSceneHandler::AddPrimitive (circle);
233 }
234 }
235 break;
236 case G4Polymarker::squares:
237 {
238 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
239 G4Square square (polymarker);
240 square.SetPosition (polymarker[iPoint]);
241 G4OpenGLSceneHandler::AddPrimitive (square);
242 }
243 }
244 break;
245 }
246
247 fProcessingPolymarker = false;
248}
249
250void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
251
252 // Loads G4Atts for picking...
253 if (fpViewer->GetViewParameters().IsPicking()) {
254 G4AttHolder* holder = new G4AttHolder;
255 LoadAtts(text, holder);
256 fPickMap[fPickName] = holder;
257 }
258
259 const G4Colour& c = GetTextColour (text); // Picks up default if none.
260 MarkerSizeType sizeType;
261 G4double size = GetMarkerSize (text, sizeType);
262 G4ThreeVector position (text.GetPosition ());
263 G4String textString = text.GetText();
264
265 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
266 if (font_base < 0) {
267
268#ifdef G4VIS_BUILD_OPENGLQT_DRIVER
269 G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
270 if (oGLSQtViewer) {
271 // FIXME : No font for the moment
272 const char* textCString = textString.c_str();
273 oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
274 }
275#endif
276 static G4int callCount = 0;
277 ++callCount;
278 if (callCount <= 10 || callCount%100 == 0) {
279 G4cout <<
280 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
281 << callCount <<
282 "\n No fonts available."
283 "\n Called with text \""
284 << text.GetText ()
285 << "\"\n at " << position
286 << ", size " << size
287 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
288 << ", type " << G4int(sizeType)
289 << ", colour " << c
290 << G4endl;
291 }
292 return;
293 }
294 const char* textCString = textString.c_str();
295 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
296#ifdef G4VIS_BUILD_OPENGLQT_DRIVER
297 G4OpenGLQtViewer* oGLSQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
298
299 if (oGLSQtViewer) {
300 // FIXME : No font for the moment
301 oGLSQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
302 }
303#else
304 glDisable (GL_DEPTH_TEST);
305 glDisable (GL_LIGHTING);
306
307 glRasterPos3d(position.x(),position.y(),position.z());
308 // No action on offset or layout at present.
309 glPushAttrib(GL_LIST_BIT);
310 glListBase(font_base);
311 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
312 glPopAttrib();
313#endif
314 // //////////////
315 // makeCurrent();
316 // glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT);
317 // glRasterPos3d(x, y, z);
318 // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
319 // glEnable(GL_BLEND);
320 // glListBase(fontDisplayListBase(fnt, listBase));
321 // glCallLists(str.length(), GL_UNSIGNED_BYTE, str.local8Bit());
322 // glPopAttrib();
323 // //////////////
324
325#ifdef G4DEBUG_VIS_OGL
326 printf ("G4OpenGLSceneHandler::AddPrimitives TEXT\n");
327#endif
328}
329
330void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
331 glEnable (GL_POINT_SMOOTH);
332 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
333}
334
335void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
336 glDisable (GL_POINT_SMOOTH);
337 AddCircleSquare (square, G4OpenGLBitMapStore::square);
338}
339
340void G4OpenGLSceneHandler::AddCircleSquare
341(const G4VMarker& marker,
342 G4OpenGLBitMapStore::Shape shape) {
343
344 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
345 // Loads G4Atts for picking...
346 if (fpViewer->GetViewParameters().IsPicking()) {
347 G4AttHolder* holder = new G4AttHolder;
348 LoadAtts(marker, holder);
349 fPickMap[fPickName] = holder;
350 }
351 }
352
353 // Note: colour treated in sub-class.
354
355 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
356 glDisable (GL_DEPTH_TEST);
357 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
358
359 glDisable (GL_LIGHTING);
360
361 // Get vis attributes - pick up defaults if none.
362 const G4VisAttributes* pVA =
363 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
364
365 G4double lineWidth = GetLineWidth(pVA);
366 glLineWidth(lineWidth);
367
368 G4VMarker::FillStyle style = marker.GetFillStyle();
369
370 G4bool filled = false;
371 static G4bool hashedWarned = false;
372
373 switch (style) {
374 case G4VMarker::noFill:
375 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
376 filled = false;
377 break;
378
379 case G4VMarker::hashed:
380 if (!hashedWarned) {
381 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
382 << "\n Not implemented. Using G4VMarker::filled."
383 << G4endl;
384 hashedWarned = true;
385 }
386 // Maybe use
387 //glPolygonStipple (fStippleMaskHashed);
388 // Drop through to filled...
389
390 case G4VMarker::filled:
391 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
392 filled = true;
393 break;
394
395 }
396
397 // A few useful quantities...
398 G4Point3D centre = marker.GetPosition();
399 MarkerSizeType sizeType;
400 G4double size = GetMarkerSize(marker, sizeType);
401
402 // Draw...
403 if (sizeType == world) { // Size specified in world coordinates.
404
405 DrawXYPolygon (shape, size, centre, pVA);
406
407 } else { // Size specified in screen (window) coordinates.
408 glPointSize (size);
409 glBegin (GL_POINTS);
410 glVertex3f(centre.x(),centre.y(),centre.z());
411 glEnd();
412 //Antialiasing
413 glEnable (GL_POINT_SMOOTH);
414 //Transparency
415 glEnable(GL_BLEND);
416 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
417
418 // L. GARNIER 1 March 2009
419 // Old method, we draw a bitmap instead of a GL_POINT.
420 // I remove it because it cost in term of computing performances
421 // and gl2ps can't draw bitmaps
422
423 // glRasterPos3d(centre.x(),centre.y(),centre.z());
424 // const GLubyte* marker =
425 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
426 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
427 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
428 }
429}
430
431void G4OpenGLSceneHandler::DrawXYPolygon
432(G4OpenGLBitMapStore::Shape shape,
433 G4double size,
434 const G4Point3D& centre,
435 const G4VisAttributes* pApplicableVisAtts)
436{
437 G4int nSides;
438 G4double startPhi;
439 if (shape == G4OpenGLBitMapStore::circle) {
440 nSides = GetNoOfSides(pApplicableVisAtts);
441 startPhi = 0.;
442 } else {
443 nSides = 4;
444 startPhi = -pi / 4.;
445 }
446
447 const G4Vector3D& viewpointDirection =
448 fpViewer -> GetViewParameters().GetViewpointDirection();
449 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
450 const G4double dPhi = twopi / nSides;
451 const G4double radius = size / 2.;
452 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
453 G4double phi;
454 G4int i;
455
456 glBegin (GL_POLYGON);
457 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
458 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
459 G4Vector3D p = centre + r;
460 glVertex3d (p.x(), p.y(), p.z());
461 }
462 glEnd ();
463}
464
465void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
466{
467 G4VSceneHandler::AddPrimitive(scale);
468}
469
470//Method for handling G4Polyhedron objects for drawing solids.
471void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
472
473 // Assume all facets are planar convex quadrilaterals.
474 // Draw each facet individually
475
476 if (polyhedron.GetNoFacets() == 0) return;
477
478 // Loads G4Atts for picking...
479 if (fpViewer->GetViewParameters().IsPicking()) {
480 G4AttHolder* holder = new G4AttHolder;
481 LoadAtts(polyhedron, holder);
482 fPickMap[fPickName] = holder;
483 }
484
485 // Get vis attributes - pick up defaults if none.
486 const G4VisAttributes* pVA =
487 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
488
489 // Get view parameters that the user can force through the vis
490 // attributes, thereby over-riding the current view parameter.
491 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
492
493 //Get colour, etc...
494 G4bool transparency_enabled = true;
495 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
496 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
497 const G4Colour& c = pVA->GetColour();
498 GLfloat materialColour [4];
499 materialColour [0] = c.GetRed ();
500 materialColour [1] = c.GetGreen ();
501 materialColour [2] = c.GetBlue ();
502 if (transparency_enabled) {
503 materialColour [3] = c.GetAlpha ();
504 } else {
505 materialColour [3] = 1.;
506 }
507
508 G4double lineWidth = GetLineWidth(pVA);
509 glLineWidth(lineWidth);
510
511 GLfloat clear_colour[4];
512 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
513
514 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
515
516 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
517
518 // Lighting disabled unless otherwise requested
519 glDisable (GL_LIGHTING);
520
521 switch (drawing_style) {
522 case (G4ViewParameters::hlhsr):
523 // Set up as for hidden line removal but paint polygon faces later...
524 case (G4ViewParameters::hlr):
525 glEnable (GL_STENCIL_TEST);
526 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
527 // The procedure below leaves it clear.
528 glStencilFunc (GL_ALWAYS, 0, 1);
529 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
530 glEnable (GL_DEPTH_TEST);
531 glDepthFunc (GL_LEQUAL);
532 if (materialColour[3] < 1.) {
533 // Transparent...
534 glDisable (GL_CULL_FACE);
535 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
536 } else {
537 // Opaque...
538 if (clipping) {
539 glDisable (GL_CULL_FACE);
540 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
541 } else {
542 glEnable (GL_CULL_FACE);
543 glCullFace (GL_BACK);
544 glPolygonMode (GL_FRONT, GL_LINE);
545 }
546 }
547 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
548 break;
549 case (G4ViewParameters::hsr):
550 glEnable (GL_DEPTH_TEST);
551 glDepthFunc (GL_LEQUAL);
552 if (materialColour[3] < 1.) {
553 // Transparent...
554 glDepthMask (0); // Make depth buffer read-only.
555 glDisable (GL_CULL_FACE);
556 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
557 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
558 } else {
559 // Opaque...
560 glDepthMask (1); // Make depth buffer writable (default).
561 if (clipping) {
562 glDisable (GL_CULL_FACE);
563 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
564 } else {
565 glEnable (GL_CULL_FACE);
566 glCullFace (GL_BACK);
567 glPolygonMode (GL_FRONT, GL_FILL);
568 }
569 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
570 }
571 if (!fProcessing2D) glEnable (GL_LIGHTING);
572 break;
573 case (G4ViewParameters::wireframe):
574 default:
575 glEnable (GL_DEPTH_TEST);
576 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
577 glDisable (GL_CULL_FACE);
578 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
579 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
580 break;
581 }
582
583 //Loop through all the facets...
584 glBegin (GL_QUADS);
585 G4bool notLastFace;
586 do {
587
588 //First, find vertices, edgeflags and normals and note "not last facet"...
589 G4Point3D vertex[4];
590 G4int edgeFlag[4];
591 G4Normal3D normals[4];
592 G4int n;
593 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
594
595 //Loop through the four edges of each G4Facet...
596 G4int edgeCount = 0;
597 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
598 // Check to see if edge is visible or not...
599 if (isAuxEdgeVisible) {
600 edgeFlag[edgeCount] = 1;
601 }
602 if (edgeFlag[edgeCount] > 0) {
603 glEdgeFlag (GL_TRUE);
604 } else {
605 glEdgeFlag (GL_FALSE);
606 }
607 glNormal3d (normals[edgeCount].x(),
608 normals[edgeCount].y(),
609 normals[edgeCount].z());
610 glVertex3d (vertex[edgeCount].x(),
611 vertex[edgeCount].y(),
612 vertex[edgeCount].z());
613 }
614 // HepPolyhedron produces triangles too; in that case add an extra
615 // vertex identical to first...
616 if (n == 3) {
617 edgeCount = 3;
618 normals[edgeCount] = normals[0];
619 vertex[edgeCount] = vertex[0];
620 edgeFlag[edgeCount] = -1;
621 glEdgeFlag (GL_FALSE);
622 glNormal3d (normals[edgeCount].x(),
623 normals[edgeCount].y(),
624 normals[edgeCount].z());
625 glVertex3d (vertex[edgeCount].x(),
626 vertex[edgeCount].y(),
627 vertex[edgeCount].z());
628 }
629 // Trap situation where number of edges is > 4...
630 if (n > 4) {
631 G4cerr <<
632 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
633 G4PhysicalVolumeModel* pPVModel =
634 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
635 if (pPVModel) {
636 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
637 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
638 G4cerr <<
639 "\n Volume " << pCurrentPV->GetName() <<
640 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
641 " (" << pCurrentLV->GetSolid()->GetEntityType();
642 }
643 G4cerr<<
644 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
645 }
646
647 // Do it all over again (twice) for hlr...
648 if (drawing_style == G4ViewParameters::hlr ||
649 drawing_style == G4ViewParameters::hlhsr) {
650
651 glEnd (); // Placed here to balance glBegin above, allowing GL
652 // state changes below, then glBegin again. Avoids
653 // having glBegin/End pairs *inside* loop in the more
654 // usual case of no hidden line removal.
655
656 // Lighting disabled unless otherwise requested
657 glDisable (GL_LIGHTING);
658
659 // Draw through stencil...
660 glStencilFunc (GL_EQUAL, 0, 1);
661 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
662 if (drawing_style == G4ViewParameters::hlhsr) {
663 if (!fProcessing2D) glEnable (GL_LIGHTING);
664 }
665 glEnable (GL_DEPTH_TEST);
666 glDepthFunc (GL_LEQUAL);
667 if (materialColour[3] < 1.) {
668 // Transparent...
669 glDepthMask (0); // Make depth buffer read-only.
670 glDisable (GL_CULL_FACE);
671 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
672 } else {
673 // Opaque...
674 glDepthMask (1); // Make depth buffer writable (default).
675 if (clipping) {
676 glDisable (GL_CULL_FACE);
677 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
678 } else {
679 glEnable (GL_CULL_FACE);
680 glCullFace (GL_BACK);
681 glPolygonMode (GL_FRONT, GL_FILL);
682 }
683 }
684 GLfloat* painting_colour;
685 if (drawing_style == G4ViewParameters::hlr) {
686 if (materialColour[3] < 1.) {
687 // Transparent - don't paint...
688 goto end_of_drawing_through_stencil;
689 }
690 painting_colour = clear_colour;
691 } else { // drawing_style == G4ViewParameters::hlhsr
692 painting_colour = materialColour;
693 }
694 if (materialColour[3] < 1.) {
695 // Transparent...
696 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
697 } else {
698 // Opaque...
699 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
700 }
701 glColor4fv (painting_colour);
702 glBegin (GL_QUADS);
703 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
704 if (edgeFlag[edgeCount] > 0) {
705 glEdgeFlag (GL_TRUE);
706 } else {
707 glEdgeFlag (GL_FALSE);
708 }
709 glNormal3d (normals[edgeCount].x(),
710 normals[edgeCount].y(),
711 normals[edgeCount].z());
712 glVertex3d (vertex[edgeCount].x(),
713 vertex[edgeCount].y(),
714 vertex[edgeCount].z());
715 }
716 glEnd ();
717 end_of_drawing_through_stencil:
718
719 // and once more to reset the stencil bits...
720 glStencilFunc (GL_ALWAYS, 0, 1);
721 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
722 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
723 if (materialColour[3] < 1.) {
724 // Transparent...
725 glDisable (GL_CULL_FACE);
726 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
727 } else {
728 // Opaque...
729 if (clipping) {
730 glDisable (GL_CULL_FACE);
731 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
732 } else {
733 glEnable (GL_CULL_FACE);
734 glCullFace (GL_BACK);
735 glPolygonMode (GL_FRONT, GL_LINE);
736 }
737 }
738 glDisable (GL_LIGHTING);
739 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
740 glBegin (GL_QUADS);
741 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
742 if (edgeFlag[edgeCount] > 0) {
743 glEdgeFlag (GL_TRUE);
744 } else {
745 glEdgeFlag (GL_FALSE);
746 }
747 glNormal3d (normals[edgeCount].x(),
748 normals[edgeCount].y(),
749 normals[edgeCount].z());
750 glVertex3d (vertex[edgeCount].x(),
751 vertex[edgeCount].y(),
752 vertex[edgeCount].z());
753 }
754 glEnd ();
755 glDepthFunc (GL_LEQUAL); // Revert for next facet.
756 glBegin (GL_QUADS); // Ready for next facet. GL
757 // says it ignores incomplete
758 // quadrilaterals, so final empty
759 // glBegin/End sequence should be OK.
760 }
761 } while (notLastFace);
762
763 glEnd ();
764 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
765 glDepthMask (1); // Revert to default for next primitive.
766 glDisable (GL_LIGHTING); // Revert to default for next primitive.
767}
768
769//Method for handling G4NURBS objects for drawing solids.
770//Knots and Ctrl Pnts MUST be arrays of GLfloats.
771void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
772
773 // Loads G4Atts for picking...
774 if (fpViewer->GetViewParameters().IsPicking()) {
775 G4AttHolder* holder = new G4AttHolder;
776 LoadAtts(nurb, holder);
777 fPickMap[fPickName] = holder;
778 }
779
780 GLUnurbsObj *gl_nurb;
781 gl_nurb = gluNewNurbsRenderer ();
782
783 GLfloat *u_knot_array, *u_knot_array_ptr;
784 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
785 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
786 while (u_iterator.pick (u_knot_array_ptr++)){}
787
788 GLfloat *v_knot_array, *v_knot_array_ptr;
789 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
790 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
791 while (v_iterator.pick (v_knot_array_ptr++)){}
792
793 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
794 ctrl_pnt_array = ctrl_pnt_array_ptr =
795 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
796 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
797 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
798
799 // Get vis attributes - pick up defaults if none.
800 const G4VisAttributes* pVA =
801 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
802
803 // Get view parameters that the user can force through the vis
804 // attributes, thereby over-riding the current view parameter.
805 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
806 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
807
808 //Get colour, etc..
809 const G4Colour& c = pVA -> GetColour ();
810
811 switch (drawing_style) {
812
813 case (G4ViewParameters::hlhsr):
814 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
815 // << "Using hidden surface removal." << G4endl;
816 case (G4ViewParameters::hsr):
817 {
818 if (!fProcessing2D) glEnable (GL_LIGHTING);
819 glEnable (GL_DEPTH_TEST);
820 glEnable (GL_AUTO_NORMAL);
821 glEnable (GL_NORMALIZE);
822 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
823 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
824 GLfloat materialColour [4];
825 materialColour [0] = c.GetRed ();
826 materialColour [1] = c.GetGreen ();
827 materialColour [2] = c.GetBlue ();
828 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
829 // but see complication in
830 // AddPrimitive(const G4Polyhedron&).
831 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
832 break;
833 }
834 case (G4ViewParameters::hlr):
835 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
836 // << "Using wireframe." << G4endl;
837 case (G4ViewParameters::wireframe):
838 default:
839 glDisable (GL_LIGHTING);
840// glDisable (GL_DEPTH_TEST);
841 glEnable (GL_DEPTH_TEST);
842 glDisable (GL_AUTO_NORMAL);
843 glDisable (GL_NORMALIZE);
844 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
845 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
846 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
847 break;
848 }
849
850 gluBeginSurface (gl_nurb);
851 G4int u_stride = 4;
852 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
853
854 gluNurbsSurface (gl_nurb,
855 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
856 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
857 u_stride,
858 v_stride,
859 ctrl_pnt_array,
860 nurb.GetUorder (),
861 nurb.GetVorder (),
862 GL_MAP2_VERTEX_4);
863
864 gluEndSurface (gl_nurb);
865
866 delete [] u_knot_array; // These should be allocated with smart allocators
867 delete [] v_knot_array; // to avoid memory explosion.
868 delete [] ctrl_pnt_array;
869
870 gluDeleteNurbsRenderer (gl_nurb);
871}
872
873void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
874 G4VSceneHandler::AddCompound(traj); // For now.
875}
876
877void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
878 G4VSceneHandler::AddCompound(hit); // For now.
879}
880
881void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) {
882 G4VSceneHandler::AddCompound(hits); // For now.
883}
884
885#endif
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