source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc @ 1160

Last change on this file since 1160 was 1160, checked in by garnier, 15 years ago

mise en place de Vis dans UI

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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#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
439  // Assume all facets are planar convex quadrilaterals.
440  // Draw each facet individually
441 
442  if (polyhedron.GetNoFacets() == 0) return;
443
444  // Loads G4Atts for picking...
445  if (fpViewer->GetViewParameters().IsPicking()) {
446    G4AttHolder* holder = new G4AttHolder;
447    LoadAtts(polyhedron, holder);
448    fPickMap[fPickName] = holder;
449  }
450
451  // Get vis attributes - pick up defaults if none.
452  const G4VisAttributes* pVA =
453    fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
454
455  // Get view parameters that the user can force through the vis
456  // attributes, thereby over-riding the current view parameter.
457  G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
458
459  //Get colour, etc...
460  G4bool transparency_enabled = true;
461  G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
462  if (pViewer) transparency_enabled = pViewer->transparency_enabled;
463  const G4Colour& c = pVA->GetColour();
464  GLfloat materialColour [4];
465  materialColour [0] = c.GetRed ();
466  materialColour [1] = c.GetGreen ();
467  materialColour [2] = c.GetBlue ();
468  if (transparency_enabled) {
469    materialColour [3] = c.GetAlpha ();
470  } else {
471    materialColour [3] = 1.;
472  }
473
474  G4double lineWidth = GetLineWidth(pVA);
475  glLineWidth(lineWidth);
476
477  GLfloat clear_colour[4];
478  glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
479
480  G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
481
482  G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
483
484  // Lighting disabled unless otherwise requested
485  glDisable (GL_LIGHTING);
486
487  switch (drawing_style) {
488  case (G4ViewParameters::hlhsr):
489    // Set up as for hidden line removal but paint polygon faces later...
490  case (G4ViewParameters::hlr):
491    glEnable (GL_STENCIL_TEST);
492    // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
493    // The procedure below leaves it clear.
494    glStencilFunc (GL_ALWAYS, 0, 1);
495    glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
496    glEnable (GL_DEPTH_TEST);
497    glDepthFunc (GL_LEQUAL);
498    if (materialColour[3] < 1.) {
499      // Transparent...
500      glDisable (GL_CULL_FACE);
501      glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
502    } else {
503      // Opaque...
504      if (clipping) {
505        glDisable (GL_CULL_FACE);
506        glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
507      } else {
508        glEnable (GL_CULL_FACE);
509        glCullFace (GL_BACK);
510        glPolygonMode (GL_FRONT, GL_LINE);
511      }
512    }
513    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
514    break;
515  case (G4ViewParameters::hsr):
516    glEnable (GL_DEPTH_TEST);
517    glDepthFunc (GL_LEQUAL);   
518    if (materialColour[3] < 1.) {
519      // Transparent...
520      glDepthMask (0);  // Make depth buffer read-only.
521      glDisable (GL_CULL_FACE);
522      glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
523      glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
524    } else {
525      // Opaque...
526      glDepthMask (1);  // Make depth buffer writable (default).
527      if (clipping) {
528        glDisable (GL_CULL_FACE);
529        glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
530      } else {
531        glEnable (GL_CULL_FACE);
532        glCullFace (GL_BACK);
533        glPolygonMode (GL_FRONT, GL_FILL);
534      }
535      glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
536    }
537    if (!fProcessing2D) glEnable (GL_LIGHTING);
538    break;
539  case (G4ViewParameters::wireframe):
540  default:
541    glEnable (GL_DEPTH_TEST);
542    glDepthFunc (GL_LEQUAL);    //??? was GL_ALWAYS
543    glDisable (GL_CULL_FACE);
544    glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
545    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
546    break;
547  }
548
549  //Loop through all the facets...
550  glBegin (GL_QUADS);
551  G4bool notLastFace;
552  do {
553
554    //First, find vertices, edgeflags and normals and note "not last facet"...
555    G4Point3D vertex[4];
556    G4int edgeFlag[4];
557    G4Normal3D normals[4];
558    G4int n;
559    notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
560
561    //Loop through the four edges of each G4Facet...
562    G4int edgeCount = 0;
563    for(edgeCount = 0; edgeCount < n; ++edgeCount) {
564      // Check to see if edge is visible or not...
565      if (isAuxEdgeVisible) {
566        edgeFlag[edgeCount] = 1;
567      }
568      if (edgeFlag[edgeCount] > 0) {
569        glEdgeFlag (GL_TRUE);
570      } else {
571        glEdgeFlag (GL_FALSE);
572      }
573      glNormal3d (normals[edgeCount].x(),
574                  normals[edgeCount].y(),
575                  normals[edgeCount].z());
576      glVertex3d (vertex[edgeCount].x(),
577                  vertex[edgeCount].y(),
578                  vertex[edgeCount].z());
579    }
580    // HepPolyhedron produces triangles too; in that case add an extra
581    // vertex identical to first...
582    if (n == 3) {
583      edgeCount = 3;
584      normals[edgeCount] = normals[0];
585      vertex[edgeCount] = vertex[0];
586      edgeFlag[edgeCount] = -1;
587      glEdgeFlag (GL_FALSE);
588      glNormal3d (normals[edgeCount].x(),
589                  normals[edgeCount].y(),
590                  normals[edgeCount].z());
591      glVertex3d (vertex[edgeCount].x(),
592                  vertex[edgeCount].y(),
593                  vertex[edgeCount].z());
594    }
595    // Trap situation where number of edges is > 4...
596    if (n > 4) {
597      G4cerr <<
598        "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
599      G4PhysicalVolumeModel* pPVModel =
600        dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
601      if (pPVModel) {
602        G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
603        G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
604        G4cerr <<
605        "\n  Volume " << pCurrentPV->GetName() <<
606        ", Solid " << pCurrentLV->GetSolid()->GetName() <<
607          " (" << pCurrentLV->GetSolid()->GetEntityType();
608      }
609      G4cerr<<
610        "\n   G4Polyhedron facet with " << n << " edges" << G4endl;
611    }
612
613    // Do it all over again (twice) for hlr...
614    if  (drawing_style == G4ViewParameters::hlr ||
615         drawing_style == G4ViewParameters::hlhsr) {
616
617      glEnd ();  // Placed here to balance glBegin above, allowing GL
618                 // state changes below, then glBegin again.  Avoids
619                 // having glBegin/End pairs *inside* loop in the more
620                 // usual case of no hidden line removal.
621
622      // Lighting disabled unless otherwise requested
623      glDisable (GL_LIGHTING);
624
625      // Draw through stencil...
626      glStencilFunc (GL_EQUAL, 0, 1);
627      glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
628      if (drawing_style == G4ViewParameters::hlhsr) {
629        if (!fProcessing2D) glEnable (GL_LIGHTING);
630      }
631      glEnable (GL_DEPTH_TEST);
632      glDepthFunc (GL_LEQUAL);   
633      if (materialColour[3] < 1.) {
634        // Transparent...
635        glDepthMask (0);  // Make depth buffer read-only.
636        glDisable (GL_CULL_FACE);
637        glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
638      } else {
639        // Opaque...
640        glDepthMask (1);  // Make depth buffer writable (default).
641        if (clipping) {
642          glDisable (GL_CULL_FACE);
643          glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
644        } else {
645          glEnable (GL_CULL_FACE);
646          glCullFace (GL_BACK);
647          glPolygonMode (GL_FRONT, GL_FILL);
648        }
649      }
650      GLfloat* painting_colour;
651      if  (drawing_style == G4ViewParameters::hlr) {
652        if (materialColour[3] < 1.) {
653          // Transparent - don't paint...
654          goto end_of_drawing_through_stencil;
655        }
656        painting_colour = clear_colour;
657      } else {  // drawing_style == G4ViewParameters::hlhsr
658        painting_colour = materialColour;
659      }
660      if (materialColour[3] < 1.) {
661        // Transparent...
662        glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
663      } else {
664        // Opaque...
665        glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
666      }
667      glColor4fv (painting_colour);
668      glBegin (GL_QUADS);
669      for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
670        if (edgeFlag[edgeCount] > 0) {
671          glEdgeFlag (GL_TRUE);
672        } else {
673          glEdgeFlag (GL_FALSE);
674        }
675        glNormal3d (normals[edgeCount].x(),
676                    normals[edgeCount].y(),
677                    normals[edgeCount].z());
678        glVertex3d (vertex[edgeCount].x(),
679                    vertex[edgeCount].y(),
680                    vertex[edgeCount].z());
681      }
682      glEnd ();
683    end_of_drawing_through_stencil:
684
685      // and once more to reset the stencil bits...
686      glStencilFunc (GL_ALWAYS, 0, 1);
687      glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
688      glDepthFunc (GL_LEQUAL);  // to make sure line gets drawn. 
689      if (materialColour[3] < 1.) {
690        // Transparent...
691        glDisable (GL_CULL_FACE);
692        glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
693      } else {
694        // Opaque...
695        if (clipping) {
696          glDisable (GL_CULL_FACE);
697          glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
698        } else {
699          glEnable (GL_CULL_FACE);
700          glCullFace (GL_BACK);
701          glPolygonMode (GL_FRONT, GL_LINE);
702        }
703      }
704      glDisable (GL_LIGHTING);
705      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
706      glBegin (GL_QUADS);
707      for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
708        if (edgeFlag[edgeCount] > 0) {
709          glEdgeFlag (GL_TRUE);
710        } else {
711          glEdgeFlag (GL_FALSE);
712        }
713        glNormal3d (normals[edgeCount].x(),
714                    normals[edgeCount].y(),
715                    normals[edgeCount].z());
716        glVertex3d (vertex[edgeCount].x(),
717                    vertex[edgeCount].y(),
718                    vertex[edgeCount].z());
719      }
720      glEnd ();
721      glDepthFunc (GL_LEQUAL);   // Revert for next facet.
722      glBegin (GL_QUADS);      // Ready for next facet.  GL
723                               // says it ignores incomplete
724                               // quadrilaterals, so final empty
725                               // glBegin/End sequence should be OK.
726    }
727  } while (notLastFace); 
728 
729  glEnd ();
730  glDisable (GL_STENCIL_TEST);  // Revert to default for next primitive.
731  glDepthMask (1);              // Revert to default for next primitive.
732  glDisable (GL_LIGHTING);      // Revert to default for next primitive.
733}
734
735//Method for handling G4NURBS objects for drawing solids.
736//Knots and Ctrl Pnts MUST be arrays of GLfloats.
737void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
738
739  // Loads G4Atts for picking...
740  if (fpViewer->GetViewParameters().IsPicking()) {
741    G4AttHolder* holder = new G4AttHolder;
742    LoadAtts(nurb, holder);
743    fPickMap[fPickName] = holder;
744  }
745
746  GLUnurbsObj *gl_nurb;
747  gl_nurb = gluNewNurbsRenderer ();
748
749  GLfloat *u_knot_array, *u_knot_array_ptr;
750  u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
751  G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
752  while (u_iterator.pick (u_knot_array_ptr++)){}
753
754  GLfloat *v_knot_array, *v_knot_array_ptr;
755  v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
756  G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
757  while (v_iterator.pick (v_knot_array_ptr++)){}
758
759  GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
760  ctrl_pnt_array = ctrl_pnt_array_ptr =
761    new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
762  G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
763  while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
764
765  // Get vis attributes - pick up defaults if none.
766  const G4VisAttributes* pVA =
767    fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
768
769  // Get view parameters that the user can force through the vis
770  // attributes, thereby over-riding the current view parameter.
771  G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
772  //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
773 
774  //Get colour, etc..
775  const G4Colour& c = pVA -> GetColour ();
776
777  switch (drawing_style) {
778
779  case (G4ViewParameters::hlhsr):
780    //    G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
781    // << "Using hidden surface removal." << G4endl;
782  case (G4ViewParameters::hsr):
783    {
784      if (!fProcessing2D) glEnable (GL_LIGHTING);
785      glEnable (GL_DEPTH_TEST);
786      glEnable (GL_AUTO_NORMAL);
787      glEnable (GL_NORMALIZE);
788      gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
789      gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
790      GLfloat materialColour [4];
791      materialColour [0] = c.GetRed ();
792      materialColour [1] = c.GetGreen ();
793      materialColour [2] = c.GetBlue ();
794      materialColour [3] = 1.0;  // = c.GetAlpha () for transparency -
795                                 // but see complication in
796                                 // AddPrimitive(const G4Polyhedron&).
797      glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
798      break;
799    }
800  case (G4ViewParameters::hlr):
801    //    G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
802    // << "Using wireframe." << G4endl;
803  case (G4ViewParameters::wireframe):
804  default:
805    glDisable (GL_LIGHTING);
806//    glDisable (GL_DEPTH_TEST);
807    glEnable (GL_DEPTH_TEST);
808    glDisable (GL_AUTO_NORMAL);
809    glDisable (GL_NORMALIZE);
810    gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
811    gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
812    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
813    break;
814  }     
815
816  gluBeginSurface (gl_nurb);
817  G4int u_stride = 4;
818  G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
819
820  gluNurbsSurface (gl_nurb,
821                   nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
822                   nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
823                   u_stride,
824                   v_stride, 
825                   ctrl_pnt_array,
826                   nurb.GetUorder (),
827                   nurb.GetVorder (),
828                   GL_MAP2_VERTEX_4);
829 
830  gluEndSurface (gl_nurb);
831
832  delete [] u_knot_array;  // These should be allocated with smart allocators
833  delete [] v_knot_array;  // to avoid memory explosion.
834  delete [] ctrl_pnt_array;
835
836  gluDeleteNurbsRenderer (gl_nurb);
837}
838
839void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
840  G4VSceneHandler::AddCompound(traj);  // For now.
841}
842
843void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
844  G4VSceneHandler::AddCompound(hit);  // For now.
845}
846
847void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) {
848  G4VSceneHandler::AddCompound(hits);  // For now.
849}
850
851#endif
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