source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc@ 1246

Last change on this file since 1246 was 1242, checked in by garnier, 16 years ago

bugged version

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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#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#ifdef G4DEBUG_VIS_OGL
201// printf("G4OpenGLSceneHandler::AddPrimitive polymarker");
202#endif
203 G4int nPoints = polymarker.size ();
204 if (nPoints <= 0) return;
205
206 fProcessingPolymarker = true;
207
208 // Loads G4Atts for picking...
209 if (fpViewer->GetViewParameters().IsPicking()) {
210 G4AttHolder* holder = new G4AttHolder;
211 LoadAtts(polymarker, holder);
212 fPickMap[fPickName] = holder;
213 }
214
215 switch (polymarker.GetMarkerType()) {
216 default:
217 case G4Polymarker::dots:
218 {
219#ifdef G4DEBUG_VIS_OGL
220// printf(" dots ");
221#endif
222 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
223 G4Circle dot (polymarker);
224 dot.SetPosition (polymarker[iPoint]);
225 dot.SetWorldSize (0.);
226 dot.SetScreenSize (0.1); // Very small circle.
227 G4OpenGLSceneHandler::AddPrimitive (dot);
228 }
229 }
230 break;
231 case G4Polymarker::circles:
232 {
233#ifdef G4DEBUG_VIS_OGL
234// printf(" circle ");
235#endif
236#ifdef G4VIS_BUILD_OPTIMISE_3
237 std::vector <G4VMarker> circleV;
238 // FIXME, must check attribute before doing a list
239#endif
240 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
241 G4Circle circle (polymarker);
242 // If not already drawn
243 circle.SetPosition (polymarker[iPoint]);
244#ifdef G4VIS_BUILD_OPTIMISE_3
245 circleV.push_back(circle);
246#endif
247 }
248#ifdef G4VIS_BUILD_OPTIMISE_3
249 G4OpenGLSceneHandler::AddPrimitives (circleV);
250#endif
251 }
252 break;
253 case G4Polymarker::squares:
254 {
255#ifdef G4DEBUG_VIS_OGL
256// printf(" square ");
257#endif
258#ifdef G4VIS_BUILD_OPTIMISE_3
259 std::vector <G4VMarker> squareV;
260 // FIXME, must check attribute before doing a list
261#endif
262 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
263 G4Square square (polymarker);
264 square.SetPosition (polymarker[iPoint]);
265#ifdef G4VIS_BUILD_OPTIMISE_3
266 squareV.push_back(square);
267#endif
268 }
269#ifdef G4VIS_BUILD_OPTIMISE_3
270 G4OpenGLSceneHandler::AddPrimitives (squareV);
271#endif
272 }
273 break;
274 }
275
276#ifdef G4DEBUG_VIS_OGL
277// printf(" \n");
278#endif
279 fProcessingPolymarker = false;
280}
281
282void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
283
284 // Loads G4Atts for picking...
285 if (fpViewer->GetViewParameters().IsPicking()) {
286 G4AttHolder* holder = new G4AttHolder;
287 LoadAtts(text, holder);
288 fPickMap[fPickName] = holder;
289 }
290
291 const G4Colour& c = GetTextColour (text); // Picks up default if none.
292 MarkerSizeType sizeType;
293 G4double size = GetMarkerSize (text, sizeType);
294 G4ThreeVector position (text.GetPosition ());
295 G4String textString = text.GetText();
296
297 G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
298 if (font_base < 0) {
299 static G4int callCount = 0;
300 ++callCount;
301 if (callCount <= 10 || callCount%100 == 0) {
302 G4cout <<
303 "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
304 << callCount <<
305 "\n No fonts available."
306 "\n Called with text \""
307 << text.GetText ()
308 << "\"\n at " << position
309 << ", size " << size
310 << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
311 << ", type " << G4int(sizeType)
312 << ", colour " << c
313 << G4endl;
314 }
315 return;
316 }
317 const char* textCString = textString.c_str();
318 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
319 glDisable (GL_DEPTH_TEST);
320 glDisable (GL_LIGHTING);
321
322 glRasterPos3d(position.x(),position.y(),position.z());
323 // No action on offset or layout at present.
324 glPushAttrib(GL_LIST_BIT);
325 glListBase(font_base);
326 glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
327 glPopAttrib();
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::AddPrimitives (std::vector <G4VMarker> square) {
341 glDisable (GL_POINT_SMOOTH);
342 AddCircleSquares (square, G4OpenGLBitMapStore::square);
343}
344
345void G4OpenGLSceneHandler::AddCircleSquare
346(const G4VMarker& marker,
347 G4OpenGLBitMapStore::Shape shape) {
348
349 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
350 // Loads G4Atts for picking...
351 if (fpViewer->GetViewParameters().IsPicking()) {
352 G4AttHolder* holder = new G4AttHolder;
353 LoadAtts(marker, holder);
354 fPickMap[fPickName] = holder;
355 }
356 }
357
358 // Note: colour treated in sub-class.
359
360 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
361#ifdef G4DEBUG_VIS_OGL
362 // printf("+");
363#endif
364 glDisable (GL_DEPTH_TEST);
365 } else {
366#ifdef G4DEBUG_VIS_OGL
367 // printf("-");
368#endif
369 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
370
371 glDisable (GL_LIGHTING);
372
373 // Get vis attributes - pick up defaults if none.
374 const G4VisAttributes* pVA =
375 fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
376
377 G4double lineWidth = GetLineWidth(pVA);
378 glLineWidth(lineWidth);
379
380 G4VMarker::FillStyle style = marker.GetFillStyle();
381
382 G4bool filled = false;
383 static G4bool hashedWarned = false;
384
385 switch (style) {
386 case G4VMarker::noFill:
387 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
388 filled = false;
389 break;
390
391 case G4VMarker::hashed:
392 if (!hashedWarned) {
393 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
394 << "\n Not implemented. Using G4VMarker::filled."
395 << G4endl;
396 hashedWarned = true;
397 }
398 // Maybe use
399 //glPolygonStipple (fStippleMaskHashed);
400 // Drop through to filled...
401
402 case G4VMarker::filled:
403 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
404 filled = true;
405 break;
406
407 }
408
409 // A few useful quantities...
410 G4Point3D centre = marker.GetPosition();
411 MarkerSizeType sizeType;
412 G4double size = GetMarkerSize(marker, sizeType);
413
414
415 // Draw...
416 if (sizeType == world) { // Size specified in world coordinates.
417
418 DrawXYPolygon (shape, size, centre, pVA);
419
420 } else { // Size specified in screen (window) coordinates.
421 glPointSize (size);
422 glBegin (GL_POINTS);
423 glVertex3f(centre.x(),centre.y(),centre.z());
424 glEnd();
425 //Antialiasing
426 glEnable (GL_POINT_SMOOTH);
427 //Transparency
428 glEnable(GL_BLEND);
429 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
430
431 // L. GARNIER 1 March 2009
432 // Old method, we draw a bitmap instead of a GL_POINT.
433 // I remove it because it cost in term of computing performances
434 // and gl2ps can't draw bitmaps
435
436 // glRasterPos3d(centre.x(),centre.y(),centre.z());
437 // const GLubyte* marker =
438 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
439 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
440 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
441 }
442}
443
444void G4OpenGLSceneHandler::AddCircleSquares
445(std::vector <G4VMarker> marker,
446 G4OpenGLBitMapStore::Shape shape) {
447
448 if (marker.size() == 0) {
449 return;
450 }
451
452 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
453 // Loads G4Atts for picking...
454 if (fpViewer->GetViewParameters().IsPicking()) {
455 G4AttHolder* holder = new G4AttHolder;
456 LoadAtts(marker[0], holder);
457 fPickMap[fPickName] = holder;
458 }
459 }
460
461 // Note: colour treated in sub-class.
462
463 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
464#ifdef G4DEBUG_VIS_OGL
465 // printf("+");
466#endif
467 glDisable (GL_DEPTH_TEST);
468 } else {
469#ifdef G4DEBUG_VIS_OGL
470 // printf("-");
471#endif
472 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
473
474 glDisable (GL_LIGHTING);
475
476 // Get vis attributes - pick up defaults if none.
477 const G4VisAttributes* pVA =
478 fpViewer -> GetApplicableVisAttributes (marker[0].GetVisAttributes ());
479
480 G4double lineWidth = GetLineWidth(pVA);
481 glLineWidth(lineWidth);
482
483 G4VMarker::FillStyle style = marker[0].GetFillStyle();
484
485 G4bool filled = false;
486 static G4bool hashedWarned = false;
487
488 switch (style) {
489 case G4VMarker::noFill:
490 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
491 filled = false;
492 break;
493
494 case G4VMarker::hashed:
495 if (!hashedWarned) {
496 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
497 << "\n Not implemented. Using G4VMarker::filled."
498 << G4endl;
499 hashedWarned = true;
500 }
501 // Maybe use
502 //glPolygonStipple (fStippleMaskHashed);
503 // Drop through to filled...
504
505 case G4VMarker::filled:
506 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
507 filled = true;
508 break;
509
510 }
511
512
513
514 MarkerSizeType sizeType;
515 G4double size = GetMarkerSize(marker[0], sizeType);
516
517 // Draw...
518 if (sizeType == world) { // Size specified in world coordinates.
519
520 for (unsigned int a=0;a<marker.size();a++) {
521 G4Point3D centre = marker[a].GetPosition();
522 // A few useful quantities...
523 DrawXYPolygon (shape, size, centre, pVA);
524 }
525 } else { // Size specified in screen (window) coordinates.
526 // A few useful quantities...
527 glPointSize (size);
528 glBegin (GL_POINTS);
529 for (unsigned int a=0;a<marker.size();a++) {
530 G4Point3D centre = marker[a].GetPosition();
531 glVertex3f(centre.x(),centre.y(),centre.z());
532 }
533 glEnd();
534 //Antialiasing
535 glEnable (GL_POINT_SMOOTH);
536 //Transparency
537 glEnable(GL_BLEND);
538 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
539
540 // L. GARNIER 1 March 2009
541 // Old method, we draw a bitmap instead of a GL_POINT.
542 // I remove it because it cost in term of computing performances
543 // and gl2ps can't draw bitmaps
544
545 // glRasterPos3d(centre.x(),centre.y(),centre.z());
546 // const GLubyte* marker =
547 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
548 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
549 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
550 }
551}
552
553void G4OpenGLSceneHandler::DrawXYPolygon
554(G4OpenGLBitMapStore::Shape shape,
555 G4double size,
556 const G4Point3D& centre,
557 const G4VisAttributes* pApplicableVisAtts)
558{
559 G4int nSides;
560 G4double startPhi;
561 if (shape == G4OpenGLBitMapStore::circle) {
562 nSides = GetNoOfSides(pApplicableVisAtts);
563 startPhi = 0.;
564 } else {
565 nSides = 4;
566 startPhi = -pi / 4.;
567 }
568
569 const G4Vector3D& viewpointDirection =
570 fpViewer -> GetViewParameters().GetViewpointDirection();
571 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
572 const G4double dPhi = twopi / nSides;
573 const G4double radius = size / 2.;
574 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
575 G4double phi;
576 G4int i;
577
578 glBegin (GL_POLYGON);
579 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
580 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
581 G4Vector3D p = centre + r;
582 glVertex3d (p.x(), p.y(), p.z());
583 }
584 glEnd ();
585}
586
587void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
588{
589 G4VSceneHandler::AddPrimitive(scale);
590}
591
592//Method for handling G4Polyhedron objects for drawing solids.
593void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
594
595 // Assume all facets are planar convex quadrilaterals.
596 // Draw each facet individually
597
598 if (polyhedron.GetNoFacets() == 0) return;
599
600 // Loads G4Atts for picking...
601 if (fpViewer->GetViewParameters().IsPicking()) {
602 G4AttHolder* holder = new G4AttHolder;
603 LoadAtts(polyhedron, holder);
604 fPickMap[fPickName] = holder;
605 }
606
607 // Get vis attributes - pick up defaults if none.
608 const G4VisAttributes* pVA =
609 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
610
611 // Get view parameters that the user can force through the vis
612 // attributes, thereby over-riding the current view parameter.
613 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
614
615 //Get colour, etc...
616 G4bool transparency_enabled = true;
617 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
618 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
619 const G4Colour& c = pVA->GetColour();
620 GLfloat materialColour [4];
621 materialColour [0] = c.GetRed ();
622 materialColour [1] = c.GetGreen ();
623 materialColour [2] = c.GetBlue ();
624 if (transparency_enabled) {
625 materialColour [3] = c.GetAlpha ();
626 } else {
627 materialColour [3] = 1.;
628 }
629
630 G4double lineWidth = GetLineWidth(pVA);
631 glLineWidth(lineWidth);
632
633 GLfloat clear_colour[4];
634 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
635
636 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
637
638 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
639
640 // Lighting disabled unless otherwise requested
641 glDisable (GL_LIGHTING);
642
643 switch (drawing_style) {
644 case (G4ViewParameters::hlhsr):
645 // Set up as for hidden line removal but paint polygon faces later...
646 case (G4ViewParameters::hlr):
647 glEnable (GL_STENCIL_TEST);
648 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
649 // The procedure below leaves it clear.
650 glStencilFunc (GL_ALWAYS, 0, 1);
651 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
652 glEnable (GL_DEPTH_TEST);
653 glDepthFunc (GL_LEQUAL);
654 if (materialColour[3] < 1.) {
655 // Transparent...
656 glDisable (GL_CULL_FACE);
657 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
658 } else {
659 // Opaque...
660 if (clipping) {
661 glDisable (GL_CULL_FACE);
662 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
663 } else {
664 glEnable (GL_CULL_FACE);
665 glCullFace (GL_BACK);
666 glPolygonMode (GL_FRONT, GL_LINE);
667 }
668 }
669 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
670 break;
671 case (G4ViewParameters::hsr):
672 glEnable (GL_DEPTH_TEST);
673 glDepthFunc (GL_LEQUAL);
674 if (materialColour[3] < 1.) {
675 // Transparent...
676 glDepthMask (0); // Make depth buffer read-only.
677 glDisable (GL_CULL_FACE);
678 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
679 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
680 } else {
681 // Opaque...
682 glDepthMask (1); // Make depth buffer writable (default).
683 if (clipping) {
684 glDisable (GL_CULL_FACE);
685 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
686 } else {
687 glEnable (GL_CULL_FACE);
688 glCullFace (GL_BACK);
689 glPolygonMode (GL_FRONT, GL_FILL);
690 }
691 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
692 }
693 if (!fProcessing2D) glEnable (GL_LIGHTING);
694 break;
695 case (G4ViewParameters::wireframe):
696 default:
697 glEnable (GL_DEPTH_TEST);
698 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
699 glDisable (GL_CULL_FACE);
700 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
701 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
702 break;
703 }
704
705 //Loop through all the facets...
706 glBegin (GL_QUADS);
707 G4bool notLastFace;
708 do {
709
710 //First, find vertices, edgeflags and normals and note "not last facet"...
711 G4Point3D vertex[4];
712 G4int edgeFlag[4];
713 G4Normal3D normals[4];
714 G4int n;
715 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
716
717 //Loop through the four edges of each G4Facet...
718 G4int edgeCount = 0;
719 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
720 // Check to see if edge is visible or not...
721 if (isAuxEdgeVisible) {
722 edgeFlag[edgeCount] = 1;
723 }
724 if (edgeFlag[edgeCount] > 0) {
725 glEdgeFlag (GL_TRUE);
726 } else {
727 glEdgeFlag (GL_FALSE);
728 }
729 glNormal3d (normals[edgeCount].x(),
730 normals[edgeCount].y(),
731 normals[edgeCount].z());
732 glVertex3d (vertex[edgeCount].x(),
733 vertex[edgeCount].y(),
734 vertex[edgeCount].z());
735 }
736 // HepPolyhedron produces triangles too; in that case add an extra
737 // vertex identical to first...
738 if (n == 3) {
739 edgeCount = 3;
740 normals[edgeCount] = normals[0];
741 vertex[edgeCount] = vertex[0];
742 edgeFlag[edgeCount] = -1;
743 glEdgeFlag (GL_FALSE);
744 glNormal3d (normals[edgeCount].x(),
745 normals[edgeCount].y(),
746 normals[edgeCount].z());
747 glVertex3d (vertex[edgeCount].x(),
748 vertex[edgeCount].y(),
749 vertex[edgeCount].z());
750 }
751 // Trap situation where number of edges is > 4...
752 if (n > 4) {
753 G4cerr <<
754 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
755 G4PhysicalVolumeModel* pPVModel =
756 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
757 if (pPVModel) {
758 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
759 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
760 G4cerr <<
761 "\n Volume " << pCurrentPV->GetName() <<
762 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
763 " (" << pCurrentLV->GetSolid()->GetEntityType();
764 }
765 G4cerr<<
766 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
767 }
768
769 // Do it all over again (twice) for hlr...
770 if (drawing_style == G4ViewParameters::hlr ||
771 drawing_style == G4ViewParameters::hlhsr) {
772
773 glEnd (); // Placed here to balance glBegin above, allowing GL
774 // state changes below, then glBegin again. Avoids
775 // having glBegin/End pairs *inside* loop in the more
776 // usual case of no hidden line removal.
777
778 // Lighting disabled unless otherwise requested
779 glDisable (GL_LIGHTING);
780
781 // Draw through stencil...
782 glStencilFunc (GL_EQUAL, 0, 1);
783 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
784 if (drawing_style == G4ViewParameters::hlhsr) {
785 if (!fProcessing2D) glEnable (GL_LIGHTING);
786 }
787 glEnable (GL_DEPTH_TEST);
788 glDepthFunc (GL_LEQUAL);
789 if (materialColour[3] < 1.) {
790 // Transparent...
791 glDepthMask (0); // Make depth buffer read-only.
792 glDisable (GL_CULL_FACE);
793 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
794 } else {
795 // Opaque...
796 glDepthMask (1); // Make depth buffer writable (default).
797 if (clipping) {
798 glDisable (GL_CULL_FACE);
799 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
800 } else {
801 glEnable (GL_CULL_FACE);
802 glCullFace (GL_BACK);
803 glPolygonMode (GL_FRONT, GL_FILL);
804 }
805 }
806 GLfloat* painting_colour;
807 if (drawing_style == G4ViewParameters::hlr) {
808 if (materialColour[3] < 1.) {
809 // Transparent - don't paint...
810 goto end_of_drawing_through_stencil;
811 }
812 painting_colour = clear_colour;
813 } else { // drawing_style == G4ViewParameters::hlhsr
814 painting_colour = materialColour;
815 }
816 if (materialColour[3] < 1.) {
817 // Transparent...
818 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
819 } else {
820 // Opaque...
821 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
822 }
823 glColor4fv (painting_colour);
824 glBegin (GL_QUADS);
825 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
826 if (edgeFlag[edgeCount] > 0) {
827 glEdgeFlag (GL_TRUE);
828 } else {
829 glEdgeFlag (GL_FALSE);
830 }
831 glNormal3d (normals[edgeCount].x(),
832 normals[edgeCount].y(),
833 normals[edgeCount].z());
834 glVertex3d (vertex[edgeCount].x(),
835 vertex[edgeCount].y(),
836 vertex[edgeCount].z());
837 }
838 glEnd ();
839 end_of_drawing_through_stencil:
840
841 // and once more to reset the stencil bits...
842 glStencilFunc (GL_ALWAYS, 0, 1);
843 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
844 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
845 if (materialColour[3] < 1.) {
846 // Transparent...
847 glDisable (GL_CULL_FACE);
848 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
849 } else {
850 // Opaque...
851 if (clipping) {
852 glDisable (GL_CULL_FACE);
853 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
854 } else {
855 glEnable (GL_CULL_FACE);
856 glCullFace (GL_BACK);
857 glPolygonMode (GL_FRONT, GL_LINE);
858 }
859 }
860 glDisable (GL_LIGHTING);
861 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
862 glBegin (GL_QUADS);
863 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
864 if (edgeFlag[edgeCount] > 0) {
865 glEdgeFlag (GL_TRUE);
866 } else {
867 glEdgeFlag (GL_FALSE);
868 }
869 glNormal3d (normals[edgeCount].x(),
870 normals[edgeCount].y(),
871 normals[edgeCount].z());
872 glVertex3d (vertex[edgeCount].x(),
873 vertex[edgeCount].y(),
874 vertex[edgeCount].z());
875 }
876 glEnd ();
877 glDepthFunc (GL_LEQUAL); // Revert for next facet.
878 glBegin (GL_QUADS); // Ready for next facet. GL
879 // says it ignores incomplete
880 // quadrilaterals, so final empty
881 // glBegin/End sequence should be OK.
882 }
883 } while (notLastFace);
884
885 glEnd ();
886 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
887 glDepthMask (1); // Revert to default for next primitive.
888 glDisable (GL_LIGHTING); // Revert to default for next primitive.
889}
890
891//Method for handling G4NURBS objects for drawing solids.
892//Knots and Ctrl Pnts MUST be arrays of GLfloats.
893void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
894
895 // Loads G4Atts for picking...
896 if (fpViewer->GetViewParameters().IsPicking()) {
897 G4AttHolder* holder = new G4AttHolder;
898 LoadAtts(nurb, holder);
899 fPickMap[fPickName] = holder;
900 }
901
902 GLUnurbsObj *gl_nurb;
903 gl_nurb = gluNewNurbsRenderer ();
904
905 GLfloat *u_knot_array, *u_knot_array_ptr;
906 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
907 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
908 while (u_iterator.pick (u_knot_array_ptr++)){}
909
910 GLfloat *v_knot_array, *v_knot_array_ptr;
911 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
912 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
913 while (v_iterator.pick (v_knot_array_ptr++)){}
914
915 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
916 ctrl_pnt_array = ctrl_pnt_array_ptr =
917 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
918 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
919 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
920
921 // Get vis attributes - pick up defaults if none.
922 const G4VisAttributes* pVA =
923 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
924
925 // Get view parameters that the user can force through the vis
926 // attributes, thereby over-riding the current view parameter.
927 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
928 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
929
930 //Get colour, etc..
931 const G4Colour& c = pVA -> GetColour ();
932
933 switch (drawing_style) {
934
935 case (G4ViewParameters::hlhsr):
936 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
937 // << "Using hidden surface removal." << G4endl;
938 case (G4ViewParameters::hsr):
939 {
940 if (!fProcessing2D) glEnable (GL_LIGHTING);
941 glEnable (GL_DEPTH_TEST);
942 glEnable (GL_AUTO_NORMAL);
943 glEnable (GL_NORMALIZE);
944 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
945 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
946 GLfloat materialColour [4];
947 materialColour [0] = c.GetRed ();
948 materialColour [1] = c.GetGreen ();
949 materialColour [2] = c.GetBlue ();
950 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
951 // but see complication in
952 // AddPrimitive(const G4Polyhedron&).
953 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
954 break;
955 }
956 case (G4ViewParameters::hlr):
957 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
958 // << "Using wireframe." << G4endl;
959 case (G4ViewParameters::wireframe):
960 default:
961 glDisable (GL_LIGHTING);
962// glDisable (GL_DEPTH_TEST);
963 glEnable (GL_DEPTH_TEST);
964 glDisable (GL_AUTO_NORMAL);
965 glDisable (GL_NORMALIZE);
966 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
967 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
968 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
969 break;
970 }
971
972 gluBeginSurface (gl_nurb);
973 G4int u_stride = 4;
974 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
975
976 gluNurbsSurface (gl_nurb,
977 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
978 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
979 u_stride,
980 v_stride,
981 ctrl_pnt_array,
982 nurb.GetUorder (),
983 nurb.GetVorder (),
984 GL_MAP2_VERTEX_4);
985
986 gluEndSurface (gl_nurb);
987
988 delete [] u_knot_array; // These should be allocated with smart allocators
989 delete [] v_knot_array; // to avoid memory explosion.
990 delete [] ctrl_pnt_array;
991
992 gluDeleteNurbsRenderer (gl_nurb);
993}
994
995void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
996 G4VSceneHandler::AddCompound(traj); // For now.
997}
998
999void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
1000 G4VSceneHandler::AddCompound(hit); // For now.
1001}
1002
1003void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) {
1004 G4VSceneHandler::AddCompound(hits); // For now.
1005}
1006
1007#endif
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