| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: G4OpenGLSceneHandler.cc,v 1.56 2009/10/21 15:18:43 allison Exp $
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| 28 | // GEANT4 tag $Name: $
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| 29 | //
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| 30 | //
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| 31 | // Andrew Walkden 27th March 1996
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| 32 | // OpenGL stored scene - creates OpenGL display lists.
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| 33 | // OpenGL immediate scene - draws immediately to buffer
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| 34 | // (saving space on server).
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| 35 |
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| 36 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 37 |
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| 38 | // Included here - problems with HP compiler if not before other includes?
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| 39 | #include "G4NURBS.hh"
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| 40 |
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| 41 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect
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| 42 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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| 43 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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| 44 | // Also seems to be required for HP's CC and AIX xlC, at least.
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| 45 |
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| 46 | #include "G4OpenGLSceneHandler.hh"
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| 47 | #include "G4OpenGLViewer.hh"
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| 48 | #include "G4OpenGLFontBaseStore.hh"
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| 49 | #include "G4OpenGLTransform3D.hh"
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| 50 | #include "G4Point3D.hh"
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| 51 | #include "G4Normal3D.hh"
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| 52 | #include "G4Transform3D.hh"
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| 53 | #include "G4Polyline.hh"
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| 54 | #include "G4Polymarker.hh"
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| 55 | #include "G4Text.hh"
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| 56 | #include "G4Circle.hh"
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| 57 | #include "G4Square.hh"
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| 58 | #include "G4VMarker.hh"
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| 59 | #include "G4Polyhedron.hh"
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| 60 | #include "G4VisAttributes.hh"
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| 61 | #include "G4PhysicalVolumeModel.hh"
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| 62 | #include "G4VPhysicalVolume.hh"
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| 63 | #include "G4LogicalVolume.hh"
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| 64 | #include "G4VSolid.hh"
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| 65 | #include "G4Scene.hh"
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| 66 | #include "G4VisExtent.hh"
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| 67 | #include "G4AttHolder.hh"
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| 68 |
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| 69 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
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| 70 | G4int id,
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| 71 | const G4String& name):
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| 72 | G4VSceneHandler (system, id, name),
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| 73 | fPickName(0),
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| 74 | fProcessing2D (false),
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| 75 | fProcessingPolymarker(false)
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| 76 | {}
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| 77 |
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| 78 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
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| 79 | {
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| 80 | ClearStore ();
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| 81 | }
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| 82 |
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| 83 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
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| 84 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 85 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 86 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 87 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 88 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 89 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 90 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 91 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 92 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 93 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 94 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 95 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 96 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 97 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 98 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
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| 99 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
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| 100 | };
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| 101 |
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| 102 | void G4OpenGLSceneHandler::ClearAndDestroyAtts()
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| 103 | {
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| 104 | std::map<GLuint, G4AttHolder*>::iterator i;
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| 105 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
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| 106 | fPickMap.clear();
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| 107 | }
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| 108 |
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| 109 | void G4OpenGLSceneHandler::PreAddSolid
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| 110 | (const G4Transform3D& objectTransformation,
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| 111 | const G4VisAttributes& visAttribs)
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| 112 | {
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| 113 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
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| 114 | }
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| 115 |
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| 116 | void G4OpenGLSceneHandler::BeginPrimitives
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| 117 | (const G4Transform3D& objectTransformation)
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| 118 | {
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| 119 | G4VSceneHandler::BeginPrimitives (objectTransformation);
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| 120 | }
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| 121 |
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| 122 | void G4OpenGLSceneHandler::EndPrimitives ()
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| 123 | {
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| 124 | G4VSceneHandler::EndPrimitives ();
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| 125 | }
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| 126 |
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| 127 | void G4OpenGLSceneHandler::BeginPrimitives2D
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| 128 | (const G4Transform3D& objectTransformation)
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| 129 | {
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| 130 | G4VSceneHandler::BeginPrimitives2D (objectTransformation);
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| 131 | fProcessing2D = true;
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| 132 | }
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| 133 |
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| 134 | void G4OpenGLSceneHandler::EndPrimitives2D ()
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| 135 | {
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| 136 | fProcessing2D = false;
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| 137 | G4VSceneHandler::EndPrimitives2D ();
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| 138 | }
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| 139 |
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| 140 | const G4Polyhedron* G4OpenGLSceneHandler::CreateSectionPolyhedron ()
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| 141 | {
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| 142 | // Clipping done in G4OpenGLViewer::SetView.
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| 143 | return 0;
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| 144 |
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| 145 | // But...OpenGL no longer seems to reconstruct clipped edges, so,
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| 146 | // when the BooleanProcessor is up to it, abandon this and use
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| 147 | // generic clipping in G4VSceneHandler::CreateSectionPolyhedron...
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| 148 | // return G4VSceneHandler::CreateSectionPolyhedron();
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| 149 | }
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| 150 |
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| 151 | const G4Polyhedron* G4OpenGLSceneHandler::CreateCutawayPolyhedron ()
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| 152 | {
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| 153 | // Cutaway done in G4OpenGLViewer::SetView.
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| 154 | return 0;
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| 155 |
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| 156 | // But...if not, when the BooleanProcessor is up to it...
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| 157 | // return G4VSceneHandler::CreateCutawayPolyhedron();
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| 158 | }
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| 159 |
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| 160 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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| 161 | {
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| 162 | G4int nPoints = line.size ();
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| 163 | if (nPoints <= 0) return;
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| 164 |
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| 165 | // Loads G4Atts for picking...
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| 166 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 167 | G4AttHolder* holder = new G4AttHolder;
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| 168 | LoadAtts(line, holder);
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| 169 | fPickMap[fPickName] = holder;
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| 170 | }
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| 171 |
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| 172 | // Note: colour treated in sub-class.
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| 173 |
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| 174 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
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| 175 | glDisable (GL_DEPTH_TEST);
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| 176 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 177 |
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| 178 | glDisable (GL_LIGHTING);
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| 179 |
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| 180 | // Get vis attributes - pick up defaults if none.
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| 181 | const G4VisAttributes* pVA =
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| 182 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
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| 183 |
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| 184 | G4double lineWidth = GetLineWidth(pVA);
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| 185 | glLineWidth(lineWidth);
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| 186 |
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| 187 | glBegin (GL_LINE_STRIP);
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| 188 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
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| 189 | G4double x, y, z;
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| 190 | x = line[iPoint].x();
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| 191 | y = line[iPoint].y();
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| 192 | z = line[iPoint].z();
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| 193 | glVertex3d (x, y, z);
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| 194 | }
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| 195 | glEnd ();
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| 196 | }
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| 197 |
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| 198 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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| 199 | {
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| 200 | #ifdef G4DEBUG_VIS_OGL
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| 201 | // printf("G4OpenGLSceneHandler::AddPrimitive polymarker");
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| 202 | #endif
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| 203 | G4int nPoints = polymarker.size ();
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| 204 | if (nPoints <= 0) return;
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| 205 |
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| 206 | fProcessingPolymarker = true;
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| 207 |
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| 208 | // Loads G4Atts for picking...
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| 209 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 210 | G4AttHolder* holder = new G4AttHolder;
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| 211 | LoadAtts(polymarker, holder);
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| 212 | fPickMap[fPickName] = holder;
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| 213 | }
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| 214 |
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| 215 | switch (polymarker.GetMarkerType()) {
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| 216 | default:
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| 217 | case G4Polymarker::dots:
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| 218 | {
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| 219 | #ifdef G4DEBUG_VIS_OGL
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| 220 | // printf(" dots ");
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| 221 | #endif
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| 222 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 223 | G4Circle dot (polymarker);
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| 224 | dot.SetPosition (polymarker[iPoint]);
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| 225 | dot.SetWorldSize (0.);
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| 226 | dot.SetScreenSize (0.1); // Very small circle.
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| 227 | G4OpenGLSceneHandler::AddPrimitive (dot);
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| 228 | }
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| 229 | }
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| 230 | break;
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| 231 | case G4Polymarker::circles:
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| 232 | {
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| 233 | #ifdef G4DEBUG_VIS_OGL
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| 234 | // printf(" circle ");
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| 235 | #endif
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| 236 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 237 | std::vector <G4VMarker> circleV;
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| 238 | // FIXME, must check attribute before doing a list
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| 239 | #endif
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| 240 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 241 | G4Circle circle (polymarker);
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| 242 | // If not already drawn
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| 243 | circle.SetPosition (polymarker[iPoint]);
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| 244 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 245 | circleV.push_back(circle);
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| 246 | #endif
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| 247 | }
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| 248 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 249 | G4OpenGLSceneHandler::AddPrimitives (circleV);
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| 250 | #endif
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| 251 | }
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| 252 | break;
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| 253 | case G4Polymarker::squares:
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| 254 | {
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| 255 | #ifdef G4DEBUG_VIS_OGL
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| 256 | // printf(" square ");
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| 257 | #endif
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| 258 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 259 | std::vector <G4VMarker> squareV;
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| 260 | // FIXME, must check attribute before doing a list
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| 261 | #endif
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| 262 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
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| 263 | G4Square square (polymarker);
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| 264 | square.SetPosition (polymarker[iPoint]);
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| 265 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 266 | squareV.push_back(square);
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| 267 | #endif
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| 268 | }
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| 269 | #ifdef G4VIS_BUILD_OPTIMISE_3
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| 270 | G4OpenGLSceneHandler::AddPrimitives (squareV);
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| 271 | #endif
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| 272 | }
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| 273 | break;
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| 274 | }
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| 275 |
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| 276 | #ifdef G4DEBUG_VIS_OGL
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| 277 | // printf(" \n");
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| 278 | #endif
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| 279 | fProcessingPolymarker = false;
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| 280 | }
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| 281 |
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| 282 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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| 283 |
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| 284 | // Loads G4Atts for picking...
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| 285 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 286 | G4AttHolder* holder = new G4AttHolder;
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| 287 | LoadAtts(text, holder);
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| 288 | fPickMap[fPickName] = holder;
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| 289 | }
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| 290 |
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| 291 | const G4Colour& c = GetTextColour (text); // Picks up default if none.
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| 292 | MarkerSizeType sizeType;
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| 293 | G4double size = GetMarkerSize (text, sizeType);
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| 294 | G4ThreeVector position (text.GetPosition ());
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| 295 | G4String textString = text.GetText();
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| 296 |
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| 297 | G4int font_base = G4OpenGLFontBaseStore::GetFontBase(fpViewer,size);
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| 298 | if (font_base < 0) {
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| 299 | static G4int callCount = 0;
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| 300 | ++callCount;
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| 301 | if (callCount <= 10 || callCount%100 == 0) {
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| 302 | G4cout <<
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| 303 | "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
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| 304 | << callCount <<
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| 305 | "\n No fonts available."
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| 306 | "\n Called with text \""
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| 307 | << text.GetText ()
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| 308 | << "\"\n at " << position
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| 309 | << ", size " << size
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| 310 | << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
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| 311 | << ", type " << G4int(sizeType)
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| 312 | << ", colour " << c
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| 313 | << G4endl;
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| 314 | }
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| 315 | return;
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| 316 | }
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| 317 | const char* textCString = textString.c_str();
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| 318 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 319 | glDisable (GL_DEPTH_TEST);
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| 320 | glDisable (GL_LIGHTING);
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| 321 |
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| 322 | glRasterPos3d(position.x(),position.y(),position.z());
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| 323 | // No action on offset or layout at present.
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| 324 | glPushAttrib(GL_LIST_BIT);
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| 325 | glListBase(font_base);
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| 326 | glCallLists(strlen(textCString), GL_UNSIGNED_BYTE, (GLubyte *)textCString);
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| 327 | glPopAttrib();
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| 328 | }
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| 329 |
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| 330 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
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| 331 | glEnable (GL_POINT_SMOOTH);
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| 332 | AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
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| 333 | }
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| 334 |
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| 335 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
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| 336 | glDisable (GL_POINT_SMOOTH);
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| 337 | AddCircleSquare (square, G4OpenGLBitMapStore::square);
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| 338 | }
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| 339 |
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| 340 | void G4OpenGLSceneHandler::AddPrimitives (std::vector <G4VMarker> square) {
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| 341 | glDisable (GL_POINT_SMOOTH);
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| 342 | AddCircleSquares (square, G4OpenGLBitMapStore::square);
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| 343 | }
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| 344 |
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| 345 | void G4OpenGLSceneHandler::AddCircleSquare
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| 346 | (const G4VMarker& marker,
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| 347 | G4OpenGLBitMapStore::Shape shape) {
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| 348 |
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| 349 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
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| 350 | // Loads G4Atts for picking...
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| 351 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 352 | G4AttHolder* holder = new G4AttHolder;
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| 353 | LoadAtts(marker, holder);
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| 354 | fPickMap[fPickName] = holder;
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| 355 | }
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| 356 | }
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| 357 |
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| 358 | // Note: colour treated in sub-class.
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| 359 |
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| 360 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
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| 361 | #ifdef G4DEBUG_VIS_OGL
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| 362 | // printf("+");
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| 363 | #endif
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| 364 | glDisable (GL_DEPTH_TEST);
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| 365 | } else {
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| 366 | #ifdef G4DEBUG_VIS_OGL
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| 367 | // printf("-");
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| 368 | #endif
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| 369 | glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
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| 370 |
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| 371 | glDisable (GL_LIGHTING);
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| 372 |
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| 373 | // Get vis attributes - pick up defaults if none.
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| 374 | const G4VisAttributes* pVA =
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| 375 | fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
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| 376 |
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| 377 | G4double lineWidth = GetLineWidth(pVA);
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| 378 | glLineWidth(lineWidth);
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| 379 |
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| 380 | G4VMarker::FillStyle style = marker.GetFillStyle();
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| 381 |
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| 382 | G4bool filled = false;
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| 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 |
|
|---|
| 444 | void 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 |
|
|---|
| 553 | void 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 |
|
|---|
| 587 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
|
|---|
| 588 | {
|
|---|
| 589 | G4VSceneHandler::AddPrimitive(scale);
|
|---|
| 590 | }
|
|---|
| 591 |
|
|---|
| 592 | //Method for handling G4Polyhedron objects for drawing solids.
|
|---|
| 593 | void 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.
|
|---|
| 893 | void 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 |
|
|---|
| 995 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
|
|---|
| 996 | G4VSceneHandler::AddCompound(traj); // For now.
|
|---|
| 997 | }
|
|---|
| 998 |
|
|---|
| 999 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
|
|---|
| 1000 | G4VSceneHandler::AddCompound(hit); // For now.
|
|---|
| 1001 | }
|
|---|
| 1002 |
|
|---|
| 1003 | void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) {
|
|---|
| 1004 | G4VSceneHandler::AddCompound(hits); // For now.
|
|---|
| 1005 | }
|
|---|
| 1006 |
|
|---|
| 1007 | #endif
|
|---|