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 1.60 2010/12/11 17:04:07 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 "G4OpenGLQtViewer.hh" |
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49 | #include "G4OpenGLXViewer.hh" |
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50 | #include "G4OpenGLTransform3D.hh" |
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51 | #include "G4Point3D.hh" |
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52 | #include "G4Normal3D.hh" |
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53 | #include "G4Transform3D.hh" |
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54 | #include "G4Polyline.hh" |
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55 | #include "G4Polymarker.hh" |
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56 | #include "G4Text.hh" |
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57 | #include "G4Circle.hh" |
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58 | #include "G4Square.hh" |
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59 | #include "G4VMarker.hh" |
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60 | #include "G4Polyhedron.hh" |
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61 | #include "G4VisAttributes.hh" |
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62 | #include "G4PhysicalVolumeModel.hh" |
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63 | #include "G4VPhysicalVolume.hh" |
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64 | #include "G4LogicalVolume.hh" |
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65 | #include "G4VSolid.hh" |
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66 | #include "G4Scene.hh" |
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67 | #include "G4VisExtent.hh" |
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68 | #include "G4AttHolder.hh" |
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69 | |
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70 | G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system, |
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71 | G4int id, |
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72 | const G4String& name): |
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73 | G4VSceneHandler (system, id, name), |
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74 | fPickName(0), |
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75 | fProcessing2D (false), |
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76 | fProcessingPolymarker(false) |
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77 | {} |
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78 | |
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79 | G4OpenGLSceneHandler::~G4OpenGLSceneHandler () |
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80 | { |
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81 | ClearStore (); |
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82 | } |
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83 | |
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84 | const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = { |
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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 | 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55 |
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101 | }; |
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102 | |
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103 | void G4OpenGLSceneHandler::ClearAndDestroyAtts() |
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104 | { |
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105 | std::map<GLuint, G4AttHolder*>::iterator i; |
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106 | for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second; |
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107 | fPickMap.clear(); |
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108 | } |
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109 | |
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110 | void G4OpenGLSceneHandler::PreAddSolid |
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111 | (const G4Transform3D& objectTransformation, |
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112 | const G4VisAttributes& visAttribs) |
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113 | { |
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114 | G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs); |
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115 | } |
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116 | |
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117 | void G4OpenGLSceneHandler::BeginPrimitives |
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118 | (const G4Transform3D& objectTransformation) |
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119 | { |
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120 | G4VSceneHandler::BeginPrimitives (objectTransformation); |
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121 | } |
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122 | |
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123 | void G4OpenGLSceneHandler::EndPrimitives () |
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124 | { |
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125 | G4VSceneHandler::EndPrimitives (); |
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126 | } |
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127 | |
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128 | void G4OpenGLSceneHandler::BeginPrimitives2D |
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129 | (const G4Transform3D& objectTransformation) |
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130 | { |
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131 | G4VSceneHandler::BeginPrimitives2D (objectTransformation); |
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132 | fProcessing2D = true; |
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133 | } |
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134 | |
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135 | void G4OpenGLSceneHandler::EndPrimitives2D () |
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136 | { |
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137 | fProcessing2D = false; |
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138 | G4VSceneHandler::EndPrimitives2D (); |
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139 | } |
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140 | |
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141 | G4VSolid* G4OpenGLSceneHandler::CreateSectionSolid () |
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142 | { |
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143 | // Clipping done in G4OpenGLViewer::SetView. |
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144 | // return 0; |
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145 | |
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146 | // But...OpenGL no longer seems to reconstruct clipped edges, so, |
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147 | // when the BooleanProcessor is up to it, abandon this and use |
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148 | // generic clipping in G4VSceneHandler::CreateSectionSolid... |
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149 | return G4VSceneHandler::CreateSectionSolid(); |
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150 | } |
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151 | |
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152 | G4VSolid* G4OpenGLSceneHandler::CreateCutawaySolid () |
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153 | { |
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154 | // Cutaway done in G4OpenGLViewer::SetView. |
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155 | // return 0; |
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156 | |
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157 | // But...if not, when the BooleanProcessor is up to it... |
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158 | return G4VSceneHandler::CreateCutawaySolid(); |
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159 | } |
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160 | |
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161 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line) |
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162 | { |
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163 | G4int nPoints = line.size (); |
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164 | if (nPoints <= 0) return; |
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165 | |
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166 | // Loads G4Atts for picking... |
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167 | if (fpViewer->GetViewParameters().IsPicking()) { |
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168 | G4AttHolder* holder = new G4AttHolder; |
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169 | LoadAtts(line, holder); |
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170 | fPickMap[fPickName] = holder; |
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171 | } |
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172 | |
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173 | // Note: colour treated in sub-class. |
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174 | |
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175 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) |
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176 | glDisable (GL_DEPTH_TEST); |
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177 | else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);} |
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178 | |
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179 | glDisable (GL_LIGHTING); |
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180 | |
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181 | // Get vis attributes - pick up defaults if none. |
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182 | const G4VisAttributes* pVA = |
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183 | fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ()); |
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184 | |
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185 | G4double lineWidth = GetLineWidth(pVA); |
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186 | glLineWidth(lineWidth); |
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187 | |
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188 | glBegin (GL_LINE_STRIP); |
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189 | for (G4int iPoint = 0; iPoint < nPoints; iPoint++) { |
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190 | G4double x, y, z; |
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191 | x = line[iPoint].x(); |
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192 | y = line[iPoint].y(); |
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193 | z = line[iPoint].z(); |
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194 | glVertex3d (x, y, z); |
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195 | } |
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196 | glEnd (); |
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197 | } |
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198 | |
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199 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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200 | { |
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201 | G4int nPoints = polymarker.size (); |
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202 | if (nPoints <= 0) return; |
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203 | |
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204 | fProcessingPolymarker = true; |
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205 | |
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206 | // Loads G4Atts for picking... |
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207 | if (fpViewer->GetViewParameters().IsPicking()) { |
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208 | G4AttHolder* holder = new G4AttHolder; |
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209 | LoadAtts(polymarker, holder); |
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210 | fPickMap[fPickName] = holder; |
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211 | } |
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212 | |
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213 | switch (polymarker.GetMarkerType()) { |
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214 | default: |
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215 | case G4Polymarker::dots: |
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216 | { |
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217 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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218 | G4Circle dot (polymarker); |
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219 | dot.SetPosition (polymarker[iPoint]); |
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220 | dot.SetWorldSize (0.); |
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221 | dot.SetScreenSize (0.1); // Very small circle. |
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222 | G4OpenGLSceneHandler::AddPrimitive (dot); |
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223 | } |
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224 | } |
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225 | break; |
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226 | case G4Polymarker::circles: |
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227 | { |
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228 | std::vector <G4VMarker> circleV; |
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229 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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230 | G4Circle circle (polymarker); |
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231 | // If not already drawn |
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232 | circle.SetPosition (polymarker[iPoint]); |
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233 | circleV.push_back(circle); |
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234 | // G4OpenGLSceneHandler::AddPrimitive (circle); |
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235 | } |
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236 | G4OpenGLSceneHandler::AddPrimitives (circleV); |
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237 | } |
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238 | break; |
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239 | case G4Polymarker::squares: |
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240 | { |
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241 | std::vector <G4VMarker> squareV; |
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242 | for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) { |
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243 | G4Square square (polymarker); |
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244 | square.SetPosition (polymarker[iPoint]); |
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245 | squareV.push_back(square); |
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246 | // G4OpenGLSceneHandler::AddPrimitive (square); |
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247 | } |
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248 | G4OpenGLSceneHandler::AddPrimitives (squareV); |
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249 | } |
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250 | break; |
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251 | } |
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252 | |
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253 | fProcessingPolymarker = false; |
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254 | } |
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255 | |
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256 | void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) { |
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257 | |
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258 | // Loads G4Atts for picking... |
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259 | if (fpViewer->GetViewParameters().IsPicking()) { |
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260 | G4AttHolder* holder = new G4AttHolder; |
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261 | LoadAtts(text, holder); |
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262 | fPickMap[fPickName] = holder; |
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263 | } |
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264 | |
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265 | const G4Colour& c = GetTextColour (text); // Picks up default if none. |
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266 | MarkerSizeType sizeType; |
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267 | G4double size = GetMarkerSize (text, sizeType); |
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268 | G4ThreeVector position (text.GetPosition ()); |
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269 | G4String textString = text.GetText(); |
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270 | |
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271 | const char* textCString = textString.c_str(); |
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272 | GLfloat color[4]; /* Ask OpenGL for the current color */ |
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273 | glGetFloatv(GL_CURRENT_COLOR, color); |
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274 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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275 | glDisable (GL_DEPTH_TEST); |
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276 | glDisable (GL_LIGHTING); |
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277 | |
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278 | glRasterPos3d(position.x(),position.y(),position.z()); |
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279 | //FIXME : We should do a virtual method drawText in all viewers |
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280 | // Not the same way to draw text in Qt |
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281 | #ifdef G4VIS_BUILD_OPENGLQT_DRIVER |
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282 | G4OpenGLQtViewer* pQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer); |
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283 | if (pQtViewer) { |
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284 | pQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
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285 | } |
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286 | #endif |
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287 | |
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288 | // nor for X |
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289 | #ifdef G4VIS_BUILD_OPENGLX_DRIVER |
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290 | G4OpenGLXViewer* pXViewer = dynamic_cast<G4OpenGLXViewer*>(fpViewer); |
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291 | if (pXViewer) { |
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292 | |
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293 | pXViewer->drawText(textCString,position.x(),position.y(),position.z(),size); |
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294 | } |
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295 | #endif |
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296 | glColor3d (color[0], color[1], color[2]); |
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297 | |
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298 | } |
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299 | |
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300 | void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) { |
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301 | glEnable (GL_POINT_SMOOTH); |
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302 | AddCircleSquare (circle, G4OpenGLBitMapStore::circle); |
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303 | } |
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304 | |
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305 | void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) { |
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306 | glDisable (GL_POINT_SMOOTH); |
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307 | AddCircleSquare (square, G4OpenGLBitMapStore::square); |
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308 | } |
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309 | |
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310 | void G4OpenGLSceneHandler::AddPrimitives (std::vector <G4VMarker> square) { |
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311 | glDisable (GL_POINT_SMOOTH); |
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312 | AddCircleSquareVector (square, G4OpenGLBitMapStore::square); |
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313 | } |
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314 | |
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315 | void G4OpenGLSceneHandler::AddCircleSquare |
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316 | (const G4VMarker& marker, |
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317 | G4OpenGLBitMapStore::Shape shape) { |
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318 | |
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319 | std::vector <G4VMarker> circleVector; |
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320 | circleVector.push_back(marker); |
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321 | AddCircleSquareVector(circleVector,shape); |
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322 | } |
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323 | |
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324 | void G4OpenGLSceneHandler::AddCircleSquareVector |
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325 | (std::vector <G4VMarker> marker, |
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326 | G4OpenGLBitMapStore::Shape shape) { |
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327 | |
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328 | if (marker.size() == 0) { |
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329 | return; |
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330 | } |
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331 | |
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332 | if (!fProcessingPolymarker) { // Polymarker has already loaded atts. |
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333 | // Loads G4Atts for picking... |
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334 | if (fpViewer->GetViewParameters().IsPicking()) { |
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335 | G4AttHolder* holder = new G4AttHolder; |
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336 | LoadAtts(marker[0], holder); |
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337 | fPickMap[fPickName] = holder; |
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338 | } |
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339 | } |
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340 | |
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341 | // Note: colour treated in sub-class. |
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342 | |
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343 | if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) { |
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344 | glDisable (GL_DEPTH_TEST); |
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345 | } else { |
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346 | glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS); |
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347 | } |
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348 | |
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349 | glDisable (GL_LIGHTING); |
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350 | |
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351 | // Get vis attributes - pick up defaults if none. |
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352 | const G4VisAttributes* pVA = |
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353 | fpViewer -> GetApplicableVisAttributes (marker[0].GetVisAttributes ()); |
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354 | |
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355 | G4double lineWidth = GetLineWidth(pVA); |
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356 | glLineWidth(lineWidth); |
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357 | |
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358 | G4VMarker::FillStyle style = marker[0].GetFillStyle(); |
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359 | |
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360 | G4bool filled = false; |
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361 | static G4bool hashedWarned = false; |
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362 | |
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363 | switch (style) { |
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364 | case G4VMarker::noFill: |
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365 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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366 | filled = false; |
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367 | break; |
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368 | |
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369 | case G4VMarker::hashed: |
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370 | if (!hashedWarned) { |
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371 | G4cout << "Hashed fill style in G4OpenGLSceneHandler." |
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372 | << "\n Not implemented. Using G4VMarker::filled." |
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373 | << G4endl; |
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374 | hashedWarned = true; |
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375 | } |
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376 | // Maybe use |
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377 | //glPolygonStipple (fStippleMaskHashed); |
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378 | // Drop through to filled... |
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379 | |
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380 | case G4VMarker::filled: |
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381 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
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382 | filled = true; |
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383 | break; |
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384 | |
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385 | } |
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386 | |
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387 | |
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388 | |
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389 | MarkerSizeType sizeType; |
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390 | G4double size = GetMarkerSize(marker[0], sizeType); |
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391 | |
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392 | // Draw... |
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393 | if (sizeType == world) { // Size specified in world coordinates. |
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394 | |
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395 | for (unsigned int a=0;a<marker.size();a++) { |
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396 | G4Point3D centre = marker[a].GetPosition(); |
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397 | // A few useful quantities... |
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398 | DrawXYPolygon (shape, size, centre, pVA); |
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399 | } |
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400 | } else { // Size specified in screen (window) coordinates. |
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401 | // A few useful quantities... |
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402 | glPointSize (size); |
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403 | glBegin (GL_POINTS); |
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404 | for (unsigned int a=0;a<marker.size();a++) { |
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405 | G4Point3D centre = marker[a].GetPosition(); |
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406 | glVertex3f(centre.x(),centre.y(),centre.z()); |
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407 | } |
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408 | glEnd(); |
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409 | //Antialiasing |
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410 | glEnable (GL_POINT_SMOOTH); |
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411 | //Transparency |
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412 | glEnable(GL_BLEND); |
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413 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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414 | |
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415 | // L. GARNIER 1 March 2009 |
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416 | // Old method, we draw a bitmap instead of a GL_POINT. |
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417 | // I remove it because it cost in term of computing performances |
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418 | // and gl2ps can't draw bitmaps |
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419 | |
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420 | // glRasterPos3d(centre.x(),centre.y(),centre.z()); |
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421 | // const GLubyte* marker = |
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422 | // G4OpenGLBitMapStore::GetBitMap(shape, size, filled); |
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423 | // glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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424 | // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker); |
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425 | } |
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426 | } |
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427 | |
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428 | void G4OpenGLSceneHandler::DrawXYPolygon |
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429 | (G4OpenGLBitMapStore::Shape shape, |
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430 | G4double size, |
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431 | const G4Point3D& centre, |
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432 | const G4VisAttributes* pApplicableVisAtts) |
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433 | { |
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434 | G4int nSides; |
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435 | G4double startPhi; |
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436 | if (shape == G4OpenGLBitMapStore::circle) { |
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437 | nSides = GetNoOfSides(pApplicableVisAtts); |
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438 | startPhi = 0.; |
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439 | } else { |
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440 | nSides = 4; |
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441 | startPhi = -pi / 4.; |
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442 | } |
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443 | |
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444 | const G4Vector3D& viewpointDirection = |
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445 | fpViewer -> GetViewParameters().GetViewpointDirection(); |
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446 | const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector(); |
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447 | const G4double dPhi = twopi / nSides; |
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448 | const G4double radius = size / 2.; |
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449 | G4Vector3D start = radius * (up.cross(viewpointDirection)).unit(); |
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450 | G4double phi; |
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451 | G4int i; |
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452 | |
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453 | glBegin (GL_POLYGON); |
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454 | for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) { |
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455 | G4Vector3D r = start; r.rotate(phi, viewpointDirection); |
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456 | G4Vector3D p = centre + r; |
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457 | glVertex3d (p.x(), p.y(), p.z()); |
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458 | } |
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459 | glEnd (); |
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460 | } |
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461 | |
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462 | void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale) |
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463 | { |
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464 | G4VSceneHandler::AddPrimitive(scale); |
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465 | } |
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466 | |
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467 | //Method for handling G4Polyhedron objects for drawing solids. |
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468 | void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { |
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469 | |
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470 | // Assume all facets are planar convex quadrilaterals. |
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471 | // Draw each facet individually |
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472 | |
---|
473 | if (polyhedron.GetNoFacets() == 0) return; |
---|
474 | |
---|
475 | // Loads G4Atts for picking... |
---|
476 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
477 | G4AttHolder* holder = new G4AttHolder; |
---|
478 | LoadAtts(polyhedron, holder); |
---|
479 | fPickMap[fPickName] = holder; |
---|
480 | } |
---|
481 | |
---|
482 | // Get vis attributes - pick up defaults if none. |
---|
483 | const G4VisAttributes* pVA = |
---|
484 | fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ()); |
---|
485 | |
---|
486 | // Get view parameters that the user can force through the vis |
---|
487 | // attributes, thereby over-riding the current view parameter. |
---|
488 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
---|
489 | |
---|
490 | // Get colour, etc... |
---|
491 | // Need access to data in G4OpenGLViewer. static_cast doesn't work |
---|
492 | // with a virtual base class, so use dynamic_cast. No need to test |
---|
493 | // the outcome since viewer is guaranteed to be a G4OpenGLViewer. |
---|
494 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
---|
495 | const G4bool& transparency_enabled = pViewer->transparency_enabled; |
---|
496 | const G4Colour& c = pVA->GetColour(); |
---|
497 | GLfloat materialColour [4]; |
---|
498 | materialColour [0] = c.GetRed (); |
---|
499 | materialColour [1] = c.GetGreen (); |
---|
500 | materialColour [2] = c.GetBlue (); |
---|
501 | if (transparency_enabled) { |
---|
502 | materialColour [3] = c.GetAlpha (); |
---|
503 | } else { |
---|
504 | materialColour [3] = 1.; |
---|
505 | } |
---|
506 | |
---|
507 | G4double lineWidth = GetLineWidth(pVA); |
---|
508 | glLineWidth(lineWidth); |
---|
509 | |
---|
510 | GLfloat clear_colour[4]; |
---|
511 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour); |
---|
512 | |
---|
513 | G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
---|
514 | |
---|
515 | G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway(); |
---|
516 | |
---|
517 | // Lighting disabled unless otherwise requested |
---|
518 | glDisable (GL_LIGHTING); |
---|
519 | |
---|
520 | switch (drawing_style) { |
---|
521 | case (G4ViewParameters::hlhsr): |
---|
522 | // Set up as for hidden line removal but paint polygon faces later... |
---|
523 | case (G4ViewParameters::hlr): |
---|
524 | glEnable (GL_STENCIL_TEST); |
---|
525 | // The stencil buffer is cleared in G4OpenGLViewer::ClearView. |
---|
526 | // The procedure below leaves it clear. |
---|
527 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
528 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
529 | glEnable (GL_DEPTH_TEST); |
---|
530 | glDepthFunc (GL_LEQUAL); |
---|
531 | if (materialColour[3] < 1.) { |
---|
532 | // Transparent... |
---|
533 | glDisable (GL_CULL_FACE); |
---|
534 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
535 | } else { |
---|
536 | // Opaque... |
---|
537 | if (clipping) { |
---|
538 | glDisable (GL_CULL_FACE); |
---|
539 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
540 | } else { |
---|
541 | glEnable (GL_CULL_FACE); |
---|
542 | glCullFace (GL_BACK); |
---|
543 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
544 | } |
---|
545 | } |
---|
546 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
547 | break; |
---|
548 | case (G4ViewParameters::hsr): |
---|
549 | glEnable (GL_DEPTH_TEST); |
---|
550 | glDepthFunc (GL_LEQUAL); |
---|
551 | if (materialColour[3] < 1.) { |
---|
552 | // Transparent... |
---|
553 | glDepthMask (0); // Make depth buffer read-only. |
---|
554 | glDisable (GL_CULL_FACE); |
---|
555 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
556 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
557 | } else { |
---|
558 | // Opaque... |
---|
559 | glDepthMask (1); // Make depth buffer writable (default). |
---|
560 | if (clipping) { |
---|
561 | glDisable (GL_CULL_FACE); |
---|
562 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
563 | } else { |
---|
564 | glEnable (GL_CULL_FACE); |
---|
565 | glCullFace (GL_BACK); |
---|
566 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
567 | } |
---|
568 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
569 | } |
---|
570 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
571 | break; |
---|
572 | case (G4ViewParameters::wireframe): |
---|
573 | default: |
---|
574 | glEnable (GL_DEPTH_TEST); |
---|
575 | glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS |
---|
576 | glDisable (GL_CULL_FACE); |
---|
577 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
578 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
579 | break; |
---|
580 | } |
---|
581 | |
---|
582 | //Loop through all the facets... |
---|
583 | glBegin (GL_QUADS); |
---|
584 | G4bool notLastFace; |
---|
585 | do { |
---|
586 | |
---|
587 | //First, find vertices, edgeflags and normals and note "not last facet"... |
---|
588 | G4Point3D vertex[4]; |
---|
589 | G4int edgeFlag[4]; |
---|
590 | G4Normal3D normals[4]; |
---|
591 | G4int n; |
---|
592 | notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals); |
---|
593 | |
---|
594 | //Loop through the four edges of each G4Facet... |
---|
595 | G4int edgeCount = 0; |
---|
596 | for(edgeCount = 0; edgeCount < n; ++edgeCount) { |
---|
597 | // Check to see if edge is visible or not... |
---|
598 | if (isAuxEdgeVisible) { |
---|
599 | edgeFlag[edgeCount] = 1; |
---|
600 | } |
---|
601 | if (edgeFlag[edgeCount] > 0) { |
---|
602 | glEdgeFlag (GL_TRUE); |
---|
603 | } else { |
---|
604 | glEdgeFlag (GL_FALSE); |
---|
605 | } |
---|
606 | glNormal3d (normals[edgeCount].x(), |
---|
607 | normals[edgeCount].y(), |
---|
608 | normals[edgeCount].z()); |
---|
609 | glVertex3d (vertex[edgeCount].x(), |
---|
610 | vertex[edgeCount].y(), |
---|
611 | vertex[edgeCount].z()); |
---|
612 | } |
---|
613 | // HepPolyhedron produces triangles too; in that case add an extra |
---|
614 | // vertex identical to first... |
---|
615 | if (n == 3) { |
---|
616 | edgeCount = 3; |
---|
617 | normals[edgeCount] = normals[0]; |
---|
618 | vertex[edgeCount] = vertex[0]; |
---|
619 | edgeFlag[edgeCount] = -1; |
---|
620 | glEdgeFlag (GL_FALSE); |
---|
621 | glNormal3d (normals[edgeCount].x(), |
---|
622 | normals[edgeCount].y(), |
---|
623 | normals[edgeCount].z()); |
---|
624 | glVertex3d (vertex[edgeCount].x(), |
---|
625 | vertex[edgeCount].y(), |
---|
626 | vertex[edgeCount].z()); |
---|
627 | } |
---|
628 | // Trap situation where number of edges is > 4... |
---|
629 | if (n > 4) { |
---|
630 | G4cerr << |
---|
631 | "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING"; |
---|
632 | G4PhysicalVolumeModel* pPVModel = |
---|
633 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
---|
634 | if (pPVModel) { |
---|
635 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
---|
636 | G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV(); |
---|
637 | G4cerr << |
---|
638 | "\n Volume " << pCurrentPV->GetName() << |
---|
639 | ", Solid " << pCurrentLV->GetSolid()->GetName() << |
---|
640 | " (" << pCurrentLV->GetSolid()->GetEntityType(); |
---|
641 | } |
---|
642 | G4cerr<< |
---|
643 | "\n G4Polyhedron facet with " << n << " edges" << G4endl; |
---|
644 | } |
---|
645 | |
---|
646 | // Do it all over again (twice) for hlr... |
---|
647 | if (drawing_style == G4ViewParameters::hlr || |
---|
648 | drawing_style == G4ViewParameters::hlhsr) { |
---|
649 | |
---|
650 | glEnd (); // Placed here to balance glBegin above, allowing GL |
---|
651 | // state changes below, then glBegin again. Avoids |
---|
652 | // having glBegin/End pairs *inside* loop in the more |
---|
653 | // usual case of no hidden line removal. |
---|
654 | |
---|
655 | // Lighting disabled unless otherwise requested |
---|
656 | glDisable (GL_LIGHTING); |
---|
657 | |
---|
658 | // Draw through stencil... |
---|
659 | glStencilFunc (GL_EQUAL, 0, 1); |
---|
660 | glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); |
---|
661 | if (drawing_style == G4ViewParameters::hlhsr) { |
---|
662 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
663 | } |
---|
664 | glEnable (GL_DEPTH_TEST); |
---|
665 | glDepthFunc (GL_LEQUAL); |
---|
666 | if (materialColour[3] < 1.) { |
---|
667 | // Transparent... |
---|
668 | glDepthMask (0); // Make depth buffer read-only. |
---|
669 | glDisable (GL_CULL_FACE); |
---|
670 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
671 | } else { |
---|
672 | // Opaque... |
---|
673 | glDepthMask (1); // Make depth buffer writable (default). |
---|
674 | if (clipping) { |
---|
675 | glDisable (GL_CULL_FACE); |
---|
676 | glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
---|
677 | } else { |
---|
678 | glEnable (GL_CULL_FACE); |
---|
679 | glCullFace (GL_BACK); |
---|
680 | glPolygonMode (GL_FRONT, GL_FILL); |
---|
681 | } |
---|
682 | } |
---|
683 | GLfloat* painting_colour; |
---|
684 | if (drawing_style == G4ViewParameters::hlr) { |
---|
685 | if (materialColour[3] < 1.) { |
---|
686 | // Transparent - don't paint... |
---|
687 | goto end_of_drawing_through_stencil; |
---|
688 | } |
---|
689 | painting_colour = clear_colour; |
---|
690 | } else { // drawing_style == G4ViewParameters::hlhsr |
---|
691 | painting_colour = materialColour; |
---|
692 | } |
---|
693 | if (materialColour[3] < 1.) { |
---|
694 | // Transparent... |
---|
695 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
696 | } else { |
---|
697 | // Opaque... |
---|
698 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour); |
---|
699 | } |
---|
700 | glColor4fv (painting_colour); |
---|
701 | glBegin (GL_QUADS); |
---|
702 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
703 | if (edgeFlag[edgeCount] > 0) { |
---|
704 | glEdgeFlag (GL_TRUE); |
---|
705 | } else { |
---|
706 | glEdgeFlag (GL_FALSE); |
---|
707 | } |
---|
708 | glNormal3d (normals[edgeCount].x(), |
---|
709 | normals[edgeCount].y(), |
---|
710 | normals[edgeCount].z()); |
---|
711 | glVertex3d (vertex[edgeCount].x(), |
---|
712 | vertex[edgeCount].y(), |
---|
713 | vertex[edgeCount].z()); |
---|
714 | } |
---|
715 | glEnd (); |
---|
716 | end_of_drawing_through_stencil: |
---|
717 | |
---|
718 | // and once more to reset the stencil bits... |
---|
719 | glStencilFunc (GL_ALWAYS, 0, 1); |
---|
720 | glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT); |
---|
721 | glDepthFunc (GL_LEQUAL); // to make sure line gets drawn. |
---|
722 | if (materialColour[3] < 1.) { |
---|
723 | // Transparent... |
---|
724 | glDisable (GL_CULL_FACE); |
---|
725 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
726 | } else { |
---|
727 | // Opaque... |
---|
728 | if (clipping) { |
---|
729 | glDisable (GL_CULL_FACE); |
---|
730 | glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
---|
731 | } else { |
---|
732 | glEnable (GL_CULL_FACE); |
---|
733 | glCullFace (GL_BACK); |
---|
734 | glPolygonMode (GL_FRONT, GL_LINE); |
---|
735 | } |
---|
736 | } |
---|
737 | glDisable (GL_LIGHTING); |
---|
738 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
739 | glBegin (GL_QUADS); |
---|
740 | for (int edgeCount = 0; edgeCount < 4; ++edgeCount) { |
---|
741 | if (edgeFlag[edgeCount] > 0) { |
---|
742 | glEdgeFlag (GL_TRUE); |
---|
743 | } else { |
---|
744 | glEdgeFlag (GL_FALSE); |
---|
745 | } |
---|
746 | glNormal3d (normals[edgeCount].x(), |
---|
747 | normals[edgeCount].y(), |
---|
748 | normals[edgeCount].z()); |
---|
749 | glVertex3d (vertex[edgeCount].x(), |
---|
750 | vertex[edgeCount].y(), |
---|
751 | vertex[edgeCount].z()); |
---|
752 | } |
---|
753 | glEnd (); |
---|
754 | glDepthFunc (GL_LEQUAL); // Revert for next facet. |
---|
755 | glBegin (GL_QUADS); // Ready for next facet. GL |
---|
756 | // says it ignores incomplete |
---|
757 | // quadrilaterals, so final empty |
---|
758 | // glBegin/End sequence should be OK. |
---|
759 | } |
---|
760 | } while (notLastFace); |
---|
761 | |
---|
762 | glEnd (); |
---|
763 | glDisable (GL_STENCIL_TEST); // Revert to default for next primitive. |
---|
764 | glDepthMask (1); // Revert to default for next primitive. |
---|
765 | glDisable (GL_LIGHTING); // Revert to default for next primitive. |
---|
766 | } |
---|
767 | |
---|
768 | //Method for handling G4NURBS objects for drawing solids. |
---|
769 | //Knots and Ctrl Pnts MUST be arrays of GLfloats. |
---|
770 | void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) { |
---|
771 | |
---|
772 | // Loads G4Atts for picking... |
---|
773 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
774 | G4AttHolder* holder = new G4AttHolder; |
---|
775 | LoadAtts(nurb, holder); |
---|
776 | fPickMap[fPickName] = holder; |
---|
777 | } |
---|
778 | |
---|
779 | GLUnurbsObj *gl_nurb; |
---|
780 | gl_nurb = gluNewNurbsRenderer (); |
---|
781 | |
---|
782 | GLfloat *u_knot_array, *u_knot_array_ptr; |
---|
783 | u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)]; |
---|
784 | G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U); |
---|
785 | while (u_iterator.pick (u_knot_array_ptr++)){} |
---|
786 | |
---|
787 | GLfloat *v_knot_array, *v_knot_array_ptr; |
---|
788 | v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)]; |
---|
789 | G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V); |
---|
790 | while (v_iterator.pick (v_knot_array_ptr++)){} |
---|
791 | |
---|
792 | GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr; |
---|
793 | ctrl_pnt_array = ctrl_pnt_array_ptr = |
---|
794 | new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC]; |
---|
795 | G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb); |
---|
796 | while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){} |
---|
797 | |
---|
798 | // Get vis attributes - pick up defaults if none. |
---|
799 | const G4VisAttributes* pVA = |
---|
800 | fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ()); |
---|
801 | |
---|
802 | // Get view parameters that the user can force through the vis |
---|
803 | // attributes, thereby over-riding the current view parameter. |
---|
804 | G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA); |
---|
805 | //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA); |
---|
806 | |
---|
807 | //Get colour, etc.. |
---|
808 | const G4Colour& c = pVA -> GetColour (); |
---|
809 | |
---|
810 | switch (drawing_style) { |
---|
811 | |
---|
812 | case (G4ViewParameters::hlhsr): |
---|
813 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
814 | // << "Using hidden surface removal." << G4endl; |
---|
815 | case (G4ViewParameters::hsr): |
---|
816 | { |
---|
817 | if (!fProcessing2D) glEnable (GL_LIGHTING); |
---|
818 | glEnable (GL_DEPTH_TEST); |
---|
819 | glEnable (GL_AUTO_NORMAL); |
---|
820 | glEnable (GL_NORMALIZE); |
---|
821 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL); |
---|
822 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
823 | GLfloat materialColour [4]; |
---|
824 | materialColour [0] = c.GetRed (); |
---|
825 | materialColour [1] = c.GetGreen (); |
---|
826 | materialColour [2] = c.GetBlue (); |
---|
827 | materialColour [3] = 1.0; // = c.GetAlpha () for transparency - |
---|
828 | // but see complication in |
---|
829 | // AddPrimitive(const G4Polyhedron&). |
---|
830 | glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour); |
---|
831 | break; |
---|
832 | } |
---|
833 | case (G4ViewParameters::hlr): |
---|
834 | // G4cout << "Hidden line removal not implememented in G4OpenGL.\n" |
---|
835 | // << "Using wireframe." << G4endl; |
---|
836 | case (G4ViewParameters::wireframe): |
---|
837 | default: |
---|
838 | glDisable (GL_LIGHTING); |
---|
839 | // glDisable (GL_DEPTH_TEST); |
---|
840 | glEnable (GL_DEPTH_TEST); |
---|
841 | glDisable (GL_AUTO_NORMAL); |
---|
842 | glDisable (GL_NORMALIZE); |
---|
843 | gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON); |
---|
844 | gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0); |
---|
845 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
846 | break; |
---|
847 | } |
---|
848 | |
---|
849 | gluBeginSurface (gl_nurb); |
---|
850 | G4int u_stride = 4; |
---|
851 | G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4; |
---|
852 | |
---|
853 | gluNurbsSurface (gl_nurb, |
---|
854 | nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array, |
---|
855 | nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array, |
---|
856 | u_stride, |
---|
857 | v_stride, |
---|
858 | ctrl_pnt_array, |
---|
859 | nurb.GetUorder (), |
---|
860 | nurb.GetVorder (), |
---|
861 | GL_MAP2_VERTEX_4); |
---|
862 | |
---|
863 | gluEndSurface (gl_nurb); |
---|
864 | |
---|
865 | delete [] u_knot_array; // These should be allocated with smart allocators |
---|
866 | delete [] v_knot_array; // to avoid memory explosion. |
---|
867 | delete [] ctrl_pnt_array; |
---|
868 | |
---|
869 | gluDeleteNurbsRenderer (gl_nurb); |
---|
870 | } |
---|
871 | |
---|
872 | void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) { |
---|
873 | G4VSceneHandler::AddCompound(traj); // For now. |
---|
874 | } |
---|
875 | |
---|
876 | void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) { |
---|
877 | G4VSceneHandler::AddCompound(hit); // For now. |
---|
878 | } |
---|
879 | |
---|
880 | void G4OpenGLSceneHandler::AddCompound(const G4VDigi& digi) { |
---|
881 | G4VSceneHandler::AddCompound(digi); // For now. |
---|
882 | } |
---|
883 | |
---|
884 | void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) { |
---|
885 | G4VSceneHandler::AddCompound(hits); // For now. |
---|
886 | } |
---|
887 | |
---|
888 | #endif |
---|