source: trunk/source/visualization/OpenGL/src/G4OpenGLSceneHandler.cc~@ 1354

Last change on this file since 1354 was 1350, checked in by garnier, 15 years ago

update to last version 4.9.4

File size: 27.4 KB
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25//
26//
27// $Id: G4OpenGLSceneHandler.cc,v 1.59 2010/05/30 09:53:05 allison Exp $
28// GEANT4 tag $Name: $
29//
30//
31// Andrew Walkden 27th March 1996
32// OpenGL stored scene - creates OpenGL display lists.
33// OpenGL immediate scene - draws immediately to buffer
34// (saving space on server).
35
36#ifdef G4VIS_BUILD_OPENGL_DRIVER
37
38// Included here - problems with HP compiler if not before other includes?
39#include "G4NURBS.hh"
40
41// Here follows a special for Mesa, the OpenGL emulator. Does not affect
42// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
43#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
44// Also seems to be required for HP's CC and AIX xlC, at least.
45
46#include "G4OpenGLSceneHandler.hh"
47#include "G4OpenGLViewer.hh"
48#include "G4OpenGLQtViewer.hh"
49#include "G4OpenGLXViewer.hh"
50#include "G4OpenGLTransform3D.hh"
51#include "G4Point3D.hh"
52#include "G4Normal3D.hh"
53#include "G4Transform3D.hh"
54#include "G4Polyline.hh"
55#include "G4Polymarker.hh"
56#include "G4Text.hh"
57#include "G4Circle.hh"
58#include "G4Square.hh"
59#include "G4VMarker.hh"
60#include "G4Polyhedron.hh"
61#include "G4VisAttributes.hh"
62#include "G4PhysicalVolumeModel.hh"
63#include "G4VPhysicalVolume.hh"
64#include "G4LogicalVolume.hh"
65#include "G4VSolid.hh"
66#include "G4Scene.hh"
67#include "G4VisExtent.hh"
68#include "G4AttHolder.hh"
69
70G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
71 G4int id,
72 const G4String& name):
73 G4VSceneHandler (system, id, name),
74 fPickName(0),
75 fProcessing2D (false),
76 fProcessingPolymarker(false)
77{}
78
79G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
80{
81 ClearStore ();
82}
83
84const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
85 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
86 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
87 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
88 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
89 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
90 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
91 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
92 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
93 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
94 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
95 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
96 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
97 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
98 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
99 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
100 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
101};
102
103void G4OpenGLSceneHandler::ClearAndDestroyAtts()
104{
105 std::map<GLuint, G4AttHolder*>::iterator i;
106 for (i = fPickMap.begin(); i != fPickMap.end(); ++i) delete i->second;
107 fPickMap.clear();
108}
109
110void G4OpenGLSceneHandler::PreAddSolid
111(const G4Transform3D& objectTransformation,
112 const G4VisAttributes& visAttribs)
113{
114 G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
115}
116
117void G4OpenGLSceneHandler::BeginPrimitives
118(const G4Transform3D& objectTransformation)
119{
120 G4VSceneHandler::BeginPrimitives (objectTransformation);
121}
122
123void G4OpenGLSceneHandler::EndPrimitives ()
124{
125 G4VSceneHandler::EndPrimitives ();
126}
127
128void G4OpenGLSceneHandler::BeginPrimitives2D
129(const G4Transform3D& objectTransformation)
130{
131 G4VSceneHandler::BeginPrimitives2D (objectTransformation);
132 fProcessing2D = true;
133}
134
135void G4OpenGLSceneHandler::EndPrimitives2D ()
136{
137 fProcessing2D = false;
138 G4VSceneHandler::EndPrimitives2D ();
139}
140
141G4VSolid* G4OpenGLSceneHandler::CreateSectionSolid ()
142{
143 // Clipping done in G4OpenGLViewer::SetView.
144 // return 0;
145
146 // But...OpenGL no longer seems to reconstruct clipped edges, so,
147 // when the BooleanProcessor is up to it, abandon this and use
148 // generic clipping in G4VSceneHandler::CreateSectionSolid...
149 return G4VSceneHandler::CreateSectionSolid();
150}
151
152G4VSolid* G4OpenGLSceneHandler::CreateCutawaySolid ()
153{
154 // Cutaway done in G4OpenGLViewer::SetView.
155 // return 0;
156
157 // But...if not, when the BooleanProcessor is up to it...
158 return G4VSceneHandler::CreateCutawaySolid();
159}
160
161void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
162{
163 G4int nPoints = line.size ();
164 if (nPoints <= 0) return;
165
166 // Loads G4Atts for picking...
167 if (fpViewer->GetViewParameters().IsPicking()) {
168 G4AttHolder* holder = new G4AttHolder;
169 LoadAtts(line, holder);
170 fPickMap[fPickName] = holder;
171 }
172
173 // Note: colour treated in sub-class.
174
175 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
176 glDisable (GL_DEPTH_TEST);
177 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);}
178
179 glDisable (GL_LIGHTING);
180
181 // Get vis attributes - pick up defaults if none.
182 const G4VisAttributes* pVA =
183 fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
184
185 G4double lineWidth = GetLineWidth(pVA);
186 glLineWidth(lineWidth);
187
188 glBegin (GL_LINE_STRIP);
189 for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
190 G4double x, y, z;
191 x = line[iPoint].x();
192 y = line[iPoint].y();
193 z = line[iPoint].z();
194 glVertex3d (x, y, z);
195 }
196 glEnd ();
197}
198
199void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
200{
201 G4int nPoints = polymarker.size ();
202 if (nPoints <= 0) return;
203
204 fProcessingPolymarker = true;
205
206 // Loads G4Atts for picking...
207 if (fpViewer->GetViewParameters().IsPicking()) {
208 G4AttHolder* holder = new G4AttHolder;
209 LoadAtts(polymarker, holder);
210 fPickMap[fPickName] = holder;
211 }
212
213 switch (polymarker.GetMarkerType()) {
214 default:
215 case G4Polymarker::dots:
216 {
217 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
218 G4Circle dot (polymarker);
219 dot.SetPosition (polymarker[iPoint]);
220 dot.SetWorldSize (0.);
221 dot.SetScreenSize (0.1); // Very small circle.
222 G4OpenGLSceneHandler::AddPrimitive (dot);
223 }
224 }
225 break;
226 case G4Polymarker::circles:
227 {
228 std::vector <G4VMarker> circleV;
229 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
230 G4Circle circle (polymarker);
231 // If not already drawn
232 circle.SetPosition (polymarker[iPoint]);
233 circleV.push_back(circle);
234 // G4OpenGLSceneHandler::AddPrimitive (circle);
235 }
236 G4OpenGLSceneHandler::AddPrimitives (circleV);
237 }
238 break;
239 case G4Polymarker::squares:
240 {
241 std::vector <G4VMarker> squareV;
242 for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
243 G4Square square (polymarker);
244 square.SetPosition (polymarker[iPoint]);
245 squareV.push_back(square);
246 // G4OpenGLSceneHandler::AddPrimitive (square);
247 }
248 G4OpenGLSceneHandler::AddPrimitives (squareV);
249 }
250 break;
251 }
252
253 fProcessingPolymarker = false;
254}
255
256void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
257
258 // Loads G4Atts for picking...
259 if (fpViewer->GetViewParameters().IsPicking()) {
260 G4AttHolder* holder = new G4AttHolder;
261 LoadAtts(text, holder);
262 fPickMap[fPickName] = holder;
263 }
264
265 const G4Colour& c = GetTextColour (text); // Picks up default if none.
266 MarkerSizeType sizeType;
267 G4double size = GetMarkerSize (text, sizeType);
268 G4ThreeVector position (text.GetPosition ());
269 G4String textString = text.GetText();
270
271 const char* textCString = textString.c_str();
272 GLfloat color[4]; /* Ask OpenGL for the current color */
273 glGetFloatv(GL_CURRENT_COLOR, color);
274 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
275 glDisable (GL_DEPTH_TEST);
276 glDisable (GL_LIGHTING);
277
278 glRasterPos3d(position.x(),position.y(),position.z());
279 //FIXME : We should do a virtual method drawText in all viewers
280 // Not the same way to draw text in Qt
281 G4OpenGLQtViewer* pQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
282 if (pQtViewer) {
283 pQtViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
284 }
285
286 // nor for X
287 G4OpenGLXViewer* pXViewer = dynamic_cast<G4OpenGLXViewer*>(fpViewer);
288 if (pXViewer) {
289
290 pXViewer->drawText(textCString,position.x(),position.y(),position.z(),size);
291 }
292 glColor3d (color[0], color[1], color[2]);
293
294}
295
296void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
297 glEnable (GL_POINT_SMOOTH);
298 AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
299}
300
301void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
302 glDisable (GL_POINT_SMOOTH);
303 AddCircleSquare (square, G4OpenGLBitMapStore::square);
304}
305
306void G4OpenGLSceneHandler::AddPrimitives (std::vector <G4VMarker> square) {
307 glDisable (GL_POINT_SMOOTH);
308 AddCircleSquareVector (square, G4OpenGLBitMapStore::square);
309}
310
311void G4OpenGLSceneHandler::AddCircleSquare
312(const G4VMarker& marker,
313 G4OpenGLBitMapStore::Shape shape) {
314
315 std::vector <G4VMarker> circleVector;
316 circleVector.push_back(marker);
317 AddCircleSquareVector(circleVector,shape);
318}
319
320void G4OpenGLSceneHandler::AddCircleSquareVector
321(std::vector <G4VMarker> marker,
322 G4OpenGLBitMapStore::Shape shape) {
323
324 if (marker.size() == 0) {
325 return;
326 }
327
328 if (!fProcessingPolymarker) { // Polymarker has already loaded atts.
329 // Loads G4Atts for picking...
330 if (fpViewer->GetViewParameters().IsPicking()) {
331 G4AttHolder* holder = new G4AttHolder;
332 LoadAtts(marker[0], holder);
333 fPickMap[fPickName] = holder;
334 }
335 }
336
337 // Note: colour treated in sub-class.
338
339 if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
340 glDisable (GL_DEPTH_TEST);
341 } else {
342 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);
343 }
344
345 glDisable (GL_LIGHTING);
346
347 // Get vis attributes - pick up defaults if none.
348 const G4VisAttributes* pVA =
349 fpViewer -> GetApplicableVisAttributes (marker[0].GetVisAttributes ());
350
351 G4double lineWidth = GetLineWidth(pVA);
352 glLineWidth(lineWidth);
353
354 G4VMarker::FillStyle style = marker[0].GetFillStyle();
355
356 G4bool filled = false;
357 static G4bool hashedWarned = false;
358
359 switch (style) {
360 case G4VMarker::noFill:
361 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
362 filled = false;
363 break;
364
365 case G4VMarker::hashed:
366 if (!hashedWarned) {
367 G4cout << "Hashed fill style in G4OpenGLSceneHandler."
368 << "\n Not implemented. Using G4VMarker::filled."
369 << G4endl;
370 hashedWarned = true;
371 }
372 // Maybe use
373 //glPolygonStipple (fStippleMaskHashed);
374 // Drop through to filled...
375
376 case G4VMarker::filled:
377 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
378 filled = true;
379 break;
380
381 }
382
383
384
385 MarkerSizeType sizeType;
386 G4double size = GetMarkerSize(marker[0], sizeType);
387
388 // Draw...
389 if (sizeType == world) { // Size specified in world coordinates.
390
391 for (unsigned int a=0;a<marker.size();a++) {
392 G4Point3D centre = marker[a].GetPosition();
393 // A few useful quantities...
394 DrawXYPolygon (shape, size, centre, pVA);
395 }
396 } else { // Size specified in screen (window) coordinates.
397 // A few useful quantities...
398 glPointSize (size);
399 glBegin (GL_POINTS);
400 for (unsigned int a=0;a<marker.size();a++) {
401 G4Point3D centre = marker[a].GetPosition();
402 glVertex3f(centre.x(),centre.y(),centre.z());
403 }
404 glEnd();
405 //Antialiasing
406 glEnable (GL_POINT_SMOOTH);
407 //Transparency
408 glEnable(GL_BLEND);
409 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
410
411 // L. GARNIER 1 March 2009
412 // Old method, we draw a bitmap instead of a GL_POINT.
413 // I remove it because it cost in term of computing performances
414 // and gl2ps can't draw bitmaps
415
416 // glRasterPos3d(centre.x(),centre.y(),centre.z());
417 // const GLubyte* marker =
418 // G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
419 // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
420 // glBitmap(GLsizei(size), GLsizei(size), size/2., size/2., 0., 0., marker);
421 }
422}
423
424void G4OpenGLSceneHandler::DrawXYPolygon
425(G4OpenGLBitMapStore::Shape shape,
426 G4double size,
427 const G4Point3D& centre,
428 const G4VisAttributes* pApplicableVisAtts)
429{
430 G4int nSides;
431 G4double startPhi;
432 if (shape == G4OpenGLBitMapStore::circle) {
433 nSides = GetNoOfSides(pApplicableVisAtts);
434 startPhi = 0.;
435 } else {
436 nSides = 4;
437 startPhi = -pi / 4.;
438 }
439
440 const G4Vector3D& viewpointDirection =
441 fpViewer -> GetViewParameters().GetViewpointDirection();
442 const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
443 const G4double dPhi = twopi / nSides;
444 const G4double radius = size / 2.;
445 G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
446 G4double phi;
447 G4int i;
448
449 glBegin (GL_POLYGON);
450 for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
451 G4Vector3D r = start; r.rotate(phi, viewpointDirection);
452 G4Vector3D p = centre + r;
453 glVertex3d (p.x(), p.y(), p.z());
454 }
455 glEnd ();
456}
457
458void G4OpenGLSceneHandler::AddPrimitive (const G4Scale& scale)
459{
460 G4VSceneHandler::AddPrimitive(scale);
461}
462
463//Method for handling G4Polyhedron objects for drawing solids.
464void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
465
466 // Assume all facets are planar convex quadrilaterals.
467 // Draw each facet individually
468
469 if (polyhedron.GetNoFacets() == 0) return;
470
471 // Loads G4Atts for picking...
472 if (fpViewer->GetViewParameters().IsPicking()) {
473 G4AttHolder* holder = new G4AttHolder;
474 LoadAtts(polyhedron, holder);
475 fPickMap[fPickName] = holder;
476 }
477
478 // Get vis attributes - pick up defaults if none.
479 const G4VisAttributes* pVA =
480 fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
481
482 // Get view parameters that the user can force through the vis
483 // attributes, thereby over-riding the current view parameter.
484 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
485
486 //Get colour, etc...
487 G4bool transparency_enabled = true;
488 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
489 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
490 const G4Colour& c = pVA->GetColour();
491 GLfloat materialColour [4];
492 materialColour [0] = c.GetRed ();
493 materialColour [1] = c.GetGreen ();
494 materialColour [2] = c.GetBlue ();
495 if (transparency_enabled) {
496 materialColour [3] = c.GetAlpha ();
497 } else {
498 materialColour [3] = 1.;
499 }
500
501 G4double lineWidth = GetLineWidth(pVA);
502 glLineWidth(lineWidth);
503
504 GLfloat clear_colour[4];
505 glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
506
507 G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
508
509 G4bool clipping = pViewer->fVP.IsSection() || pViewer->fVP.IsCutaway();
510
511 // Lighting disabled unless otherwise requested
512 glDisable (GL_LIGHTING);
513
514 switch (drawing_style) {
515 case (G4ViewParameters::hlhsr):
516 // Set up as for hidden line removal but paint polygon faces later...
517 case (G4ViewParameters::hlr):
518 glEnable (GL_STENCIL_TEST);
519 // The stencil buffer is cleared in G4OpenGLViewer::ClearView.
520 // The procedure below leaves it clear.
521 glStencilFunc (GL_ALWAYS, 0, 1);
522 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
523 glEnable (GL_DEPTH_TEST);
524 glDepthFunc (GL_LEQUAL);
525 if (materialColour[3] < 1.) {
526 // Transparent...
527 glDisable (GL_CULL_FACE);
528 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
529 } else {
530 // Opaque...
531 if (clipping) {
532 glDisable (GL_CULL_FACE);
533 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
534 } else {
535 glEnable (GL_CULL_FACE);
536 glCullFace (GL_BACK);
537 glPolygonMode (GL_FRONT, GL_LINE);
538 }
539 }
540 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
541 break;
542 case (G4ViewParameters::hsr):
543 glEnable (GL_DEPTH_TEST);
544 glDepthFunc (GL_LEQUAL);
545 if (materialColour[3] < 1.) {
546 // Transparent...
547 glDepthMask (0); // Make depth buffer read-only.
548 glDisable (GL_CULL_FACE);
549 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
550 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
551 } else {
552 // Opaque...
553 glDepthMask (1); // Make depth buffer writable (default).
554 if (clipping) {
555 glDisable (GL_CULL_FACE);
556 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
557 } else {
558 glEnable (GL_CULL_FACE);
559 glCullFace (GL_BACK);
560 glPolygonMode (GL_FRONT, GL_FILL);
561 }
562 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
563 }
564 if (!fProcessing2D) glEnable (GL_LIGHTING);
565 break;
566 case (G4ViewParameters::wireframe):
567 default:
568 glEnable (GL_DEPTH_TEST);
569 glDepthFunc (GL_LEQUAL); //??? was GL_ALWAYS
570 glDisable (GL_CULL_FACE);
571 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
572 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
573 break;
574 }
575
576 //Loop through all the facets...
577 glBegin (GL_QUADS);
578 G4bool notLastFace;
579 do {
580
581 //First, find vertices, edgeflags and normals and note "not last facet"...
582 G4Point3D vertex[4];
583 G4int edgeFlag[4];
584 G4Normal3D normals[4];
585 G4int n;
586 notLastFace = polyhedron.GetNextFacet(n, vertex, edgeFlag, normals);
587
588 //Loop through the four edges of each G4Facet...
589 G4int edgeCount = 0;
590 for(edgeCount = 0; edgeCount < n; ++edgeCount) {
591 // Check to see if edge is visible or not...
592 if (isAuxEdgeVisible) {
593 edgeFlag[edgeCount] = 1;
594 }
595 if (edgeFlag[edgeCount] > 0) {
596 glEdgeFlag (GL_TRUE);
597 } else {
598 glEdgeFlag (GL_FALSE);
599 }
600 glNormal3d (normals[edgeCount].x(),
601 normals[edgeCount].y(),
602 normals[edgeCount].z());
603 glVertex3d (vertex[edgeCount].x(),
604 vertex[edgeCount].y(),
605 vertex[edgeCount].z());
606 }
607 // HepPolyhedron produces triangles too; in that case add an extra
608 // vertex identical to first...
609 if (n == 3) {
610 edgeCount = 3;
611 normals[edgeCount] = normals[0];
612 vertex[edgeCount] = vertex[0];
613 edgeFlag[edgeCount] = -1;
614 glEdgeFlag (GL_FALSE);
615 glNormal3d (normals[edgeCount].x(),
616 normals[edgeCount].y(),
617 normals[edgeCount].z());
618 glVertex3d (vertex[edgeCount].x(),
619 vertex[edgeCount].y(),
620 vertex[edgeCount].z());
621 }
622 // Trap situation where number of edges is > 4...
623 if (n > 4) {
624 G4cerr <<
625 "G4OpenGLSceneHandler::AddPrimitive(G4Polyhedron): WARNING";
626 G4PhysicalVolumeModel* pPVModel =
627 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
628 if (pPVModel) {
629 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
630 G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
631 G4cerr <<
632 "\n Volume " << pCurrentPV->GetName() <<
633 ", Solid " << pCurrentLV->GetSolid()->GetName() <<
634 " (" << pCurrentLV->GetSolid()->GetEntityType();
635 }
636 G4cerr<<
637 "\n G4Polyhedron facet with " << n << " edges" << G4endl;
638 }
639
640 // Do it all over again (twice) for hlr...
641 if (drawing_style == G4ViewParameters::hlr ||
642 drawing_style == G4ViewParameters::hlhsr) {
643
644 glEnd (); // Placed here to balance glBegin above, allowing GL
645 // state changes below, then glBegin again. Avoids
646 // having glBegin/End pairs *inside* loop in the more
647 // usual case of no hidden line removal.
648
649 // Lighting disabled unless otherwise requested
650 glDisable (GL_LIGHTING);
651
652 // Draw through stencil...
653 glStencilFunc (GL_EQUAL, 0, 1);
654 glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
655 if (drawing_style == G4ViewParameters::hlhsr) {
656 if (!fProcessing2D) glEnable (GL_LIGHTING);
657 }
658 glEnable (GL_DEPTH_TEST);
659 glDepthFunc (GL_LEQUAL);
660 if (materialColour[3] < 1.) {
661 // Transparent...
662 glDepthMask (0); // Make depth buffer read-only.
663 glDisable (GL_CULL_FACE);
664 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
665 } else {
666 // Opaque...
667 glDepthMask (1); // Make depth buffer writable (default).
668 if (clipping) {
669 glDisable (GL_CULL_FACE);
670 glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
671 } else {
672 glEnable (GL_CULL_FACE);
673 glCullFace (GL_BACK);
674 glPolygonMode (GL_FRONT, GL_FILL);
675 }
676 }
677 GLfloat* painting_colour;
678 if (drawing_style == G4ViewParameters::hlr) {
679 if (materialColour[3] < 1.) {
680 // Transparent - don't paint...
681 goto end_of_drawing_through_stencil;
682 }
683 painting_colour = clear_colour;
684 } else { // drawing_style == G4ViewParameters::hlhsr
685 painting_colour = materialColour;
686 }
687 if (materialColour[3] < 1.) {
688 // Transparent...
689 glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, painting_colour);
690 } else {
691 // Opaque...
692 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, painting_colour);
693 }
694 glColor4fv (painting_colour);
695 glBegin (GL_QUADS);
696 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
697 if (edgeFlag[edgeCount] > 0) {
698 glEdgeFlag (GL_TRUE);
699 } else {
700 glEdgeFlag (GL_FALSE);
701 }
702 glNormal3d (normals[edgeCount].x(),
703 normals[edgeCount].y(),
704 normals[edgeCount].z());
705 glVertex3d (vertex[edgeCount].x(),
706 vertex[edgeCount].y(),
707 vertex[edgeCount].z());
708 }
709 glEnd ();
710 end_of_drawing_through_stencil:
711
712 // and once more to reset the stencil bits...
713 glStencilFunc (GL_ALWAYS, 0, 1);
714 glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
715 glDepthFunc (GL_LEQUAL); // to make sure line gets drawn.
716 if (materialColour[3] < 1.) {
717 // Transparent...
718 glDisable (GL_CULL_FACE);
719 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
720 } else {
721 // Opaque...
722 if (clipping) {
723 glDisable (GL_CULL_FACE);
724 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
725 } else {
726 glEnable (GL_CULL_FACE);
727 glCullFace (GL_BACK);
728 glPolygonMode (GL_FRONT, GL_LINE);
729 }
730 }
731 glDisable (GL_LIGHTING);
732 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
733 glBegin (GL_QUADS);
734 for (int edgeCount = 0; edgeCount < 4; ++edgeCount) {
735 if (edgeFlag[edgeCount] > 0) {
736 glEdgeFlag (GL_TRUE);
737 } else {
738 glEdgeFlag (GL_FALSE);
739 }
740 glNormal3d (normals[edgeCount].x(),
741 normals[edgeCount].y(),
742 normals[edgeCount].z());
743 glVertex3d (vertex[edgeCount].x(),
744 vertex[edgeCount].y(),
745 vertex[edgeCount].z());
746 }
747 glEnd ();
748 glDepthFunc (GL_LEQUAL); // Revert for next facet.
749 glBegin (GL_QUADS); // Ready for next facet. GL
750 // says it ignores incomplete
751 // quadrilaterals, so final empty
752 // glBegin/End sequence should be OK.
753 }
754 } while (notLastFace);
755
756 glEnd ();
757 glDisable (GL_STENCIL_TEST); // Revert to default for next primitive.
758 glDepthMask (1); // Revert to default for next primitive.
759 glDisable (GL_LIGHTING); // Revert to default for next primitive.
760}
761
762//Method for handling G4NURBS objects for drawing solids.
763//Knots and Ctrl Pnts MUST be arrays of GLfloats.
764void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
765
766 // Loads G4Atts for picking...
767 if (fpViewer->GetViewParameters().IsPicking()) {
768 G4AttHolder* holder = new G4AttHolder;
769 LoadAtts(nurb, holder);
770 fPickMap[fPickName] = holder;
771 }
772
773 GLUnurbsObj *gl_nurb;
774 gl_nurb = gluNewNurbsRenderer ();
775
776 GLfloat *u_knot_array, *u_knot_array_ptr;
777 u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
778 G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
779 while (u_iterator.pick (u_knot_array_ptr++)){}
780
781 GLfloat *v_knot_array, *v_knot_array_ptr;
782 v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
783 G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
784 while (v_iterator.pick (v_knot_array_ptr++)){}
785
786 GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
787 ctrl_pnt_array = ctrl_pnt_array_ptr =
788 new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
789 G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
790 while (c_p_iterator.pick (ctrl_pnt_array_ptr++)){}
791
792 // Get vis attributes - pick up defaults if none.
793 const G4VisAttributes* pVA =
794 fpViewer -> GetApplicableVisAttributes (nurb.GetVisAttributes ());
795
796 // Get view parameters that the user can force through the vis
797 // attributes, thereby over-riding the current view parameter.
798 G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
799 //G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
800
801 //Get colour, etc..
802 const G4Colour& c = pVA -> GetColour ();
803
804 switch (drawing_style) {
805
806 case (G4ViewParameters::hlhsr):
807 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
808 // << "Using hidden surface removal." << G4endl;
809 case (G4ViewParameters::hsr):
810 {
811 if (!fProcessing2D) glEnable (GL_LIGHTING);
812 glEnable (GL_DEPTH_TEST);
813 glEnable (GL_AUTO_NORMAL);
814 glEnable (GL_NORMALIZE);
815 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
816 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
817 GLfloat materialColour [4];
818 materialColour [0] = c.GetRed ();
819 materialColour [1] = c.GetGreen ();
820 materialColour [2] = c.GetBlue ();
821 materialColour [3] = 1.0; // = c.GetAlpha () for transparency -
822 // but see complication in
823 // AddPrimitive(const G4Polyhedron&).
824 glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
825 break;
826 }
827 case (G4ViewParameters::hlr):
828 // G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
829 // << "Using wireframe." << G4endl;
830 case (G4ViewParameters::wireframe):
831 default:
832 glDisable (GL_LIGHTING);
833// glDisable (GL_DEPTH_TEST);
834 glEnable (GL_DEPTH_TEST);
835 glDisable (GL_AUTO_NORMAL);
836 glDisable (GL_NORMALIZE);
837 gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
838 gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
839 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
840 break;
841 }
842
843 gluBeginSurface (gl_nurb);
844 G4int u_stride = 4;
845 G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
846
847 gluNurbsSurface (gl_nurb,
848 nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array,
849 nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
850 u_stride,
851 v_stride,
852 ctrl_pnt_array,
853 nurb.GetUorder (),
854 nurb.GetVorder (),
855 GL_MAP2_VERTEX_4);
856
857 gluEndSurface (gl_nurb);
858
859 delete [] u_knot_array; // These should be allocated with smart allocators
860 delete [] v_knot_array; // to avoid memory explosion.
861 delete [] ctrl_pnt_array;
862
863 gluDeleteNurbsRenderer (gl_nurb);
864}
865
866void G4OpenGLSceneHandler::AddCompound(const G4VTrajectory& traj) {
867 G4VSceneHandler::AddCompound(traj); // For now.
868}
869
870void G4OpenGLSceneHandler::AddCompound(const G4VHit& hit) {
871 G4VSceneHandler::AddCompound(hit); // For now.
872}
873
874void G4OpenGLSceneHandler::AddCompound(const G4VDigi& digi) {
875 G4VSceneHandler::AddCompound(digi); // For now.
876}
877
878void G4OpenGLSceneHandler::AddCompound(const G4THitsMap<G4double>& hits) {
879 G4VSceneHandler::AddCompound(hits); // For now.
880}
881
882#endif
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