| [529] | 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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| [1286] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.41 2010/05/29 15:52:49 allison Exp $
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| [877] | 28 | // GEANT4 tag $Name: $
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| [529] | 29 | //
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| 30 | //
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| 31 | // Andrew Walkden 10th February 1997
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| 32 | // OpenGL stored scene - creates OpenGL display lists.
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| 33 |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 35 |
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| 36 | // Included here - problems with HP compiler if not before other includes?
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| 37 | #include "G4NURBS.hh"
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| 38 |
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| 39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect
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| 40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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| 41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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| 42 | // Also seems to be required for HP's CC and AIX xlC, at least.
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| 43 |
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| 44 | #include "G4OpenGLStoredSceneHandler.hh"
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| 45 |
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| 46 | #include "G4PhysicalVolumeModel.hh"
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| 47 | #include "G4VPhysicalVolume.hh"
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| [593] | 48 | #include "G4LogicalVolume.hh"
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| [529] | 49 | #include "G4Polyline.hh"
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| 50 | #include "G4Polymarker.hh"
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| [593] | 51 | #include "G4Text.hh"
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| [529] | 52 | #include "G4Circle.hh"
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| 53 | #include "G4Square.hh"
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| [593] | 54 | #include "G4Polyhedron.hh"
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| 55 | #include "G4AttHolder.hh"
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| [914] | 56 | #include "G4OpenGLTransform3D.hh"
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| 57 | #include "G4OpenGLViewer.hh"
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| [529] | 58 |
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| [790] | 59 | G4OpenGLStoredSceneHandler::PO::PO
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| 60 | (G4int id,
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| 61 | const G4Transform3D& tr):
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| 62 | fDisplayListId(id),
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| 63 | fTransform(tr),
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| 64 | fPickName(0)
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| 65 | {}
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| 66 |
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| 67 | G4OpenGLStoredSceneHandler::TO::TO
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| 68 | (G4int id,
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| 69 | const G4Transform3D& tr):
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| 70 | fDisplayListId(id),
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| 71 | fTransform(tr),
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| 72 | fPickName(0),
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| 73 | fStartTime(-DBL_MAX),
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| 74 | fEndTime(DBL_MAX)
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| 75 | {}
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| 76 |
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| 77 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
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| 78 | (G4VGraphicsSystem& system,
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| 79 | const G4String& name):
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| [529] | 80 | G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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| 81 | fMemoryForDisplayLists (true),
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| 82 | fAddPrimitivePreambleNestingDepth (0),
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| [1160] | 83 | fTopPODL (0)
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| [529] | 84 | {}
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| 85 |
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| 86 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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| 87 | {}
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| 88 |
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| 89 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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| 90 | {
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| 91 | // Track nesting depth to avoid recursive calls, for example, from a
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| 92 | // G4Polymarker that invokes a G4Circle...
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| 93 | fAddPrimitivePreambleNestingDepth++;
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| 94 | if (fAddPrimitivePreambleNestingDepth > 1) return;
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| 95 |
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| [593] | 96 | // Because of our need to control colour of transients (display by
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| 97 | // time fading), display lists may only cover a single primitive.
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| 98 | // So display list setup is here.
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| [529] | 99 |
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| [593] | 100 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 101 | fPickMap[++fPickName] = 0;
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| 102 | }
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| [529] | 103 |
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| [593] | 104 | const G4Colour& c = GetColour (visible);
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| [529] | 105 |
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| [593] | 106 | if (fMemoryForDisplayLists) {
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| 107 | fDisplayListId = glGenLists (1);
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| [866] | 108 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
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| [593] | 109 | G4cout <<
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| 110 | "********************* WARNING! ********************"
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| 111 | "\nUnable to allocate any more display lists in OpenGL."
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| 112 | "\n Continuing drawing in IMMEDIATE MODE."
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| 113 | "\n***************************************************"
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| 114 | << G4endl;
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| 115 | fMemoryForDisplayLists = false;
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| 116 | }
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| 117 | }
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| 118 | if (fMemoryForDisplayLists) {
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| 119 | if (fReadyForTransients) {
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| 120 | TO to(fDisplayListId, *fpObjectTransformation);
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| 121 | to.fPickName = fPickName;
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| 122 | to.fColour = c;
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| 123 | const G4VisAttributes* pVA =
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| 124 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
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| 125 | to.fStartTime = pVA->GetStartTime();
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| 126 | to.fEndTime = pVA->GetEndTime();
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| 127 | fTOList.push_back(to);
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| 128 | glDrawBuffer (GL_FRONT);
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| 129 | glPushMatrix();
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| 130 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 131 | glMultMatrixd (oglt.GetGLMatrix ());
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| 132 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 133 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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| 134 | }
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| 135 | else {
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| 136 | PO po(fDisplayListId, *fpObjectTransformation);
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| 137 | po.fPickName = fPickName;
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| 138 | fPOList.push_back(po);
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| 139 | glNewList (fDisplayListId, GL_COMPILE);
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| 140 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 141 | }
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| [529] | 142 | } else {
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| [593] | 143 | glDrawBuffer (GL_FRONT);
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| 144 | glPushMatrix();
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| 145 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 146 | glMultMatrixd (oglt.GetGLMatrix ());
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| [529] | 147 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 148 | }
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| [593] | 149 |
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| 150 | if (fProcessing2D) {
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| 151 | // Push current 3D world matrices and load identity to define screen
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| 152 | // coordinates...
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| 153 | glMatrixMode (GL_PROJECTION);
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| 154 | glPushMatrix();
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| 155 | glLoadIdentity();
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| [789] | 156 | glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
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| [593] | 157 | glMatrixMode (GL_MODELVIEW);
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| 158 | glPushMatrix();
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| 159 | glLoadIdentity();
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| [688] | 160 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 161 | glMultMatrixd (oglt.GetGLMatrix ());
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| 162 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| [593] | 163 | }
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| [529] | 164 | }
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| 165 |
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| 166 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
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| 167 | {
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| [593] | 168 | if (fProcessing2D) {
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| 169 | // Pop current 3D world matrices back again...
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| 170 | glMatrixMode (GL_PROJECTION);
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| 171 | glPopMatrix();
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| 172 | glMatrixMode (GL_MODELVIEW);
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| 173 | glPopMatrix();
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| 174 | }
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| 175 |
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| [877] | 176 | // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close?
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| 177 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| [866] | 178 | G4cout <<
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| 179 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 180 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 181 | << G4endl;
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| 182 | }
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| [593] | 183 | if (fMemoryForDisplayLists) {
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| 184 | glEndList();
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| [866] | 185 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| 186 | G4cout <<
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| 187 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 188 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 189 | << G4endl;
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| 190 | }
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| [593] | 191 | }
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| 192 | if (fReadyForTransients || !fMemoryForDisplayLists) {
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| 193 | glPopMatrix();
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| 194 | glFlush ();
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| 195 | glDrawBuffer (GL_BACK);
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| 196 | }
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| [529] | 197 | fAddPrimitivePreambleNestingDepth--;
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| 198 | }
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| 199 |
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| 200 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
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| 201 | {
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| 202 | AddPrimitivePreamble(polyline);
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| 203 | G4OpenGLSceneHandler::AddPrimitive(polyline);
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| 204 | AddPrimitivePostamble();
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| 205 | }
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| 206 |
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| [593] | 207 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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| 208 | {
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| 209 | AddPrimitivePreamble(polymarker);
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| 210 | G4OpenGLSceneHandler::AddPrimitive(polymarker);
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| 211 | AddPrimitivePostamble();
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| 212 | }
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| 213 |
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| 214 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
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| 215 | {
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| 216 | // Note: colour is still handled in
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| 217 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
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| 218 | // gets into the display list
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| 219 | AddPrimitivePreamble(text);
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| 220 | G4OpenGLSceneHandler::AddPrimitive(text);
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| 221 | AddPrimitivePostamble();
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| 222 | }
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| 223 |
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| [529] | 224 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
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| 225 | {
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| 226 | AddPrimitivePreamble(circle);
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| 227 | G4OpenGLSceneHandler::AddPrimitive(circle);
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| 228 | AddPrimitivePostamble();
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| 229 | }
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| 230 |
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| 231 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
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| 232 | {
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| 233 | AddPrimitivePreamble(square);
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| 234 | G4OpenGLSceneHandler::AddPrimitive(square);
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| 235 | AddPrimitivePostamble();
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| 236 | }
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| 237 |
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| [593] | 238 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
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| [529] | 239 | {
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| [593] | 240 | // Let base class split into primitives.
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| 241 | G4OpenGLSceneHandler::AddPrimitive(scale);
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| 242 | }
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| 243 |
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| 244 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
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| 245 | {
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| 246 | // Note: colour is still handled in
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| 247 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
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| 248 | // gets into the display list
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| 249 | AddPrimitivePreamble(polyhedron);
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| 250 | G4OpenGLSceneHandler::AddPrimitive(polyhedron);
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| [529] | 251 | AddPrimitivePostamble();
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| 252 | }
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| 253 |
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| [593] | 254 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
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| 255 | {
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| 256 | // Note: colour is still handled in
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| 257 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
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| 258 | // gets into the display list
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| 259 | AddPrimitivePreamble(nurbs);
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| 260 | G4OpenGLSceneHandler::AddPrimitive(nurbs);
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| 261 | AddPrimitivePostamble();
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| 262 | }
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| 263 |
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| [529] | 264 | void G4OpenGLStoredSceneHandler::BeginPrimitives
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| [593] | 265 | (const G4Transform3D& objectTransformation)
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| 266 | {
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| 267 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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| [529] | 268 |
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| [593] | 269 | // Display list setup moved to AddPrimitivePreamble. See notes there.
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| [529] | 270 | }
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| 271 |
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| [593] | 272 | void G4OpenGLStoredSceneHandler::EndPrimitives ()
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| 273 | {
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| 274 | G4OpenGLSceneHandler::EndPrimitives ();
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| [529] | 275 | }
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| 276 |
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| [688] | 277 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D
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| 278 | (const G4Transform3D& objectTransformation)
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| [529] | 279 | {
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| [688] | 280 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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| [529] | 281 | }
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| 282 |
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| 283 | void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
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| 284 | {
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| [593] | 285 | G4OpenGLSceneHandler::EndPrimitives2D ();
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| [529] | 286 | }
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| 287 |
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| 288 | void G4OpenGLStoredSceneHandler::BeginModeling () {
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| 289 | G4VSceneHandler::BeginModeling();
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| 290 | ClearStore(); // ...and all that goes with it.
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| 291 | /* Debug...
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| 292 | fDisplayListId = glGenLists (1);
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| 293 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
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| 294 | */
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| 295 | }
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| 296 |
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| 297 | void G4OpenGLStoredSceneHandler::EndModeling () {
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| 298 | // Make a List which calls the other lists.
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| 299 | fTopPODL = glGenLists (1);
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| [866] | 300 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
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| [529] | 301 | G4cout <<
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| 302 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 303 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 304 | << G4endl;
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| [593] | 305 | } else {
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| [529] | 306 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
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| 307 | for (size_t i = 0; i < fPOList.size (); i++) {
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| 308 | glPushMatrix();
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| 309 | G4OpenGLTransform3D oglt (fPOList[i].fTransform);
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| 310 | glMultMatrixd (oglt.GetGLMatrix ());
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| [593] | 311 | if (fpViewer->GetViewParameters().IsPicking())
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| 312 | glLoadName(fPOList[i].fPickName);
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| [529] | 313 | glCallList (fPOList[i].fDisplayListId);
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| 314 | glPopMatrix();
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| 315 | }
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| 316 | }
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| 317 | glEndList ();
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| [866] | 318 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| 319 | G4cout <<
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| 320 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 321 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 322 | << G4endl;
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| 323 | }
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| [529] | 324 | }
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| 325 |
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| 326 | G4VSceneHandler::EndModeling ();
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| 327 |
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| 328 | /* Debug...
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| 329 | fDisplayListId = glGenLists (1);
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| 330 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
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| 331 | */
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| 332 | }
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| 333 |
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| 334 | void G4OpenGLStoredSceneHandler::ClearStore () {
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| 335 |
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| 336 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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| 337 |
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| 338 | // Delete OpenGL permanent display lists.
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| 339 | for (size_t i = 0; i < fPOList.size (); i++)
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| 340 | glDeleteLists (fPOList[i].fDisplayListId, 1);
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| 341 | if (fTopPODL) glDeleteLists (fTopPODL, 1);
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| 342 | fTopPODL = 0;
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| 343 |
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| 344 | // Clear other lists, dictionary, etc.
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| 345 | fPOList.clear ();
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| 346 | fSolidMap.clear ();
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| [593] | 347 | ClearAndDestroyAtts();
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| [529] | 348 |
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| 349 | // ...and clear transient store...
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| 350 | for (size_t i = 0; i < fTOList.size (); i++)
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| 351 | glDeleteLists(fTOList[i].fDisplayListId, 1);
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| 352 | fTOList.clear ();
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| 353 | }
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| 354 |
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| 355 | void G4OpenGLStoredSceneHandler::ClearTransientStore () {
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| 356 |
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| 357 | G4VSceneHandler::ClearTransientStore ();
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| 358 |
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| 359 | // Delete OpenGL transient display lists and Transient Objects themselves.
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| 360 | for (size_t i = 0; i < fTOList.size (); i++)
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| 361 | glDeleteLists(fTOList[i].fDisplayListId, 1);
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| 362 | fTOList.clear ();
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| 363 | }
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| 364 |
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| 365 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
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| 366 | {
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| 367 | if (fReadyForTransients) {
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| 368 | // Always draw transient solids, e.g., hits represented as solids.
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| 369 | // (As we have no control over the order of drawing of transient
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| 370 | // objects, we cannot do anything about transparent ones, as
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| 371 | // below, so always draw them.)
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| 372 | G4VSceneHandler::RequestPrimitives (solid);
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| 373 | return;
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| 374 | }
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| 375 |
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| 376 | // For non-transient (run-duration) objects, ensure transparent
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| 377 | // objects are drawn last. The problem of
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| 378 | // blending/transparency/alpha is quite a tricky one - see History
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| 379 | // of opengl-V07-01-01/2/3.
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| 380 | // Get vis attributes - pick up defaults if none.
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| 381 | const G4VisAttributes* pVA =
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| 382 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
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| 383 | const G4Colour& c = pVA -> GetColour ();
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| 384 | G4double opacity = c.GetAlpha ();
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| 385 |
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| 386 | if (!fSecondPass) {
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| 387 | G4bool transparency_enabled = true;
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| 388 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
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| 389 | if (pViewer) transparency_enabled = pViewer->transparency_enabled;
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| 390 | if (transparency_enabled && opacity < 1.) {
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| 391 | // On first pass, transparent objects are not drawn, but flag is set...
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| 392 | fSecondPassRequested = true;
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| 393 | return;
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| 394 | }
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| 395 | }
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| 396 |
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| 397 | // On second pass, opaque objects are not drwan...
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| 398 | if (fSecondPass && opacity >= 1.) return;
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| 399 |
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| 400 | G4PhysicalVolumeModel* pPVModel =
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| 401 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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| 402 |
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| 403 | if (pPVModel) {
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| 404 | // If part of the geometry hierarchy, i.e., from a
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| 405 | // G4PhysicalVolumeModel, check if a display list already exists for
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| 406 | // this solid, re-use it if possible. We could be smarter, and
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| 407 | // recognise repeated branches of the geometry hierarchy, for
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| 408 | // example. But this algorithm should be secure, I think...
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| 409 | const G4VSolid* pSolid = &solid;
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| 410 | EAxis axis = kRho;
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| 411 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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| 412 | if (pCurrentPV -> IsReplicated ()) {
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| 413 | G4int nReplicas;
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| 414 | G4double width;
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| 415 | G4double offset;
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| 416 | G4bool consuming;
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| 417 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
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| 418 | }
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| 419 | // Provided it is not parametrised (because if so, the
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| 420 | // solid's parameters might have been changed)...
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| 421 | if (!(pCurrentPV -> IsParameterised ()) &&
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| 422 | // Provided it is not replicated radially (because if so, the
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| 423 | // solid's parameters will have been changed)...
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| 424 | !(pCurrentPV -> IsReplicated () && axis == kRho) &&
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| 425 | // ...and if the solid has already been rendered...
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| 426 | (fSolidMap.find (pSolid) != fSolidMap.end ())) {
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| 427 | fDisplayListId = fSolidMap [pSolid];
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| [593] | 428 | PO po(fDisplayListId,*fpObjectTransformation);
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| 429 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 430 | G4AttHolder* holder = new G4AttHolder;
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| 431 | // Load G4Atts from G4VisAttributes, if any...
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| 432 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
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| 433 | if (va) {
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| 434 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
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| 435 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
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| 436 | }
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| 437 | // Load G4Atts from G4PhysicalVolumeModel...
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| 438 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
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| 439 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
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| 440 | fPickMap[++fPickName] = holder;
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| 441 | po.fPickName = fPickName;
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| 442 | }
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| 443 | fPOList.push_back(po);
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| [529] | 444 | }
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| 445 | else {
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| 446 | G4VSceneHandler::RequestPrimitives (solid);
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| 447 | fSolidMap [pSolid] = fDisplayListId;
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| 448 | }
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| 449 | return;
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| 450 | }
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| 451 |
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| 452 | // Otherwise invoke base class method...
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|---|
| 453 | G4VSceneHandler::RequestPrimitives (solid);
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| 454 | }
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| 455 |
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| 456 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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| 457 |
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| 458 | #endif
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