| [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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| [1346] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010/11/10 17:11:20 allison Exp $
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| [1340] | 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 | fAddPrimitivePreambleNestingDepth (0),
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| [1160] | 82 | fTopPODL (0)
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| [529] | 83 | {}
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| 84 |
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| 85 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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| 86 | {}
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| 87 |
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| 88 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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| 89 | {
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| 90 | // Track nesting depth to avoid recursive calls, for example, from a
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| 91 | // G4Polymarker that invokes a G4Circle...
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| 92 | fAddPrimitivePreambleNestingDepth++;
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| 93 | if (fAddPrimitivePreambleNestingDepth > 1) return;
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| 94 |
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| [593] | 95 | // Because of our need to control colour of transients (display by
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| 96 | // time fading), display lists may only cover a single primitive.
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| 97 | // So display list setup is here.
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| [529] | 98 |
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| [593] | 99 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 100 | fPickMap[++fPickName] = 0;
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| 101 | }
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| [529] | 102 |
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| [593] | 103 | const G4Colour& c = GetColour (visible);
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| [529] | 104 |
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| [593] | 105 | if (fMemoryForDisplayLists) {
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| 106 | fDisplayListId = glGenLists (1);
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| [1346] | 107 | #ifdef G4DEBUG_VIS_OGL
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| 108 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->glGenList(1) : %d readyForTranscient:%d\n",fDisplayListId,fReadyForTransients);
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| 109 | #endif
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| [1340] | 110 | if (glGetError() == GL_OUT_OF_MEMORY ||
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| [1346] | 111 | fDisplayListId > fDisplayListLimit) {
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| [593] | 112 | G4cout <<
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| [1346] | 113 | "********************* WARNING! ********************"
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| 114 | "\n* Display list limit reached in OpenGL."
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| 115 | "\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable."
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| 116 | "\n* Current limit: " << fDisplayListLimit <<
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| 117 | ". Change with \"/vis/ogl/set/displayListLimit\"."
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| 118 | "\n***************************************************"
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| [593] | 119 | << G4endl;
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| 120 | fMemoryForDisplayLists = false;
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| 121 | }
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| 122 | }
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| 123 | if (fMemoryForDisplayLists) {
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| 124 | if (fReadyForTransients) {
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| 125 | TO to(fDisplayListId, *fpObjectTransformation);
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| 126 | to.fPickName = fPickName;
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| 127 | to.fColour = c;
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| 128 | const G4VisAttributes* pVA =
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| 129 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
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| 130 | to.fStartTime = pVA->GetStartTime();
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| 131 | to.fEndTime = pVA->GetEndTime();
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| [1346] | 132 | #ifdef G4DEBUG_VIS_OGL
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| 133 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fTOList puch_back\n");
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| 134 | #endif
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| [593] | 135 | fTOList.push_back(to);
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| 136 | glDrawBuffer (GL_FRONT);
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| [1346] | 137 | #ifdef G4DEBUG_VIS_OGL
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| 138 | printf("+1\n");
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| 139 | #endif
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| [593] | 140 | glPushMatrix();
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| 141 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 142 | glMultMatrixd (oglt.GetGLMatrix ());
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| 143 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 144 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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| 145 | }
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| 146 | else {
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| 147 | PO po(fDisplayListId, *fpObjectTransformation);
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| 148 | po.fPickName = fPickName;
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| [1346] | 149 | #ifdef G4DEBUG_VIS_OGL
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| 150 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fPOList puch_back\n");
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| 151 | #endif
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| [593] | 152 | fPOList.push_back(po);
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| 153 | glNewList (fDisplayListId, GL_COMPILE);
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| 154 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 155 | }
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| [529] | 156 | } else {
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| [593] | 157 | glDrawBuffer (GL_FRONT);
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| [1346] | 158 | #ifdef G4DEBUG_VIS_OGL
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| 159 | printf("+2\n");
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| 160 | #endif
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| [593] | 161 | glPushMatrix();
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| 162 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 163 | glMultMatrixd (oglt.GetGLMatrix ());
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| [529] | 164 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| 165 | }
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| [593] | 166 |
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| 167 | if (fProcessing2D) {
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| 168 | // Push current 3D world matrices and load identity to define screen
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| 169 | // coordinates...
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| 170 | glMatrixMode (GL_PROJECTION);
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| [1346] | 171 | #ifdef G4DEBUG_VIS_OGL
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| 172 | printf("+3\n");
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| 173 | #endif
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| [593] | 174 | glPushMatrix();
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| 175 | glLoadIdentity();
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| [789] | 176 | glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
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| [593] | 177 | glMatrixMode (GL_MODELVIEW);
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| [1346] | 178 | #ifdef G4DEBUG_VIS_OGL
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| 179 | printf("+4\n");
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| 180 | #endif
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| [593] | 181 | glPushMatrix();
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| 182 | glLoadIdentity();
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| [688] | 183 | G4OpenGLTransform3D oglt (*fpObjectTransformation);
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| 184 | glMultMatrixd (oglt.GetGLMatrix ());
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| 185 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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| [593] | 186 | }
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| [529] | 187 | }
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| 188 |
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| 189 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
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| 190 | {
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| [593] | 191 | if (fProcessing2D) {
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| 192 | // Pop current 3D world matrices back again...
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| 193 | glMatrixMode (GL_PROJECTION);
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| [1346] | 194 | #ifdef G4DEBUG_VIS_OGL
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| 195 | printf("-1\n");
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| 196 | #endif
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| [593] | 197 | glPopMatrix();
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| 198 | glMatrixMode (GL_MODELVIEW);
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| [1346] | 199 | #ifdef G4DEBUG_VIS_OGL
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| 200 | printf("-2\n");
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| 201 | #endif
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| [593] | 202 | glPopMatrix();
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| 203 | }
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| 204 |
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| [877] | 205 | // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close?
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| 206 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| [866] | 207 | G4cout <<
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| 208 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 209 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 210 | << G4endl;
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| 211 | }
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| [593] | 212 | if (fMemoryForDisplayLists) {
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| 213 | glEndList();
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| [866] | 214 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| 215 | G4cout <<
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| 216 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 217 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 218 | << G4endl;
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| 219 | }
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| [593] | 220 | }
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| 221 | if (fReadyForTransients || !fMemoryForDisplayLists) {
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| [1346] | 222 | #ifdef G4DEBUG_VIS_OGL
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| 223 | printf("-3\n");
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| 224 | #endif
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| [593] | 225 | glPopMatrix();
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| 226 | glFlush ();
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| 227 | glDrawBuffer (GL_BACK);
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| 228 | }
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| [529] | 229 | fAddPrimitivePreambleNestingDepth--;
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| 230 | }
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| 231 |
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| 232 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
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| 233 | {
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| [1346] | 234 | #ifdef G4DEBUG_VIS_OGL
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| 235 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polyline\n");
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| 236 | // if (glIsList(7)) return;
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| 237 | #endif
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| [529] | 238 | AddPrimitivePreamble(polyline);
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| 239 | G4OpenGLSceneHandler::AddPrimitive(polyline);
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| 240 | AddPrimitivePostamble();
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| 241 | }
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| 242 |
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| [593] | 243 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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| 244 | {
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| [1346] | 245 | #ifdef G4DEBUG_VIS_OGL
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| 246 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polymarker\n");
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| 247 | if (glIsList(7)) return;
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| 248 | #endif
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| [593] | 249 | AddPrimitivePreamble(polymarker);
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| 250 | G4OpenGLSceneHandler::AddPrimitive(polymarker);
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| 251 | AddPrimitivePostamble();
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| 252 | }
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| 253 |
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| 254 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
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| 255 | {
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| 256 | // Note: colour is still handled in
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| 257 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
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| 258 | // gets into the display list
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| [1346] | 259 | #ifdef G4DEBUG_VIS_OGL
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| 260 | printf("G4OpenGLStoredSceneHandler::AddPrimitive Text\n");
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| 261 | #endif
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| [593] | 262 | AddPrimitivePreamble(text);
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| 263 | G4OpenGLSceneHandler::AddPrimitive(text);
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| 264 | AddPrimitivePostamble();
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| 265 | }
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| 266 |
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| [529] | 267 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
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| 268 | {
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| [1346] | 269 | #ifdef G4DEBUG_VIS_OGL
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| 270 | printf("G4OpenGLStoredSceneHandler::AddPrimitive circle\n");
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| 271 | #endif
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| [529] | 272 | AddPrimitivePreamble(circle);
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| 273 | G4OpenGLSceneHandler::AddPrimitive(circle);
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| 274 | AddPrimitivePostamble();
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| 275 | }
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| 276 |
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| 277 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
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| 278 | {
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| [1346] | 279 | #ifdef G4DEBUG_VIS_OGL
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| 280 | printf("G4OpenGLStoredSceneHandler::AddPrimitive square\n");
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| 281 | #endif
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| [529] | 282 | AddPrimitivePreamble(square);
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| 283 | G4OpenGLSceneHandler::AddPrimitive(square);
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| 284 | AddPrimitivePostamble();
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| 285 | }
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| 286 |
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| [593] | 287 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
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| [529] | 288 | {
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| [593] | 289 | // Let base class split into primitives.
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| 290 | G4OpenGLSceneHandler::AddPrimitive(scale);
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| 291 | }
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| 292 |
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| 293 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
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| 294 | {
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| 295 | // Note: colour is still handled in
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| 296 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
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| 297 | // gets into the display list
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| [1346] | 298 | #ifdef G4DEBUG_VIS_OGL
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| 299 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polyhedron\n");
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| 300 | #endif
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| [593] | 301 | AddPrimitivePreamble(polyhedron);
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| 302 | G4OpenGLSceneHandler::AddPrimitive(polyhedron);
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| [529] | 303 | AddPrimitivePostamble();
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| 304 | }
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| 305 |
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| [593] | 306 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
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| 307 | {
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| 308 | // Note: colour is still handled in
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| 309 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
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| 310 | // gets into the display list
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| [1346] | 311 | #ifdef G4DEBUG_VIS_OGL
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| 312 | printf("G4OpenGLStoredSceneHandler::AddPrimitive nurbs\n");
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| 313 | #endif
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| [593] | 314 | AddPrimitivePreamble(nurbs);
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| 315 | G4OpenGLSceneHandler::AddPrimitive(nurbs);
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| 316 | AddPrimitivePostamble();
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| 317 | }
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| 318 |
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| [529] | 319 | void G4OpenGLStoredSceneHandler::BeginPrimitives
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| [593] | 320 | (const G4Transform3D& objectTransformation)
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| 321 | {
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| 322 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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| [529] | 323 |
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| [593] | 324 | // Display list setup moved to AddPrimitivePreamble. See notes there.
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| [529] | 325 | }
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| 326 |
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| [593] | 327 | void G4OpenGLStoredSceneHandler::EndPrimitives ()
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| 328 | {
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| 329 | G4OpenGLSceneHandler::EndPrimitives ();
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| [529] | 330 | }
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| 331 |
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| [688] | 332 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D
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| 333 | (const G4Transform3D& objectTransformation)
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| [529] | 334 | {
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| [688] | 335 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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| [529] | 336 | }
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| 337 |
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| 338 | void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
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| 339 | {
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| [593] | 340 | G4OpenGLSceneHandler::EndPrimitives2D ();
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| [529] | 341 | }
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| 342 |
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| 343 | void G4OpenGLStoredSceneHandler::BeginModeling () {
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| 344 | G4VSceneHandler::BeginModeling();
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| 345 | ClearStore(); // ...and all that goes with it.
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| 346 | /* Debug...
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| 347 | fDisplayListId = glGenLists (1);
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| 348 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
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| 349 | */
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| 350 | }
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| 351 |
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| 352 | void G4OpenGLStoredSceneHandler::EndModeling () {
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| 353 | // Make a List which calls the other lists.
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| 354 | fTopPODL = glGenLists (1);
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| [1346] | 355 | #ifdef G4DEBUG_VIS_OGL
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| 356 | printf("G4OpenGLStoredSceneHandler::EndModeling ->glGenList(1) fTopPODL:%d\n",fTopPODL);
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| 357 | #endif
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| [866] | 358 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
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| [529] | 359 | G4cout <<
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| 360 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 361 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 362 | << G4endl;
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| [593] | 363 | } else {
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| [529] | 364 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
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| 365 | for (size_t i = 0; i < fPOList.size (); i++) {
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| [1346] | 366 | #ifdef G4DEBUG_VIS_OGL
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| 367 | printf("+5\n");
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| 368 | #endif
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| [529] | 369 | glPushMatrix();
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| 370 | G4OpenGLTransform3D oglt (fPOList[i].fTransform);
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| 371 | glMultMatrixd (oglt.GetGLMatrix ());
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| [593] | 372 | if (fpViewer->GetViewParameters().IsPicking())
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| 373 | glLoadName(fPOList[i].fPickName);
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| [529] | 374 | glCallList (fPOList[i].fDisplayListId);
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| [1346] | 375 | #ifdef G4DEBUG_VIS_OGL
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| 376 | printf("-4\n");
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| 377 | #endif
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| [529] | 378 | glPopMatrix();
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| 379 | }
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| 380 | }
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| 381 | glEndList ();
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| [866] | 382 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
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| 383 | G4cout <<
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| 384 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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| 385 | " display List for fTopPODL - try OpenGL Immediated mode."
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| 386 | << G4endl;
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| 387 | }
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| [529] | 388 | }
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| 389 |
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| 390 | G4VSceneHandler::EndModeling ();
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| 391 |
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| 392 | /* Debug...
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| 393 | fDisplayListId = glGenLists (1);
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| 394 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
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| 395 | */
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| 396 | }
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| 397 |
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| 398 | void G4OpenGLStoredSceneHandler::ClearStore () {
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| 399 |
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| [1346] | 400 | //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
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| 401 |
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| [529] | 402 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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| 403 |
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| 404 | // Delete OpenGL permanent display lists.
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| 405 | for (size_t i = 0; i < fPOList.size (); i++)
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| 406 | glDeleteLists (fPOList[i].fDisplayListId, 1);
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| 407 | if (fTopPODL) glDeleteLists (fTopPODL, 1);
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| 408 | fTopPODL = 0;
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| 409 |
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| 410 | // Clear other lists, dictionary, etc.
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| 411 | fPOList.clear ();
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| 412 | fSolidMap.clear ();
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| [593] | 413 | ClearAndDestroyAtts();
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| [529] | 414 |
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| 415 | // ...and clear transient store...
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| 416 | for (size_t i = 0; i < fTOList.size (); i++)
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| 417 | glDeleteLists(fTOList[i].fDisplayListId, 1);
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| 418 | fTOList.clear ();
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| [1340] | 419 |
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| [1343] | 420 | fMemoryForDisplayLists = true;
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| [529] | 421 | }
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| 422 |
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| 423 | void G4OpenGLStoredSceneHandler::ClearTransientStore () {
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| 424 |
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| [1346] | 425 | //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
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| 426 |
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| [529] | 427 | G4VSceneHandler::ClearTransientStore ();
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| 428 |
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| 429 | // Delete OpenGL transient display lists and Transient Objects themselves.
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| 430 | for (size_t i = 0; i < fTOList.size (); i++)
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| 431 | glDeleteLists(fTOList[i].fDisplayListId, 1);
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| 432 | fTOList.clear ();
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| [1307] | 433 |
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| [1343] | 434 | fMemoryForDisplayLists = true;
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| [1340] | 435 |
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| [1307] | 436 | // Make sure screen corresponds to graphical database...
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| 437 | if (fpViewer) {
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| 438 | fpViewer -> SetView ();
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| 439 | fpViewer -> ClearView ();
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| 440 | fpViewer -> DrawView ();
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| 441 | }
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| [529] | 442 | }
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| 443 |
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| 444 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
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| 445 | {
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| 446 | if (fReadyForTransients) {
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| 447 | // Always draw transient solids, e.g., hits represented as solids.
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| 448 | // (As we have no control over the order of drawing of transient
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| 449 | // objects, we cannot do anything about transparent ones, as
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| 450 | // below, so always draw them.)
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| 451 | G4VSceneHandler::RequestPrimitives (solid);
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| 452 | return;
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| 453 | }
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| 454 |
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| 455 | // For non-transient (run-duration) objects, ensure transparent
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| 456 | // objects are drawn last. The problem of
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| 457 | // blending/transparency/alpha is quite a tricky one - see History
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| 458 | // of opengl-V07-01-01/2/3.
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| 459 | // Get vis attributes - pick up defaults if none.
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| 460 | const G4VisAttributes* pVA =
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| 461 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
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| 462 | const G4Colour& c = pVA -> GetColour ();
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| 463 | G4double opacity = c.GetAlpha ();
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| 464 |
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| 465 | if (!fSecondPass) {
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| 466 | G4bool transparency_enabled = true;
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| 467 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
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| 468 | if (pViewer) transparency_enabled = pViewer->transparency_enabled;
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| 469 | if (transparency_enabled && opacity < 1.) {
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| 470 | // On first pass, transparent objects are not drawn, but flag is set...
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| 471 | fSecondPassRequested = true;
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| 472 | return;
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| 473 | }
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| 474 | }
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| 475 |
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| 476 | // On second pass, opaque objects are not drwan...
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| 477 | if (fSecondPass && opacity >= 1.) return;
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| 478 |
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| 479 | G4PhysicalVolumeModel* pPVModel =
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| 480 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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| 481 |
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| 482 | if (pPVModel) {
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| 483 | // If part of the geometry hierarchy, i.e., from a
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| 484 | // G4PhysicalVolumeModel, check if a display list already exists for
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| 485 | // this solid, re-use it if possible. We could be smarter, and
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| 486 | // recognise repeated branches of the geometry hierarchy, for
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| 487 | // example. But this algorithm should be secure, I think...
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| 488 | const G4VSolid* pSolid = &solid;
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| 489 | EAxis axis = kRho;
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| 490 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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| 491 | if (pCurrentPV -> IsReplicated ()) {
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| 492 | G4int nReplicas;
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| 493 | G4double width;
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| 494 | G4double offset;
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| 495 | G4bool consuming;
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| 496 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
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| 497 | }
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| 498 | // Provided it is not parametrised (because if so, the
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| 499 | // solid's parameters might have been changed)...
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| 500 | if (!(pCurrentPV -> IsParameterised ()) &&
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| 501 | // Provided it is not replicated radially (because if so, the
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| 502 | // solid's parameters will have been changed)...
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| 503 | !(pCurrentPV -> IsReplicated () && axis == kRho) &&
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| 504 | // ...and if the solid has already been rendered...
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| 505 | (fSolidMap.find (pSolid) != fSolidMap.end ())) {
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| 506 | fDisplayListId = fSolidMap [pSolid];
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| [593] | 507 | PO po(fDisplayListId,*fpObjectTransformation);
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| 508 | if (fpViewer->GetViewParameters().IsPicking()) {
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| 509 | G4AttHolder* holder = new G4AttHolder;
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| 510 | // Load G4Atts from G4VisAttributes, if any...
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| 511 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
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| 512 | if (va) {
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| 513 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
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| 514 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
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| 515 | }
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| 516 | // Load G4Atts from G4PhysicalVolumeModel...
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| 517 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
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| 518 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
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| 519 | fPickMap[++fPickName] = holder;
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| 520 | po.fPickName = fPickName;
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| 521 | }
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| 522 | fPOList.push_back(po);
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| [529] | 523 | }
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| 524 | else {
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| 525 | G4VSceneHandler::RequestPrimitives (solid);
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| 526 | fSolidMap [pSolid] = fDisplayListId;
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| 527 | }
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| 528 | return;
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| 529 | }
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| 530 |
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| 531 | // Otherwise invoke base class method...
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| 532 | G4VSceneHandler::RequestPrimitives (solid);
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| 533 | }
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| 534 |
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| 535 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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| 536 |
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| [1343] | 537 | G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0;
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| 538 | G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
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| 539 | G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
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| [1340] | 540 |
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| [529] | 541 | #endif
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