[529] | 1 | // |
---|
| 2 | // ******************************************************************** |
---|
| 3 | // * License and Disclaimer * |
---|
| 4 | // * * |
---|
| 5 | // * The Geant4 software is copyright of the Copyright Holders of * |
---|
| 6 | // * the Geant4 Collaboration. It is provided under the terms and * |
---|
| 7 | // * conditions of the Geant4 Software License, included in the file * |
---|
| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
---|
| 9 | // * include a list of copyright holders. * |
---|
| 10 | // * * |
---|
| 11 | // * Neither the authors of this software system, nor their employing * |
---|
| 12 | // * institutes,nor the agencies providing financial support for this * |
---|
| 13 | // * work make any representation or warranty, express or implied, * |
---|
| 14 | // * regarding this software system or assume any liability for its * |
---|
| 15 | // * use. Please see the license in the file LICENSE and URL above * |
---|
| 16 | // * for the full disclaimer and the limitation of liability. * |
---|
| 17 | // * * |
---|
| 18 | // * This code implementation is the result of the scientific and * |
---|
| 19 | // * technical work of the GEANT4 collaboration. * |
---|
| 20 | // * By using, copying, modifying or distributing the software (or * |
---|
| 21 | // * any work based on the software) you agree to acknowledge its * |
---|
| 22 | // * use in resulting scientific publications, and indicate your * |
---|
| 23 | // * acceptance of all terms of the Geant4 Software license. * |
---|
| 24 | // ******************************************************************** |
---|
| 25 | // |
---|
| 26 | // |
---|
[1346] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010/11/10 17:11:20 allison Exp $ |
---|
[1340] | 28 | // GEANT4 tag $Name: $ |
---|
[529] | 29 | // |
---|
| 30 | // |
---|
| 31 | // Andrew Walkden 10th February 1997 |
---|
| 32 | // OpenGL stored scene - creates OpenGL display lists. |
---|
| 33 | |
---|
| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
---|
| 35 | |
---|
| 36 | // Included here - problems with HP compiler if not before other includes? |
---|
| 37 | #include "G4NURBS.hh" |
---|
| 38 | |
---|
| 39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
---|
| 40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
---|
| 41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
---|
| 42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
---|
| 43 | |
---|
| 44 | #include "G4OpenGLStoredSceneHandler.hh" |
---|
| 45 | |
---|
| 46 | #include "G4PhysicalVolumeModel.hh" |
---|
| 47 | #include "G4VPhysicalVolume.hh" |
---|
[593] | 48 | #include "G4LogicalVolume.hh" |
---|
[529] | 49 | #include "G4Polyline.hh" |
---|
| 50 | #include "G4Polymarker.hh" |
---|
[593] | 51 | #include "G4Text.hh" |
---|
[529] | 52 | #include "G4Circle.hh" |
---|
| 53 | #include "G4Square.hh" |
---|
[593] | 54 | #include "G4Polyhedron.hh" |
---|
| 55 | #include "G4AttHolder.hh" |
---|
[914] | 56 | #include "G4OpenGLTransform3D.hh" |
---|
| 57 | #include "G4OpenGLViewer.hh" |
---|
[529] | 58 | |
---|
[790] | 59 | G4OpenGLStoredSceneHandler::PO::PO |
---|
| 60 | (G4int id, |
---|
| 61 | const G4Transform3D& tr): |
---|
| 62 | fDisplayListId(id), |
---|
| 63 | fTransform(tr), |
---|
| 64 | fPickName(0) |
---|
| 65 | {} |
---|
| 66 | |
---|
| 67 | G4OpenGLStoredSceneHandler::TO::TO |
---|
| 68 | (G4int id, |
---|
| 69 | const G4Transform3D& tr): |
---|
| 70 | fDisplayListId(id), |
---|
| 71 | fTransform(tr), |
---|
| 72 | fPickName(0), |
---|
| 73 | fStartTime(-DBL_MAX), |
---|
| 74 | fEndTime(DBL_MAX) |
---|
| 75 | {} |
---|
| 76 | |
---|
| 77 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler |
---|
| 78 | (G4VGraphicsSystem& system, |
---|
| 79 | const G4String& name): |
---|
[529] | 80 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
---|
| 81 | fAddPrimitivePreambleNestingDepth (0), |
---|
[1160] | 82 | fTopPODL (0) |
---|
[529] | 83 | {} |
---|
| 84 | |
---|
| 85 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
---|
| 86 | {} |
---|
| 87 | |
---|
| 88 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
---|
| 89 | { |
---|
| 90 | // Track nesting depth to avoid recursive calls, for example, from a |
---|
| 91 | // G4Polymarker that invokes a G4Circle... |
---|
| 92 | fAddPrimitivePreambleNestingDepth++; |
---|
| 93 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
---|
| 94 | |
---|
[593] | 95 | // Because of our need to control colour of transients (display by |
---|
| 96 | // time fading), display lists may only cover a single primitive. |
---|
| 97 | // So display list setup is here. |
---|
[529] | 98 | |
---|
[593] | 99 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 100 | fPickMap[++fPickName] = 0; |
---|
| 101 | } |
---|
[529] | 102 | |
---|
[593] | 103 | const G4Colour& c = GetColour (visible); |
---|
[529] | 104 | |
---|
[593] | 105 | if (fMemoryForDisplayLists) { |
---|
| 106 | fDisplayListId = glGenLists (1); |
---|
[1346] | 107 | #ifdef G4DEBUG_VIS_OGL |
---|
| 108 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->glGenList(1) : %d readyForTranscient:%d\n",fDisplayListId,fReadyForTransients); |
---|
| 109 | #endif |
---|
[1340] | 110 | if (glGetError() == GL_OUT_OF_MEMORY || |
---|
[1346] | 111 | fDisplayListId > fDisplayListLimit) { |
---|
[593] | 112 | G4cout << |
---|
[1346] | 113 | "********************* WARNING! ********************" |
---|
| 114 | "\n* Display list limit reached in OpenGL." |
---|
| 115 | "\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable." |
---|
| 116 | "\n* Current limit: " << fDisplayListLimit << |
---|
| 117 | ". Change with \"/vis/ogl/set/displayListLimit\"." |
---|
| 118 | "\n***************************************************" |
---|
[593] | 119 | << G4endl; |
---|
| 120 | fMemoryForDisplayLists = false; |
---|
| 121 | } |
---|
| 122 | } |
---|
| 123 | if (fMemoryForDisplayLists) { |
---|
| 124 | if (fReadyForTransients) { |
---|
| 125 | TO to(fDisplayListId, *fpObjectTransformation); |
---|
| 126 | to.fPickName = fPickName; |
---|
| 127 | to.fColour = c; |
---|
| 128 | const G4VisAttributes* pVA = |
---|
| 129 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
---|
| 130 | to.fStartTime = pVA->GetStartTime(); |
---|
| 131 | to.fEndTime = pVA->GetEndTime(); |
---|
[1346] | 132 | #ifdef G4DEBUG_VIS_OGL |
---|
| 133 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fTOList puch_back\n"); |
---|
| 134 | #endif |
---|
[593] | 135 | fTOList.push_back(to); |
---|
| 136 | glDrawBuffer (GL_FRONT); |
---|
[1346] | 137 | #ifdef G4DEBUG_VIS_OGL |
---|
| 138 | printf("+1\n"); |
---|
| 139 | #endif |
---|
[593] | 140 | glPushMatrix(); |
---|
| 141 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
---|
| 142 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
| 143 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 144 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
---|
| 145 | } |
---|
| 146 | else { |
---|
| 147 | PO po(fDisplayListId, *fpObjectTransformation); |
---|
| 148 | po.fPickName = fPickName; |
---|
[1346] | 149 | #ifdef G4DEBUG_VIS_OGL |
---|
| 150 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fPOList puch_back\n"); |
---|
| 151 | #endif |
---|
[593] | 152 | fPOList.push_back(po); |
---|
| 153 | glNewList (fDisplayListId, GL_COMPILE); |
---|
| 154 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 155 | } |
---|
[529] | 156 | } else { |
---|
[593] | 157 | glDrawBuffer (GL_FRONT); |
---|
[1346] | 158 | #ifdef G4DEBUG_VIS_OGL |
---|
| 159 | printf("+2\n"); |
---|
| 160 | #endif |
---|
[593] | 161 | glPushMatrix(); |
---|
| 162 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
---|
| 163 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
[529] | 164 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 165 | } |
---|
[593] | 166 | |
---|
| 167 | if (fProcessing2D) { |
---|
| 168 | // Push current 3D world matrices and load identity to define screen |
---|
| 169 | // coordinates... |
---|
| 170 | glMatrixMode (GL_PROJECTION); |
---|
[1346] | 171 | #ifdef G4DEBUG_VIS_OGL |
---|
| 172 | printf("+3\n"); |
---|
| 173 | #endif |
---|
[593] | 174 | glPushMatrix(); |
---|
| 175 | glLoadIdentity(); |
---|
[789] | 176 | glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); |
---|
[593] | 177 | glMatrixMode (GL_MODELVIEW); |
---|
[1346] | 178 | #ifdef G4DEBUG_VIS_OGL |
---|
| 179 | printf("+4\n"); |
---|
| 180 | #endif |
---|
[593] | 181 | glPushMatrix(); |
---|
| 182 | glLoadIdentity(); |
---|
[688] | 183 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
---|
| 184 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
| 185 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
[593] | 186 | } |
---|
[529] | 187 | } |
---|
| 188 | |
---|
| 189 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
---|
| 190 | { |
---|
[593] | 191 | if (fProcessing2D) { |
---|
| 192 | // Pop current 3D world matrices back again... |
---|
| 193 | glMatrixMode (GL_PROJECTION); |
---|
[1346] | 194 | #ifdef G4DEBUG_VIS_OGL |
---|
| 195 | printf("-1\n"); |
---|
| 196 | #endif |
---|
[593] | 197 | glPopMatrix(); |
---|
| 198 | glMatrixMode (GL_MODELVIEW); |
---|
[1346] | 199 | #ifdef G4DEBUG_VIS_OGL |
---|
| 200 | printf("-2\n"); |
---|
| 201 | #endif |
---|
[593] | 202 | glPopMatrix(); |
---|
| 203 | } |
---|
| 204 | |
---|
[877] | 205 | // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? |
---|
| 206 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
---|
[866] | 207 | G4cout << |
---|
| 208 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
---|
| 209 | " display List for fTopPODL - try OpenGL Immediated mode." |
---|
| 210 | << G4endl; |
---|
| 211 | } |
---|
[593] | 212 | if (fMemoryForDisplayLists) { |
---|
| 213 | glEndList(); |
---|
[866] | 214 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
---|
| 215 | G4cout << |
---|
| 216 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
---|
| 217 | " display List for fTopPODL - try OpenGL Immediated mode." |
---|
| 218 | << G4endl; |
---|
| 219 | } |
---|
[593] | 220 | } |
---|
| 221 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
---|
[1346] | 222 | #ifdef G4DEBUG_VIS_OGL |
---|
| 223 | printf("-3\n"); |
---|
| 224 | #endif |
---|
[593] | 225 | glPopMatrix(); |
---|
| 226 | glFlush (); |
---|
| 227 | glDrawBuffer (GL_BACK); |
---|
| 228 | } |
---|
[529] | 229 | fAddPrimitivePreambleNestingDepth--; |
---|
| 230 | } |
---|
| 231 | |
---|
| 232 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
---|
| 233 | { |
---|
[1346] | 234 | #ifdef G4DEBUG_VIS_OGL |
---|
| 235 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polyline\n"); |
---|
| 236 | // if (glIsList(7)) return; |
---|
| 237 | #endif |
---|
[529] | 238 | AddPrimitivePreamble(polyline); |
---|
| 239 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
---|
| 240 | AddPrimitivePostamble(); |
---|
| 241 | } |
---|
| 242 | |
---|
[593] | 243 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
---|
| 244 | { |
---|
[1346] | 245 | #ifdef G4DEBUG_VIS_OGL |
---|
| 246 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polymarker\n"); |
---|
| 247 | if (glIsList(7)) return; |
---|
| 248 | #endif |
---|
[593] | 249 | AddPrimitivePreamble(polymarker); |
---|
| 250 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
---|
| 251 | AddPrimitivePostamble(); |
---|
| 252 | } |
---|
| 253 | |
---|
| 254 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) |
---|
| 255 | { |
---|
| 256 | // Note: colour is still handled in |
---|
| 257 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still |
---|
| 258 | // gets into the display list |
---|
[1346] | 259 | #ifdef G4DEBUG_VIS_OGL |
---|
| 260 | printf("G4OpenGLStoredSceneHandler::AddPrimitive Text\n"); |
---|
| 261 | #endif |
---|
[593] | 262 | AddPrimitivePreamble(text); |
---|
| 263 | G4OpenGLSceneHandler::AddPrimitive(text); |
---|
| 264 | AddPrimitivePostamble(); |
---|
| 265 | } |
---|
| 266 | |
---|
[529] | 267 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
---|
| 268 | { |
---|
[1346] | 269 | #ifdef G4DEBUG_VIS_OGL |
---|
| 270 | printf("G4OpenGLStoredSceneHandler::AddPrimitive circle\n"); |
---|
| 271 | #endif |
---|
[529] | 272 | AddPrimitivePreamble(circle); |
---|
| 273 | G4OpenGLSceneHandler::AddPrimitive(circle); |
---|
| 274 | AddPrimitivePostamble(); |
---|
| 275 | } |
---|
| 276 | |
---|
| 277 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
---|
| 278 | { |
---|
[1346] | 279 | #ifdef G4DEBUG_VIS_OGL |
---|
| 280 | printf("G4OpenGLStoredSceneHandler::AddPrimitive square\n"); |
---|
| 281 | #endif |
---|
[529] | 282 | AddPrimitivePreamble(square); |
---|
| 283 | G4OpenGLSceneHandler::AddPrimitive(square); |
---|
| 284 | AddPrimitivePostamble(); |
---|
| 285 | } |
---|
| 286 | |
---|
[593] | 287 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) |
---|
[529] | 288 | { |
---|
[593] | 289 | // Let base class split into primitives. |
---|
| 290 | G4OpenGLSceneHandler::AddPrimitive(scale); |
---|
| 291 | } |
---|
| 292 | |
---|
| 293 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) |
---|
| 294 | { |
---|
| 295 | // Note: colour is still handled in |
---|
| 296 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still |
---|
| 297 | // gets into the display list |
---|
[1346] | 298 | #ifdef G4DEBUG_VIS_OGL |
---|
| 299 | printf("G4OpenGLStoredSceneHandler::AddPrimitive polyhedron\n"); |
---|
| 300 | #endif |
---|
[593] | 301 | AddPrimitivePreamble(polyhedron); |
---|
| 302 | G4OpenGLSceneHandler::AddPrimitive(polyhedron); |
---|
[529] | 303 | AddPrimitivePostamble(); |
---|
| 304 | } |
---|
| 305 | |
---|
[593] | 306 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) |
---|
| 307 | { |
---|
| 308 | // Note: colour is still handled in |
---|
| 309 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still |
---|
| 310 | // gets into the display list |
---|
[1346] | 311 | #ifdef G4DEBUG_VIS_OGL |
---|
| 312 | printf("G4OpenGLStoredSceneHandler::AddPrimitive nurbs\n"); |
---|
| 313 | #endif |
---|
[593] | 314 | AddPrimitivePreamble(nurbs); |
---|
| 315 | G4OpenGLSceneHandler::AddPrimitive(nurbs); |
---|
| 316 | AddPrimitivePostamble(); |
---|
| 317 | } |
---|
| 318 | |
---|
[529] | 319 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
---|
[593] | 320 | (const G4Transform3D& objectTransformation) |
---|
| 321 | { |
---|
| 322 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); |
---|
[529] | 323 | |
---|
[593] | 324 | // Display list setup moved to AddPrimitivePreamble. See notes there. |
---|
[529] | 325 | } |
---|
| 326 | |
---|
[593] | 327 | void G4OpenGLStoredSceneHandler::EndPrimitives () |
---|
| 328 | { |
---|
| 329 | G4OpenGLSceneHandler::EndPrimitives (); |
---|
[529] | 330 | } |
---|
| 331 | |
---|
[688] | 332 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D |
---|
| 333 | (const G4Transform3D& objectTransformation) |
---|
[529] | 334 | { |
---|
[688] | 335 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); |
---|
[529] | 336 | } |
---|
| 337 | |
---|
| 338 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
---|
| 339 | { |
---|
[593] | 340 | G4OpenGLSceneHandler::EndPrimitives2D (); |
---|
[529] | 341 | } |
---|
| 342 | |
---|
| 343 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
---|
| 344 | G4VSceneHandler::BeginModeling(); |
---|
| 345 | ClearStore(); // ...and all that goes with it. |
---|
| 346 | /* Debug... |
---|
| 347 | fDisplayListId = glGenLists (1); |
---|
| 348 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
---|
| 349 | */ |
---|
| 350 | } |
---|
| 351 | |
---|
| 352 | void G4OpenGLStoredSceneHandler::EndModeling () { |
---|
| 353 | // Make a List which calls the other lists. |
---|
| 354 | fTopPODL = glGenLists (1); |
---|
[1346] | 355 | #ifdef G4DEBUG_VIS_OGL |
---|
| 356 | printf("G4OpenGLStoredSceneHandler::EndModeling ->glGenList(1) fTopPODL:%d\n",fTopPODL); |
---|
| 357 | #endif |
---|
[866] | 358 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? |
---|
[529] | 359 | G4cout << |
---|
| 360 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
---|
| 361 | " display List for fTopPODL - try OpenGL Immediated mode." |
---|
| 362 | << G4endl; |
---|
[593] | 363 | } else { |
---|
[529] | 364 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
---|
| 365 | for (size_t i = 0; i < fPOList.size (); i++) { |
---|
[1346] | 366 | #ifdef G4DEBUG_VIS_OGL |
---|
| 367 | printf("+5\n"); |
---|
| 368 | #endif |
---|
[529] | 369 | glPushMatrix(); |
---|
| 370 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
---|
| 371 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
[593] | 372 | if (fpViewer->GetViewParameters().IsPicking()) |
---|
| 373 | glLoadName(fPOList[i].fPickName); |
---|
[529] | 374 | glCallList (fPOList[i].fDisplayListId); |
---|
[1346] | 375 | #ifdef G4DEBUG_VIS_OGL |
---|
| 376 | printf("-4\n"); |
---|
| 377 | #endif |
---|
[529] | 378 | glPopMatrix(); |
---|
| 379 | } |
---|
| 380 | } |
---|
| 381 | glEndList (); |
---|
[866] | 382 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
---|
| 383 | G4cout << |
---|
| 384 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
---|
| 385 | " display List for fTopPODL - try OpenGL Immediated mode." |
---|
| 386 | << G4endl; |
---|
| 387 | } |
---|
[529] | 388 | } |
---|
| 389 | |
---|
| 390 | G4VSceneHandler::EndModeling (); |
---|
| 391 | |
---|
| 392 | /* Debug... |
---|
| 393 | fDisplayListId = glGenLists (1); |
---|
| 394 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
---|
| 395 | */ |
---|
| 396 | } |
---|
| 397 | |
---|
| 398 | void G4OpenGLStoredSceneHandler::ClearStore () { |
---|
| 399 | |
---|
[1346] | 400 | //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl; |
---|
| 401 | |
---|
[529] | 402 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
---|
| 403 | |
---|
| 404 | // Delete OpenGL permanent display lists. |
---|
| 405 | for (size_t i = 0; i < fPOList.size (); i++) |
---|
| 406 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
---|
| 407 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
---|
| 408 | fTopPODL = 0; |
---|
| 409 | |
---|
| 410 | // Clear other lists, dictionary, etc. |
---|
| 411 | fPOList.clear (); |
---|
| 412 | fSolidMap.clear (); |
---|
[593] | 413 | ClearAndDestroyAtts(); |
---|
[529] | 414 | |
---|
| 415 | // ...and clear transient store... |
---|
| 416 | for (size_t i = 0; i < fTOList.size (); i++) |
---|
| 417 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
---|
| 418 | fTOList.clear (); |
---|
[1340] | 419 | |
---|
[1343] | 420 | fMemoryForDisplayLists = true; |
---|
[529] | 421 | } |
---|
| 422 | |
---|
| 423 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
---|
| 424 | |
---|
[1346] | 425 | //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl; |
---|
| 426 | |
---|
[529] | 427 | G4VSceneHandler::ClearTransientStore (); |
---|
| 428 | |
---|
| 429 | // Delete OpenGL transient display lists and Transient Objects themselves. |
---|
| 430 | for (size_t i = 0; i < fTOList.size (); i++) |
---|
| 431 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
---|
| 432 | fTOList.clear (); |
---|
[1307] | 433 | |
---|
[1343] | 434 | fMemoryForDisplayLists = true; |
---|
[1340] | 435 | |
---|
[1307] | 436 | // Make sure screen corresponds to graphical database... |
---|
| 437 | if (fpViewer) { |
---|
| 438 | fpViewer -> SetView (); |
---|
| 439 | fpViewer -> ClearView (); |
---|
| 440 | fpViewer -> DrawView (); |
---|
| 441 | } |
---|
[529] | 442 | } |
---|
| 443 | |
---|
| 444 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
---|
| 445 | { |
---|
| 446 | if (fReadyForTransients) { |
---|
| 447 | // Always draw transient solids, e.g., hits represented as solids. |
---|
| 448 | // (As we have no control over the order of drawing of transient |
---|
| 449 | // objects, we cannot do anything about transparent ones, as |
---|
| 450 | // below, so always draw them.) |
---|
| 451 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 452 | return; |
---|
| 453 | } |
---|
| 454 | |
---|
| 455 | // For non-transient (run-duration) objects, ensure transparent |
---|
| 456 | // objects are drawn last. The problem of |
---|
| 457 | // blending/transparency/alpha is quite a tricky one - see History |
---|
| 458 | // of opengl-V07-01-01/2/3. |
---|
| 459 | // Get vis attributes - pick up defaults if none. |
---|
| 460 | const G4VisAttributes* pVA = |
---|
| 461 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
---|
| 462 | const G4Colour& c = pVA -> GetColour (); |
---|
| 463 | G4double opacity = c.GetAlpha (); |
---|
| 464 | |
---|
| 465 | if (!fSecondPass) { |
---|
| 466 | G4bool transparency_enabled = true; |
---|
| 467 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
---|
| 468 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
---|
| 469 | if (transparency_enabled && opacity < 1.) { |
---|
| 470 | // On first pass, transparent objects are not drawn, but flag is set... |
---|
| 471 | fSecondPassRequested = true; |
---|
| 472 | return; |
---|
| 473 | } |
---|
| 474 | } |
---|
| 475 | |
---|
| 476 | // On second pass, opaque objects are not drwan... |
---|
| 477 | if (fSecondPass && opacity >= 1.) return; |
---|
| 478 | |
---|
| 479 | G4PhysicalVolumeModel* pPVModel = |
---|
| 480 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
---|
| 481 | |
---|
| 482 | if (pPVModel) { |
---|
| 483 | // If part of the geometry hierarchy, i.e., from a |
---|
| 484 | // G4PhysicalVolumeModel, check if a display list already exists for |
---|
| 485 | // this solid, re-use it if possible. We could be smarter, and |
---|
| 486 | // recognise repeated branches of the geometry hierarchy, for |
---|
| 487 | // example. But this algorithm should be secure, I think... |
---|
| 488 | const G4VSolid* pSolid = &solid; |
---|
| 489 | EAxis axis = kRho; |
---|
| 490 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
---|
| 491 | if (pCurrentPV -> IsReplicated ()) { |
---|
| 492 | G4int nReplicas; |
---|
| 493 | G4double width; |
---|
| 494 | G4double offset; |
---|
| 495 | G4bool consuming; |
---|
| 496 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
---|
| 497 | } |
---|
| 498 | // Provided it is not parametrised (because if so, the |
---|
| 499 | // solid's parameters might have been changed)... |
---|
| 500 | if (!(pCurrentPV -> IsParameterised ()) && |
---|
| 501 | // Provided it is not replicated radially (because if so, the |
---|
| 502 | // solid's parameters will have been changed)... |
---|
| 503 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
---|
| 504 | // ...and if the solid has already been rendered... |
---|
| 505 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
---|
| 506 | fDisplayListId = fSolidMap [pSolid]; |
---|
[593] | 507 | PO po(fDisplayListId,*fpObjectTransformation); |
---|
| 508 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 509 | G4AttHolder* holder = new G4AttHolder; |
---|
| 510 | // Load G4Atts from G4VisAttributes, if any... |
---|
| 511 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); |
---|
| 512 | if (va) { |
---|
| 513 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); |
---|
| 514 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); |
---|
| 515 | } |
---|
| 516 | // Load G4Atts from G4PhysicalVolumeModel... |
---|
| 517 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); |
---|
| 518 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); |
---|
| 519 | fPickMap[++fPickName] = holder; |
---|
| 520 | po.fPickName = fPickName; |
---|
| 521 | } |
---|
| 522 | fPOList.push_back(po); |
---|
[529] | 523 | } |
---|
| 524 | else { |
---|
| 525 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 526 | fSolidMap [pSolid] = fDisplayListId; |
---|
| 527 | } |
---|
| 528 | return; |
---|
| 529 | } |
---|
| 530 | |
---|
| 531 | // Otherwise invoke base class method... |
---|
| 532 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 533 | } |
---|
| 534 | |
---|
| 535 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
---|
| 536 | |
---|
[1343] | 537 | G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0; |
---|
| 538 | G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true; |
---|
| 539 | G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000; |
---|
[1340] | 540 | |
---|
[529] | 541 | #endif |
---|