[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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[915] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.40 2009/02/04 16:48:41 lgarnier 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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[936] | 83 | fTopPODL (0), |
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| 84 | fLastPolymarker(), |
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[938] | 85 | fLastPolymarkers(), |
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| 86 | nbDoublons(0) |
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[529] | 87 | {} |
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| 88 | |
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| 89 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
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| 90 | {} |
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| 91 | |
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| 92 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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| 93 | { |
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| 94 | // Track nesting depth to avoid recursive calls, for example, from a |
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| 95 | // G4Polymarker that invokes a G4Circle... |
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| 96 | fAddPrimitivePreambleNestingDepth++; |
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| 97 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
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| 98 | |
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[593] | 99 | // Because of our need to control colour of transients (display by |
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| 100 | // time fading), display lists may only cover a single primitive. |
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| 101 | // So display list setup is here. |
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[529] | 102 | |
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[593] | 103 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 104 | fPickMap[++fPickName] = 0; |
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| 105 | } |
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[529] | 106 | |
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[593] | 107 | const G4Colour& c = GetColour (visible); |
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[529] | 108 | |
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[593] | 109 | if (fMemoryForDisplayLists) { |
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| 110 | fDisplayListId = glGenLists (1); |
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[866] | 111 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? |
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[593] | 112 | G4cout << |
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| 113 | "********************* WARNING! ********************" |
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| 114 | "\nUnable to allocate any more display lists in OpenGL." |
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| 115 | "\n Continuing drawing in IMMEDIATE MODE." |
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| 116 | "\n***************************************************" |
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| 117 | << G4endl; |
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| 118 | fMemoryForDisplayLists = false; |
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| 119 | } |
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| 120 | } |
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| 121 | if (fMemoryForDisplayLists) { |
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| 122 | if (fReadyForTransients) { |
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| 123 | TO to(fDisplayListId, *fpObjectTransformation); |
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| 124 | to.fPickName = fPickName; |
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| 125 | to.fColour = c; |
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| 126 | const G4VisAttributes* pVA = |
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| 127 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
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| 128 | to.fStartTime = pVA->GetStartTime(); |
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| 129 | to.fEndTime = pVA->GetEndTime(); |
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| 130 | fTOList.push_back(to); |
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| 131 | glDrawBuffer (GL_FRONT); |
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| 132 | glPushMatrix(); |
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| 133 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 134 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 135 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 136 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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| 137 | } |
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| 138 | else { |
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| 139 | PO po(fDisplayListId, *fpObjectTransformation); |
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| 140 | po.fPickName = fPickName; |
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| 141 | fPOList.push_back(po); |
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| 142 | glNewList (fDisplayListId, GL_COMPILE); |
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| 143 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 144 | } |
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[529] | 145 | } else { |
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[593] | 146 | glDrawBuffer (GL_FRONT); |
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| 147 | glPushMatrix(); |
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| 148 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 149 | glMultMatrixd (oglt.GetGLMatrix ()); |
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[529] | 150 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 151 | } |
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[593] | 152 | |
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| 153 | if (fProcessing2D) { |
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| 154 | // Push current 3D world matrices and load identity to define screen |
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| 155 | // coordinates... |
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| 156 | glMatrixMode (GL_PROJECTION); |
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| 157 | glPushMatrix(); |
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| 158 | glLoadIdentity(); |
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[789] | 159 | glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); |
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[593] | 160 | glMatrixMode (GL_MODELVIEW); |
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| 161 | glPushMatrix(); |
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| 162 | glLoadIdentity(); |
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[688] | 163 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 164 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 165 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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[593] | 166 | } |
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[529] | 167 | } |
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| 168 | |
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| 169 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
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| 170 | { |
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[593] | 171 | if (fProcessing2D) { |
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| 172 | // Pop current 3D world matrices back again... |
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| 173 | glMatrixMode (GL_PROJECTION); |
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| 174 | glPopMatrix(); |
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| 175 | glMatrixMode (GL_MODELVIEW); |
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| 176 | glPopMatrix(); |
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| 177 | } |
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| 178 | |
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[877] | 179 | // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? |
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| 180 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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[866] | 181 | G4cout << |
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| 182 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 183 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 184 | << G4endl; |
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| 185 | } |
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[593] | 186 | if (fMemoryForDisplayLists) { |
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| 187 | glEndList(); |
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[866] | 188 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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| 189 | G4cout << |
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| 190 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 191 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 192 | << G4endl; |
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| 193 | } |
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[593] | 194 | } |
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| 195 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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| 196 | glPopMatrix(); |
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| 197 | glFlush (); |
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| 198 | glDrawBuffer (GL_BACK); |
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| 199 | } |
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[529] | 200 | fAddPrimitivePreambleNestingDepth--; |
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| 201 | } |
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| 202 | |
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| 203 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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| 204 | { |
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| 205 | AddPrimitivePreamble(polyline); |
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| 206 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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| 207 | AddPrimitivePostamble(); |
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| 208 | } |
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| 209 | |
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[593] | 210 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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| 211 | { |
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[936] | 212 | |
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[938] | 213 | std::vector< G4Polymarker > poly; |
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[936] | 214 | // 40,83 N03 lancement |
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| 215 | // 289,69 10Gev supp doublons + bitmap 21 frame en 10 sec |
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| 216 | // 343,45 10Gev full polymarker + bitmap 15 frame en 10 sec |
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| 217 | // 351,67 10Gev full polymarker - bitmap 31 frame en 10 sec |
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[938] | 218 | // 257,90 10Gev supp doublons MAX - bitmap 42 frame en 10 sec 45757 markers et 16243 enleves |
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[936] | 219 | // Check |
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| 220 | int reste = polymarker.size(); |
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[938] | 221 | bool res = false; |
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| 222 | if (fLastPolymarkers.size() > 0 ) { |
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[942] | 223 | |
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[945] | 224 | // Loop new point to check |
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[936] | 225 | for (unsigned int b=0; b< polymarker.size();b++) { |
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[945] | 226 | // printf("check %d/%d\n",b,polymarker.size()); |
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[938] | 227 | res= false; |
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[945] | 228 | |
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| 229 | // Look for stored point list |
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[938] | 230 | for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) { |
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[945] | 231 | // printf("against vect %d/%d\n",a,fLastPolymarker.size()); |
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[942] | 232 | std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a]; |
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| 233 | int size= storedPoly.size()-1; |
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[945] | 234 | |
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| 235 | // Look for point |
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| 236 | for (int aPoly=0; aPoly< size ;aPoly++) { |
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| 237 | // printf("against poly %d/%d\n",aPoly,storedPoly.size()); |
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[942] | 238 | if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) && |
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| 239 | ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) && |
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| 240 | ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) { |
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| 241 | reste --; |
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| 242 | res= true; |
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| 243 | nbDoublons++; |
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[945] | 244 | // printf("G4OpenGLStoredSceneHandler::AddPrimitive PT %d/%d ALREADY FOUND TOT:%d. OLD pos %d/%d in %d PolyMarkerList STILL %d Marker in list. Point is %f %f %f\n",b,polymarker.size(), nbDoublons, aPoly,size,a ,reste,polymarker[b].x(),polymarker[b].y(),polymarker[b].z()); |
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[942] | 245 | } |
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[938] | 246 | } |
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[936] | 247 | } |
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[938] | 248 | // Add |
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| 249 | if (!res) { |
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| 250 | G4Polymarker tmp; |
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| 251 | tmp.SetPosition(polymarker[b]); |
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[942] | 252 | poly.push_back(tmp); |
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[938] | 253 | } |
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[936] | 254 | } |
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[938] | 255 | } else { |
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| 256 | for (unsigned int b=0; b< polymarker.size();b++) { |
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| 257 | G4Polymarker tmp; |
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| 258 | tmp.SetPosition(polymarker[b]); |
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| 259 | poly.push_back(tmp); |
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| 260 | } |
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[936] | 261 | } |
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[942] | 262 | fLastPolymarkers.push_back(poly); |
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[936] | 263 | #define TEST_MARKER 1 |
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| 264 | #ifdef TEST_MARKER |
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| 265 | // if it is already done |
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[938] | 266 | if (poly.size() == 1 ) { |
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| 267 | // if (polymarker.size() >0) { |
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| 268 | // if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) && |
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| 269 | // ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) && |
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| 270 | // ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) { |
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| 271 | // if (fpViewer->GetViewParameters().IsPicking()) { |
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| 272 | // glLoadName(++fPickName); |
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| 273 | // fPickMap[fPickName] = 0; |
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| 274 | // } |
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| 275 | // printf("G4OpenGLStoredSceneHandler::AddPrimitive SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z()); |
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| 276 | const G4Colour& c = GetColour (polymarker); |
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| 277 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 278 | G4OpenGLSceneHandler::AddPrimitive(poly[0]); |
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| 279 | // fLastPolymarker.SetPosition(polymarker[poly]); |
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| 280 | return; |
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[936] | 281 | } |
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| 282 | #endif |
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[946] | 283 | printf("G4OpenGLStoredSceneHandler::AddPrimitive new marker list\n"); |
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[593] | 284 | AddPrimitivePreamble(polymarker); |
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| 285 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
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| 286 | AddPrimitivePostamble(); |
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[938] | 287 | // fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]); |
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[593] | 288 | } |
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| 289 | |
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| 290 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) |
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| 291 | { |
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| 292 | // Note: colour is still handled in |
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| 293 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still |
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| 294 | // gets into the display list |
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| 295 | AddPrimitivePreamble(text); |
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| 296 | G4OpenGLSceneHandler::AddPrimitive(text); |
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| 297 | AddPrimitivePostamble(); |
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| 298 | } |
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| 299 | |
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[529] | 300 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
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| 301 | { |
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| 302 | AddPrimitivePreamble(circle); |
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| 303 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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| 304 | AddPrimitivePostamble(); |
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| 305 | } |
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| 306 | |
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| 307 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
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| 308 | { |
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| 309 | AddPrimitivePreamble(square); |
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| 310 | G4OpenGLSceneHandler::AddPrimitive(square); |
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| 311 | AddPrimitivePostamble(); |
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| 312 | } |
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| 313 | |
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[593] | 314 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) |
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[529] | 315 | { |
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[593] | 316 | // Let base class split into primitives. |
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| 317 | G4OpenGLSceneHandler::AddPrimitive(scale); |
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| 318 | } |
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| 319 | |
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| 320 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) |
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| 321 | { |
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| 322 | // Note: colour is still handled in |
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| 323 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still |
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| 324 | // gets into the display list |
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| 325 | AddPrimitivePreamble(polyhedron); |
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| 326 | G4OpenGLSceneHandler::AddPrimitive(polyhedron); |
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[529] | 327 | AddPrimitivePostamble(); |
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| 328 | } |
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| 329 | |
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[593] | 330 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) |
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| 331 | { |
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| 332 | // Note: colour is still handled in |
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| 333 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still |
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| 334 | // gets into the display list |
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| 335 | AddPrimitivePreamble(nurbs); |
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| 336 | G4OpenGLSceneHandler::AddPrimitive(nurbs); |
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| 337 | AddPrimitivePostamble(); |
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| 338 | } |
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| 339 | |
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[529] | 340 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
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[593] | 341 | (const G4Transform3D& objectTransformation) |
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| 342 | { |
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| 343 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); |
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[529] | 344 | |
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[593] | 345 | // Display list setup moved to AddPrimitivePreamble. See notes there. |
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[529] | 346 | } |
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| 347 | |
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[593] | 348 | void G4OpenGLStoredSceneHandler::EndPrimitives () |
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| 349 | { |
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| 350 | G4OpenGLSceneHandler::EndPrimitives (); |
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[529] | 351 | } |
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| 352 | |
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[688] | 353 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D |
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| 354 | (const G4Transform3D& objectTransformation) |
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[529] | 355 | { |
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[688] | 356 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); |
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[529] | 357 | } |
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| 358 | |
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| 359 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
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| 360 | { |
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[593] | 361 | G4OpenGLSceneHandler::EndPrimitives2D (); |
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[529] | 362 | } |
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| 363 | |
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| 364 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
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| 365 | G4VSceneHandler::BeginModeling(); |
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| 366 | ClearStore(); // ...and all that goes with it. |
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| 367 | /* Debug... |
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| 368 | fDisplayListId = glGenLists (1); |
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| 369 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
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| 370 | */ |
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| 371 | } |
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| 372 | |
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| 373 | void G4OpenGLStoredSceneHandler::EndModeling () { |
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| 374 | // Make a List which calls the other lists. |
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[936] | 375 | printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n"); |
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[529] | 376 | fTopPODL = glGenLists (1); |
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[866] | 377 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? |
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[529] | 378 | G4cout << |
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| 379 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 380 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 381 | << G4endl; |
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[593] | 382 | } else { |
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[529] | 383 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
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| 384 | for (size_t i = 0; i < fPOList.size (); i++) { |
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| 385 | glPushMatrix(); |
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| 386 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
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| 387 | glMultMatrixd (oglt.GetGLMatrix ()); |
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[593] | 388 | if (fpViewer->GetViewParameters().IsPicking()) |
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| 389 | glLoadName(fPOList[i].fPickName); |
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[529] | 390 | glCallList (fPOList[i].fDisplayListId); |
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| 391 | glPopMatrix(); |
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| 392 | } |
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| 393 | } |
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| 394 | glEndList (); |
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[866] | 395 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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| 396 | G4cout << |
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| 397 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 398 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 399 | << G4endl; |
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| 400 | } |
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[529] | 401 | } |
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| 402 | |
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| 403 | G4VSceneHandler::EndModeling (); |
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| 404 | |
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| 405 | /* Debug... |
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| 406 | fDisplayListId = glGenLists (1); |
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| 407 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
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| 408 | */ |
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| 409 | } |
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| 410 | |
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| 411 | void G4OpenGLStoredSceneHandler::ClearStore () { |
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| 412 | |
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| 413 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
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| 414 | |
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| 415 | // Delete OpenGL permanent display lists. |
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| 416 | for (size_t i = 0; i < fPOList.size (); i++) |
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| 417 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
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| 418 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
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| 419 | fTopPODL = 0; |
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| 420 | |
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| 421 | // Clear other lists, dictionary, etc. |
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| 422 | fPOList.clear (); |
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| 423 | fSolidMap.clear (); |
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[593] | 424 | ClearAndDestroyAtts(); |
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[529] | 425 | |
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| 426 | // ...and clear transient store... |
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| 427 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 428 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 429 | fTOList.clear (); |
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| 430 | } |
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| 431 | |
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| 432 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
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| 433 | |
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| 434 | G4VSceneHandler::ClearTransientStore (); |
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| 435 | |
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| 436 | // Delete OpenGL transient display lists and Transient Objects themselves. |
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| 437 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 438 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 439 | fTOList.clear (); |
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| 440 | |
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| 441 | // Make sure screen corresponds to graphical database... |
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| 442 | if (fpViewer) { |
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| 443 | fpViewer -> SetView (); |
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| 444 | fpViewer -> ClearView (); |
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| 445 | fpViewer -> DrawView (); |
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| 446 | } |
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| 447 | } |
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| 448 | |
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| 449 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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| 450 | { |
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| 451 | if (fReadyForTransients) { |
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| 452 | // Always draw transient solids, e.g., hits represented as solids. |
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| 453 | // (As we have no control over the order of drawing of transient |
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| 454 | // objects, we cannot do anything about transparent ones, as |
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| 455 | // below, so always draw them.) |
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| 456 | G4VSceneHandler::RequestPrimitives (solid); |
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| 457 | return; |
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| 458 | } |
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| 459 | |
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| 460 | // For non-transient (run-duration) objects, ensure transparent |
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| 461 | // objects are drawn last. The problem of |
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| 462 | // blending/transparency/alpha is quite a tricky one - see History |
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| 463 | // of opengl-V07-01-01/2/3. |
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| 464 | // Get vis attributes - pick up defaults if none. |
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| 465 | const G4VisAttributes* pVA = |
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| 466 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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| 467 | const G4Colour& c = pVA -> GetColour (); |
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| 468 | G4double opacity = c.GetAlpha (); |
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| 469 | |
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| 470 | if (!fSecondPass) { |
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| 471 | G4bool transparency_enabled = true; |
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| 472 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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| 473 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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| 474 | if (transparency_enabled && opacity < 1.) { |
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| 475 | // On first pass, transparent objects are not drawn, but flag is set... |
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| 476 | fSecondPassRequested = true; |
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| 477 | return; |
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| 478 | } |
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| 479 | } |
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| 480 | |
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| 481 | // On second pass, opaque objects are not drwan... |
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| 482 | if (fSecondPass && opacity >= 1.) return; |
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| 483 | |
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| 484 | G4PhysicalVolumeModel* pPVModel = |
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| 485 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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| 486 | |
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| 487 | if (pPVModel) { |
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| 488 | // If part of the geometry hierarchy, i.e., from a |
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| 489 | // G4PhysicalVolumeModel, check if a display list already exists for |
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| 490 | // this solid, re-use it if possible. We could be smarter, and |
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| 491 | // recognise repeated branches of the geometry hierarchy, for |
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| 492 | // example. But this algorithm should be secure, I think... |
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| 493 | const G4VSolid* pSolid = &solid; |
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| 494 | EAxis axis = kRho; |
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| 495 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
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| 496 | if (pCurrentPV -> IsReplicated ()) { |
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| 497 | G4int nReplicas; |
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| 498 | G4double width; |
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| 499 | G4double offset; |
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| 500 | G4bool consuming; |
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| 501 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
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| 502 | } |
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| 503 | // Provided it is not parametrised (because if so, the |
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| 504 | // solid's parameters might have been changed)... |
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| 505 | if (!(pCurrentPV -> IsParameterised ()) && |
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| 506 | // Provided it is not replicated radially (because if so, the |
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| 507 | // solid's parameters will have been changed)... |
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| 508 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
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| 509 | // ...and if the solid has already been rendered... |
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| 510 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
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| 511 | fDisplayListId = fSolidMap [pSolid]; |
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[593] | 512 | PO po(fDisplayListId,*fpObjectTransformation); |
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| 513 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 514 | G4AttHolder* holder = new G4AttHolder; |
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| 515 | // Load G4Atts from G4VisAttributes, if any... |
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| 516 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); |
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| 517 | if (va) { |
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| 518 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); |
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| 519 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); |
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| 520 | } |
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| 521 | // Load G4Atts from G4PhysicalVolumeModel... |
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| 522 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); |
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| 523 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); |
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| 524 | fPickMap[++fPickName] = holder; |
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| 525 | po.fPickName = fPickName; |
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| 526 | } |
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| 527 | fPOList.push_back(po); |
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[529] | 528 | } |
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| 529 | else { |
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| 530 | G4VSceneHandler::RequestPrimitives (solid); |
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| 531 | fSolidMap [pSolid] = fDisplayListId; |
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| 532 | } |
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| 533 | return; |
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| 534 | } |
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| 535 | |
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| 536 | // Otherwise invoke base class method... |
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| 537 | G4VSceneHandler::RequestPrimitives (solid); |
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| 538 | } |
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| 539 | |
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| 540 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
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| 541 | |
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| 542 | #endif |
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