source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc@ 955

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[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//
[915]27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.40 2009/02/04 16:48:41 lgarnier Exp $
[877]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]59G4OpenGLStoredSceneHandler::PO::PO
60(G4int id,
61 const G4Transform3D& tr):
62 fDisplayListId(id),
63 fTransform(tr),
64 fPickName(0)
65{}
66
67G4OpenGLStoredSceneHandler::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
77G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
78(G4VGraphicsSystem& system,
79 const G4String& name):
[529]80G4OpenGLSceneHandler (system, fSceneIdCount++, name),
81fMemoryForDisplayLists (true),
82fAddPrimitivePreambleNestingDepth (0),
[936]83fTopPODL (0),
84fLastPolymarker(),
[938]85fLastPolymarkers(),
86nbDoublons(0)
[529]87{}
88
89G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
90{}
91
92void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
93{
94 // Track nesting depth to avoid recursive calls, for example, from a
95 // G4Polymarker that invokes a G4Circle...
96 fAddPrimitivePreambleNestingDepth++;
97 if (fAddPrimitivePreambleNestingDepth > 1) return;
98
[593]99 // Because of our need to control colour of transients (display by
100 // time fading), display lists may only cover a single primitive.
101 // So display list setup is here.
[529]102
[593]103 if (fpViewer->GetViewParameters().IsPicking()) {
104 fPickMap[++fPickName] = 0;
105 }
[529]106
[593]107 const G4Colour& c = GetColour (visible);
[529]108
[593]109 if (fMemoryForDisplayLists) {
110 fDisplayListId = glGenLists (1);
[866]111 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
[593]112 G4cout <<
113 "********************* WARNING! ********************"
114 "\nUnable to allocate any more display lists in OpenGL."
115 "\n Continuing drawing in IMMEDIATE MODE."
116 "\n***************************************************"
117 << G4endl;
118 fMemoryForDisplayLists = false;
119 }
120 }
121 if (fMemoryForDisplayLists) {
122 if (fReadyForTransients) {
123 TO to(fDisplayListId, *fpObjectTransformation);
124 to.fPickName = fPickName;
125 to.fColour = c;
126 const G4VisAttributes* pVA =
127 fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
128 to.fStartTime = pVA->GetStartTime();
129 to.fEndTime = pVA->GetEndTime();
130 fTOList.push_back(to);
131 glDrawBuffer (GL_FRONT);
132 glPushMatrix();
133 G4OpenGLTransform3D oglt (*fpObjectTransformation);
134 glMultMatrixd (oglt.GetGLMatrix ());
135 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
136 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
137 }
138 else {
139 PO po(fDisplayListId, *fpObjectTransformation);
140 po.fPickName = fPickName;
141 fPOList.push_back(po);
142 glNewList (fDisplayListId, GL_COMPILE);
143 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
144 }
[529]145 } else {
[593]146 glDrawBuffer (GL_FRONT);
147 glPushMatrix();
148 G4OpenGLTransform3D oglt (*fpObjectTransformation);
149 glMultMatrixd (oglt.GetGLMatrix ());
[529]150 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
151 }
[593]152
153 if (fProcessing2D) {
154 // Push current 3D world matrices and load identity to define screen
155 // coordinates...
156 glMatrixMode (GL_PROJECTION);
157 glPushMatrix();
158 glLoadIdentity();
[789]159 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
[593]160 glMatrixMode (GL_MODELVIEW);
161 glPushMatrix();
162 glLoadIdentity();
[688]163 G4OpenGLTransform3D oglt (*fpObjectTransformation);
164 glMultMatrixd (oglt.GetGLMatrix ());
165 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
[593]166 }
[529]167}
168
169void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
170{
[593]171 if (fProcessing2D) {
172 // Pop current 3D world matrices back again...
173 glMatrixMode (GL_PROJECTION);
174 glPopMatrix();
175 glMatrixMode (GL_MODELVIEW);
176 glPopMatrix();
177 }
178
[877]179 // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close?
180 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
[866]181 G4cout <<
182 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
183 " display List for fTopPODL - try OpenGL Immediated mode."
184 << G4endl;
185 }
[593]186 if (fMemoryForDisplayLists) {
187 glEndList();
[866]188 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
189 G4cout <<
190 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
191 " display List for fTopPODL - try OpenGL Immediated mode."
192 << G4endl;
193 }
[593]194 }
195 if (fReadyForTransients || !fMemoryForDisplayLists) {
196 glPopMatrix();
[955]197#ifdef G4DEBUG_VIS_OGL
198 printf("G4OpenGLStoredSceneHandler::AddPrimitivePostamble glFlush\n");
199#endif
[593]200 glFlush ();
201 glDrawBuffer (GL_BACK);
202 }
[529]203 fAddPrimitivePreambleNestingDepth--;
204}
205
206void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
207{
208 AddPrimitivePreamble(polyline);
209 G4OpenGLSceneHandler::AddPrimitive(polyline);
210 AddPrimitivePostamble();
211}
212
[593]213void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
214{
[936]215
[948]216 printf("G4OpenGLStoredSceneHandler::AddPrimitive\n");
217
[938]218 std::vector< G4Polymarker > poly;
[936]219 // 40,83 N03 lancement
220 // 289,69 10Gev supp doublons + bitmap 21 frame en 10 sec
221 // 343,45 10Gev full polymarker + bitmap 15 frame en 10 sec
222 // 351,67 10Gev full polymarker - bitmap 31 frame en 10 sec
[938]223 // 257,90 10Gev supp doublons MAX - bitmap 42 frame en 10 sec 45757 markers et 16243 enleves
[936]224 // Check
225 int reste = polymarker.size();
[938]226 bool res = false;
227 if (fLastPolymarkers.size() > 0 ) {
[942]228
[945]229 // Loop new point to check
[936]230 for (unsigned int b=0; b< polymarker.size();b++) {
[945]231 // printf("check %d/%d\n",b,polymarker.size());
[938]232 res= false;
[945]233
234 // Look for stored point list
[938]235 for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) {
[945]236 // printf("against vect %d/%d\n",a,fLastPolymarker.size());
[942]237 std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a];
238 int size= storedPoly.size()-1;
[945]239
240 // Look for point
241 for (int aPoly=0; aPoly< size ;aPoly++) {
242 // printf("against poly %d/%d\n",aPoly,storedPoly.size());
[942]243 if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) &&
244 ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) &&
245 ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) {
246 reste --;
[948]247// res= true;
[942]248 nbDoublons++;
[945]249 // 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());
[942]250 }
[938]251 }
[936]252 }
[938]253 // Add
254 if (!res) {
255 G4Polymarker tmp;
256 tmp.SetPosition(polymarker[b]);
[942]257 poly.push_back(tmp);
[938]258 }
[936]259 }
[938]260 } else {
261 for (unsigned int b=0; b< polymarker.size();b++) {
262 G4Polymarker tmp;
263 tmp.SetPosition(polymarker[b]);
264 poly.push_back(tmp);
265 }
[936]266 }
[942]267 fLastPolymarkers.push_back(poly);
[936]268#define TEST_MARKER 1
269#ifdef TEST_MARKER
270 // if it is already done
[938]271 if (poly.size() == 1 ) {
272 // if (polymarker.size() >0) {
273 // if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) &&
274 // ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) &&
275 // ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) {
276 // if (fpViewer->GetViewParameters().IsPicking()) {
277 // glLoadName(++fPickName);
278 // fPickMap[fPickName] = 0;
279 // }
280 // printf("G4OpenGLStoredSceneHandler::AddPrimitive SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z());
281 const G4Colour& c = GetColour (polymarker);
282 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
283 G4OpenGLSceneHandler::AddPrimitive(poly[0]);
284 // fLastPolymarker.SetPosition(polymarker[poly]);
285 return;
[936]286 }
287#endif
[946]288 printf("G4OpenGLStoredSceneHandler::AddPrimitive new marker list\n");
[593]289 AddPrimitivePreamble(polymarker);
290 G4OpenGLSceneHandler::AddPrimitive(polymarker);
291 AddPrimitivePostamble();
[938]292// fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]);
[593]293}
294
295void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
296{
297 // Note: colour is still handled in
298 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
299 // gets into the display list
300 AddPrimitivePreamble(text);
301 G4OpenGLSceneHandler::AddPrimitive(text);
302 AddPrimitivePostamble();
303}
304
[529]305void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
306{
307 AddPrimitivePreamble(circle);
308 G4OpenGLSceneHandler::AddPrimitive(circle);
309 AddPrimitivePostamble();
310}
311
312void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
313{
314 AddPrimitivePreamble(square);
315 G4OpenGLSceneHandler::AddPrimitive(square);
316 AddPrimitivePostamble();
317}
318
[593]319void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
[529]320{
[593]321 // Let base class split into primitives.
322 G4OpenGLSceneHandler::AddPrimitive(scale);
323}
324
325void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
326{
327 // Note: colour is still handled in
328 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
329 // gets into the display list
330 AddPrimitivePreamble(polyhedron);
331 G4OpenGLSceneHandler::AddPrimitive(polyhedron);
[529]332 AddPrimitivePostamble();
333}
334
[593]335void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
336{
337 // Note: colour is still handled in
338 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
339 // gets into the display list
340 AddPrimitivePreamble(nurbs);
341 G4OpenGLSceneHandler::AddPrimitive(nurbs);
342 AddPrimitivePostamble();
343}
344
[529]345void G4OpenGLStoredSceneHandler::BeginPrimitives
[593]346(const G4Transform3D& objectTransformation)
347{
348 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
[529]349
[593]350 // Display list setup moved to AddPrimitivePreamble. See notes there.
[529]351}
352
[593]353void G4OpenGLStoredSceneHandler::EndPrimitives ()
354{
355 G4OpenGLSceneHandler::EndPrimitives ();
[529]356}
357
[688]358void G4OpenGLStoredSceneHandler::BeginPrimitives2D
359(const G4Transform3D& objectTransformation)
[529]360{
[688]361 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
[529]362}
363
364void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
365{
[593]366 G4OpenGLSceneHandler::EndPrimitives2D ();
[529]367}
368
369void G4OpenGLStoredSceneHandler::BeginModeling () {
370 G4VSceneHandler::BeginModeling();
371 ClearStore(); // ...and all that goes with it.
372 /* Debug...
373 fDisplayListId = glGenLists (1);
374 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
375 */
376}
377
378void G4OpenGLStoredSceneHandler::EndModeling () {
379 // Make a List which calls the other lists.
[936]380 printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n");
[529]381 fTopPODL = glGenLists (1);
[866]382 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
[529]383 G4cout <<
384 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
385 " display List for fTopPODL - try OpenGL Immediated mode."
386 << G4endl;
[593]387 } else {
[529]388 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
389 for (size_t i = 0; i < fPOList.size (); i++) {
390 glPushMatrix();
391 G4OpenGLTransform3D oglt (fPOList[i].fTransform);
392 glMultMatrixd (oglt.GetGLMatrix ());
[593]393 if (fpViewer->GetViewParameters().IsPicking())
394 glLoadName(fPOList[i].fPickName);
[529]395 glCallList (fPOList[i].fDisplayListId);
396 glPopMatrix();
397 }
398 }
399 glEndList ();
[866]400 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
401 G4cout <<
402 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
403 " display List for fTopPODL - try OpenGL Immediated mode."
404 << G4endl;
405 }
[529]406 }
407
408 G4VSceneHandler::EndModeling ();
409
410 /* Debug...
411 fDisplayListId = glGenLists (1);
412 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
413 */
414}
415
416void G4OpenGLStoredSceneHandler::ClearStore () {
417
418 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
419
420 // Delete OpenGL permanent display lists.
421 for (size_t i = 0; i < fPOList.size (); i++)
422 glDeleteLists (fPOList[i].fDisplayListId, 1);
423 if (fTopPODL) glDeleteLists (fTopPODL, 1);
424 fTopPODL = 0;
425
426 // Clear other lists, dictionary, etc.
427 fPOList.clear ();
428 fSolidMap.clear ();
[593]429 ClearAndDestroyAtts();
[529]430
431 // ...and clear transient store...
432 for (size_t i = 0; i < fTOList.size (); i++)
433 glDeleteLists(fTOList[i].fDisplayListId, 1);
434 fTOList.clear ();
435}
436
437void G4OpenGLStoredSceneHandler::ClearTransientStore () {
438
439 G4VSceneHandler::ClearTransientStore ();
440
441 // Delete OpenGL transient display lists and Transient Objects themselves.
442 for (size_t i = 0; i < fTOList.size (); i++)
443 glDeleteLists(fTOList[i].fDisplayListId, 1);
444 fTOList.clear ();
445
446 // Make sure screen corresponds to graphical database...
447 if (fpViewer) {
448 fpViewer -> SetView ();
449 fpViewer -> ClearView ();
450 fpViewer -> DrawView ();
451 }
452}
453
454void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
455{
456 if (fReadyForTransients) {
457 // Always draw transient solids, e.g., hits represented as solids.
458 // (As we have no control over the order of drawing of transient
459 // objects, we cannot do anything about transparent ones, as
460 // below, so always draw them.)
461 G4VSceneHandler::RequestPrimitives (solid);
462 return;
463 }
464
465 // For non-transient (run-duration) objects, ensure transparent
466 // objects are drawn last. The problem of
467 // blending/transparency/alpha is quite a tricky one - see History
468 // of opengl-V07-01-01/2/3.
469 // Get vis attributes - pick up defaults if none.
470 const G4VisAttributes* pVA =
471 fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
472 const G4Colour& c = pVA -> GetColour ();
473 G4double opacity = c.GetAlpha ();
474
475 if (!fSecondPass) {
476 G4bool transparency_enabled = true;
477 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
478 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
479 if (transparency_enabled && opacity < 1.) {
480 // On first pass, transparent objects are not drawn, but flag is set...
481 fSecondPassRequested = true;
482 return;
483 }
484 }
485
486 // On second pass, opaque objects are not drwan...
487 if (fSecondPass && opacity >= 1.) return;
488
489 G4PhysicalVolumeModel* pPVModel =
490 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
491
492 if (pPVModel) {
493 // If part of the geometry hierarchy, i.e., from a
494 // G4PhysicalVolumeModel, check if a display list already exists for
495 // this solid, re-use it if possible. We could be smarter, and
496 // recognise repeated branches of the geometry hierarchy, for
497 // example. But this algorithm should be secure, I think...
498 const G4VSolid* pSolid = &solid;
499 EAxis axis = kRho;
500 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
501 if (pCurrentPV -> IsReplicated ()) {
502 G4int nReplicas;
503 G4double width;
504 G4double offset;
505 G4bool consuming;
506 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
507 }
508 // Provided it is not parametrised (because if so, the
509 // solid's parameters might have been changed)...
510 if (!(pCurrentPV -> IsParameterised ()) &&
511 // Provided it is not replicated radially (because if so, the
512 // solid's parameters will have been changed)...
513 !(pCurrentPV -> IsReplicated () && axis == kRho) &&
514 // ...and if the solid has already been rendered...
515 (fSolidMap.find (pSolid) != fSolidMap.end ())) {
516 fDisplayListId = fSolidMap [pSolid];
[593]517 PO po(fDisplayListId,*fpObjectTransformation);
518 if (fpViewer->GetViewParameters().IsPicking()) {
519 G4AttHolder* holder = new G4AttHolder;
520 // Load G4Atts from G4VisAttributes, if any...
521 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
522 if (va) {
523 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
524 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
525 }
526 // Load G4Atts from G4PhysicalVolumeModel...
527 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
528 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
529 fPickMap[++fPickName] = holder;
530 po.fPickName = fPickName;
531 }
532 fPOList.push_back(po);
[529]533 }
534 else {
535 G4VSceneHandler::RequestPrimitives (solid);
536 fSolidMap [pSolid] = fDisplayListId;
537 }
538 return;
539 }
540
541 // Otherwise invoke base class method...
542 G4VSceneHandler::RequestPrimitives (solid);
543}
544
545G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
546
547#endif
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