source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 946

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27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.40 2009/02/04 16:48:41 lgarnier Exp $
28// GEANT4 tag $Name:  $
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"
48#include "G4LogicalVolume.hh"
49#include "G4Polyline.hh"
50#include "G4Polymarker.hh"
51#include "G4Text.hh"
52#include "G4Circle.hh"
53#include "G4Square.hh"
54#include "G4Polyhedron.hh"
55#include "G4AttHolder.hh"
56#include "G4OpenGLTransform3D.hh"
57#include "G4OpenGLViewer.hh"
58
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):
80G4OpenGLSceneHandler (system, fSceneIdCount++, name),
81fMemoryForDisplayLists (true),
82fAddPrimitivePreambleNestingDepth (0),
83fTopPODL (0),
84fLastPolymarker(),
85fLastPolymarkers(),
86nbDoublons(0)
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
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.
102
103  if (fpViewer->GetViewParameters().IsPicking()) {
104    fPickMap[++fPickName] = 0;
105  }
106
107  const G4Colour& c = GetColour (visible);
108
109  if (fMemoryForDisplayLists) {
110    fDisplayListId = glGenLists (1);
111    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
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    }
145  } else {
146    glDrawBuffer (GL_FRONT);
147    glPushMatrix();
148    G4OpenGLTransform3D oglt (*fpObjectTransformation);
149    glMultMatrixd (oglt.GetGLMatrix ());
150    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
151  }
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();
159    glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
160    glMatrixMode (GL_MODELVIEW);
161    glPushMatrix();
162    glLoadIdentity();
163    G4OpenGLTransform3D oglt (*fpObjectTransformation);
164    glMultMatrixd (oglt.GetGLMatrix ());
165    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
166  }
167}
168
169void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
170{
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
179  //  if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) {  // Could close?
180  if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
181    G4cout <<
182      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
183      "  display List for fTopPODL - try OpenGL Immediated mode."
184           << G4endl;
185  }
186  if (fMemoryForDisplayLists) {
187    glEndList();
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    }
194  }
195  if (fReadyForTransients || !fMemoryForDisplayLists) {
196    glPopMatrix();
197    glFlush ();
198    glDrawBuffer (GL_BACK);
199  }
200  fAddPrimitivePreambleNestingDepth--;
201}
202
203void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
204{
205  AddPrimitivePreamble(polyline);
206  G4OpenGLSceneHandler::AddPrimitive(polyline);
207  AddPrimitivePostamble();
208}
209
210void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
211{
212
213  std::vector< G4Polymarker > poly;
214    // 40,83 N03 lancement
215    // 289,69 10Gev supp doublons   + bitmap 21 frame en 10 sec
216    // 343,45 10Gev full polymarker + bitmap 15 frame en 10 sec
217    // 351,67 10Gev full polymarker - bitmap 31 frame en 10 sec
218    // 257,90 10Gev supp doublons MAX  - bitmap 42 frame en 10 sec 45757 markers et 16243 enleves
219  // Check
220  int reste = polymarker.size();
221  bool res = false;
222  if (fLastPolymarkers.size() > 0 ) {
223
224    // Loop new point to check
225    for (unsigned int b=0; b< polymarker.size();b++) {
226      //      printf("check %d/%d\n",b,polymarker.size());
227      res= false;
228
229      // Look for stored point list
230      for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) {
231        //        printf("against vect %d/%d\n",a,fLastPolymarker.size());
232        std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a];
233        int size= storedPoly.size()-1;
234
235        // Look for point
236        for (int aPoly=0; aPoly< size ;aPoly++) {
237          //          printf("against poly %d/%d\n",aPoly,storedPoly.size());
238          if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) &&
239              ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) &&
240              ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) {
241            reste --;
242            res= true;
243            nbDoublons++;
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());
245          }
246        }
247      }
248      // Add
249      if (!res) {
250        G4Polymarker tmp;
251        tmp.SetPosition(polymarker[b]);
252        poly.push_back(tmp);
253      }
254    }
255  } else {
256    for (unsigned int b=0; b< polymarker.size();b++) {
257      G4Polymarker tmp;
258      tmp.SetPosition(polymarker[b]);
259      poly.push_back(tmp);
260    }
261  }
262  fLastPolymarkers.push_back(poly);
263#define TEST_MARKER 1
264#ifdef TEST_MARKER
265  // if it is already done
266  if (poly.size() == 1 ) {
267    //   if (polymarker.size() >0) {
268    //     if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) &&
269    //         ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) &&
270    //         ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) {
271    //       if (fpViewer->GetViewParameters().IsPicking()) {
272    //         glLoadName(++fPickName);
273    //         fPickMap[fPickName] = 0;
274    //       }
275    //       printf("G4OpenGLStoredSceneHandler::AddPrimitive  SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z());
276    const G4Colour& c = GetColour (polymarker);
277    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
278    G4OpenGLSceneHandler::AddPrimitive(poly[0]);
279    //    fLastPolymarker.SetPosition(polymarker[poly]);
280    return;
281  }
282#endif 
283  printf("G4OpenGLStoredSceneHandler::AddPrimitive new marker list\n");
284  AddPrimitivePreamble(polymarker);
285  G4OpenGLSceneHandler::AddPrimitive(polymarker);
286  AddPrimitivePostamble();
287//  fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]);
288}
289
290void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
291{
292  // Note: colour is still handled in
293  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
294  // gets into the display list
295  AddPrimitivePreamble(text);
296  G4OpenGLSceneHandler::AddPrimitive(text);
297  AddPrimitivePostamble();
298}
299
300void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
301{
302  AddPrimitivePreamble(circle);
303  G4OpenGLSceneHandler::AddPrimitive(circle);
304  AddPrimitivePostamble();
305}
306
307void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
308{
309  AddPrimitivePreamble(square);
310  G4OpenGLSceneHandler::AddPrimitive(square);
311  AddPrimitivePostamble();
312}
313
314void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
315{
316  // Let base class split into primitives.
317  G4OpenGLSceneHandler::AddPrimitive(scale);
318}
319
320void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
321{
322  // Note: colour is still handled in
323  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
324  // gets into the display list
325  AddPrimitivePreamble(polyhedron);
326  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
327  AddPrimitivePostamble();
328}
329
330void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
331{
332  // Note: colour is still handled in
333  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
334  // gets into the display list
335  AddPrimitivePreamble(nurbs);
336  G4OpenGLSceneHandler::AddPrimitive(nurbs);
337  AddPrimitivePostamble();
338}
339
340void G4OpenGLStoredSceneHandler::BeginPrimitives
341(const G4Transform3D& objectTransformation)
342
343  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
344
345  // Display list setup moved to AddPrimitivePreamble.  See notes there.
346}
347
348void G4OpenGLStoredSceneHandler::EndPrimitives ()
349{
350  G4OpenGLSceneHandler::EndPrimitives ();
351}
352
353void G4OpenGLStoredSceneHandler::BeginPrimitives2D
354(const G4Transform3D& objectTransformation)
355{
356  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
357}
358
359void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
360{
361  G4OpenGLSceneHandler::EndPrimitives2D ();
362}
363
364void G4OpenGLStoredSceneHandler::BeginModeling () {
365  G4VSceneHandler::BeginModeling();
366  ClearStore();  // ...and all that goes with it.
367  /* Debug...
368  fDisplayListId = glGenLists (1);
369  G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
370  */
371}
372
373void G4OpenGLStoredSceneHandler::EndModeling () {
374  // Make a List which calls the other lists.
375  printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n");
376  fTopPODL = glGenLists (1);
377  if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
378    G4cout <<
379      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
380      "  display List for fTopPODL - try OpenGL Immediated mode."
381           << G4endl;
382  } else {
383    glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
384      for (size_t i = 0; i < fPOList.size (); i++) {
385        glPushMatrix();
386        G4OpenGLTransform3D oglt (fPOList[i].fTransform);
387        glMultMatrixd (oglt.GetGLMatrix ());
388        if (fpViewer->GetViewParameters().IsPicking())
389          glLoadName(fPOList[i].fPickName);
390        glCallList (fPOList[i].fDisplayListId);
391        glPopMatrix();
392      }
393    }
394    glEndList ();
395    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
396      G4cout <<
397        "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
398        "  display List for fTopPODL - try OpenGL Immediated mode."
399             << G4endl;
400    }
401  }
402
403  G4VSceneHandler::EndModeling ();
404
405  /* Debug...
406  fDisplayListId = glGenLists (1);
407  G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
408  */
409}
410
411void G4OpenGLStoredSceneHandler::ClearStore () {
412
413  G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
414
415  // Delete OpenGL permanent display lists.
416  for (size_t i = 0; i < fPOList.size (); i++)
417    glDeleteLists (fPOList[i].fDisplayListId, 1);
418  if (fTopPODL) glDeleteLists (fTopPODL, 1);
419  fTopPODL = 0;
420
421  // Clear other lists, dictionary, etc.
422  fPOList.clear ();
423  fSolidMap.clear ();
424  ClearAndDestroyAtts();
425
426  // ...and clear transient store...
427  for (size_t i = 0; i < fTOList.size (); i++)
428    glDeleteLists(fTOList[i].fDisplayListId, 1);
429  fTOList.clear ();
430}
431
432void G4OpenGLStoredSceneHandler::ClearTransientStore () {
433
434  G4VSceneHandler::ClearTransientStore ();
435
436  // Delete OpenGL transient display lists and Transient Objects themselves.
437  for (size_t i = 0; i < fTOList.size (); i++)
438    glDeleteLists(fTOList[i].fDisplayListId, 1);
439  fTOList.clear ();
440
441  // Make sure screen corresponds to graphical database...
442  if (fpViewer) {
443    fpViewer -> SetView ();
444    fpViewer -> ClearView ();
445    fpViewer -> DrawView ();
446  }
447}
448
449void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
450{
451  if (fReadyForTransients) {
452    // Always draw transient solids, e.g., hits represented as solids.
453    // (As we have no control over the order of drawing of transient
454    // objects, we cannot do anything about transparent ones, as
455    // below, so always draw them.)
456    G4VSceneHandler::RequestPrimitives (solid);
457    return;
458  }
459
460  // For non-transient (run-duration) objects, ensure transparent
461  // objects are drawn last.  The problem of
462  // blending/transparency/alpha is quite a tricky one - see History
463  // of opengl-V07-01-01/2/3.
464  // Get vis attributes - pick up defaults if none.
465  const G4VisAttributes* pVA =
466    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
467  const G4Colour& c = pVA -> GetColour ();
468  G4double opacity = c.GetAlpha ();
469
470  if (!fSecondPass) {
471    G4bool transparency_enabled = true;
472    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
473    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
474    if (transparency_enabled && opacity < 1.) {
475      // On first pass, transparent objects are not drawn, but flag is set...
476      fSecondPassRequested = true;
477      return;
478    }
479  }
480
481  // On second pass, opaque objects are not drwan...
482  if (fSecondPass && opacity >= 1.) return;
483
484  G4PhysicalVolumeModel* pPVModel =
485    dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
486 
487  if (pPVModel) {
488    // If part of the geometry hierarchy, i.e., from a
489    // G4PhysicalVolumeModel, check if a display list already exists for
490    // this solid, re-use it if possible.  We could be smarter, and
491    // recognise repeated branches of the geometry hierarchy, for
492    // example.  But this algorithm should be secure, I think...
493    const G4VSolid* pSolid = &solid;
494    EAxis axis = kRho;
495    G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
496    if (pCurrentPV -> IsReplicated ()) {
497      G4int nReplicas;
498      G4double width;
499      G4double offset;
500      G4bool consuming;
501      pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
502    }
503    // Provided it is not parametrised (because if so, the
504    // solid's parameters might have been changed)...
505    if (!(pCurrentPV -> IsParameterised ()) &&
506        // Provided it is not replicated radially (because if so, the
507        // solid's parameters will have been changed)...
508        !(pCurrentPV -> IsReplicated () && axis == kRho) &&
509        // ...and if the solid has already been rendered...
510        (fSolidMap.find (pSolid) != fSolidMap.end ())) {
511      fDisplayListId = fSolidMap [pSolid];
512      PO po(fDisplayListId,*fpObjectTransformation);
513      if (fpViewer->GetViewParameters().IsPicking()) {
514        G4AttHolder* holder = new G4AttHolder;
515        // Load G4Atts from G4VisAttributes, if any...
516        const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
517        if (va) {
518          const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
519          if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
520        }
521        // Load G4Atts from G4PhysicalVolumeModel...
522        const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
523        if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
524        fPickMap[++fPickName] = holder;
525        po.fPickName = fPickName;
526      }
527      fPOList.push_back(po);
528    }
529    else {
530      G4VSceneHandler::RequestPrimitives (solid);
531      fSolidMap [pSolid] = fDisplayListId;
532    }
533    return;
534  }
535
536  // Otherwise invoke base class method...
537  G4VSceneHandler::RequestPrimitives (solid);
538}
539
540G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
541
542#endif
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