source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc@ 942

Last change on this file since 942 was 942, checked in by garnier, 17 years ago

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26//
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 poly 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 for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) {
229 printf("against vect %d/%d\n",a,fLastPolymarker.size());
230 std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a];
231 int size= storedPoly.size()-1;
232 for (unsigned int aPoly=0; aPoly< storedPoly[a].size() ;aPoly++) {
233 printf("against poly %d/%d\n",aPoly,storedPoly.size());
234 if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) &&
235 ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) &&
236 ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) {
237 reste --;
238 res= true;
239 nbDoublons++;
240 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,storedPoly[a].size(),a ,reste,polymarker[b].x(),polymarker[b].y(),polymarker[b].z());
241 }
242 }
243 }
244 // Add
245 if (!res) {
246 G4Polymarker tmp;
247 tmp.SetPosition(polymarker[b]);
248 poly.push_back(tmp);
249 }
250 }
251 } else {
252 for (unsigned int b=0; b< polymarker.size();b++) {
253 G4Polymarker tmp;
254 tmp.SetPosition(polymarker[b]);
255 poly.push_back(tmp);
256 }
257 }
258 fLastPolymarkers.push_back(poly);
259#define TEST_MARKER 1
260#ifdef TEST_MARKER
261 // if it is already done
262 if (poly.size() == 1 ) {
263 // if (polymarker.size() >0) {
264 // if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) &&
265 // ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) &&
266 // ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) {
267 // if (fpViewer->GetViewParameters().IsPicking()) {
268 // glLoadName(++fPickName);
269 // fPickMap[fPickName] = 0;
270 // }
271 // printf("G4OpenGLStoredSceneHandler::AddPrimitive SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z());
272 const G4Colour& c = GetColour (polymarker);
273 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
274 G4OpenGLSceneHandler::AddPrimitive(poly[0]);
275 // fLastPolymarker.SetPosition(polymarker[poly]);
276 return;
277 }
278#endif
279 printf("G4OpenGLStoredSceneHandler::AddPrimitive Cree une nouvelle liste de markers\n");
280 AddPrimitivePreamble(polymarker);
281 G4OpenGLSceneHandler::AddPrimitive(polymarker);
282 AddPrimitivePostamble();
283// fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]);
284}
285
286void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
287{
288 // Note: colour is still handled in
289 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
290 // gets into the display list
291 AddPrimitivePreamble(text);
292 G4OpenGLSceneHandler::AddPrimitive(text);
293 AddPrimitivePostamble();
294}
295
296void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
297{
298 AddPrimitivePreamble(circle);
299 G4OpenGLSceneHandler::AddPrimitive(circle);
300 AddPrimitivePostamble();
301}
302
303void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
304{
305 AddPrimitivePreamble(square);
306 G4OpenGLSceneHandler::AddPrimitive(square);
307 AddPrimitivePostamble();
308}
309
310void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
311{
312 // Let base class split into primitives.
313 G4OpenGLSceneHandler::AddPrimitive(scale);
314}
315
316void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
317{
318 // Note: colour is still handled in
319 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
320 // gets into the display list
321 AddPrimitivePreamble(polyhedron);
322 G4OpenGLSceneHandler::AddPrimitive(polyhedron);
323 AddPrimitivePostamble();
324}
325
326void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
327{
328 // Note: colour is still handled in
329 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
330 // gets into the display list
331 AddPrimitivePreamble(nurbs);
332 G4OpenGLSceneHandler::AddPrimitive(nurbs);
333 AddPrimitivePostamble();
334}
335
336void G4OpenGLStoredSceneHandler::BeginPrimitives
337(const G4Transform3D& objectTransformation)
338{
339 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
340
341 // Display list setup moved to AddPrimitivePreamble. See notes there.
342}
343
344void G4OpenGLStoredSceneHandler::EndPrimitives ()
345{
346 G4OpenGLSceneHandler::EndPrimitives ();
347}
348
349void G4OpenGLStoredSceneHandler::BeginPrimitives2D
350(const G4Transform3D& objectTransformation)
351{
352 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
353}
354
355void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
356{
357 G4OpenGLSceneHandler::EndPrimitives2D ();
358}
359
360void G4OpenGLStoredSceneHandler::BeginModeling () {
361 G4VSceneHandler::BeginModeling();
362 ClearStore(); // ...and all that goes with it.
363 /* Debug...
364 fDisplayListId = glGenLists (1);
365 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
366 */
367}
368
369void G4OpenGLStoredSceneHandler::EndModeling () {
370 // Make a List which calls the other lists.
371 printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n");
372 fTopPODL = glGenLists (1);
373 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
374 G4cout <<
375 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
376 " display List for fTopPODL - try OpenGL Immediated mode."
377 << G4endl;
378 } else {
379 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
380 for (size_t i = 0; i < fPOList.size (); i++) {
381 glPushMatrix();
382 G4OpenGLTransform3D oglt (fPOList[i].fTransform);
383 glMultMatrixd (oglt.GetGLMatrix ());
384 if (fpViewer->GetViewParameters().IsPicking())
385 glLoadName(fPOList[i].fPickName);
386 glCallList (fPOList[i].fDisplayListId);
387 glPopMatrix();
388 }
389 }
390 glEndList ();
391 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
392 G4cout <<
393 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
394 " display List for fTopPODL - try OpenGL Immediated mode."
395 << G4endl;
396 }
397 }
398
399 G4VSceneHandler::EndModeling ();
400
401 /* Debug...
402 fDisplayListId = glGenLists (1);
403 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
404 */
405}
406
407void G4OpenGLStoredSceneHandler::ClearStore () {
408
409 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
410
411 // Delete OpenGL permanent display lists.
412 for (size_t i = 0; i < fPOList.size (); i++)
413 glDeleteLists (fPOList[i].fDisplayListId, 1);
414 if (fTopPODL) glDeleteLists (fTopPODL, 1);
415 fTopPODL = 0;
416
417 // Clear other lists, dictionary, etc.
418 fPOList.clear ();
419 fSolidMap.clear ();
420 ClearAndDestroyAtts();
421
422 // ...and clear transient store...
423 for (size_t i = 0; i < fTOList.size (); i++)
424 glDeleteLists(fTOList[i].fDisplayListId, 1);
425 fTOList.clear ();
426}
427
428void G4OpenGLStoredSceneHandler::ClearTransientStore () {
429
430 G4VSceneHandler::ClearTransientStore ();
431
432 // Delete OpenGL transient display lists and Transient Objects themselves.
433 for (size_t i = 0; i < fTOList.size (); i++)
434 glDeleteLists(fTOList[i].fDisplayListId, 1);
435 fTOList.clear ();
436
437 // Make sure screen corresponds to graphical database...
438 if (fpViewer) {
439 fpViewer -> SetView ();
440 fpViewer -> ClearView ();
441 fpViewer -> DrawView ();
442 }
443}
444
445void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
446{
447 if (fReadyForTransients) {
448 // Always draw transient solids, e.g., hits represented as solids.
449 // (As we have no control over the order of drawing of transient
450 // objects, we cannot do anything about transparent ones, as
451 // below, so always draw them.)
452 G4VSceneHandler::RequestPrimitives (solid);
453 return;
454 }
455
456 // For non-transient (run-duration) objects, ensure transparent
457 // objects are drawn last. The problem of
458 // blending/transparency/alpha is quite a tricky one - see History
459 // of opengl-V07-01-01/2/3.
460 // Get vis attributes - pick up defaults if none.
461 const G4VisAttributes* pVA =
462 fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
463 const G4Colour& c = pVA -> GetColour ();
464 G4double opacity = c.GetAlpha ();
465
466 if (!fSecondPass) {
467 G4bool transparency_enabled = true;
468 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
469 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
470 if (transparency_enabled && opacity < 1.) {
471 // On first pass, transparent objects are not drawn, but flag is set...
472 fSecondPassRequested = true;
473 return;
474 }
475 }
476
477 // On second pass, opaque objects are not drwan...
478 if (fSecondPass && opacity >= 1.) return;
479
480 G4PhysicalVolumeModel* pPVModel =
481 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
482
483 if (pPVModel) {
484 // If part of the geometry hierarchy, i.e., from a
485 // G4PhysicalVolumeModel, check if a display list already exists for
486 // this solid, re-use it if possible. We could be smarter, and
487 // recognise repeated branches of the geometry hierarchy, for
488 // example. But this algorithm should be secure, I think...
489 const G4VSolid* pSolid = &solid;
490 EAxis axis = kRho;
491 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
492 if (pCurrentPV -> IsReplicated ()) {
493 G4int nReplicas;
494 G4double width;
495 G4double offset;
496 G4bool consuming;
497 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
498 }
499 // Provided it is not parametrised (because if so, the
500 // solid's parameters might have been changed)...
501 if (!(pCurrentPV -> IsParameterised ()) &&
502 // Provided it is not replicated radially (because if so, the
503 // solid's parameters will have been changed)...
504 !(pCurrentPV -> IsReplicated () && axis == kRho) &&
505 // ...and if the solid has already been rendered...
506 (fSolidMap.find (pSolid) != fSolidMap.end ())) {
507 fDisplayListId = fSolidMap [pSolid];
508 PO po(fDisplayListId,*fpObjectTransformation);
509 if (fpViewer->GetViewParameters().IsPicking()) {
510 G4AttHolder* holder = new G4AttHolder;
511 // Load G4Atts from G4VisAttributes, if any...
512 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
513 if (va) {
514 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
515 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
516 }
517 // Load G4Atts from G4PhysicalVolumeModel...
518 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
519 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
520 fPickMap[++fPickName] = holder;
521 po.fPickName = fPickName;
522 }
523 fPOList.push_back(po);
524 }
525 else {
526 G4VSceneHandler::RequestPrimitives (solid);
527 fSolidMap [pSolid] = fDisplayListId;
528 }
529 return;
530 }
531
532 // Otherwise invoke base class method...
533 G4VSceneHandler::RequestPrimitives (solid);
534}
535
536G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
537
538#endif
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