// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010/11/10 17:11:20 allison Exp $ // GEANT4 tag $Name: $ // // // Andrew Walkden 10th February 1997 // OpenGL stored scene - creates OpenGL display lists. #ifdef G4VIS_BUILD_OPENGL_DRIVER // Included here - problems with HP compiler if not before other includes? #include "G4NURBS.hh" // Here follows a special for Mesa, the OpenGL emulator. Does not affect // other OpenGL's, as far as I'm aware. John Allison 18/9/96. #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ // Also seems to be required for HP's CC and AIX xlC, at least. #include "G4OpenGLStoredSceneHandler.hh" #include "G4PhysicalVolumeModel.hh" #include "G4VPhysicalVolume.hh" #include "G4LogicalVolume.hh" #include "G4Polyline.hh" #include "G4Polymarker.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4Square.hh" #include "G4Polyhedron.hh" #include "G4AttHolder.hh" #include "G4OpenGLTransform3D.hh" #include "G4OpenGLViewer.hh" G4OpenGLStoredSceneHandler::PO::PO (G4int id, const G4Transform3D& tr): fDisplayListId(id), fTransform(tr), fPickName(0) {} G4OpenGLStoredSceneHandler::TO::TO (G4int id, const G4Transform3D& tr): fDisplayListId(id), fTransform(tr), fPickName(0), fStartTime(-DBL_MAX), fEndTime(DBL_MAX) {} G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name): G4OpenGLSceneHandler (system, fSceneIdCount++, name), fAddPrimitivePreambleNestingDepth (0), fTopPODL (0) {} G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () {} void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) { // Track nesting depth to avoid recursive calls, for example, from a // G4Polymarker that invokes a G4Circle... fAddPrimitivePreambleNestingDepth++; if (fAddPrimitivePreambleNestingDepth > 1) return; // Because of our need to control colour of transients (display by // time fading), display lists may only cover a single primitive. // So display list setup is here. if (fpViewer->GetViewParameters().IsPicking()) { fPickMap[++fPickName] = 0; } const G4Colour& c = GetColour (visible); if (fMemoryForDisplayLists) { fDisplayListId = glGenLists (1); #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->glGenList(1) : %d readyForTranscient:%d\n",fDisplayListId,fReadyForTransients); #endif if (glGetError() == GL_OUT_OF_MEMORY || fDisplayListId > fDisplayListLimit) { G4cout << "********************* WARNING! ********************" "\n* Display list limit reached in OpenGL." "\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable." "\n* Current limit: " << fDisplayListLimit << ". Change with \"/vis/ogl/set/displayListLimit\"." "\n***************************************************" << G4endl; fMemoryForDisplayLists = false; } } if (fMemoryForDisplayLists) { if (fReadyForTransients) { TO to(fDisplayListId, *fpObjectTransformation); to.fPickName = fPickName; to.fColour = c; const G4VisAttributes* pVA = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); to.fStartTime = pVA->GetStartTime(); to.fEndTime = pVA->GetEndTime(); #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fTOList puch_back\n"); #endif fTOList.push_back(to); glDrawBuffer (GL_FRONT); #ifdef G4DEBUG_VIS_OGL printf("+1\n"); #endif glPushMatrix(); G4OpenGLTransform3D oglt (*fpObjectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); } else { PO po(fDisplayListId, *fpObjectTransformation); po.fPickName = fPickName; #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitivePreamble ->fPOList puch_back\n"); #endif fPOList.push_back(po); glNewList (fDisplayListId, GL_COMPILE); glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); } } else { glDrawBuffer (GL_FRONT); #ifdef G4DEBUG_VIS_OGL printf("+2\n"); #endif glPushMatrix(); G4OpenGLTransform3D oglt (*fpObjectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); } if (fProcessing2D) { // Push current 3D world matrices and load identity to define screen // coordinates... glMatrixMode (GL_PROJECTION); #ifdef G4DEBUG_VIS_OGL printf("+3\n"); #endif glPushMatrix(); glLoadIdentity(); glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); glMatrixMode (GL_MODELVIEW); #ifdef G4DEBUG_VIS_OGL printf("+4\n"); #endif glPushMatrix(); glLoadIdentity(); G4OpenGLTransform3D oglt (*fpObjectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); } } void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() { if (fProcessing2D) { // Pop current 3D world matrices back again... glMatrixMode (GL_PROJECTION); #ifdef G4DEBUG_VIS_OGL printf("-1\n"); #endif glPopMatrix(); glMatrixMode (GL_MODELVIEW); #ifdef G4DEBUG_VIS_OGL printf("-2\n"); #endif glPopMatrix(); } // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? G4cout << "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" " display List for fTopPODL - try OpenGL Immediated mode." << G4endl; } if (fMemoryForDisplayLists) { glEndList(); if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? G4cout << "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" " display List for fTopPODL - try OpenGL Immediated mode." << G4endl; } } if (fReadyForTransients || !fMemoryForDisplayLists) { #ifdef G4DEBUG_VIS_OGL printf("-3\n"); #endif glPopMatrix(); glFlush (); glDrawBuffer (GL_BACK); } fAddPrimitivePreambleNestingDepth--; } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) { #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive polyline\n"); // if (glIsList(7)) return; #endif AddPrimitivePreamble(polyline); G4OpenGLSceneHandler::AddPrimitive(polyline); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) { #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive polymarker\n"); if (glIsList(7)) return; #endif AddPrimitivePreamble(polymarker); G4OpenGLSceneHandler::AddPrimitive(polymarker); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) { // Note: colour is still handled in // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still // gets into the display list #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive Text\n"); #endif AddPrimitivePreamble(text); G4OpenGLSceneHandler::AddPrimitive(text); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) { #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive circle\n"); #endif AddPrimitivePreamble(circle); G4OpenGLSceneHandler::AddPrimitive(circle); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) { #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive square\n"); #endif AddPrimitivePreamble(square); G4OpenGLSceneHandler::AddPrimitive(square); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) { // Let base class split into primitives. G4OpenGLSceneHandler::AddPrimitive(scale); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { // Note: colour is still handled in // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still // gets into the display list #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive polyhedron\n"); #endif AddPrimitivePreamble(polyhedron); G4OpenGLSceneHandler::AddPrimitive(polyhedron); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) { // Note: colour is still handled in // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still // gets into the display list #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::AddPrimitive nurbs\n"); #endif AddPrimitivePreamble(nurbs); G4OpenGLSceneHandler::AddPrimitive(nurbs); AddPrimitivePostamble(); } void G4OpenGLStoredSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); // Display list setup moved to AddPrimitivePreamble. See notes there. } void G4OpenGLStoredSceneHandler::EndPrimitives () { G4OpenGLSceneHandler::EndPrimitives (); } void G4OpenGLStoredSceneHandler::BeginPrimitives2D (const G4Transform3D& objectTransformation) { G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); } void G4OpenGLStoredSceneHandler::EndPrimitives2D () { G4OpenGLSceneHandler::EndPrimitives2D (); } void G4OpenGLStoredSceneHandler::BeginModeling () { G4VSceneHandler::BeginModeling(); ClearStore(); // ...and all that goes with it. /* Debug... fDisplayListId = glGenLists (1); G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; */ } void G4OpenGLStoredSceneHandler::EndModeling () { // Make a List which calls the other lists. fTopPODL = glGenLists (1); #ifdef G4DEBUG_VIS_OGL printf("G4OpenGLStoredSceneHandler::EndModeling ->glGenList(1) fTopPODL:%d\n",fTopPODL); #endif if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? G4cout << "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" " display List for fTopPODL - try OpenGL Immediated mode." << G4endl; } else { glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { for (size_t i = 0; i < fPOList.size (); i++) { #ifdef G4DEBUG_VIS_OGL printf("+5\n"); #endif glPushMatrix(); G4OpenGLTransform3D oglt (fPOList[i].fTransform); glMultMatrixd (oglt.GetGLMatrix ()); if (fpViewer->GetViewParameters().IsPicking()) glLoadName(fPOList[i].fPickName); glCallList (fPOList[i].fDisplayListId); #ifdef G4DEBUG_VIS_OGL printf("-4\n"); #endif glPopMatrix(); } } glEndList (); if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? G4cout << "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" " display List for fTopPODL - try OpenGL Immediated mode." << G4endl; } } G4VSceneHandler::EndModeling (); /* Debug... fDisplayListId = glGenLists (1); G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; */ } void G4OpenGLStoredSceneHandler::ClearStore () { //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl; G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. // Delete OpenGL permanent display lists. for (size_t i = 0; i < fPOList.size (); i++) glDeleteLists (fPOList[i].fDisplayListId, 1); if (fTopPODL) glDeleteLists (fTopPODL, 1); fTopPODL = 0; // Clear other lists, dictionary, etc. fPOList.clear (); fSolidMap.clear (); ClearAndDestroyAtts(); // ...and clear transient store... for (size_t i = 0; i < fTOList.size (); i++) glDeleteLists(fTOList[i].fDisplayListId, 1); fTOList.clear (); fMemoryForDisplayLists = true; } void G4OpenGLStoredSceneHandler::ClearTransientStore () { //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl; G4VSceneHandler::ClearTransientStore (); // Delete OpenGL transient display lists and Transient Objects themselves. for (size_t i = 0; i < fTOList.size (); i++) glDeleteLists(fTOList[i].fDisplayListId, 1); fTOList.clear (); fMemoryForDisplayLists = true; // Make sure screen corresponds to graphical database... if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) { if (fReadyForTransients) { // Always draw transient solids, e.g., hits represented as solids. // (As we have no control over the order of drawing of transient // objects, we cannot do anything about transparent ones, as // below, so always draw them.) G4VSceneHandler::RequestPrimitives (solid); return; } // For non-transient (run-duration) objects, ensure transparent // objects are drawn last. The problem of // blending/transparency/alpha is quite a tricky one - see History // of opengl-V07-01-01/2/3. // Get vis attributes - pick up defaults if none. const G4VisAttributes* pVA = fpViewer -> GetApplicableVisAttributes(fpVisAttribs); const G4Colour& c = pVA -> GetColour (); G4double opacity = c.GetAlpha (); if (!fSecondPass) { G4bool transparency_enabled = true; G4OpenGLViewer* pViewer = dynamic_cast(fpViewer); if (pViewer) transparency_enabled = pViewer->transparency_enabled; if (transparency_enabled && opacity < 1.) { // On first pass, transparent objects are not drawn, but flag is set... fSecondPassRequested = true; return; } } // On second pass, opaque objects are not drwan... if (fSecondPass && opacity >= 1.) return; G4PhysicalVolumeModel* pPVModel = dynamic_cast(fpModel); if (pPVModel) { // If part of the geometry hierarchy, i.e., from a // G4PhysicalVolumeModel, check if a display list already exists for // this solid, re-use it if possible. We could be smarter, and // recognise repeated branches of the geometry hierarchy, for // example. But this algorithm should be secure, I think... const G4VSolid* pSolid = &solid; EAxis axis = kRho; G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); if (pCurrentPV -> IsReplicated ()) { G4int nReplicas; G4double width; G4double offset; G4bool consuming; pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); } // Provided it is not parametrised (because if so, the // solid's parameters might have been changed)... if (!(pCurrentPV -> IsParameterised ()) && // Provided it is not replicated radially (because if so, the // solid's parameters will have been changed)... !(pCurrentPV -> IsReplicated () && axis == kRho) && // ...and if the solid has already been rendered... (fSolidMap.find (pSolid) != fSolidMap.end ())) { fDisplayListId = fSolidMap [pSolid]; PO po(fDisplayListId,*fpObjectTransformation); if (fpViewer->GetViewParameters().IsPicking()) { G4AttHolder* holder = new G4AttHolder; // Load G4Atts from G4VisAttributes, if any... const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); if (va) { const std::map* vaDefs = va->GetAttDefs(); if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); } // Load G4Atts from G4PhysicalVolumeModel... const std::map* defs = pPVModel->GetAttDefs(); if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); fPickMap[++fPickName] = holder; po.fPickName = fPickName; } fPOList.push_back(po); } else { G4VSceneHandler::RequestPrimitives (solid); fSolidMap [pSolid] = fDisplayListId; } return; } // Otherwise invoke base class method... G4VSceneHandler::RequestPrimitives (solid); } G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0; G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true; G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000; #endif