source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc@ 1098

Last change on this file since 1098 was 1041, checked in by garnier, 17 years ago

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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#ifdef G4DEBUG_VIS_OGL
198 // printf("G4OpenGLStoredSceneHandler::AddPrimitivePostamble glFlush\n");
199#endif
200 glFlush ();
201 glDrawBuffer (GL_BACK);
202 }
203 fAddPrimitivePreambleNestingDepth--;
204}
205
206void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
207{
208 AddPrimitivePreamble(polyline);
209 G4OpenGLSceneHandler::AddPrimitive(polyline);
210 AddPrimitivePostamble();
211}
212
213void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
214{
215
216#ifdef G4DEBUG_VIS_OGL
217 // printf("G4OpenGLStoredSceneHandler::AddPrimitive\n");
218#endif
219 std::vector< G4Polymarker > poly;
220 // 40,83 N03 lancement
221 // 289,69 10Gev supp doublons + bitmap 21 frame en 10 sec
222 // 343,45 10Gev full polymarker + bitmap 15 frame en 10 sec
223 // 351,67 10Gev full polymarker - bitmap 31 frame en 10 sec
224 // 257,90 10Gev supp doublons MAX - bitmap 42 frame en 10 sec 45757 markers et 16243 enleves
225 // Check
226 int reste = polymarker.size();
227 bool res = false;
228 if (fLastPolymarkers.size() > 0 ) {
229
230 // Loop new point to check
231 for (unsigned int b=0; b< polymarker.size();b++) {
232 // printf("check %d/%d\n",b,polymarker.size());
233 res= false;
234
235 // Look for stored point list
236 for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) {
237 // printf("against vect %d/%d\n",a,fLastPolymarker.size());
238 std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a];
239 int size= storedPoly.size()-1;
240
241 // Look for point
242 for (int aPoly=0; aPoly< size ;aPoly++) {
243 // printf("against poly %d/%d\n",aPoly,storedPoly.size());
244 if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) &&
245 ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) &&
246 ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) {
247 reste --;
248// res= true;
249 nbDoublons++;
250 // 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());
251 }
252 }
253 }
254 // Add
255 if (!res) {
256 G4Polymarker tmp;
257 tmp.SetPosition(polymarker[b]);
258 poly.push_back(tmp);
259 }
260 }
261 } else {
262 for (unsigned int b=0; b< polymarker.size();b++) {
263 G4Polymarker tmp;
264 tmp.SetPosition(polymarker[b]);
265 poly.push_back(tmp);
266 }
267 }
268 fLastPolymarkers.push_back(poly);
269#define TEST_MARKER 1
270#ifdef TEST_MARKER
271 // if it is already done
272 if (poly.size() == 1 ) {
273 // if (polymarker.size() >0) {
274 // if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) &&
275 // ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) &&
276 // ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) {
277 // if (fpViewer->GetViewParameters().IsPicking()) {
278 // glLoadName(++fPickName);
279 // fPickMap[fPickName] = 0;
280 // }
281 // printf("G4OpenGLStoredSceneHandler::AddPrimitive SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z());
282 const G4Colour& c = GetColour (polymarker);
283 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
284 G4OpenGLSceneHandler::AddPrimitive(poly[0]);
285 // fLastPolymarker.SetPosition(polymarker[poly]);
286 return;
287 }
288#endif
289#ifdef G4DEBUG_VIS_OGL
290 // printf("G4OpenGLStoredSceneHandler::AddPrimitive new marker list\n");
291#endif
292 AddPrimitivePreamble(polymarker);
293 G4OpenGLSceneHandler::AddPrimitive(polymarker);
294 AddPrimitivePostamble();
295// fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]);
296}
297
298void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
299{
300 // Note: colour is still handled in
301 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
302 // gets into the display list
303 AddPrimitivePreamble(text);
304 G4OpenGLSceneHandler::AddPrimitive(text);
305 AddPrimitivePostamble();
306}
307
308void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
309{
310 AddPrimitivePreamble(circle);
311 G4OpenGLSceneHandler::AddPrimitive(circle);
312 AddPrimitivePostamble();
313}
314
315void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
316{
317 AddPrimitivePreamble(square);
318 G4OpenGLSceneHandler::AddPrimitive(square);
319 AddPrimitivePostamble();
320}
321
322void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
323{
324 // Let base class split into primitives.
325 G4OpenGLSceneHandler::AddPrimitive(scale);
326}
327
328void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
329{
330 // Note: colour is still handled in
331 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
332 // gets into the display list
333 AddPrimitivePreamble(polyhedron);
334 printf("G4OpenGLStoredSceneHandler::AddPrimitive :\n");
335 G4OpenGLSceneHandler::AddPrimitive(polyhedron);
336 AddPrimitivePostamble();
337}
338
339void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
340{
341 // Note: colour is still handled in
342 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
343 // gets into the display list
344 AddPrimitivePreamble(nurbs);
345 G4OpenGLSceneHandler::AddPrimitive(nurbs);
346 AddPrimitivePostamble();
347}
348
349void G4OpenGLStoredSceneHandler::BeginPrimitives
350(const G4Transform3D& objectTransformation)
351{
352 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
353
354 // Display list setup moved to AddPrimitivePreamble. See notes there.
355}
356
357void G4OpenGLStoredSceneHandler::EndPrimitives ()
358{
359 G4OpenGLSceneHandler::EndPrimitives ();
360}
361
362void G4OpenGLStoredSceneHandler::BeginPrimitives2D
363(const G4Transform3D& objectTransformation)
364{
365 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
366}
367
368void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
369{
370 G4OpenGLSceneHandler::EndPrimitives2D ();
371}
372
373void G4OpenGLStoredSceneHandler::BeginModeling () {
374 G4VSceneHandler::BeginModeling();
375 ClearStore(); // ...and all that goes with it.
376 /* Debug...
377 fDisplayListId = glGenLists (1);
378 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
379 */
380}
381
382void G4OpenGLStoredSceneHandler::EndModeling () {
383 // Make a List which calls the other lists.
384#ifdef G4DEBUG_VIS_OGL
385 printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n");
386#endif
387 fTopPODL = glGenLists (1);
388 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
389 G4cout <<
390 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
391 " display List for fTopPODL - try OpenGL Immediated mode."
392 << G4endl;
393 } else {
394 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
395 for (size_t i = 0; i < fPOList.size (); i++) {
396 glPushMatrix();
397 G4OpenGLTransform3D oglt (fPOList[i].fTransform);
398 glMultMatrixd (oglt.GetGLMatrix ());
399 if (fpViewer->GetViewParameters().IsPicking())
400 glLoadName(fPOList[i].fPickName);
401 glCallList (fPOList[i].fDisplayListId);
402 glPopMatrix();
403 }
404 }
405 glEndList ();
406 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
407 G4cout <<
408 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
409 " display List for fTopPODL - try OpenGL Immediated mode."
410 << G4endl;
411 }
412 }
413
414 G4VSceneHandler::EndModeling ();
415
416 /* Debug...
417 fDisplayListId = glGenLists (1);
418 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
419 */
420}
421
422void G4OpenGLStoredSceneHandler::ClearStore () {
423
424 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
425
426 // Delete OpenGL permanent display lists.
427 for (size_t i = 0; i < fPOList.size (); i++)
428 glDeleteLists (fPOList[i].fDisplayListId, 1);
429 if (fTopPODL) glDeleteLists (fTopPODL, 1);
430 fTopPODL = 0;
431
432 // Clear other lists, dictionary, etc.
433 fPOList.clear ();
434 fSolidMap.clear ();
435 ClearAndDestroyAtts();
436
437 // ...and clear transient store...
438 for (size_t i = 0; i < fTOList.size (); i++)
439 glDeleteLists(fTOList[i].fDisplayListId, 1);
440 fTOList.clear ();
441}
442
443void G4OpenGLStoredSceneHandler::ClearTransientStore () {
444
445 G4VSceneHandler::ClearTransientStore ();
446
447 // Delete OpenGL transient display lists and Transient Objects themselves.
448 for (size_t i = 0; i < fTOList.size (); i++)
449 glDeleteLists(fTOList[i].fDisplayListId, 1);
450 fTOList.clear ();
451
452 // Make sure screen corresponds to graphical database...
453 if (fpViewer) {
454#ifdef G4DEBUG_VIS_OGL
455 printf("G4OpenGLStoredSceneHandler::ClearTransientStore () BEGIN\n");
456#endif
457 fpViewer -> SetView ();
458 fpViewer -> ClearView ();
459 fpViewer -> DrawView ();
460#ifdef G4DEBUG_VIS_OGL
461 printf("G4OpenGLStoredSceneHandler::ClearTransientStore () END\n");
462#endif
463 }
464}
465
466void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
467{
468 if (fReadyForTransients) {
469 // Always draw transient solids, e.g., hits represented as solids.
470 // (As we have no control over the order of drawing of transient
471 // objects, we cannot do anything about transparent ones, as
472 // below, so always draw them.)
473 G4VSceneHandler::RequestPrimitives (solid);
474 return;
475 }
476
477 // For non-transient (run-duration) objects, ensure transparent
478 // objects are drawn last. The problem of
479 // blending/transparency/alpha is quite a tricky one - see History
480 // of opengl-V07-01-01/2/3.
481 // Get vis attributes - pick up defaults if none.
482 const G4VisAttributes* pVA =
483 fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
484 const G4Colour& c = pVA -> GetColour ();
485 G4double opacity = c.GetAlpha ();
486
487 if (!fSecondPass) {
488 G4bool transparency_enabled = true;
489 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
490 if (pViewer) transparency_enabled = pViewer->transparency_enabled;
491 if (transparency_enabled && opacity < 1.) {
492 // On first pass, transparent objects are not drawn, but flag is set...
493 fSecondPassRequested = true;
494 return;
495 }
496 }
497
498 // On second pass, opaque objects are not drwan...
499 if (fSecondPass && opacity >= 1.) return;
500
501 G4PhysicalVolumeModel* pPVModel =
502 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
503
504 if (pPVModel) {
505 // If part of the geometry hierarchy, i.e., from a
506 // G4PhysicalVolumeModel, check if a display list already exists for
507 // this solid, re-use it if possible. We could be smarter, and
508 // recognise repeated branches of the geometry hierarchy, for
509 // example. But this algorithm should be secure, I think...
510 const G4VSolid* pSolid = &solid;
511 EAxis axis = kRho;
512 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
513 if (pCurrentPV -> IsReplicated ()) {
514 G4int nReplicas;
515 G4double width;
516 G4double offset;
517 G4bool consuming;
518 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
519 }
520 // Provided it is not parametrised (because if so, the
521 // solid's parameters might have been changed)...
522 if (!(pCurrentPV -> IsParameterised ()) &&
523 // Provided it is not replicated radially (because if so, the
524 // solid's parameters will have been changed)...
525 !(pCurrentPV -> IsReplicated () && axis == kRho) &&
526 // ...and if the solid has already been rendered...
527 (fSolidMap.find (pSolid) != fSolidMap.end ())) {
528 fDisplayListId = fSolidMap [pSolid];
529 PO po(fDisplayListId,*fpObjectTransformation);
530 if (fpViewer->GetViewParameters().IsPicking()) {
531 G4AttHolder* holder = new G4AttHolder;
532 // Load G4Atts from G4VisAttributes, if any...
533 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
534 if (va) {
535 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
536 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
537 }
538 // Load G4Atts from G4PhysicalVolumeModel...
539 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
540 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
541 fPickMap[++fPickName] = holder;
542 po.fPickName = fPickName;
543 }
544 fPOList.push_back(po);
545 }
546 else {
547 G4VSceneHandler::RequestPrimitives (solid);
548 fSolidMap [pSolid] = fDisplayListId;
549 }
550 return;
551 }
552
553 // Otherwise invoke base class method...
554 G4VSceneHandler::RequestPrimitives (solid);
555}
556
557G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
558
559#endif
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