source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 893

Last change on this file since 893 was 877, checked in by garnier, 16 years ago

OpenGL Qt improvments. See History file

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27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.39 2008/11/06 13:43:44 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
57G4OpenGLStoredSceneHandler::PO::PO
58(G4int id,
59 const G4Transform3D& tr):
60  fDisplayListId(id),
61  fTransform(tr),
62  fPickName(0)
63{}
64
65G4OpenGLStoredSceneHandler::TO::TO
66(G4int id,
67 const G4Transform3D& tr):
68  fDisplayListId(id),
69  fTransform(tr),
70  fPickName(0),
71  fStartTime(-DBL_MAX),
72  fEndTime(DBL_MAX)
73{}
74
75G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
76(G4VGraphicsSystem& system,
77 const G4String& name):
78G4OpenGLSceneHandler (system, fSceneIdCount++, name),
79fMemoryForDisplayLists (true),
80fAddPrimitivePreambleNestingDepth (0),
81fTopPODL (0)
82{}
83
84G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
85{}
86
87void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
88{
89  // Track nesting depth to avoid recursive calls, for example, from a
90  // G4Polymarker that invokes a G4Circle...
91  fAddPrimitivePreambleNestingDepth++;
92  if (fAddPrimitivePreambleNestingDepth > 1) return;
93
94  // Because of our need to control colour of transients (display by
95  // time fading), display lists may only cover a single primitive.
96  // So display list setup is here.
97
98  if (fpViewer->GetViewParameters().IsPicking()) {
99    fPickMap[++fPickName] = 0;
100  }
101
102  const G4Colour& c = GetColour (visible);
103
104  if (fMemoryForDisplayLists) {
105    fDisplayListId = glGenLists (1);
106    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
107      G4cout <<
108        "********************* WARNING! ********************"
109        "\nUnable to allocate any more display lists in OpenGL."
110        "\n     Continuing drawing in IMMEDIATE MODE."
111        "\n***************************************************"
112             << G4endl;
113      fMemoryForDisplayLists = false;
114    }
115  }
116  if (fMemoryForDisplayLists) {
117    if (fReadyForTransients) {
118      TO to(fDisplayListId, *fpObjectTransformation);
119      to.fPickName = fPickName;
120      to.fColour = c;
121      const G4VisAttributes* pVA =
122        fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
123      to.fStartTime = pVA->GetStartTime();
124      to.fEndTime = pVA->GetEndTime();
125      fTOList.push_back(to);
126      glDrawBuffer (GL_FRONT);
127      glPushMatrix();
128      G4OpenGLTransform3D oglt (*fpObjectTransformation);
129      glMultMatrixd (oglt.GetGLMatrix ());
130      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
131      glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
132    }
133    else {
134      PO po(fDisplayListId, *fpObjectTransformation);
135      po.fPickName = fPickName;
136      fPOList.push_back(po);
137      glNewList (fDisplayListId, GL_COMPILE);
138      glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
139    }
140  } else {
141    glDrawBuffer (GL_FRONT);
142    glPushMatrix();
143    G4OpenGLTransform3D oglt (*fpObjectTransformation);
144    glMultMatrixd (oglt.GetGLMatrix ());
145    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
146  }
147
148  if (fProcessing2D) {
149    // Push current 3D world matrices and load identity to define screen
150    // coordinates...
151    glMatrixMode (GL_PROJECTION);
152    glPushMatrix();
153    glLoadIdentity();
154    glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
155    glMatrixMode (GL_MODELVIEW);
156    glPushMatrix();
157    glLoadIdentity();
158    G4OpenGLTransform3D oglt (*fpObjectTransformation);
159    glMultMatrixd (oglt.GetGLMatrix ());
160    glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
161  }
162}
163
164void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
165{
166  if (fProcessing2D) {
167    // Pop current 3D world matrices back again...
168    glMatrixMode (GL_PROJECTION);
169    glPopMatrix();
170    glMatrixMode (GL_MODELVIEW);
171    glPopMatrix();
172  }
173
174  //  if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) {  // Could close?
175  if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
176    G4cout <<
177      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
178      "  display List for fTopPODL - try OpenGL Immediated mode."
179           << G4endl;
180  }
181  if (fMemoryForDisplayLists) {
182    glEndList();
183    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
184      G4cout <<
185        "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
186        "  display List for fTopPODL - try OpenGL Immediated mode."
187             << G4endl;
188    }
189  }
190  if (fReadyForTransients || !fMemoryForDisplayLists) {
191    glPopMatrix();
192    glFlush ();
193    glDrawBuffer (GL_BACK);
194  }
195  fAddPrimitivePreambleNestingDepth--;
196}
197
198void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
199{
200  AddPrimitivePreamble(polyline);
201  G4OpenGLSceneHandler::AddPrimitive(polyline);
202  AddPrimitivePostamble();
203}
204
205void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
206{
207  AddPrimitivePreamble(polymarker);
208  G4OpenGLSceneHandler::AddPrimitive(polymarker);
209  AddPrimitivePostamble();
210}
211
212void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
213{
214  // Note: colour is still handled in
215  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
216  // gets into the display list
217  AddPrimitivePreamble(text);
218  G4OpenGLSceneHandler::AddPrimitive(text);
219  AddPrimitivePostamble();
220}
221
222void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
223{
224  AddPrimitivePreamble(circle);
225  G4OpenGLSceneHandler::AddPrimitive(circle);
226  AddPrimitivePostamble();
227}
228
229void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
230{
231  AddPrimitivePreamble(square);
232  G4OpenGLSceneHandler::AddPrimitive(square);
233  AddPrimitivePostamble();
234}
235
236void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
237{
238  // Let base class split into primitives.
239  G4OpenGLSceneHandler::AddPrimitive(scale);
240}
241
242void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
243{
244  // Note: colour is still handled in
245  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
246  // gets into the display list
247  AddPrimitivePreamble(polyhedron);
248  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
249  AddPrimitivePostamble();
250}
251
252void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
253{
254  // Note: colour is still handled in
255  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
256  // gets into the display list
257  AddPrimitivePreamble(nurbs);
258  G4OpenGLSceneHandler::AddPrimitive(nurbs);
259  AddPrimitivePostamble();
260}
261
262void G4OpenGLStoredSceneHandler::BeginPrimitives
263(const G4Transform3D& objectTransformation)
264
265  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
266
267  // Display list setup moved to AddPrimitivePreamble.  See notes there.
268}
269
270void G4OpenGLStoredSceneHandler::EndPrimitives ()
271{
272  G4OpenGLSceneHandler::EndPrimitives ();
273}
274
275void G4OpenGLStoredSceneHandler::BeginPrimitives2D
276(const G4Transform3D& objectTransformation)
277{
278  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
279}
280
281void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
282{
283  G4OpenGLSceneHandler::EndPrimitives2D ();
284}
285
286void G4OpenGLStoredSceneHandler::BeginModeling () {
287  G4VSceneHandler::BeginModeling();
288  ClearStore();  // ...and all that goes with it.
289  /* Debug...
290  fDisplayListId = glGenLists (1);
291  G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
292  */
293}
294
295void G4OpenGLStoredSceneHandler::EndModeling () {
296  // Make a List which calls the other lists.
297  fTopPODL = glGenLists (1);
298  if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
299    G4cout <<
300      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
301      "  display List for fTopPODL - try OpenGL Immediated mode."
302           << G4endl;
303  } else {
304    glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
305      for (size_t i = 0; i < fPOList.size (); i++) {
306        glPushMatrix();
307        G4OpenGLTransform3D oglt (fPOList[i].fTransform);
308        glMultMatrixd (oglt.GetGLMatrix ());
309        if (fpViewer->GetViewParameters().IsPicking())
310          glLoadName(fPOList[i].fPickName);
311        glCallList (fPOList[i].fDisplayListId);
312        glPopMatrix();
313      }
314    }
315    glEndList ();
316    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
317      G4cout <<
318        "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
319        "  display List for fTopPODL - try OpenGL Immediated mode."
320             << G4endl;
321    }
322  }
323
324  G4VSceneHandler::EndModeling ();
325
326  /* Debug...
327  fDisplayListId = glGenLists (1);
328  G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
329  */
330}
331
332void G4OpenGLStoredSceneHandler::ClearStore () {
333
334  G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
335
336  // Delete OpenGL permanent display lists.
337  for (size_t i = 0; i < fPOList.size (); i++)
338    glDeleteLists (fPOList[i].fDisplayListId, 1);
339  if (fTopPODL) glDeleteLists (fTopPODL, 1);
340  fTopPODL = 0;
341
342  // Clear other lists, dictionary, etc.
343  fPOList.clear ();
344  fSolidMap.clear ();
345  ClearAndDestroyAtts();
346
347  // ...and clear transient store...
348  for (size_t i = 0; i < fTOList.size (); i++)
349    glDeleteLists(fTOList[i].fDisplayListId, 1);
350  fTOList.clear ();
351}
352
353void G4OpenGLStoredSceneHandler::ClearTransientStore () {
354
355  G4VSceneHandler::ClearTransientStore ();
356
357  // Delete OpenGL transient display lists and Transient Objects themselves.
358  for (size_t i = 0; i < fTOList.size (); i++)
359    glDeleteLists(fTOList[i].fDisplayListId, 1);
360  fTOList.clear ();
361
362  // Make sure screen corresponds to graphical database...
363  if (fpViewer) {
364    fpViewer -> SetView ();
365    fpViewer -> ClearView ();
366    fpViewer -> DrawView ();
367  }
368}
369
370void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
371{
372  if (fReadyForTransients) {
373    // Always draw transient solids, e.g., hits represented as solids.
374    // (As we have no control over the order of drawing of transient
375    // objects, we cannot do anything about transparent ones, as
376    // below, so always draw them.)
377    G4VSceneHandler::RequestPrimitives (solid);
378    return;
379  }
380
381  // For non-transient (run-duration) objects, ensure transparent
382  // objects are drawn last.  The problem of
383  // blending/transparency/alpha is quite a tricky one - see History
384  // of opengl-V07-01-01/2/3.
385  // Get vis attributes - pick up defaults if none.
386  const G4VisAttributes* pVA =
387    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
388  const G4Colour& c = pVA -> GetColour ();
389  G4double opacity = c.GetAlpha ();
390
391  if (!fSecondPass) {
392    G4bool transparency_enabled = true;
393    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
394    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
395    if (transparency_enabled && opacity < 1.) {
396      // On first pass, transparent objects are not drawn, but flag is set...
397      fSecondPassRequested = true;
398      return;
399    }
400  }
401
402  // On second pass, opaque objects are not drwan...
403  if (fSecondPass && opacity >= 1.) return;
404
405  G4PhysicalVolumeModel* pPVModel =
406    dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
407 
408  if (pPVModel) {
409    // If part of the geometry hierarchy, i.e., from a
410    // G4PhysicalVolumeModel, check if a display list already exists for
411    // this solid, re-use it if possible.  We could be smarter, and
412    // recognise repeated branches of the geometry hierarchy, for
413    // example.  But this algorithm should be secure, I think...
414    const G4VSolid* pSolid = &solid;
415    EAxis axis = kRho;
416    G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
417    if (pCurrentPV -> IsReplicated ()) {
418      G4int nReplicas;
419      G4double width;
420      G4double offset;
421      G4bool consuming;
422      pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
423    }
424    // Provided it is not parametrised (because if so, the
425    // solid's parameters might have been changed)...
426    if (!(pCurrentPV -> IsParameterised ()) &&
427        // Provided it is not replicated radially (because if so, the
428        // solid's parameters will have been changed)...
429        !(pCurrentPV -> IsReplicated () && axis == kRho) &&
430        // ...and if the solid has already been rendered...
431        (fSolidMap.find (pSolid) != fSolidMap.end ())) {
432      fDisplayListId = fSolidMap [pSolid];
433      PO po(fDisplayListId,*fpObjectTransformation);
434      if (fpViewer->GetViewParameters().IsPicking()) {
435        G4AttHolder* holder = new G4AttHolder;
436        // Load G4Atts from G4VisAttributes, if any...
437        const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
438        if (va) {
439          const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
440          if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
441        }
442        // Load G4Atts from G4PhysicalVolumeModel...
443        const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
444        if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
445        fPickMap[++fPickName] = holder;
446        po.fPickName = fPickName;
447      }
448      fPOList.push_back(po);
449    }
450    else {
451      G4VSceneHandler::RequestPrimitives (solid);
452      fSolidMap [pSolid] = fDisplayListId;
453    }
454    return;
455  }
456
457  // Otherwise invoke base class method...
458  G4VSceneHandler::RequestPrimitives (solid);
459}
460
461G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
462
463#endif
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