source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 955

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