source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc @ 962

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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  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
335  AddPrimitivePostamble();
336}
337
338void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
339{
340  // Note: colour is still handled in
341  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still
342  // gets into the display list
343  AddPrimitivePreamble(nurbs);
344  G4OpenGLSceneHandler::AddPrimitive(nurbs);
345  AddPrimitivePostamble();
346}
347
348void G4OpenGLStoredSceneHandler::BeginPrimitives
349(const G4Transform3D& objectTransformation)
350
351  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
352
353  // Display list setup moved to AddPrimitivePreamble.  See notes there.
354}
355
356void G4OpenGLStoredSceneHandler::EndPrimitives ()
357{
358  G4OpenGLSceneHandler::EndPrimitives ();
359}
360
361void G4OpenGLStoredSceneHandler::BeginPrimitives2D
362(const G4Transform3D& objectTransformation)
363{
364  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
365}
366
367void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
368{
369  G4OpenGLSceneHandler::EndPrimitives2D ();
370}
371
372void G4OpenGLStoredSceneHandler::BeginModeling () {
373  G4VSceneHandler::BeginModeling();
374  ClearStore();  // ...and all that goes with it.
375  /* Debug...
376  fDisplayListId = glGenLists (1);
377  G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
378  */
379}
380
381void G4OpenGLStoredSceneHandler::EndModeling () {
382  // Make a List which calls the other lists.
383#ifdef G4DEBUG_VIS_OGL
384  printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n");
385#endif
386  fTopPODL = glGenLists (1);
387  if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
388    G4cout <<
389      "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
390      "  display List for fTopPODL - try OpenGL Immediated mode."
391           << G4endl;
392  } else {
393    glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
394      for (size_t i = 0; i < fPOList.size (); i++) {
395        glPushMatrix();
396        G4OpenGLTransform3D oglt (fPOList[i].fTransform);
397        glMultMatrixd (oglt.GetGLMatrix ());
398        if (fpViewer->GetViewParameters().IsPicking())
399          glLoadName(fPOList[i].fPickName);
400        glCallList (fPOList[i].fDisplayListId);
401        glPopMatrix();
402      }
403    }
404    glEndList ();
405    if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
406      G4cout <<
407        "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
408        "  display List for fTopPODL - try OpenGL Immediated mode."
409             << G4endl;
410    }
411  }
412
413  G4VSceneHandler::EndModeling ();
414
415  /* Debug...
416  fDisplayListId = glGenLists (1);
417  G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
418  */
419}
420
421void G4OpenGLStoredSceneHandler::ClearStore () {
422
423  G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
424
425  // Delete OpenGL permanent display lists.
426  for (size_t i = 0; i < fPOList.size (); i++)
427    glDeleteLists (fPOList[i].fDisplayListId, 1);
428  if (fTopPODL) glDeleteLists (fTopPODL, 1);
429  fTopPODL = 0;
430
431  // Clear other lists, dictionary, etc.
432  fPOList.clear ();
433  fSolidMap.clear ();
434  ClearAndDestroyAtts();
435
436  // ...and clear transient store...
437  for (size_t i = 0; i < fTOList.size (); i++)
438    glDeleteLists(fTOList[i].fDisplayListId, 1);
439  fTOList.clear ();
440}
441
442void G4OpenGLStoredSceneHandler::ClearTransientStore () {
443
444  G4VSceneHandler::ClearTransientStore ();
445
446  // Delete OpenGL transient display lists and Transient Objects themselves.
447  for (size_t i = 0; i < fTOList.size (); i++)
448    glDeleteLists(fTOList[i].fDisplayListId, 1);
449  fTOList.clear ();
450
451  // Make sure screen corresponds to graphical database...
452  if (fpViewer) {
453    fpViewer -> SetView ();
454    fpViewer -> ClearView ();
455    fpViewer -> DrawView ();
456  }
457}
458
459void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
460{
461  if (fReadyForTransients) {
462    // Always draw transient solids, e.g., hits represented as solids.
463    // (As we have no control over the order of drawing of transient
464    // objects, we cannot do anything about transparent ones, as
465    // below, so always draw them.)
466    G4VSceneHandler::RequestPrimitives (solid);
467    return;
468  }
469
470  // For non-transient (run-duration) objects, ensure transparent
471  // objects are drawn last.  The problem of
472  // blending/transparency/alpha is quite a tricky one - see History
473  // of opengl-V07-01-01/2/3.
474  // Get vis attributes - pick up defaults if none.
475  const G4VisAttributes* pVA =
476    fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
477  const G4Colour& c = pVA -> GetColour ();
478  G4double opacity = c.GetAlpha ();
479
480  if (!fSecondPass) {
481    G4bool transparency_enabled = true;
482    G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
483    if (pViewer) transparency_enabled = pViewer->transparency_enabled;
484    if (transparency_enabled && opacity < 1.) {
485      // On first pass, transparent objects are not drawn, but flag is set...
486      fSecondPassRequested = true;
487      return;
488    }
489  }
490
491  // On second pass, opaque objects are not drwan...
492  if (fSecondPass && opacity >= 1.) return;
493
494  G4PhysicalVolumeModel* pPVModel =
495    dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
496 
497  if (pPVModel) {
498    // If part of the geometry hierarchy, i.e., from a
499    // G4PhysicalVolumeModel, check if a display list already exists for
500    // this solid, re-use it if possible.  We could be smarter, and
501    // recognise repeated branches of the geometry hierarchy, for
502    // example.  But this algorithm should be secure, I think...
503    const G4VSolid* pSolid = &solid;
504    EAxis axis = kRho;
505    G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
506    if (pCurrentPV -> IsReplicated ()) {
507      G4int nReplicas;
508      G4double width;
509      G4double offset;
510      G4bool consuming;
511      pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
512    }
513    // Provided it is not parametrised (because if so, the
514    // solid's parameters might have been changed)...
515    if (!(pCurrentPV -> IsParameterised ()) &&
516        // Provided it is not replicated radially (because if so, the
517        // solid's parameters will have been changed)...
518        !(pCurrentPV -> IsReplicated () && axis == kRho) &&
519        // ...and if the solid has already been rendered...
520        (fSolidMap.find (pSolid) != fSolidMap.end ())) {
521      fDisplayListId = fSolidMap [pSolid];
522      PO po(fDisplayListId,*fpObjectTransformation);
523      if (fpViewer->GetViewParameters().IsPicking()) {
524        G4AttHolder* holder = new G4AttHolder;
525        // Load G4Atts from G4VisAttributes, if any...
526        const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes();
527        if (va) {
528          const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs();
529          if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs);
530        }
531        // Load G4Atts from G4PhysicalVolumeModel...
532        const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
533        if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
534        fPickMap[++fPickName] = holder;
535        po.fPickName = fPickName;
536      }
537      fPOList.push_back(po);
538    }
539    else {
540      G4VSceneHandler::RequestPrimitives (solid);
541      fSolidMap [pSolid] = fDisplayListId;
542    }
543    return;
544  }
545
546  // Otherwise invoke base class method...
547  G4VSceneHandler::RequestPrimitives (solid);
548}
549
550G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
551
552#endif
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