// // ******************************************************************** // * 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: G4OpenGLStoredViewer.cc,v 1.24 2008/04/04 13:32:22 allison Exp $ // GEANT4 tag $Name: HEAD $ // // // Andrew Walkden 7th February 1997 // Class G4OpenGLStoredViewer : Encapsulates the `storedness' of // an OpenGL view, for inheritance by // derived (X, Xm...) classes. #ifdef G4VIS_BUILD_OPENGL_DRIVER #include "G4OpenGLStoredViewer.hh" #include "G4OpenGLStoredSceneHandler.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4UnitsTable.hh" #include "G4Scene.hh" G4OpenGLStoredViewer::G4OpenGLStoredViewer (G4OpenGLStoredSceneHandler& sceneHandler): G4VViewer (sceneHandler, -1), G4OpenGLViewer (sceneHandler), fG4OpenGLStoredSceneHandler (sceneHandler) { fLastVP = fDefaultVP; // Not sure if this gets executed before or // after G4VViewer::G4VViewer!! Doesn't matter much. } G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {} void G4OpenGLStoredViewer::KernelVisitDecision () { // If there's a significant difference with the last view parameters // of either the scene handler or this viewer, trigger a rebuild. if (!fG4OpenGLStoredSceneHandler.fTopPODL || CompareForKernelVisit(fLastVP)) { NeedKernelVisit (); } fLastVP = fVP; } G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) { if ( (lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) || (lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) || (lastVP.GetRepStyle () != fVP.GetRepStyle ()) || (lastVP.IsCulling () != fVP.IsCulling ()) || (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) || (lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) || (lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) || (lastVP.IsSection () != fVP.IsSection ()) || // Section (DCUT) implemented locally. But still need to visit // kernel if status changes so that back plane culling can be // switched. (lastVP.IsCutaway () != fVP.IsCutaway ()) || // Cutaways implemented locally. But still need to visit kernel // if status changes so that back plane culling can be switched. (lastVP.IsExplode () != fVP.IsExplode ()) || (lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) || (lastVP.IsMarkerNotHidden () != fVP.IsMarkerNotHidden ()) || (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())|| (lastVP.IsPicking () != fVP.IsPicking ()) ) return true; if (lastVP.IsDensityCulling () && (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ())) return true; /************************************************************** Section (DCUT) implemented locally. No need to visit kernel if section plane itself changes. if (lastVP.IsSection () && (lastVP.GetSectionPlane () != fVP.GetSectionPlane ())) return true; ***************************************************************/ /************************************************************** Cutaways implemented locally. No need to visit kernel if cutaway planes themselves change. if (lastVP.IsCutaway ()) { if (lastVP.GetCutawayPlanes ().size () != fVP.GetCutawayPlanes ().size ()) return true; for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i) if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i]) return true; } ***************************************************************/ if (lastVP.IsExplode () && (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ())) return true; return false; } void G4OpenGLStoredViewer::DrawDisplayLists () { const G4Planes& cutaways = fVP.GetCutawayPlanes(); G4bool cutawayUnion = fVP.IsCutaway() && fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion; size_t nPasses = cutawayUnion? cutaways.size(): 1; for (size_t i = 0; i < nPasses; ++i) { if (cutawayUnion) { double a[4]; a[0] = cutaways[i].a(); a[1] = cutaways[i].b(); a[2] = cutaways[i].c(); a[3] = cutaways[i].d(); glClipPlane (GL_CLIP_PLANE2, a); glEnable (GL_CLIP_PLANE2); } if (fG4OpenGLStoredSceneHandler.fTopPODL) glCallList (fG4OpenGLStoredSceneHandler.fTopPODL); for (size_t i = 0; i < fG4OpenGLStoredSceneHandler.fTOList.size(); ++i) { G4OpenGLStoredSceneHandler::TO& to = fG4OpenGLStoredSceneHandler.fTOList[i]; if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) { glPushMatrix(); G4OpenGLTransform3D oglt (to.fTransform); glMultMatrixd (oglt.GetGLMatrix ()); if (fVP.IsPicking()) glLoadName(to.fPickName); G4Colour& c = to.fColour; G4double bsf = 1.; // Brightness scaling factor. if (fFadeFactor > 0. && to.fEndTime < fEndTime) bsf = 1. - fFadeFactor * ((fEndTime - to.fEndTime) / (fEndTime - fStartTime)); glColor3d(bsf * c.GetRed (), bsf * c.GetGreen (), bsf * c.GetBlue ()); glCallList (to.fDisplayListId); glPopMatrix(); } } if (cutawayUnion) glDisable (GL_CLIP_PLANE2); } // Display time at "head" of time range, which is fEndTime... if (fDisplayHeadTime && fEndTime < DBL_MAX) { glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); G4Text headTimeText(G4BestUnit(fEndTime,"Time"), G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.)); headTimeText.SetScreenSize(fDisplayHeadTimeSize); G4VisAttributes visAtts (G4Colour (fDisplayHeadTimeRed, fDisplayHeadTimeGreen, fDisplayHeadTimeBlue)); headTimeText.SetVisAttributes(&visAtts); static_cast(fSceneHandler). G4OpenGLSceneHandler::AddPrimitive(headTimeText); glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); } // Display light front... if (fDisplayLightFront && fEndTime < DBL_MAX) { G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light; if (lightFrontRadius > 0.) { G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ); G4Point3D circleCentre = lightFrontCentre; G4double circleRadius = lightFrontRadius; if (fVP.GetFieldHalfAngle() > 0.) { // Perspective view. Find horizon centre and radius... G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() + fVP.GetCurrentTargetPoint(); G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); if(sceneRadius <= 0.) sceneRadius = 1.; G4double cameraDistance = fVP.GetCameraDistance(sceneRadius); G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre; G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag(); /* G4cout << "cameraPosition: " << cameraPosition << ", lightFrontCentre: " << lightFrontCentre << ", lightFrontRadius: " << lightFrontRadius << ", lightFrontCentreDistance: " << lightFrontCentreDistance << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection() << G4endl; */ if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) { // Light front in front of camera... G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance; circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit(); circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2)); /* G4cout << "sineHorizonAngle: " << sineHorizonAngle << ", circleCentre: " << circleCentre << ", circleRadius: " << circleRadius << G4endl; */ } else { circleRadius = -1.; } } if (circleRadius > 0.) { G4Circle lightFront(circleCentre); lightFront.SetWorldRadius(circleRadius); glColor3d(fDisplayLightFrontRed, fDisplayLightFrontGreen, fDisplayLightFrontBlue); static_cast(fSceneHandler). G4OpenGLSceneHandler::AddPrimitive(lightFront); } } } } #endif