source: trunk/source/visualization/OpenGL/src/G4OpenGLStoredViewer.cc@ 1122

Last change on this file since 1122 was 1121, checked in by garnier, 16 years ago

en test...ca marche encore...

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLStoredViewer.cc,v 1.26 2009/04/08 16:55:44 lgarnier Exp $
28// GEANT4 tag $Name: $
29//
30//
31// Andrew Walkden 7th February 1997
32// Class G4OpenGLStoredViewer : Encapsulates the `storedness' of
33// an OpenGL view, for inheritance by
34// derived (X, Xm...) classes.
35
36#ifdef G4VIS_BUILD_OPENGL_DRIVER
37
38#include "G4OpenGLStoredViewer.hh"
39
40#include "G4OpenGLStoredSceneHandler.hh"
41#include "G4Text.hh"
42#include "G4Circle.hh"
43#include "G4UnitsTable.hh" // for G4BestUnit
44#include "G4Scene.hh"
45
46G4OpenGLStoredViewer::G4OpenGLStoredViewer
47(G4OpenGLStoredSceneHandler& sceneHandler):
48G4VViewer (sceneHandler, -1),
49G4OpenGLViewer (sceneHandler),
50fG4OpenGLStoredSceneHandler (sceneHandler)
51{
52#ifdef G4DEBUG_VIS_OGL
53 printf("G4OpenGLStoredViewer::Creation ...............\n");
54#endif
55 fLastVP = fDefaultVP; // Not sure if this gets executed before or
56 // after G4VViewer::G4VViewer!! Doesn't matter much.
57}
58
59G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {}
60
61void G4OpenGLStoredViewer::KernelVisitDecision () {
62
63 // If there's a significant difference with the last view parameters
64 // of either the scene handler or this viewer, trigger a rebuild.
65
66 if (!fG4OpenGLStoredSceneHandler.fTopPODL ||
67 CompareForKernelVisit(fLastVP)) {
68 NeedKernelVisit ();
69 }
70 fLastVP = fVP;
71}
72
73G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) {
74
75 if (
76 (lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) ||
77 (lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) ||
78 (lastVP.GetRepStyle () != fVP.GetRepStyle ()) ||
79 (lastVP.IsCulling () != fVP.IsCulling ()) ||
80 (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
81 (lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) ||
82 (lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) ||
83 (lastVP.IsSection () != fVP.IsSection ()) ||
84 // Section (DCUT) implemented locally. But still need to visit
85 // kernel if status changes so that back plane culling can be
86 // switched.
87 (lastVP.IsCutaway () != fVP.IsCutaway ()) ||
88 // Cutaways implemented locally. But still need to visit kernel
89 // if status changes so that back plane culling can be switched.
90 (lastVP.IsExplode () != fVP.IsExplode ()) ||
91 (lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) ||
92 (lastVP.IsMarkerNotHidden () != fVP.IsMarkerNotHidden ()) ||
93 (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
94 (lastVP.IsPicking () != fVP.IsPicking ())
95 )
96 return true;
97
98 if (lastVP.IsDensityCulling () &&
99 (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
100 return true;
101
102 /**************************************************************
103 Section (DCUT) implemented locally. No need to visit kernel if
104 section plane itself changes.
105 if (lastVP.IsSection () &&
106 (lastVP.GetSectionPlane () != fVP.GetSectionPlane ()))
107 return true;
108 ***************************************************************/
109
110 /**************************************************************
111 Cutaways implemented locally. No need to visit kernel if cutaway
112 planes themselves change.
113 if (lastVP.IsCutaway ()) {
114 if (lastVP.GetCutawayPlanes ().size () !=
115 fVP.GetCutawayPlanes ().size ()) return true;
116 for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i)
117 if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i])
118 return true;
119 }
120 ***************************************************************/
121
122 if (lastVP.IsExplode () &&
123 (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
124 return true;
125
126 return false;
127}
128
129void G4OpenGLStoredViewer::DrawDisplayLists () {
130#ifdef G4DEBUG_VIS_OGL
131 printf("G4OpenGLStoredViewer::DrawDisplayLists \n");
132#endif
133
134 const G4Planes& cutaways = fVP.GetCutawayPlanes();
135 G4bool cutawayUnion = fVP.IsCutaway() &&
136 fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion;
137 size_t nPasses = cutawayUnion? cutaways.size(): 1;
138#ifdef G4DEBUG_VIS_OGL
139 printf("G4OpenGLStoredViewer::DrawDisplayLists");
140#endif
141 for (size_t i = 0; i < nPasses; ++i) {
142#ifdef G4DEBUG_VIS_OGL
143 printf("+");
144#endif
145
146 if (cutawayUnion) {
147 double a[4];
148 a[0] = cutaways[i].a();
149 a[1] = cutaways[i].b();
150 a[2] = cutaways[i].c();
151 a[3] = cutaways[i].d();
152 glClipPlane (GL_CLIP_PLANE2, a);
153 glEnable (GL_CLIP_PLANE2);
154 }
155
156 if (fG4OpenGLStoredSceneHandler.fTopPODL)
157 glCallList (fG4OpenGLStoredSceneHandler.fTopPODL);
158
159 for (size_t i = 0; i < fG4OpenGLStoredSceneHandler.fTOList.size(); ++i) {
160#ifdef G4DEBUG_VIS_OGL
161 printf("-");
162#endif
163 G4OpenGLStoredSceneHandler::TO& to =
164 fG4OpenGLStoredSceneHandler.fTOList[i];
165 if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) {
166 glPushMatrix();
167 G4OpenGLTransform3D oglt (to.fTransform);
168 glMultMatrixd (oglt.GetGLMatrix ());
169 if (fVP.IsPicking()) glLoadName(to.fPickName);
170 G4Colour& c = to.fColour;
171 G4double bsf = 1.; // Brightness scaling factor.
172 if (fFadeFactor > 0. && to.fEndTime < fEndTime)
173 bsf = 1. - fFadeFactor *
174 ((fEndTime - to.fEndTime) / (fEndTime - fStartTime));
175 glColor3d(bsf * c.GetRed (), bsf * c.GetGreen (), bsf * c.GetBlue ());
176 glCallList (to.fDisplayListId);
177 glPopMatrix();
178 }
179 }
180
181 if (cutawayUnion) glDisable (GL_CLIP_PLANE2);
182 }
183#ifdef G4DEBUG_VIS_OGL
184 printf("\n");
185#endif
186
187 // Display time at "head" of time range, which is fEndTime...
188 if (fDisplayHeadTime && fEndTime < DBL_MAX) {
189 glMatrixMode (GL_PROJECTION);
190 glPushMatrix();
191 glLoadIdentity();
192 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
193 glMatrixMode (GL_MODELVIEW);
194 glPushMatrix();
195 glLoadIdentity();
196 G4Text headTimeText(G4BestUnit(fEndTime,"Time"),
197 G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.));
198 headTimeText.SetScreenSize(fDisplayHeadTimeSize);
199 G4VisAttributes visAtts (G4Colour
200 (fDisplayHeadTimeRed,
201 fDisplayHeadTimeGreen,
202 fDisplayHeadTimeBlue));
203 headTimeText.SetVisAttributes(&visAtts);
204 static_cast<G4OpenGLSceneHandler&>(fSceneHandler).
205 G4OpenGLSceneHandler::AddPrimitive(headTimeText);
206 glMatrixMode (GL_PROJECTION);
207 glPopMatrix();
208 glMatrixMode (GL_MODELVIEW);
209 glPopMatrix();
210 }
211
212 // Display light front...
213 if (fDisplayLightFront && fEndTime < DBL_MAX) {
214 G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light;
215 if (lightFrontRadius > 0.) {
216 G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ);
217 G4Point3D circleCentre = lightFrontCentre;
218 G4double circleRadius = lightFrontRadius;
219 if (fVP.GetFieldHalfAngle() > 0.) {
220 // Perspective view. Find horizon centre and radius...
221 G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() +
222 fVP.GetCurrentTargetPoint();
223 G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
224 if(sceneRadius <= 0.) sceneRadius = 1.;
225 G4double cameraDistance = fVP.GetCameraDistance(sceneRadius);
226 G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
227 G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre;
228 G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag();
229 /*
230 G4cout << "cameraPosition: " << cameraPosition
231 << ", lightFrontCentre: " << lightFrontCentre
232 << ", lightFrontRadius: " << lightFrontRadius
233 << ", lightFrontCentreDistance: " << lightFrontCentreDistance
234 << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection()
235 << G4endl;
236 */
237 if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) {
238 // Light front in front of camera...
239 G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance;
240 circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit();
241 circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2));
242 /*
243 G4cout << "sineHorizonAngle: " << sineHorizonAngle
244 << ", circleCentre: " << circleCentre
245 << ", circleRadius: " << circleRadius
246 << G4endl;
247 */
248 } else {
249 circleRadius = -1.;
250 }
251 }
252 if (circleRadius > 0.) {
253 G4Circle lightFront(circleCentre);
254 lightFront.SetWorldRadius(circleRadius);
255 glColor3d(fDisplayLightFrontRed,
256 fDisplayLightFrontGreen,
257 fDisplayLightFrontBlue);
258 static_cast<G4OpenGLSceneHandler&>(fSceneHandler).
259 G4OpenGLSceneHandler::AddPrimitive(lightFront);
260 }
261 }
262 }
263}
264
265#endif
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