source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc

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25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.64 2010/12/11 17:04:07 allison Exp $
28// GEANT4 tag $Name:  $
29//
30//
31// Andrew Walkden  27th March 1996
32// OpenGL view - opens window, hard copy, etc.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#include "G4ios.hh"
37#include "G4OpenGLViewer.hh"
38#include "G4OpenGLSceneHandler.hh"
39#include "G4OpenGLTransform3D.hh"
40#include "G4OpenGL2PSAction.hh"
41
42#include "G4Scene.hh"
43#include "G4VisExtent.hh"
44#include "G4LogicalVolume.hh"
45#include "G4VSolid.hh"
46#include "G4Point3D.hh"
47#include "G4Normal3D.hh"
48#include "G4Plane3D.hh"
49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
51
52// GL2PS
53#include "Geant4_gl2ps.h"
54
55#include <sstream>
56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
59fPrintColour (true),
60fVectoredPs (true),
61fOpenGLSceneHandler(scene),
62background (G4Colour(0.,0.,0.)),
63transparency_enabled (true),
64antialiasing_enabled (false),
65haloing_enabled (false),
66fStartTime(-DBL_MAX),
67fEndTime(DBL_MAX),
68fFadeFactor(0.),
69fDisplayHeadTime(false),
70fDisplayHeadTimeX(-0.9),
71fDisplayHeadTimeY(-0.9),
72fDisplayHeadTimeSize(24.),
73fDisplayHeadTimeRed(0.),
74fDisplayHeadTimeGreen(1.),
75fDisplayHeadTimeBlue(1.),
76fDisplayLightFront(false),
77fDisplayLightFrontX(0.),
78fDisplayLightFrontY(0.),
79fDisplayLightFrontZ(0.),
80fDisplayLightFrontT(0.),
81fDisplayLightFrontRed(0.),
82fDisplayLightFrontGreen(1.),
83fDisplayLightFrontBlue(0.),
84fPrintSizeX(-1),
85fPrintSizeY(-1),
86fPrintFilename ("G4OpenGL"),
87fPrintFilenameIndex(0),
88fWinSize_x(0),
89fWinSize_y(0),
90fPointSize (0),
91fSizeHasChanged(0)
92{
93  // Make changes to view parameters for OpenGL...
94  fVP.SetAutoRefresh(true);
95  fDefaultVP.SetAutoRefresh(true);
96
97  fGL2PSAction = new G4OpenGL2PSAction();
98
99  //  glClearColor (0.0, 0.0, 0.0, 0.0);
100  //  glClearDepth (1.0);
101  //  glDisable (GL_BLEND);
102  //  glDisable (GL_LINE_SMOOTH);
103  //  glDisable (GL_POLYGON_SMOOTH);
104
105}
106
107G4OpenGLViewer::~G4OpenGLViewer ()
108{
109  delete fGL2PSAction;
110}
111
112void G4OpenGLViewer::InitializeGLView ()
113{
114  glClearColor (0.0, 0.0, 0.0, 0.0);
115  glClearDepth (1.0);
116  glDisable (GL_BLEND);
117  glDisable (GL_LINE_SMOOTH);
118  glDisable (GL_POLYGON_SMOOTH);
119
120  fWinSize_x = fVP.GetWindowSizeHintX();
121  fWinSize_y = fVP.GetWindowSizeHintY();
122
123
124void G4OpenGLViewer::ClearView () {
125#ifdef G4DEBUG_VIS_OGL
126  printf("G4OpenGLViewer::ClearView\n");
127#endif
128  glClearColor (background.GetRed(),
129                background.GetGreen(),
130                background.GetBlue(),
131                1.);
132  glClearDepth (1.0);
133  //Below line does not compile with Mesa includes.
134  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
135  glClear (GL_COLOR_BUFFER_BIT);
136  glClear (GL_DEPTH_BUFFER_BIT);
137  glClear (GL_STENCIL_BUFFER_BIT);
138#ifdef G4DEBUG_VIS_OGL
139  printf("G4OpenGLViewer::ClearView flush\n");
140#endif
141  glFlush ();
142}
143
144
145void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
146  if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
147    fWinSize_x = aWidth;
148    fWinSize_y = aHeight;
149    fSizeHasChanged = true;
150  } else {
151    fSizeHasChanged = false;
152  }
153}
154
155/**
156 * Set the viewport of the scene
157 * MAXIMUM SIZE is :
158 * GLint dims[2];
159 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
160 */
161void G4OpenGLViewer::ResizeGLView()
162{
163#ifdef G4DEBUG_VIS_OGL
164  printf("G4OpenGLViewer::ResizeGLView %d %d &:%d\n",fWinSize_x,fWinSize_y,this);
165#endif
166  // Check size
167  GLint dims[2];
168  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
169
170  if ((dims[0] !=0 ) && (dims[1] !=0)) {
171
172    if (fWinSize_x > (unsigned)dims[0]) {
173      G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[0] << G4endl;
174      fWinSize_x = dims[0];
175    }
176    if (fWinSize_y > (unsigned)dims[1]) {
177      G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[1] << G4endl;
178      fWinSize_y = dims[1];
179    }
180  }
181   
182#ifdef G4DEBUG_VIS_OGL
183  printf("G4OpenGLViewer::ResizeGLView viewport X:%d Y:%d\n",fWinSize_x,fWinSize_y);
184#endif
185  glViewport(0, 0, fWinSize_x,fWinSize_y);   
186
187
188}
189
190
191void G4OpenGLViewer::SetView () {
192
193  if (!fSceneHandler.GetScene()) {
194    return;
195  }
196  // Calculates view representation based on extent of object being
197  // viewed and (initial) viewpoint.  (Note: it can change later due
198  // to user interaction via visualization system's GUI.)
199 
200  // Lighting.
201  GLfloat lightPosition [4];
202  lightPosition [0] = fVP.GetActualLightpointDirection().x();
203  lightPosition [1] = fVP.GetActualLightpointDirection().y();
204  lightPosition [2] = fVP.GetActualLightpointDirection().z();
205  lightPosition [3] = 0.;
206  // Light position is "true" light direction, so must come after gluLookAt.
207  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
208  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
209  glEnable (GL_LIGHT0);
210  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
211  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
212 
213  G4double ratioX = 1;
214  G4double ratioY = 1;
215  if (fWinSize_y > fWinSize_x) {
216    ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
217  }
218  if (fWinSize_x > fWinSize_y) {
219    ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
220  }
221 
222  // Get radius of scene, etc.
223  // Note that this procedure properly takes into account zoom, dolly and pan.
224  const G4Point3D targetPoint
225    = fSceneHandler.GetScene()->GetStandardTargetPoint()
226    + fVP.GetCurrentTargetPoint ();
227  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
228  if(radius<=0.) radius = 1.;
229  const G4double cameraDistance = fVP.GetCameraDistance (radius);
230  const G4Point3D cameraPosition =
231    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
232  const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
233  const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
234  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
235  const GLdouble left   = -right;
236  const GLdouble top    = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
237  const GLdouble bottom = -top;
238 
239  // FIXME
240  ResizeGLView();
241  //SHOULD SetWindowsSizeHint()...
242
243  glMatrixMode (GL_PROJECTION); // set up Frustum.
244  glLoadIdentity();
245
246  const G4Vector3D scaleFactor = fVP.GetScaleFactor();
247  glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
248 
249  if (fVP.GetFieldHalfAngle() == 0.) {
250    glOrtho (left, right, bottom, top, pnear, pfar);
251  }
252  else {
253    glFrustum (left, right, bottom, top, pnear, pfar);
254  } 
255
256  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
257  glLoadIdentity();
258 
259  const G4Normal3D& upVector = fVP.GetUpVector (); 
260  G4Point3D gltarget;
261  if (cameraDistance > 1.e-6 * radius) {
262    gltarget = targetPoint;
263  }
264  else {
265    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
266  }
267
268  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
269  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
270             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
271             upVector.x(), upVector.y(), upVector.z());     // Up vector.
272
273  // Light position is "true" light direction, so must come after gluLookAt.
274  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
275
276  // OpenGL no longer seems to reconstruct clipped edges, so, when the
277  // BooleanProcessor is up to it, abandon this and use generic
278  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
279  // force kernel visit on change of clipping plane in
280  // G4OpenGLStoredViewer::CompareForKernelVisit.
281  //if (fVP.IsSection () ) {  // pair of back to back clip planes.
282  if (false) {  // pair of back to back clip planes.
283    const G4Plane3D& s = fVP.GetSectionPlane ();
284    double sArray[4];
285    sArray[0] = s.a();
286    sArray[1] = s.b();
287    sArray[2] = s.c();
288    sArray[3] = s.d() + radius * 1.e-05;
289    glClipPlane (GL_CLIP_PLANE0, sArray);
290    glEnable (GL_CLIP_PLANE0);
291    sArray[0] = -s.a();
292    sArray[1] = -s.b();
293    sArray[2] = -s.c();
294    sArray[3] = -s.d() + radius * 1.e-05;
295    glClipPlane (GL_CLIP_PLANE1, sArray);
296    glEnable (GL_CLIP_PLANE1);
297  } else {
298    glDisable (GL_CLIP_PLANE0);
299    glDisable (GL_CLIP_PLANE1);
300  }
301
302  const G4Planes& cutaways = fVP.GetCutawayPlanes();
303  size_t nPlanes = cutaways.size();
304  //if (fVP.IsCutaway() &&
305  if (false &&
306      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
307      nPlanes > 0) {
308    double a[4];
309    a[0] = cutaways[0].a();
310    a[1] = cutaways[0].b();
311    a[2] = cutaways[0].c();
312    a[3] = cutaways[0].d();
313    glClipPlane (GL_CLIP_PLANE2, a);
314    glEnable (GL_CLIP_PLANE2);
315    if (nPlanes > 1) {
316      a[0] = cutaways[1].a();
317      a[1] = cutaways[1].b();
318      a[2] = cutaways[1].c();
319      a[3] = cutaways[1].d();
320      glClipPlane (GL_CLIP_PLANE3, a);
321      glEnable (GL_CLIP_PLANE3);
322    }
323    if (nPlanes > 2) {
324      a[0] = cutaways[2].a();
325      a[1] = cutaways[2].b();
326      a[2] = cutaways[2].c();
327      a[3] = cutaways[2].d();
328      glClipPlane (GL_CLIP_PLANE4, a);
329      glEnable (GL_CLIP_PLANE4);
330    }
331  } else {
332    glDisable (GL_CLIP_PLANE2);
333    glDisable (GL_CLIP_PLANE3);
334    glDisable (GL_CLIP_PLANE4);
335  }
336
337  // Background.
338  background = fVP.GetBackgroundColour ();
339
340}
341
342void G4OpenGLViewer::HaloingFirstPass () {
343 
344  //To perform haloing, first Draw all information to the depth buffer
345  //alone, using a chunky line width, and then Draw all info again, to
346  //the colour buffer, setting a thinner line width an the depth testing
347  //function to less than or equal, so if two lines cross, the one
348  //passing behind the other will not pass the depth test, and so not
349  //get rendered either side of the infront line for a short distance.
350
351  //First, disable writing to the colo(u)r buffer...
352  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
353
354  //Now enable writing to the depth buffer...
355  glDepthMask (GL_TRUE);
356  glDepthFunc (GL_LESS);
357  glClearDepth (1.0);
358
359  //Finally, set the line width to something wide...
360  glLineWidth (3.0);
361
362}
363
364void G4OpenGLViewer::HaloingSecondPass () {
365
366  //And finally, turn the colour buffer back on with a sesible line width...
367  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
368  glDepthFunc (GL_LEQUAL);
369  glLineWidth (1.0);
370
371}
372
373void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
374{
375  //G4cout << "X: " << x << ", Y: " << y << G4endl;
376  const G4int BUFSIZE = 512;
377  GLuint selectBuffer[BUFSIZE];
378  glSelectBuffer(BUFSIZE, selectBuffer);
379  glRenderMode(GL_SELECT);
380  glInitNames();
381  glPushName(0);
382  glMatrixMode(GL_PROJECTION);
383  G4double currentProjectionMatrix[16];
384  glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
385  glPushMatrix();
386  glLoadIdentity();
387  GLint viewport[4];
388  glGetIntegerv(GL_VIEWPORT, viewport);
389  // Define 5x5 pixel pick area
390  gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
391  glMultMatrixd(currentProjectionMatrix);
392  glMatrixMode(GL_MODELVIEW);
393  DrawView();
394  GLint hits = glRenderMode(GL_RENDER);
395#ifdef G4DEBUG_VIS_OGL
396  printf("G4OpenGLViewer::Pick °_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_\n");
397#endif
398  if (hits < 0)
399    G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4endl;
400  else if (hits > 0) {
401    //G4cout << hits << " hit(s)" << G4endl;
402    GLuint* p = selectBuffer;
403    for (GLint i = 0; i < hits; ++i) {
404      GLuint nnames = *p++;
405      p++; //OR GLuint zmin = *p++;
406      p++; //OR GLuint zmax = *p++;
407      //G4cout << "Hit " << i << ": " << nnames << " names"
408      //     << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
409      for (GLuint j = 0; j < nnames; ++j) {
410        GLuint name = *p++;
411        //G4cout << "Name " << j << ": PickName: " << name << G4endl;
412        std::map<GLuint, G4AttHolder*>::iterator iter =
413          fOpenGLSceneHandler.fPickMap.find(name);
414        if (iter != fOpenGLSceneHandler.fPickMap.end()) {
415          G4AttHolder* attHolder = iter->second;
416          if(attHolder && attHolder->GetAttDefs().size()) {
417            for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
418              G4cout << G4AttCheck(attHolder->GetAttValues()[i],
419                                   attHolder->GetAttDefs()[i]);
420            }
421          }
422        }
423      }
424      G4cout << G4endl;
425    }
426  }
427  glMatrixMode(GL_PROJECTION);
428  glPopMatrix();
429  glMatrixMode(GL_MODELVIEW);
430}
431
432
433
434
435GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
436 
437  GLubyte* buffer;
438  GLint swapbytes, lsbfirst, rowlength;
439  GLint skiprows, skippixels, alignment;
440  GLenum format;
441  int size;
442
443  if (inColor) {
444    format = GL_RGB;
445    size = width*height*3;
446  } else {
447    format = GL_LUMINANCE;
448    size = width*height*1;
449  }
450
451  buffer = new GLubyte[size];
452  if (buffer == NULL)
453    return NULL;
454
455  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
456  glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
457  glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
458
459  glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
460  glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
461  glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
462
463#ifdef G4DEBUG_VIS_OGL
464  printf("G4OpenGLViewer::grabPixels colors:%d swap:%d lsb:%d rowlenght:%d sr:%d sp:%d align:%d\n",inColor,swapbytes, lsbfirst, rowlength,skiprows, skippixels, alignment);
465#endif
466
467
468  glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
469  glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
470  glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
471
472  glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
473  glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
474  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
475
476  glFlush();
477  glReadBuffer(GL_FRONT);
478  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
479  //  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
480  glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
481  glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
482  glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
483 
484  glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
485  glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
486  glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
487 
488  return buffer;
489}
490
491void G4OpenGLViewer::printEPS() {
492  bool res;
493#ifdef G4DEBUG_VIS_OGL
494  printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
495#endif
496
497  // Change the LC_NUMERIC value in order to have "." separtor and not ","
498  // This case is only useful for French, Canadien...
499  char* oldLocale = (char*)(malloc(strlen(setlocale(LC_NUMERIC,NULL))+1));
500  if(oldLocale!=NULL) strcpy(oldLocale,setlocale(LC_NUMERIC,NULL));
501  setlocale(LC_NUMERIC,"C");
502
503  if (fVectoredPs) {
504    res = printVectoredEPS();
505  } else {
506    res = printNonVectoredEPS();
507  }
508
509  // restore the local
510  if (oldLocale) {
511    setlocale(LC_NUMERIC,oldLocale);
512    free(oldLocale);
513  }
514
515  if (res == false) {
516    G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
517  } else {
518    G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
519  }
520
521  // increment index if necessary
522  if ( fPrintFilenameIndex != -1) {
523    fPrintFilenameIndex++;
524  }
525
526#ifdef G4DEBUG_VIS_OGL
527  printf("G4OpenGLViewer::printEPS END\n");
528#endif
529}
530
531bool G4OpenGLViewer::printVectoredEPS() {
532  return printGl2PS();
533}
534
535bool G4OpenGLViewer::printNonVectoredEPS () {
536
537  GLint viewport[4];
538  glGetIntegerv(GL_VIEWPORT, viewport);
539
540  int width2 = getRealPrintSizeX();
541  int height2 = getRealPrintSizeY();
542  int width = viewport[2]; // FIXME : Why -1 ????
543  int height = viewport[3];
544
545#ifdef G4DEBUG_VIS_OGL
546  printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d X2:%d Y2:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,width2,height2,fPrintColour,fWinSize_x,fWinSize_y);
547#endif
548  FILE* fp;
549  GLubyte* pixels;
550  GLubyte* curpix;
551  int components, pos, i;
552
553  pixels = grabPixels (fPrintColour, width, height);
554
555  if (pixels == NULL) {
556      G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
557    return false;
558  }
559  if (fPrintColour) {
560    components = 3;
561  } else {
562    components = 1;
563  }
564  std::string name = getRealPrintFilename();
565  fp = fopen (name.c_str(), "w");
566  if (fp == NULL) {
567    G4cerr << "Can't open filename " << name.c_str() << G4endl;
568    return false;
569  }
570 
571  fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
572  fprintf (fp, "%%%%Title: %s\n", name.c_str());
573  fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
574  fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
575  fprintf (fp, "%%%%EndComments\n");
576  fprintf (fp, "gsave\n");
577  fprintf (fp, "/bwproc {\n");
578  fprintf (fp, "    rgbproc\n");
579  fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
580  fprintf (fp, "    5 -1 roll {\n");
581  fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
582  fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
583  fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
584  fprintf (fp, "    { 2 1 roll } ifelse\n");
585  fprintf (fp, "    }forall\n");
586  fprintf (fp, "    pop pop pop\n");
587  fprintf (fp, "} def\n");
588  fprintf (fp, "systemdict /colorimage known not {\n");
589  fprintf (fp, "   /colorimage {\n");
590  fprintf (fp, "       pop\n");
591  fprintf (fp, "       pop\n");
592  fprintf (fp, "       /rgbproc exch def\n");
593  fprintf (fp, "       { bwproc } image\n");
594  fprintf (fp, "   }  def\n");
595  fprintf (fp, "} if\n");
596  fprintf (fp, "/picstr %d string def\n", width * components);
597  fprintf (fp, "%d %d scale\n", width, height);
598  fprintf (fp, "%d %d %d\n", width, height, 8);
599  fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
600  fprintf (fp, "{currentfile picstr readhexstring pop}\n");
601  fprintf (fp, "false %d\n", components);
602  fprintf (fp, "colorimage\n");
603 
604  curpix = (GLubyte*) pixels;
605  pos = 0;
606  for (i = width*height*components; i>0; i--) {
607    fprintf (fp, "%02hx ", *(curpix++));
608    if (++pos >= 32) {
609      fprintf (fp, "\n");
610      pos = 0;
611    }
612  }
613  if (pos)
614    fprintf (fp, "\n");
615
616  fprintf (fp, "grestore\n");
617  fprintf (fp, "showpage\n");
618  delete pixels;
619  fclose (fp);
620
621  // Reset for next time (useful is size change)
622  //  fPrintSizeX = -1;
623  //  fPrintSizeY = -1;
624
625  return true;
626}
627
628
629/* Draw Gl2Ps text if needed
630   return true if it is draw
631 */
632bool G4OpenGLViewer::drawGl2psText(const char * textString, int size) {
633
634  if (!fGL2PSAction) return false;
635  if (fGL2PSAction->fileWritingEnabled()) {
636    gl2psText(textString,"Times-Roman",size);
637    return true;
638  }
639  return false;
640}
641
642
643bool G4OpenGLViewer::printGl2PS() {
644
645  int width = getRealPrintSizeX();
646  int height = getRealPrintSizeY();
647
648#ifdef G4DEBUG_VIS_OGL
649  printf("G4OpenGLViewer::printGl2PS file:%s Vec:%d X:%d Y:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour,fWinSize_x,fWinSize_y);
650#endif
651
652  if (!fGL2PSAction) return false;
653
654  fGL2PSAction->setFileName(getRealPrintFilename().c_str());
655  // try to resize
656  int X = fWinSize_x;
657  int Y = fWinSize_y;
658
659  fWinSize_x = width;
660  fWinSize_y = height;
661  // Laurent G. 16/03/10 : Not the good way to do.
662  // We should draw in a new offscreen context instead of
663  // resizing and drawing in current window...
664  // This should be solve when we will do an offscreen method
665  // to render OpenGL
666  // See :
667  // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
668  // http://www.songho.ca/opengl/gl_fbo.html
669
670  NeedKernelVisit ();
671  ResizeGLView();
672  if (fGL2PSAction->enableFileWriting()) {
673
674    // Set the viewport
675    //    fGL2PSAction->setViewport(0, 0, width, height); 
676    // By default, we choose the line width (trajectories...)
677    fGL2PSAction->setLineWidth(1);
678    // By default, we choose the point size (markers...)
679    fGL2PSAction->setPointSize(2);
680
681    DrawView ();
682    fGL2PSAction->disableFileWriting();
683  }
684
685  fWinSize_x = X;
686  fWinSize_y = Y;
687  ResizeGLView();
688  DrawView ();
689
690  // Reset for next time (useful is size change)
691  //  fPrintSizeX = 0;
692  //  fPrintSizeY = 0;
693
694  return true;
695}
696
697unsigned int G4OpenGLViewer::getWinWidth() {
698  return fWinSize_x;
699}
700
701unsigned int G4OpenGLViewer::getWinHeight() {
702  return fWinSize_y;
703}
704
705G4bool G4OpenGLViewer::sizeHasChanged() {
706  return fSizeHasChanged;
707}
708
709G4int G4OpenGLViewer::getRealPrintSizeX() {
710  if (fPrintSizeX == -1) {
711    return fWinSize_x;
712  }
713  GLint dims[2];
714  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
715
716  // L.Garnier 01-2010: Some problems with mac 10.6
717  if ((dims[0] !=0 ) && (dims[1] !=0)) {
718    if (fPrintSizeX > dims[0]){
719      return dims[0];
720    }
721  }
722  if (fPrintSizeX < -1){
723    return 0;
724  }
725#ifdef G4DEBUG_VIS_OGL
726  printf("G4OpenGLViewer::getRealPrintSizeX %d\n",fPrintSizeX);
727#endif
728  return fPrintSizeX;
729}
730
731G4int G4OpenGLViewer::getRealPrintSizeY() {
732  if (fPrintSizeY == -1) {
733    return fWinSize_y;
734  }
735  GLint dims[2];
736  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
737
738  // L.Garnier 01-2010: Some problems with mac 10.6
739  if ((dims[0] !=0 ) && (dims[1] !=0)) {
740    if (fPrintSizeY > dims[1]){
741      return dims[1];
742    }
743  }
744  if (fPrintSizeY < -1){
745    return 0;
746  }
747#ifdef G4DEBUG_VIS_OGL
748  printf("G4OpenGLViewer::getRealPrintSizeY %d\n",fPrintSizeY);
749#endif
750  return fPrintSizeY;
751}
752
753void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
754  fPrintSizeX = X;
755  fPrintSizeY = Y;
756}
757
758void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
759  if (name != "") {
760    fPrintFilename = name;
761  } else {
762    fPrintFilename = "G4OpenGL";  // by default
763  }
764  if (inc) {
765    fPrintFilenameIndex=0;
766  } else {
767    fPrintFilenameIndex=-1;
768  }
769}
770
771std::string G4OpenGLViewer::getRealPrintFilename() {
772  std::string temp = fPrintFilename;
773  if (fPrintFilenameIndex != -1) {
774    temp += std::string("_");
775    std::ostringstream os;
776    os << fPrintFilenameIndex;
777    std::string nb_str = os.str();
778    temp += nb_str;
779  }
780  temp += ".eps";
781  return temp;
782}
783
784GLdouble G4OpenGLViewer::getSceneNearWidth()
785{
786  if (!fSceneHandler.GetScene()) {
787    return 0;
788  }
789  const G4Point3D targetPoint
790    = fSceneHandler.GetScene()->GetStandardTargetPoint()
791    + fVP.GetCurrentTargetPoint ();
792  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
793  if(radius<=0.) radius = 1.;
794  const G4double cameraDistance = fVP.GetCameraDistance (radius);
795  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
796  return 2 * fVP.GetFrontHalfHeight (pnear, radius);
797}
798
799GLdouble G4OpenGLViewer::getSceneFarWidth()
800{
801  if (!fSceneHandler.GetScene()) {
802    return 0;
803  }
804  const G4Point3D targetPoint
805    = fSceneHandler.GetScene()->GetStandardTargetPoint()
806    + fVP.GetCurrentTargetPoint ();
807  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
808  if(radius<=0.) radius = 1.;
809  const G4double cameraDistance = fVP.GetCameraDistance (radius);
810  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
811  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
812  return 2 * fVP.GetFrontHalfHeight (pfar, radius);
813}
814
815
816GLdouble G4OpenGLViewer::getSceneDepth()
817{
818  if (!fSceneHandler.GetScene()) {
819    return 0;
820  }
821  const G4Point3D targetPoint
822    = fSceneHandler.GetScene()->GetStandardTargetPoint()
823    + fVP.GetCurrentTargetPoint ();
824  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
825  if(radius<=0.) radius = 1.;
826  const G4double cameraDistance = fVP.GetCameraDistance (radius);
827  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
828  return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
829}
830
831
832
833void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
834{
835  if (!fSceneHandler.GetScene()) {
836    return;
837  }
838
839  G4Vector3D vp;
840  G4Vector3D up;
841 
842  G4Vector3D xprime;
843  G4Vector3D yprime;
844  G4Vector3D zprime;
845 
846  G4double delta_alpha;
847  G4double delta_theta;
848 
849  G4Vector3D new_vp;
850  G4Vector3D new_up;
851 
852  G4double cosalpha;
853  G4double sinalpha;
854 
855  G4Vector3D a1;
856  G4Vector3D a2;
857  G4Vector3D delta;
858  G4Vector3D viewPoint;
859
860   
861  //phi spin stuff here
862 
863  vp = fVP.GetViewpointDirection ().unit ();
864  up = fVP.GetUpVector ().unit ();
865 
866  yprime = (up.cross(vp)).unit();
867  zprime = (vp.cross(yprime)).unit();
868 
869  if (fVP.GetLightsMoveWithCamera()) {
870    delta_alpha = dy * deltaRotation;
871    delta_theta = -dx * deltaRotation;
872  } else {
873    delta_alpha = -dy * deltaRotation;
874    delta_theta = dx * deltaRotation;
875  }   
876 
877  delta_alpha *= deg;
878  delta_theta *= deg;
879 
880  new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
881 
882  // to avoid z rotation flipping
883  // to allow more than 360° rotation
884
885  if (fVP.GetLightsMoveWithCamera()) {
886    new_up = (new_vp.cross(yprime)).unit();
887    if (new_vp.z()*vp.z() <0) {
888      new_up.set(new_up.x(),-new_up.y(),new_up.z());
889    }
890  } else {
891    new_up = up;
892    if (new_vp.z()*vp.z() <0) {
893      new_up.set(new_up.x(),-new_up.y(),new_up.z());
894    }
895  }
896  fVP.SetUpVector(new_up);
897  ////////////////
898  // Rotates by fixed azimuthal angle delta_theta.
899 
900  cosalpha = new_up.dot (new_vp.unit());
901  sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
902  yprime = (new_up.cross (new_vp.unit())).unit ();
903  xprime = yprime.cross (new_up);
904  // Projection of vp on plane perpendicular to up...
905  a1 = sinalpha * xprime;
906  // Required new projection...
907  a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
908  // Required Increment vector...
909  delta = a2 - a1;
910  // So new viewpoint is...
911  viewPoint = new_vp.unit() + delta;
912 
913  fVP.SetViewAndLights (viewPoint);
914}
915
916
917void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy,G4double deltaRotation)
918{
919  if (!fSceneHandler.GetScene()) {
920    return;
921  }
922
923  G4Vector3D vp;
924  G4Vector3D up;
925 
926  G4Vector3D xprime;
927  G4Vector3D yprime;
928  G4Vector3D zprime;
929 
930  G4Vector3D new_vp;
931  G4Vector3D new_up;
932 
933  G4Vector3D a1;
934  G4Vector3D a2;
935  G4Vector3D delta;
936  G4Vector3D viewPoint;
937
938   
939  //phi spin stuff here
940 
941#ifdef G4DEBUG_VIS_OGL
942  printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, deltaRotation);
943#endif
944
945  vp = fVP.GetViewpointDirection ().unit();
946  up = fVP.GetUpVector ().unit();
947
948  G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(),
949                             up.z()*vp.x()-up.x()*vp.z(),
950                             up.x()*vp.y()-up.y()*vp.x());
951
952  viewPoint = vp/deltaRotation + (zPrimeVector*dx - up*dy) ;
953  new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(),
954                       viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(),
955                       viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x());
956
957  G4Vector3D new_upUnit = new_up.unit();
958 
959 
960
961   fVP.SetUpVector(new_upUnit);
962   fVP.SetViewAndLights (viewPoint);
963}
964
965#endif
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