[529] | 1 | // |
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| 2 | // ******************************************************************** |
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| 3 | // * License and Disclaimer * |
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| 4 | // * * |
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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| 7 | // * conditions of the Geant4 Software License, included in the file * |
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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| 9 | // * include a list of copyright holders. * |
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| 10 | // * * |
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| 11 | // * Neither the authors of this software system, nor their employing * |
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| 12 | // * institutes,nor the agencies providing financial support for this * |
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| 13 | // * work make any representation or warranty, express or implied, * |
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| 14 | // * regarding this software system or assume any liability for its * |
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| 15 | // * use. Please see the license in the file LICENSE and URL above * |
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| 16 | // * for the full disclaimer and the limitation of liability. * |
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| 17 | // * * |
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| 18 | // * This code implementation is the result of the scientific and * |
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| 19 | // * technical work of the GEANT4 collaboration. * |
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| 20 | // * By using, copying, modifying or distributing the software (or * |
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| 21 | // * any work based on the software) you agree to acknowledge its * |
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| 22 | // * use in resulting scientific publications, and indicate your * |
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| 23 | // * acceptance of all terms of the Geant4 Software license. * |
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| 24 | // ******************************************************************** |
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| 25 | // |
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| 26 | // |
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[975] | 27 | // $Id: G4OpenGLViewer.cc,v 1.53 2009/04/08 16:55:44 lgarnier Exp $ |
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[873] | 28 | // GEANT4 tag $Name: $ |
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[529] | 29 | // |
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| 30 | // |
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| 31 | // Andrew Walkden 27th March 1996 |
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| 32 | // OpenGL view - opens window, hard copy, etc. |
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| 33 | |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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| 35 | |
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| 36 | #include "G4ios.hh" |
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| 37 | #include "G4OpenGLViewer.hh" |
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| 38 | #include "G4OpenGLSceneHandler.hh" |
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| 39 | #include "G4OpenGLTransform3D.hh" |
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[923] | 40 | #include "G4OpenGL2PSAction.hh" |
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[529] | 41 | |
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| 42 | #include "G4Scene.hh" |
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| 43 | #include "G4VisExtent.hh" |
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| 44 | #include "G4LogicalVolume.hh" |
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| 45 | #include "G4VSolid.hh" |
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| 46 | #include "G4Point3D.hh" |
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| 47 | #include "G4Normal3D.hh" |
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| 48 | #include "G4Plane3D.hh" |
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[593] | 49 | #include "G4AttHolder.hh" |
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| 50 | #include "G4AttCheck.hh" |
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[918] | 51 | |
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[923] | 52 | // GL2PS |
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| 53 | #include "Geant4_gl2ps.h" |
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| 54 | |
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[593] | 55 | #include <sstream> |
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[529] | 56 | |
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| 57 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene): |
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| 58 | G4VViewer (scene, -1), |
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[916] | 59 | fPrintFilename ("G4OpenGL.eps"), |
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| 60 | fPrintColour (true), |
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| 61 | fVectoredPs (true), |
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[941] | 62 | fPrintSizeX(0), |
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| 63 | fPrintSizeY(0), |
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[593] | 64 | fOpenGLSceneHandler(scene), |
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[529] | 65 | background (G4Colour(0.,0.,0.)), |
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| 66 | transparency_enabled (true), |
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| 67 | antialiasing_enabled (false), |
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| 68 | haloing_enabled (false), |
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[789] | 69 | fStartTime(-DBL_MAX), |
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| 70 | fEndTime(DBL_MAX), |
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[529] | 71 | fFadeFactor(0.), |
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| 72 | fDisplayHeadTime(false), |
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| 73 | fDisplayHeadTimeX(-0.9), |
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| 74 | fDisplayHeadTimeY(-0.9), |
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| 75 | fDisplayHeadTimeSize(24.), |
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| 76 | fDisplayHeadTimeRed(0.), |
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| 77 | fDisplayHeadTimeGreen(1.), |
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| 78 | fDisplayHeadTimeBlue(1.), |
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| 79 | fDisplayLightFront(false), |
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| 80 | fDisplayLightFrontX(0.), |
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| 81 | fDisplayLightFrontY(0.), |
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| 82 | fDisplayLightFrontZ(0.), |
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| 83 | fDisplayLightFrontT(0.), |
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| 84 | fDisplayLightFrontRed(0.), |
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| 85 | fDisplayLightFrontGreen(1.), |
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[916] | 86 | fDisplayLightFrontBlue(0.), |
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| 87 | fPointSize (0) |
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[529] | 88 | { |
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| 89 | // Make changes to view parameters for OpenGL... |
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| 90 | fVP.SetAutoRefresh(true); |
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| 91 | fDefaultVP.SetAutoRefresh(true); |
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[897] | 92 | fWinSize_x = fVP.GetWindowSizeHintX(); |
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| 93 | fWinSize_y = fVP.GetWindowSizeHintY(); |
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[529] | 94 | |
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[921] | 95 | fGL2PSAction = new G4OpenGL2PSAction(); |
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| 96 | |
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[529] | 97 | // glClearColor (0.0, 0.0, 0.0, 0.0); |
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| 98 | // glClearDepth (1.0); |
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| 99 | // glDisable (GL_BLEND); |
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| 100 | // glDisable (GL_LINE_SMOOTH); |
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| 101 | // glDisable (GL_POLYGON_SMOOTH); |
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| 102 | |
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| 103 | } |
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| 104 | |
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| 105 | G4OpenGLViewer::~G4OpenGLViewer () {} |
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| 106 | |
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| 107 | void G4OpenGLViewer::InitializeGLView () |
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| 108 | { |
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| 109 | glClearColor (0.0, 0.0, 0.0, 0.0); |
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| 110 | glClearDepth (1.0); |
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| 111 | glDisable (GL_BLEND); |
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| 112 | glDisable (GL_LINE_SMOOTH); |
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| 113 | glDisable (GL_POLYGON_SMOOTH); |
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| 114 | } |
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| 115 | |
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| 116 | void G4OpenGLViewer::ClearView () { |
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[959] | 117 | #ifdef G4DEBUG_VIS_OGL |
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[948] | 118 | printf("G4OpenGLViewer::ClearView\n"); |
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[959] | 119 | #endif |
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[529] | 120 | glClearColor (background.GetRed(), |
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| 121 | background.GetGreen(), |
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| 122 | background.GetBlue(), |
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| 123 | 1.); |
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| 124 | glClearDepth (1.0); |
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| 125 | //Below line does not compile with Mesa includes. |
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| 126 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 127 | glClear (GL_COLOR_BUFFER_BIT); |
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| 128 | glClear (GL_DEPTH_BUFFER_BIT); |
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| 129 | glClear (GL_STENCIL_BUFFER_BIT); |
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[955] | 130 | #ifdef G4DEBUG_VIS_OGL |
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| 131 | printf("G4OpenGLViewer::ClearView flush\n"); |
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| 132 | #endif |
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[529] | 133 | glFlush (); |
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| 134 | } |
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| 135 | |
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[906] | 136 | |
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| 137 | /** |
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| 138 | * Set the viewport of the scene |
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[945] | 139 | * MAXIMUM SIZE is : |
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| 140 | * GLint dims[2]; |
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| 141 | * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); |
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[906] | 142 | */ |
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| 143 | void G4OpenGLViewer::ResizeGLView() |
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| 144 | { |
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[959] | 145 | #ifdef G4DEBUG_VIS_OGL |
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[949] | 146 | printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y); |
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[959] | 147 | #endif |
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[945] | 148 | // Check size |
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| 149 | GLint dims[2]; |
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| 150 | glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); |
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| 151 | if (fWinSize_x > (unsigned)dims[0]) { |
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| 152 | G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl; |
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| 153 | fWinSize_x = dims[0]; |
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| 154 | } |
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| 155 | if (fWinSize_y > (unsigned)dims[1]) { |
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| 156 | G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl; |
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| 157 | fWinSize_y = dims[1]; |
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| 158 | } |
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[949] | 159 | GLsizei side = fWinSize_x; |
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[906] | 160 | if (fWinSize_y < fWinSize_x) side = fWinSize_y; |
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[949] | 161 | |
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| 162 | // SPECIAL CASE if fWinSize_x is even (69 for example) |
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| 163 | // Ex : X: 69 Y: 26 |
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| 164 | // side = 26 |
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| 165 | // width / 2 = 21,5 |
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| 166 | // height / 2 = 0 |
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| 167 | // Should be fixed to closed : 21 0 for ex |
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| 168 | // Then size must by change to : |
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| 169 | // X:68 Y: 26 |
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| 170 | |
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| 171 | // SPECIAL CASE |
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| 172 | if ((fWinSize_x - side)%2) { |
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[950] | 173 | // fWinSize_x --; |
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| 174 | |
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| 175 | side = fWinSize_x; |
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| 176 | if (fWinSize_y < fWinSize_x) side = fWinSize_y; |
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[949] | 177 | } |
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| 178 | if ((fWinSize_y - side)%2) { |
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[950] | 179 | // fWinSize_y --; |
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| 180 | |
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| 181 | side = fWinSize_x; |
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| 182 | if (fWinSize_y < fWinSize_x) side = fWinSize_y; |
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[949] | 183 | } |
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| 184 | |
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[950] | 185 | GLint X = (fWinSize_x - side) / 2; |
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| 186 | GLint Y = (fWinSize_y - side) / 2; |
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[949] | 187 | |
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[959] | 188 | #ifdef G4DEBUG_VIS_OGL |
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[950] | 189 | printf("G4OpenGLViewer::ResizeGLView X:%d Y:%d W:%d H:%d --side%d\n",(fWinSize_x - side) / 2,(fWinSize_y - side) / 2,fWinSize_x,fWinSize_y,side); |
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[959] | 190 | #endif |
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[950] | 191 | glViewport(X, Y, side, side); |
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| 192 | // glViewport(0, 0, fWinSize_x,fWinSize_y); |
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| 193 | |
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| 194 | |
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[906] | 195 | } |
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| 196 | |
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| 197 | |
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[529] | 198 | void G4OpenGLViewer::SetView () { |
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[858] | 199 | |
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| 200 | if (!fSceneHandler.GetScene()) { |
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[908] | 201 | G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... " |
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[858] | 202 | << G4endl; |
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| 203 | return; |
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| 204 | } |
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[529] | 205 | // Calculates view representation based on extent of object being |
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| 206 | // viewed and (initial) viewpoint. (Note: it can change later due |
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| 207 | // to user interaction via visualization system's GUI.) |
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| 208 | |
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| 209 | // Lighting. |
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| 210 | GLfloat lightPosition [4]; |
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| 211 | lightPosition [0] = fVP.GetActualLightpointDirection().x(); |
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| 212 | lightPosition [1] = fVP.GetActualLightpointDirection().y(); |
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| 213 | lightPosition [2] = fVP.GetActualLightpointDirection().z(); |
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| 214 | lightPosition [3] = 0.; |
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| 215 | // Light position is "true" light direction, so must come after gluLookAt. |
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| 216 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.}; |
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| 217 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.}; |
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| 218 | glEnable (GL_LIGHT0); |
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| 219 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); |
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| 220 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); |
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| 221 | |
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| 222 | // Get radius of scene, etc. |
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| 223 | // Note that this procedure properly takes into account zoom, dolly and pan. |
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| 224 | const G4Point3D targetPoint |
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| 225 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
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| 226 | + fVP.GetCurrentTargetPoint (); |
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| 227 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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| 228 | if(radius<=0.) radius = 1.; |
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| 229 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
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| 230 | const G4Point3D cameraPosition = |
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| 231 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
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[906] | 232 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
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| 233 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
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[529] | 234 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius); |
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| 235 | const GLdouble left = -right; |
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| 236 | const GLdouble bottom = left; |
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| 237 | const GLdouble top = right; |
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| 238 | |
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[906] | 239 | // FIXME |
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| 240 | ResizeGLView(); |
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[908] | 241 | //SHOULD SetWindowsSizeHint()... |
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[906] | 242 | |
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[529] | 243 | glMatrixMode (GL_PROJECTION); // set up Frustum. |
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| 244 | glLoadIdentity(); |
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| 245 | |
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[906] | 246 | const G4Vector3D scaleFactor = fVP.GetScaleFactor(); |
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| 247 | glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z()); |
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[529] | 248 | |
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| 249 | if (fVP.GetFieldHalfAngle() == 0.) { |
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| 250 | glOrtho (left, right, bottom, top, pnear, pfar); |
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| 251 | } |
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| 252 | else { |
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| 253 | glFrustum (left, right, bottom, top, pnear, pfar); |
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[908] | 254 | } |
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[906] | 255 | |
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[529] | 256 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene. |
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| 257 | glLoadIdentity(); |
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| 258 | |
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| 259 | const G4Normal3D& upVector = fVP.GetUpVector (); |
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| 260 | G4Point3D gltarget; |
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| 261 | if (cameraDistance > 1.e-6 * radius) { |
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| 262 | gltarget = targetPoint; |
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| 263 | } |
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| 264 | else { |
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| 265 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit(); |
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| 266 | } |
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| 267 | |
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| 268 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity. |
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| 269 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint. |
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| 270 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point. |
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| 271 | upVector.x(), upVector.y(), upVector.z()); // Up vector. |
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[906] | 272 | |
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[529] | 273 | // Light position is "true" light direction, so must come after gluLookAt. |
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| 274 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); |
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| 275 | |
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| 276 | // OpenGL no longer seems to reconstruct clipped edges, so, when the |
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| 277 | // BooleanProcessor is up to it, abandon this and use generic |
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| 278 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also, |
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| 279 | // force kernel visit on change of clipping plane in |
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| 280 | // G4OpenGLStoredViewer::CompareForKernelVisit. |
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| 281 | if (fVP.IsSection () ) { // pair of back to back clip planes. |
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| 282 | const G4Plane3D& s = fVP.GetSectionPlane (); |
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| 283 | double sArray[4]; |
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| 284 | sArray[0] = s.a(); |
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| 285 | sArray[1] = s.b(); |
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| 286 | sArray[2] = s.c(); |
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| 287 | sArray[3] = s.d() + radius * 1.e-05; |
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| 288 | glClipPlane (GL_CLIP_PLANE0, sArray); |
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| 289 | glEnable (GL_CLIP_PLANE0); |
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| 290 | sArray[0] = -s.a(); |
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| 291 | sArray[1] = -s.b(); |
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| 292 | sArray[2] = -s.c(); |
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| 293 | sArray[3] = -s.d() + radius * 1.e-05; |
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| 294 | glClipPlane (GL_CLIP_PLANE1, sArray); |
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| 295 | glEnable (GL_CLIP_PLANE1); |
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| 296 | } else { |
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| 297 | glDisable (GL_CLIP_PLANE0); |
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| 298 | glDisable (GL_CLIP_PLANE1); |
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| 299 | } |
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| 300 | |
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| 301 | const G4Planes& cutaways = fVP.GetCutawayPlanes(); |
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| 302 | size_t nPlanes = cutaways.size(); |
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| 303 | if (fVP.IsCutaway() && |
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| 304 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection && |
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| 305 | nPlanes > 0) { |
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| 306 | double a[4]; |
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| 307 | a[0] = cutaways[0].a(); |
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| 308 | a[1] = cutaways[0].b(); |
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| 309 | a[2] = cutaways[0].c(); |
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| 310 | a[3] = cutaways[0].d(); |
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| 311 | glClipPlane (GL_CLIP_PLANE2, a); |
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| 312 | glEnable (GL_CLIP_PLANE2); |
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| 313 | if (nPlanes > 1) { |
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| 314 | a[0] = cutaways[1].a(); |
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| 315 | a[1] = cutaways[1].b(); |
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| 316 | a[2] = cutaways[1].c(); |
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| 317 | a[3] = cutaways[1].d(); |
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| 318 | glClipPlane (GL_CLIP_PLANE3, a); |
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| 319 | glEnable (GL_CLIP_PLANE3); |
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| 320 | } |
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| 321 | if (nPlanes > 2) { |
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| 322 | a[0] = cutaways[2].a(); |
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| 323 | a[1] = cutaways[2].b(); |
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| 324 | a[2] = cutaways[2].c(); |
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| 325 | a[3] = cutaways[2].d(); |
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| 326 | glClipPlane (GL_CLIP_PLANE4, a); |
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| 327 | glEnable (GL_CLIP_PLANE4); |
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| 328 | } |
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| 329 | } else { |
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| 330 | glDisable (GL_CLIP_PLANE2); |
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| 331 | glDisable (GL_CLIP_PLANE3); |
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| 332 | glDisable (GL_CLIP_PLANE4); |
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| 333 | } |
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| 334 | |
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| 335 | // Background. |
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| 336 | background = fVP.GetBackgroundColour (); |
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| 337 | |
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| 338 | } |
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| 339 | |
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| 340 | void G4OpenGLViewer::HaloingFirstPass () { |
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| 341 | |
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| 342 | //To perform haloing, first Draw all information to the depth buffer |
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| 343 | //alone, using a chunky line width, and then Draw all info again, to |
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| 344 | //the colour buffer, setting a thinner line width an the depth testing |
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| 345 | //function to less than or equal, so if two lines cross, the one |
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| 346 | //passing behind the other will not pass the depth test, and so not |
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| 347 | //get rendered either side of the infront line for a short distance. |
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| 348 | |
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| 349 | //First, disable writing to the colo(u)r buffer... |
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| 350 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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| 351 | |
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| 352 | //Now enable writing to the depth buffer... |
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| 353 | glDepthMask (GL_TRUE); |
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| 354 | glDepthFunc (GL_LESS); |
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| 355 | glClearDepth (1.0); |
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| 356 | |
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| 357 | //Finally, set the line width to something wide... |
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| 358 | glLineWidth (3.0); |
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| 359 | |
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| 360 | } |
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| 361 | |
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| 362 | void G4OpenGLViewer::HaloingSecondPass () { |
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| 363 | |
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| 364 | //And finally, turn the colour buffer back on with a sesible line width... |
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| 365 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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| 366 | glDepthFunc (GL_LEQUAL); |
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| 367 | glLineWidth (1.0); |
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| 368 | |
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| 369 | } |
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| 370 | |
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[593] | 371 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y) |
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| 372 | { |
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| 373 | //G4cout << "X: " << x << ", Y: " << y << G4endl; |
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| 374 | const G4int BUFSIZE = 512; |
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| 375 | GLuint selectBuffer[BUFSIZE]; |
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| 376 | glSelectBuffer(BUFSIZE, selectBuffer); |
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| 377 | glRenderMode(GL_SELECT); |
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| 378 | glInitNames(); |
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| 379 | glPushName(0); |
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| 380 | glMatrixMode(GL_PROJECTION); |
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| 381 | G4double currentProjectionMatrix[16]; |
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| 382 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix); |
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| 383 | glPushMatrix(); |
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| 384 | glLoadIdentity(); |
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| 385 | GLint viewport[4]; |
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| 386 | glGetIntegerv(GL_VIEWPORT, viewport); |
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| 387 | // Define 5x5 pixel pick area |
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| 388 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport); |
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| 389 | glMultMatrixd(currentProjectionMatrix); |
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| 390 | glMatrixMode(GL_MODELVIEW); |
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| 391 | DrawView(); |
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| 392 | GLint hits = glRenderMode(GL_RENDER); |
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| 393 | if (hits < 0) |
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| 394 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout; |
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| 395 | else if (hits > 0) { |
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| 396 | //G4cout << hits << " hit(s)" << G4endl; |
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| 397 | GLuint* p = selectBuffer; |
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| 398 | for (GLint i = 0; i < hits; ++i) { |
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| 399 | GLuint nnames = *p++; |
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| 400 | *p++; //OR GLuint zmin = *p++; |
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| 401 | *p++; //OR GLuint zmax = *p++; |
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| 402 | //G4cout << "Hit " << i << ": " << nnames << " names" |
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| 403 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl; |
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| 404 | for (GLuint j = 0; j < nnames; ++j) { |
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| 405 | GLuint name = *p++; |
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| 406 | //G4cout << "Name " << j << ": PickName: " << name << G4endl; |
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| 407 | std::map<GLuint, G4AttHolder*>::iterator iter = |
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| 408 | fOpenGLSceneHandler.fPickMap.find(name); |
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| 409 | if (iter != fOpenGLSceneHandler.fPickMap.end()) { |
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| 410 | G4AttHolder* attHolder = iter->second; |
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| 411 | if(attHolder && attHolder->GetAttDefs().size()) { |
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| 412 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) { |
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| 413 | G4cout << G4AttCheck(attHolder->GetAttValues()[i], |
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| 414 | attHolder->GetAttDefs()[i]); |
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| 415 | } |
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| 416 | } |
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| 417 | } |
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| 418 | } |
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| 419 | G4cout << G4endl; |
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| 420 | } |
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| 421 | } |
---|
| 422 | glMatrixMode(GL_PROJECTION); |
---|
| 423 | glPopMatrix(); |
---|
| 424 | glMatrixMode(GL_MODELVIEW); |
---|
| 425 | } |
---|
| 426 | |
---|
| 427 | |
---|
[754] | 428 | |
---|
[593] | 429 | |
---|
[914] | 430 | GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) { |
---|
| 431 | |
---|
| 432 | GLubyte* buffer; |
---|
| 433 | GLint swapbytes, lsbfirst, rowlength; |
---|
| 434 | GLint skiprows, skippixels, alignment; |
---|
| 435 | GLenum format; |
---|
| 436 | int size; |
---|
| 437 | |
---|
| 438 | if (inColor) { |
---|
| 439 | format = GL_RGB; |
---|
| 440 | size = width*height*3; |
---|
| 441 | } else { |
---|
| 442 | format = GL_LUMINANCE; |
---|
| 443 | size = width*height*1; |
---|
| 444 | } |
---|
| 445 | |
---|
| 446 | buffer = new GLubyte[size]; |
---|
| 447 | if (buffer == NULL) |
---|
| 448 | return NULL; |
---|
| 449 | |
---|
| 450 | glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes); |
---|
| 451 | glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst); |
---|
| 452 | glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength); |
---|
| 453 | |
---|
| 454 | glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows); |
---|
| 455 | glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels); |
---|
| 456 | glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment); |
---|
| 457 | |
---|
| 458 | glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE); |
---|
| 459 | glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE); |
---|
| 460 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); |
---|
| 461 | |
---|
| 462 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); |
---|
| 463 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); |
---|
| 464 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1); |
---|
| 465 | |
---|
[980] | 466 | glReadBuffer(GL_FRONT); |
---|
[914] | 467 | glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer); |
---|
| 468 | |
---|
| 469 | glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes); |
---|
| 470 | glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst); |
---|
| 471 | glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength); |
---|
| 472 | |
---|
| 473 | glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows); |
---|
| 474 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels); |
---|
| 475 | glPixelStorei (GL_UNPACK_ALIGNMENT, alignment); |
---|
| 476 | |
---|
| 477 | return buffer; |
---|
| 478 | } |
---|
| 479 | |
---|
[941] | 480 | void G4OpenGLViewer::printEPS() { |
---|
| 481 | bool res; |
---|
[942] | 482 | #ifdef G4DEBUG_VIS_OGL |
---|
| 483 | printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs); |
---|
| 484 | #endif |
---|
[941] | 485 | if (fVectoredPs) { |
---|
| 486 | res = printVectoredEPS(); |
---|
| 487 | } else { |
---|
[1008] | 488 | res = printNonVectoredEPS(); |
---|
[941] | 489 | } |
---|
| 490 | if (res == false) { |
---|
| 491 | G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl; |
---|
| 492 | } else { |
---|
| 493 | G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl; |
---|
| 494 | } |
---|
| 495 | } |
---|
[914] | 496 | |
---|
[941] | 497 | bool G4OpenGLViewer::printVectoredEPS() { |
---|
| 498 | return printGl2PS(); |
---|
| 499 | } |
---|
| 500 | |
---|
| 501 | bool G4OpenGLViewer::printNonVectoredEPS () { |
---|
| 502 | |
---|
| 503 | int width = 0; |
---|
| 504 | int height = 0; |
---|
| 505 | |
---|
| 506 | if (fPrintSizeX == 0) { |
---|
| 507 | width = fWinSize_x; |
---|
| 508 | } else { |
---|
| 509 | width = fPrintSizeX; |
---|
| 510 | } |
---|
| 511 | if (fPrintSizeY == 0) { |
---|
| 512 | height = fWinSize_y; |
---|
| 513 | } else { |
---|
| 514 | height = fPrintSizeY; |
---|
| 515 | } |
---|
| 516 | |
---|
[942] | 517 | #ifdef G4DEBUG_VIS_OGL |
---|
| 518 | printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour); |
---|
| 519 | #endif |
---|
[914] | 520 | FILE* fp; |
---|
| 521 | GLubyte* pixels; |
---|
| 522 | GLubyte* curpix; |
---|
| 523 | int components, pos, i; |
---|
| 524 | |
---|
[941] | 525 | pixels = grabPixels (fPrintColour, width, height); |
---|
[914] | 526 | |
---|
[941] | 527 | if (pixels == NULL) { |
---|
| 528 | G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl; |
---|
| 529 | return false; |
---|
| 530 | } |
---|
| 531 | if (fPrintColour) { |
---|
[914] | 532 | components = 3; |
---|
| 533 | } else { |
---|
| 534 | components = 1; |
---|
| 535 | } |
---|
| 536 | |
---|
[938] | 537 | fp = fopen (fPrintFilename.c_str(), "w"); |
---|
[914] | 538 | if (fp == NULL) { |
---|
[941] | 539 | G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl; |
---|
| 540 | return false; |
---|
[914] | 541 | } |
---|
| 542 | |
---|
| 543 | fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n"); |
---|
[938] | 544 | fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str()); |
---|
[914] | 545 | fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n"); |
---|
| 546 | fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height); |
---|
| 547 | fprintf (fp, "%%%%EndComments\n"); |
---|
| 548 | fprintf (fp, "gsave\n"); |
---|
| 549 | fprintf (fp, "/bwproc {\n"); |
---|
| 550 | fprintf (fp, " rgbproc\n"); |
---|
| 551 | fprintf (fp, " dup length 3 idiv string 0 3 0 \n"); |
---|
| 552 | fprintf (fp, " 5 -1 roll {\n"); |
---|
| 553 | fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n"); |
---|
| 554 | fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n"); |
---|
| 555 | fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n"); |
---|
| 556 | fprintf (fp, " { 2 1 roll } ifelse\n"); |
---|
| 557 | fprintf (fp, " }forall\n"); |
---|
| 558 | fprintf (fp, " pop pop pop\n"); |
---|
| 559 | fprintf (fp, "} def\n"); |
---|
| 560 | fprintf (fp, "systemdict /colorimage known not {\n"); |
---|
| 561 | fprintf (fp, " /colorimage {\n"); |
---|
| 562 | fprintf (fp, " pop\n"); |
---|
| 563 | fprintf (fp, " pop\n"); |
---|
| 564 | fprintf (fp, " /rgbproc exch def\n"); |
---|
| 565 | fprintf (fp, " { bwproc } image\n"); |
---|
| 566 | fprintf (fp, " } def\n"); |
---|
| 567 | fprintf (fp, "} if\n"); |
---|
| 568 | fprintf (fp, "/picstr %d string def\n", width * components); |
---|
| 569 | fprintf (fp, "%d %d scale\n", width, height); |
---|
| 570 | fprintf (fp, "%d %d %d\n", width, height, 8); |
---|
| 571 | fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height); |
---|
| 572 | fprintf (fp, "{currentfile picstr readhexstring pop}\n"); |
---|
| 573 | fprintf (fp, "false %d\n", components); |
---|
| 574 | fprintf (fp, "colorimage\n"); |
---|
| 575 | |
---|
| 576 | curpix = (GLubyte*) pixels; |
---|
| 577 | pos = 0; |
---|
| 578 | for (i = width*height*components; i>0; i--) { |
---|
| 579 | fprintf (fp, "%02hx ", *(curpix++)); |
---|
| 580 | if (++pos >= 32) { |
---|
| 581 | fprintf (fp, "\n"); |
---|
| 582 | pos = 0; |
---|
| 583 | } |
---|
| 584 | } |
---|
| 585 | if (pos) |
---|
| 586 | fprintf (fp, "\n"); |
---|
| 587 | |
---|
| 588 | fprintf (fp, "grestore\n"); |
---|
| 589 | fprintf (fp, "showpage\n"); |
---|
| 590 | delete pixels; |
---|
| 591 | fclose (fp); |
---|
[941] | 592 | |
---|
| 593 | // Reset for next time (useful is size change) |
---|
| 594 | fPrintSizeX = 0; |
---|
| 595 | fPrintSizeY = 0; |
---|
| 596 | |
---|
| 597 | return true; |
---|
[914] | 598 | } |
---|
| 599 | |
---|
[918] | 600 | |
---|
[941] | 601 | bool G4OpenGLViewer::printGl2PS() { |
---|
[918] | 602 | |
---|
[941] | 603 | int width = 0; |
---|
| 604 | int height = 0; |
---|
| 605 | |
---|
| 606 | if (fPrintSizeX == 0) { |
---|
| 607 | width = fWinSize_x; |
---|
| 608 | } else { |
---|
| 609 | width = fPrintSizeX; |
---|
| 610 | } |
---|
| 611 | if (fPrintSizeY == 0) { |
---|
| 612 | height = fWinSize_y; |
---|
| 613 | } else { |
---|
| 614 | height = fPrintSizeY; |
---|
| 615 | } |
---|
| 616 | |
---|
[938] | 617 | if (!fGL2PSAction) return false; |
---|
[929] | 618 | |
---|
[938] | 619 | fGL2PSAction->setFileName(fPrintFilename.c_str()); |
---|
| 620 | // try to resize |
---|
| 621 | int X = fWinSize_x; |
---|
| 622 | int Y = fWinSize_y; |
---|
[929] | 623 | |
---|
[938] | 624 | fWinSize_x = width; |
---|
| 625 | fWinSize_y = height; |
---|
[980] | 626 | glReadBuffer(GL_FRONT); |
---|
[938] | 627 | ResizeGLView(); |
---|
[921] | 628 | if (fGL2PSAction->enableFileWriting()) { |
---|
[945] | 629 | |
---|
[948] | 630 | // By default, we choose the line width (trajectories...) |
---|
| 631 | fGL2PSAction->setLineWidth(1); |
---|
| 632 | // By default, we choose the point size (markers...) |
---|
| 633 | fGL2PSAction->setPointSize(2); |
---|
[945] | 634 | |
---|
[931] | 635 | DrawView (); |
---|
[921] | 636 | fGL2PSAction->disableFileWriting(); |
---|
| 637 | } |
---|
[929] | 638 | |
---|
[938] | 639 | fWinSize_x = X; |
---|
| 640 | fWinSize_y = Y; |
---|
| 641 | ResizeGLView(); |
---|
[929] | 642 | |
---|
[941] | 643 | // Reset for next time (useful is size change) |
---|
| 644 | fPrintSizeX = 0; |
---|
| 645 | fPrintSizeY = 0; |
---|
| 646 | |
---|
[938] | 647 | return true; |
---|
[918] | 648 | } |
---|
| 649 | |
---|
[712] | 650 | GLdouble G4OpenGLViewer::getSceneNearWidth() |
---|
| 651 | { |
---|
| 652 | const G4Point3D targetPoint |
---|
| 653 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
| 654 | + fVP.GetCurrentTargetPoint (); |
---|
| 655 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
| 656 | if(radius<=0.) radius = 1.; |
---|
| 657 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
| 658 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
| 659 | return 2 * fVP.GetFrontHalfHeight (pnear, radius); |
---|
| 660 | } |
---|
| 661 | |
---|
| 662 | GLdouble G4OpenGLViewer::getSceneFarWidth() |
---|
| 663 | { |
---|
| 664 | const G4Point3D targetPoint |
---|
| 665 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
| 666 | + fVP.GetCurrentTargetPoint (); |
---|
| 667 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
| 668 | if(radius<=0.) radius = 1.; |
---|
| 669 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
| 670 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
| 671 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
---|
| 672 | return 2 * fVP.GetFrontHalfHeight (pfar, radius); |
---|
| 673 | } |
---|
| 674 | |
---|
| 675 | |
---|
| 676 | GLdouble G4OpenGLViewer::getSceneDepth() |
---|
| 677 | { |
---|
| 678 | const G4Point3D targetPoint |
---|
| 679 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
| 680 | + fVP.GetCurrentTargetPoint (); |
---|
| 681 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
| 682 | if(radius<=0.) radius = 1.; |
---|
| 683 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
| 684 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
| 685 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear; |
---|
| 686 | } |
---|
| 687 | |
---|
| 688 | |
---|
[593] | 689 | |
---|
[798] | 690 | void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation) |
---|
| 691 | { |
---|
| 692 | |
---|
| 693 | G4Vector3D vp; |
---|
| 694 | G4Vector3D up; |
---|
| 695 | |
---|
| 696 | G4Vector3D xprime; |
---|
| 697 | G4Vector3D yprime; |
---|
| 698 | G4Vector3D zprime; |
---|
| 699 | |
---|
| 700 | G4double delta_alpha; |
---|
| 701 | G4double delta_theta; |
---|
| 702 | |
---|
| 703 | G4Vector3D new_vp; |
---|
| 704 | G4Vector3D new_up; |
---|
| 705 | |
---|
| 706 | G4double cosalpha; |
---|
| 707 | G4double sinalpha; |
---|
| 708 | |
---|
| 709 | G4Vector3D a1; |
---|
| 710 | G4Vector3D a2; |
---|
| 711 | G4Vector3D delta; |
---|
| 712 | G4Vector3D viewPoint; |
---|
| 713 | |
---|
| 714 | |
---|
| 715 | //phi spin stuff here |
---|
| 716 | |
---|
| 717 | vp = fVP.GetViewpointDirection ().unit (); |
---|
| 718 | up = fVP.GetUpVector ().unit (); |
---|
| 719 | |
---|
| 720 | yprime = (up.cross(vp)).unit(); |
---|
| 721 | zprime = (vp.cross(yprime)).unit(); |
---|
| 722 | |
---|
| 723 | if (fVP.GetLightsMoveWithCamera()) { |
---|
| 724 | delta_alpha = dy * deltaRotation; |
---|
| 725 | delta_theta = -dx * deltaRotation; |
---|
| 726 | } else { |
---|
| 727 | delta_alpha = -dy * deltaRotation; |
---|
| 728 | delta_theta = dx * deltaRotation; |
---|
| 729 | } |
---|
| 730 | |
---|
| 731 | delta_alpha *= deg; |
---|
| 732 | delta_theta *= deg; |
---|
| 733 | |
---|
| 734 | new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime; |
---|
| 735 | |
---|
| 736 | // to avoid z rotation flipping |
---|
| 737 | // to allow more than 360° rotation |
---|
[847] | 738 | |
---|
[801] | 739 | const G4Point3D targetPoint |
---|
| 740 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
| 741 | + fVP.GetCurrentTargetPoint (); |
---|
| 742 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
| 743 | if(radius<=0.) radius = 1.; |
---|
| 744 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
| 745 | const G4Point3D cameraPosition = |
---|
| 746 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
---|
| 747 | |
---|
[798] | 748 | if (fVP.GetLightsMoveWithCamera()) { |
---|
| 749 | new_up = (new_vp.cross(yprime)).unit(); |
---|
| 750 | if (new_vp.z()*vp.z() <0) { |
---|
| 751 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
| 752 | } |
---|
| 753 | } else { |
---|
| 754 | new_up = up; |
---|
| 755 | if (new_vp.z()*vp.z() <0) { |
---|
| 756 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
| 757 | } |
---|
| 758 | } |
---|
| 759 | fVP.SetUpVector(new_up); |
---|
| 760 | //////////////// |
---|
| 761 | // Rotates by fixed azimuthal angle delta_theta. |
---|
| 762 | |
---|
| 763 | cosalpha = new_up.dot (new_vp.unit()); |
---|
| 764 | sinalpha = std::sqrt (1. - std::pow (cosalpha, 2)); |
---|
| 765 | yprime = (new_up.cross (new_vp.unit())).unit (); |
---|
| 766 | xprime = yprime.cross (new_up); |
---|
| 767 | // Projection of vp on plane perpendicular to up... |
---|
| 768 | a1 = sinalpha * xprime; |
---|
| 769 | // Required new projection... |
---|
| 770 | a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime); |
---|
| 771 | // Required Increment vector... |
---|
| 772 | delta = a2 - a1; |
---|
| 773 | // So new viewpoint is... |
---|
| 774 | viewPoint = new_vp.unit() + delta; |
---|
| 775 | |
---|
| 776 | fVP.SetViewAndLights (viewPoint); |
---|
| 777 | } |
---|
| 778 | |
---|
[529] | 779 | #endif |
---|