source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1198

Last change on this file since 1198 was 1196, checked in by garnier, 16 years ago

update CVS release candidate geant4.9.3.01

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[529]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//
[1137]27// $Id: G4OpenGLViewer.cc,v 1.59 2009/10/20 12:47:45 lgarnier Exp $
[873]28// GEANT4 tag $Name: $
[529]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"
[923]40#include "G4OpenGL2PSAction.hh"
[529]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"
[593]49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
[918]51
[923]52// GL2PS
53#include "Geant4_gl2ps.h"
54
[593]55#include <sstream>
[529]56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
[916]59fPrintColour (true),
60fVectoredPs (true),
[593]61fOpenGLSceneHandler(scene),
[529]62background (G4Colour(0.,0.,0.)),
63transparency_enabled (true),
64antialiasing_enabled (false),
65haloing_enabled (false),
[789]66fStartTime(-DBL_MAX),
67fEndTime(DBL_MAX),
[529]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.),
[916]83fDisplayLightFrontBlue(0.),
[1041]84fPrintSizeX(-1),
85fPrintSizeY(-1),
[1042]86fPrintFilename ("G4OpenGL"),
[1041]87fPrintFilenameIndex(0),
[1039]88fPointSize (0),
89fSizeHasChanged(0)
[529]90{
91 // Make changes to view parameters for OpenGL...
92 fVP.SetAutoRefresh(true);
93 fDefaultVP.SetAutoRefresh(true);
94
[921]95 fGL2PSAction = new G4OpenGL2PSAction();
96
[529]97 // glClearColor (0.0, 0.0, 0.0, 0.0);
98 // glClearDepth (1.0);
99 // glDisable (GL_BLEND);
100 // glDisable (GL_LINE_SMOOTH);
101 // glDisable (GL_POLYGON_SMOOTH);
102
103}
104
[1196]105G4OpenGLViewer::~G4OpenGLViewer () {
106#ifdef G4DEBUG_VIS_OGL
107 printf("G4OpenGLViewer::~G4OpenGLViewer DELETING \n");
108#endif
109}
[529]110
111void G4OpenGLViewer::InitializeGLView ()
112{
113 glClearColor (0.0, 0.0, 0.0, 0.0);
114 glClearDepth (1.0);
115 glDisable (GL_BLEND);
116 glDisable (GL_LINE_SMOOTH);
117 glDisable (GL_POLYGON_SMOOTH);
[1095]118
119 fWinSize_x = fVP.GetWindowSizeHintX();
120 fWinSize_y = fVP.GetWindowSizeHintY();
[529]121}
122
123void G4OpenGLViewer::ClearView () {
[959]124#ifdef G4DEBUG_VIS_OGL
[948]125 printf("G4OpenGLViewer::ClearView\n");
[959]126#endif
[529]127 glClearColor (background.GetRed(),
128 background.GetGreen(),
129 background.GetBlue(),
130 1.);
131 glClearDepth (1.0);
132 //Below line does not compile with Mesa includes.
133 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
134 glClear (GL_COLOR_BUFFER_BIT);
135 glClear (GL_DEPTH_BUFFER_BIT);
136 glClear (GL_STENCIL_BUFFER_BIT);
[955]137#ifdef G4DEBUG_VIS_OGL
138 printf("G4OpenGLViewer::ClearView flush\n");
139#endif
[529]140 glFlush ();
141}
142
[906]143
[1039]144void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
[1038]145 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
[1037]146 fWinSize_x = aWidth;
147 fWinSize_y = aHeight;
[1039]148 fSizeHasChanged = true;
149 } else {
150 fSizeHasChanged = false;
[1037]151 }
152}
153
[906]154/**
155 * Set the viewport of the scene
[945]156 * MAXIMUM SIZE is :
157 * GLint dims[2];
158 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
[906]159 */
160void G4OpenGLViewer::ResizeGLView()
161{
[959]162#ifdef G4DEBUG_VIS_OGL
[949]163 printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
[959]164#endif
[945]165 // Check size
166 GLint dims[2];
167 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
168 if (fWinSize_x > (unsigned)dims[0]) {
169 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
170 fWinSize_x = dims[0];
171 }
172 if (fWinSize_y > (unsigned)dims[1]) {
173 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
174 fWinSize_y = dims[1];
175 }
[949]176 GLsizei side = fWinSize_x;
[906]177 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
[949]178
179 // SPECIAL CASE if fWinSize_x is even (69 for example)
180 // Ex : X: 69 Y: 26
181 // side = 26
182 // width / 2 = 21,5
183 // height / 2 = 0
184 // Should be fixed to closed : 21 0 for ex
185 // Then size must by change to :
186 // X:68 Y: 26
187
188 // SPECIAL CASE
189 if ((fWinSize_x - side)%2) {
[950]190 // fWinSize_x --;
191
192 side = fWinSize_x;
193 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
[949]194 }
195 if ((fWinSize_y - side)%2) {
[950]196 // fWinSize_y --;
197
198 side = fWinSize_x;
199 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
[949]200 }
201
[950]202 GLint X = (fWinSize_x - side) / 2;
203 GLint Y = (fWinSize_y - side) / 2;
[949]204
[959]205#ifdef G4DEBUG_VIS_OGL
[950]206 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);
[959]207#endif
[950]208 glViewport(X, Y, side, side);
209 // glViewport(0, 0, fWinSize_x,fWinSize_y);
210
211
[906]212}
213
214
[529]215void G4OpenGLViewer::SetView () {
[858]216
217 if (!fSceneHandler.GetScene()) {
[908]218 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
[858]219 << G4endl;
220 return;
221 }
[529]222 // Calculates view representation based on extent of object being
223 // viewed and (initial) viewpoint. (Note: it can change later due
224 // to user interaction via visualization system's GUI.)
225
226 // Lighting.
227 GLfloat lightPosition [4];
228 lightPosition [0] = fVP.GetActualLightpointDirection().x();
229 lightPosition [1] = fVP.GetActualLightpointDirection().y();
230 lightPosition [2] = fVP.GetActualLightpointDirection().z();
231 lightPosition [3] = 0.;
232 // Light position is "true" light direction, so must come after gluLookAt.
233 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
234 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
235 glEnable (GL_LIGHT0);
236 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
237 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
238
239 // Get radius of scene, etc.
240 // Note that this procedure properly takes into account zoom, dolly and pan.
241 const G4Point3D targetPoint
242 = fSceneHandler.GetScene()->GetStandardTargetPoint()
243 + fVP.GetCurrentTargetPoint ();
244 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
245 if(radius<=0.) radius = 1.;
246 const G4double cameraDistance = fVP.GetCameraDistance (radius);
247 const G4Point3D cameraPosition =
248 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
[906]249 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
250 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
[529]251 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
252 const GLdouble left = -right;
253 const GLdouble bottom = left;
254 const GLdouble top = right;
255
[906]256 // FIXME
[1039]257 ResizeGLView();
[908]258 //SHOULD SetWindowsSizeHint()...
[906]259
[529]260 glMatrixMode (GL_PROJECTION); // set up Frustum.
261 glLoadIdentity();
262
[906]263 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
264 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
[529]265
266 if (fVP.GetFieldHalfAngle() == 0.) {
267 glOrtho (left, right, bottom, top, pnear, pfar);
268 }
269 else {
270 glFrustum (left, right, bottom, top, pnear, pfar);
[908]271 }
[906]272
[529]273 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
274 glLoadIdentity();
275
276 const G4Normal3D& upVector = fVP.GetUpVector ();
277 G4Point3D gltarget;
278 if (cameraDistance > 1.e-6 * radius) {
279 gltarget = targetPoint;
280 }
281 else {
282 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
283 }
284
285 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
286 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
287 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
288 upVector.x(), upVector.y(), upVector.z()); // Up vector.
[906]289
[529]290 // Light position is "true" light direction, so must come after gluLookAt.
291 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
292
293 // OpenGL no longer seems to reconstruct clipped edges, so, when the
294 // BooleanProcessor is up to it, abandon this and use generic
295 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
296 // force kernel visit on change of clipping plane in
297 // G4OpenGLStoredViewer::CompareForKernelVisit.
298 if (fVP.IsSection () ) { // pair of back to back clip planes.
299 const G4Plane3D& s = fVP.GetSectionPlane ();
300 double sArray[4];
301 sArray[0] = s.a();
302 sArray[1] = s.b();
303 sArray[2] = s.c();
304 sArray[3] = s.d() + radius * 1.e-05;
305 glClipPlane (GL_CLIP_PLANE0, sArray);
306 glEnable (GL_CLIP_PLANE0);
307 sArray[0] = -s.a();
308 sArray[1] = -s.b();
309 sArray[2] = -s.c();
310 sArray[3] = -s.d() + radius * 1.e-05;
311 glClipPlane (GL_CLIP_PLANE1, sArray);
312 glEnable (GL_CLIP_PLANE1);
313 } else {
314 glDisable (GL_CLIP_PLANE0);
315 glDisable (GL_CLIP_PLANE1);
316 }
317
318 const G4Planes& cutaways = fVP.GetCutawayPlanes();
319 size_t nPlanes = cutaways.size();
320 if (fVP.IsCutaway() &&
321 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
322 nPlanes > 0) {
323 double a[4];
324 a[0] = cutaways[0].a();
325 a[1] = cutaways[0].b();
326 a[2] = cutaways[0].c();
327 a[3] = cutaways[0].d();
328 glClipPlane (GL_CLIP_PLANE2, a);
329 glEnable (GL_CLIP_PLANE2);
330 if (nPlanes > 1) {
331 a[0] = cutaways[1].a();
332 a[1] = cutaways[1].b();
333 a[2] = cutaways[1].c();
334 a[3] = cutaways[1].d();
335 glClipPlane (GL_CLIP_PLANE3, a);
336 glEnable (GL_CLIP_PLANE3);
337 }
338 if (nPlanes > 2) {
339 a[0] = cutaways[2].a();
340 a[1] = cutaways[2].b();
341 a[2] = cutaways[2].c();
342 a[3] = cutaways[2].d();
343 glClipPlane (GL_CLIP_PLANE4, a);
344 glEnable (GL_CLIP_PLANE4);
345 }
346 } else {
347 glDisable (GL_CLIP_PLANE2);
348 glDisable (GL_CLIP_PLANE3);
349 glDisable (GL_CLIP_PLANE4);
350 }
351
352 // Background.
353 background = fVP.GetBackgroundColour ();
354
355}
356
357void G4OpenGLViewer::HaloingFirstPass () {
358
359 //To perform haloing, first Draw all information to the depth buffer
360 //alone, using a chunky line width, and then Draw all info again, to
361 //the colour buffer, setting a thinner line width an the depth testing
362 //function to less than or equal, so if two lines cross, the one
363 //passing behind the other will not pass the depth test, and so not
364 //get rendered either side of the infront line for a short distance.
365
366 //First, disable writing to the colo(u)r buffer...
367 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
368
369 //Now enable writing to the depth buffer...
370 glDepthMask (GL_TRUE);
371 glDepthFunc (GL_LESS);
372 glClearDepth (1.0);
373
374 //Finally, set the line width to something wide...
375 glLineWidth (3.0);
376
377}
378
379void G4OpenGLViewer::HaloingSecondPass () {
380
381 //And finally, turn the colour buffer back on with a sesible line width...
382 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
383 glDepthFunc (GL_LEQUAL);
384 glLineWidth (1.0);
385
386}
387
[593]388void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
389{
390 //G4cout << "X: " << x << ", Y: " << y << G4endl;
391 const G4int BUFSIZE = 512;
392 GLuint selectBuffer[BUFSIZE];
393 glSelectBuffer(BUFSIZE, selectBuffer);
394 glRenderMode(GL_SELECT);
395 glInitNames();
396 glPushName(0);
397 glMatrixMode(GL_PROJECTION);
398 G4double currentProjectionMatrix[16];
399 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
400 glPushMatrix();
401 glLoadIdentity();
402 GLint viewport[4];
403 glGetIntegerv(GL_VIEWPORT, viewport);
404 // Define 5x5 pixel pick area
405 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
406 glMultMatrixd(currentProjectionMatrix);
407 glMatrixMode(GL_MODELVIEW);
408 DrawView();
409 GLint hits = glRenderMode(GL_RENDER);
410 if (hits < 0)
411 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
412 else if (hits > 0) {
413 //G4cout << hits << " hit(s)" << G4endl;
414 GLuint* p = selectBuffer;
415 for (GLint i = 0; i < hits; ++i) {
416 GLuint nnames = *p++;
417 *p++; //OR GLuint zmin = *p++;
418 *p++; //OR GLuint zmax = *p++;
419 //G4cout << "Hit " << i << ": " << nnames << " names"
420 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
421 for (GLuint j = 0; j < nnames; ++j) {
422 GLuint name = *p++;
423 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
424 std::map<GLuint, G4AttHolder*>::iterator iter =
425 fOpenGLSceneHandler.fPickMap.find(name);
426 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
427 G4AttHolder* attHolder = iter->second;
428 if(attHolder && attHolder->GetAttDefs().size()) {
429 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
430 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
431 attHolder->GetAttDefs()[i]);
432 }
433 }
434 }
435 }
436 G4cout << G4endl;
437 }
438 }
439 glMatrixMode(GL_PROJECTION);
440 glPopMatrix();
441 glMatrixMode(GL_MODELVIEW);
442}
443
444
[754]445
[593]446
[914]447GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
448
449 GLubyte* buffer;
450 GLint swapbytes, lsbfirst, rowlength;
451 GLint skiprows, skippixels, alignment;
452 GLenum format;
453 int size;
454
455 if (inColor) {
456 format = GL_RGB;
457 size = width*height*3;
458 } else {
459 format = GL_LUMINANCE;
460 size = width*height*1;
461 }
462
463 buffer = new GLubyte[size];
464 if (buffer == NULL)
465 return NULL;
466
467 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
468 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
469 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
470
471 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
472 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
473 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
474
475 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
476 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
477 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
478
479 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
480 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
481 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
482
[980]483 glReadBuffer(GL_FRONT);
[914]484 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
485
486 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
487 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
488 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
489
490 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
491 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
492 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
493
494 return buffer;
495}
496
[941]497void G4OpenGLViewer::printEPS() {
498 bool res;
[942]499#ifdef G4DEBUG_VIS_OGL
[1095]500 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
[942]501#endif
[1133]502
503 // Change the LC_NUMERIC value in order to have "." separtor and not ","
504 // This case is only useful for French, Canadien...
505 char *oldLocale = strdup(setlocale(LC_NUMERIC,NULL));
506 setlocale(LC_NUMERIC,"C");
507
[941]508 if (fVectoredPs) {
509 res = printVectoredEPS();
510 } else {
[1008]511 res = printNonVectoredEPS();
[941]512 }
[1133]513
514 // restore the local
515 if (oldLocale) {
516 setlocale(LC_NUMERIC,oldLocale);
517 free(oldLocale);
518 }
519
[941]520 if (res == false) {
[1041]521 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
[941]522 } else {
[1042]523 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
[941]524 }
[1041]525
526 // increment index if necessary
527 if ( fPrintFilenameIndex != -1) {
528 fPrintFilenameIndex++;
529 }
530
[941]531}
[914]532
[941]533bool G4OpenGLViewer::printVectoredEPS() {
534 return printGl2PS();
535}
536
537bool G4OpenGLViewer::printNonVectoredEPS () {
538
[1041]539 int width = getRealPrintSizeX();
540 int height = getRealPrintSizeY();
[941]541
[942]542#ifdef G4DEBUG_VIS_OGL
[1041]543 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour);
[942]544#endif
[914]545 FILE* fp;
546 GLubyte* pixels;
547 GLubyte* curpix;
548 int components, pos, i;
549
[941]550 pixels = grabPixels (fPrintColour, width, height);
[914]551
[941]552 if (pixels == NULL) {
553 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
554 return false;
555 }
556 if (fPrintColour) {
[914]557 components = 3;
558 } else {
559 components = 1;
560 }
[1041]561 std::string name = getRealPrintFilename();
562 fp = fopen (name.c_str(), "w");
[914]563 if (fp == NULL) {
[1041]564 G4cerr << "Can't open filename " << name.c_str() << G4endl;
[941]565 return false;
[914]566 }
567
568 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
[1041]569 fprintf (fp, "%%%%Title: %s\n", name.c_str());
[914]570 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
571 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
572 fprintf (fp, "%%%%EndComments\n");
573 fprintf (fp, "gsave\n");
574 fprintf (fp, "/bwproc {\n");
575 fprintf (fp, " rgbproc\n");
576 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
577 fprintf (fp, " 5 -1 roll {\n");
578 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
579 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
580 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
581 fprintf (fp, " { 2 1 roll } ifelse\n");
582 fprintf (fp, " }forall\n");
583 fprintf (fp, " pop pop pop\n");
584 fprintf (fp, "} def\n");
585 fprintf (fp, "systemdict /colorimage known not {\n");
586 fprintf (fp, " /colorimage {\n");
587 fprintf (fp, " pop\n");
588 fprintf (fp, " pop\n");
589 fprintf (fp, " /rgbproc exch def\n");
590 fprintf (fp, " { bwproc } image\n");
591 fprintf (fp, " } def\n");
592 fprintf (fp, "} if\n");
593 fprintf (fp, "/picstr %d string def\n", width * components);
594 fprintf (fp, "%d %d scale\n", width, height);
595 fprintf (fp, "%d %d %d\n", width, height, 8);
596 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
597 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
598 fprintf (fp, "false %d\n", components);
599 fprintf (fp, "colorimage\n");
600
601 curpix = (GLubyte*) pixels;
602 pos = 0;
603 for (i = width*height*components; i>0; i--) {
604 fprintf (fp, "%02hx ", *(curpix++));
605 if (++pos >= 32) {
606 fprintf (fp, "\n");
607 pos = 0;
608 }
609 }
610 if (pos)
611 fprintf (fp, "\n");
612
613 fprintf (fp, "grestore\n");
614 fprintf (fp, "showpage\n");
615 delete pixels;
616 fclose (fp);
[941]617
618 // Reset for next time (useful is size change)
[1041]619 // fPrintSizeX = -1;
620 // fPrintSizeY = -1;
[941]621
622 return true;
[914]623}
624
[918]625
[941]626bool G4OpenGLViewer::printGl2PS() {
[918]627
[1041]628 int width = getRealPrintSizeX();
629 int height = getRealPrintSizeY();
[941]630
[938]631 if (!fGL2PSAction) return false;
[929]632
[1041]633 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
[938]634 // try to resize
635 int X = fWinSize_x;
636 int Y = fWinSize_y;
[929]637
[1039]638 fWinSize_x = width;
639 fWinSize_y = height;
640 ResizeGLView();
[921]641 if (fGL2PSAction->enableFileWriting()) {
[945]642
[948]643 // By default, we choose the line width (trajectories...)
644 fGL2PSAction->setLineWidth(1);
645 // By default, we choose the point size (markers...)
[1196]646
647#ifdef G4DEBUG_VIS_OGL
648 // printf("G4OpenGLViewer::printGl2PS marker size:%f\n", GetSceneHandler()->GetMarkerSize());
649#endif
650#ifdef G4DEBUG_VIS_OGL
651 // printf("G4OpenGLViewer::printGl2PS marker2 size:%f\n",fpViewer -> GetViewParameters ()->GetDefaultMarker ().GetScreenSize());
652#endif
653 // if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
654 // fGL2PSAction->setPointSize(fpViewer -> GetViewParameters ()->GetDefaultMarker ().GetScreenSize());
655 // } else {
656 fGL2PSAction->setPointSize(2);
657 // }
[931]658 DrawView ();
[921]659 fGL2PSAction->disableFileWriting();
660 }
[929]661
[1039]662 fWinSize_x = X;
663 fWinSize_y = Y;
664 ResizeGLView();
[929]665
[941]666 // Reset for next time (useful is size change)
[1041]667 // fPrintSizeX = 0;
668 // fPrintSizeY = 0;
[941]669
[938]670 return true;
[918]671}
672
[1039]673unsigned int G4OpenGLViewer::getWinWidth() {
674 return fWinSize_x;
675}
676
677unsigned int G4OpenGLViewer::getWinHeight() {
678 return fWinSize_y;
679}
680
681G4bool G4OpenGLViewer::sizeHasChanged() {
682 return fSizeHasChanged;
683}
684
[1041]685G4int G4OpenGLViewer::getRealPrintSizeX() {
686 if (fPrintSizeX == -1) {
687 return fWinSize_x;
688 }
689 GLint dims[2];
690 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
691 if (fPrintSizeX > dims[0]){
692 return dims[0];
693 }
694 if (fPrintSizeX < -1){
695 return 0;
696 }
697 return fPrintSizeX;
698}
699
700G4int G4OpenGLViewer::getRealPrintSizeY() {
701 if (fPrintSizeY == -1) {
702 return fWinSize_y;
703 }
704 GLint dims[2];
705 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
706 if (fPrintSizeY > dims[1]){
707 return dims[1];
708 }
709 if (fPrintSizeY < -1){
710 return 0;
711 }
712 return fPrintSizeY;
713}
714
715void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
716 fPrintSizeX = X;
717 fPrintSizeY = Y;
718}
719
720void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
721 if (name != "") {
722 fPrintFilename = name;
723 } else {
724 fPrintFilename = "G4OpenGL"; // by default
725 }
726 if (inc) {
727 fPrintFilenameIndex=0;
728 } else {
729 fPrintFilenameIndex=-1;
730 }
731}
732
733std::string G4OpenGLViewer::getRealPrintFilename() {
[1042]734 std::string temp = fPrintFilename;
[1041]735 if (fPrintFilenameIndex != -1) {
[1042]736 temp += std::string("_");
737 std::ostringstream os;
738 os << fPrintFilenameIndex;
739 std::string nb_str = os.str();
740 temp += nb_str;
[1041]741 }
742 temp += ".eps";
743 return temp;
744}
745
[712]746GLdouble G4OpenGLViewer::getSceneNearWidth()
747{
748 const G4Point3D targetPoint
749 = fSceneHandler.GetScene()->GetStandardTargetPoint()
750 + fVP.GetCurrentTargetPoint ();
751 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
752 if(radius<=0.) radius = 1.;
753 const G4double cameraDistance = fVP.GetCameraDistance (radius);
754 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
755 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
756}
757
758GLdouble G4OpenGLViewer::getSceneFarWidth()
759{
760 const G4Point3D targetPoint
761 = fSceneHandler.GetScene()->GetStandardTargetPoint()
762 + fVP.GetCurrentTargetPoint ();
763 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
764 if(radius<=0.) radius = 1.;
765 const G4double cameraDistance = fVP.GetCameraDistance (radius);
766 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
767 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
768 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
769}
770
771
772GLdouble G4OpenGLViewer::getSceneDepth()
773{
774 const G4Point3D targetPoint
775 = fSceneHandler.GetScene()->GetStandardTargetPoint()
776 + fVP.GetCurrentTargetPoint ();
777 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
778 if(radius<=0.) radius = 1.;
779 const G4double cameraDistance = fVP.GetCameraDistance (radius);
780 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
781 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
782}
783
784
[593]785
[798]786void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
787{
[1137]788 if (!fSceneHandler.GetScene()) {
789 return;
790 }
[798]791
792 G4Vector3D vp;
793 G4Vector3D up;
794
795 G4Vector3D xprime;
796 G4Vector3D yprime;
797 G4Vector3D zprime;
798
799 G4double delta_alpha;
800 G4double delta_theta;
801
802 G4Vector3D new_vp;
803 G4Vector3D new_up;
804
805 G4double cosalpha;
806 G4double sinalpha;
807
808 G4Vector3D a1;
809 G4Vector3D a2;
810 G4Vector3D delta;
811 G4Vector3D viewPoint;
812
813
814 //phi spin stuff here
815
816 vp = fVP.GetViewpointDirection ().unit ();
817 up = fVP.GetUpVector ().unit ();
818
819 yprime = (up.cross(vp)).unit();
820 zprime = (vp.cross(yprime)).unit();
821
822 if (fVP.GetLightsMoveWithCamera()) {
823 delta_alpha = dy * deltaRotation;
824 delta_theta = -dx * deltaRotation;
825 } else {
826 delta_alpha = -dy * deltaRotation;
827 delta_theta = dx * deltaRotation;
828 }
829
830 delta_alpha *= deg;
831 delta_theta *= deg;
832
833 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
834
835 // to avoid z rotation flipping
836 // to allow more than 360° rotation
[847]837
[801]838 const G4Point3D targetPoint
839 = fSceneHandler.GetScene()->GetStandardTargetPoint()
840 + fVP.GetCurrentTargetPoint ();
841 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
842 if(radius<=0.) radius = 1.;
843 const G4double cameraDistance = fVP.GetCameraDistance (radius);
844 const G4Point3D cameraPosition =
845 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
846
[798]847 if (fVP.GetLightsMoveWithCamera()) {
848 new_up = (new_vp.cross(yprime)).unit();
849 if (new_vp.z()*vp.z() <0) {
850 new_up.set(new_up.x(),-new_up.y(),new_up.z());
851 }
852 } else {
853 new_up = up;
854 if (new_vp.z()*vp.z() <0) {
855 new_up.set(new_up.x(),-new_up.y(),new_up.z());
856 }
857 }
858 fVP.SetUpVector(new_up);
859 ////////////////
860 // Rotates by fixed azimuthal angle delta_theta.
861
862 cosalpha = new_up.dot (new_vp.unit());
863 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
864 yprime = (new_up.cross (new_vp.unit())).unit ();
865 xprime = yprime.cross (new_up);
866 // Projection of vp on plane perpendicular to up...
867 a1 = sinalpha * xprime;
868 // Required new projection...
869 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
870 // Required Increment vector...
871 delta = a2 - a1;
872 // So new viewpoint is...
873 viewPoint = new_vp.unit() + delta;
874
875 fVP.SetViewAndLights (viewPoint);
876}
877
[529]878#endif
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