source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1243

Last change on this file since 1243 was 1242, checked in by garnier, 16 years ago

bugged version

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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//
[1242]27// $Id: G4OpenGLViewer.cc,v 1.60 2010/03/10 11:03:46 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
[1196]103}
[529]104
[1242]105G4OpenGLViewer::~G4OpenGLViewer () {}
106
[529]107void G4OpenGLViewer::InitializeGLView ()
108{
109 glClearColor (0.0, 0.0, 0.0, 0.0);
110 glClearDepth (1.0);
111 glDisable (GL_BLEND);
112 glDisable (GL_LINE_SMOOTH);
113 glDisable (GL_POLYGON_SMOOTH);
[1095]114
115 fWinSize_x = fVP.GetWindowSizeHintX();
116 fWinSize_y = fVP.GetWindowSizeHintY();
[529]117}
118
119void G4OpenGLViewer::ClearView () {
[959]120#ifdef G4DEBUG_VIS_OGL
[1242]121 printf("G4OpenGLViewer::ClearView &:%d\n",this);
[959]122#endif
[529]123 glClearColor (background.GetRed(),
124 background.GetGreen(),
125 background.GetBlue(),
126 1.);
127 glClearDepth (1.0);
128 //Below line does not compile with Mesa includes.
129 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
130 glClear (GL_COLOR_BUFFER_BIT);
131 glClear (GL_DEPTH_BUFFER_BIT);
132 glClear (GL_STENCIL_BUFFER_BIT);
[955]133#ifdef G4DEBUG_VIS_OGL
134 printf("G4OpenGLViewer::ClearView flush\n");
135#endif
[529]136 glFlush ();
137}
138
[906]139
[1039]140void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
[1038]141 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
[1037]142 fWinSize_x = aWidth;
143 fWinSize_y = aHeight;
[1039]144 fSizeHasChanged = true;
145 } else {
146 fSizeHasChanged = false;
[1037]147 }
148}
149
[906]150/**
151 * Set the viewport of the scene
[945]152 * MAXIMUM SIZE is :
153 * GLint dims[2];
154 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
[906]155 */
156void G4OpenGLViewer::ResizeGLView()
157{
[959]158#ifdef G4DEBUG_VIS_OGL
[1242]159 printf("G4OpenGLViewer::ResizeGLView %d %d &:%d\n",fWinSize_x,fWinSize_y,this);
[959]160#endif
[945]161 // Check size
162 GLint dims[2];
163 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
[1233]164
165 if ((dims[0] !=0 ) && (dims[1] !=0)) {
166
167 if (fWinSize_x > (unsigned)dims[0]) {
168 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
169 fWinSize_x = dims[0];
170 }
171 if (fWinSize_y > (unsigned)dims[1]) {
172 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
173 fWinSize_y = dims[1];
174 }
[945]175 }
[1242]176
[1241]177 glViewport(0, 0, fWinSize_x,fWinSize_y);
[906]178}
179
180
[529]181void G4OpenGLViewer::SetView () {
[858]182
183 if (!fSceneHandler.GetScene()) {
184 return;
185 }
[529]186 // Calculates view representation based on extent of object being
187 // viewed and (initial) viewpoint. (Note: it can change later due
188 // to user interaction via visualization system's GUI.)
189
190 // Lighting.
191 GLfloat lightPosition [4];
192 lightPosition [0] = fVP.GetActualLightpointDirection().x();
193 lightPosition [1] = fVP.GetActualLightpointDirection().y();
194 lightPosition [2] = fVP.GetActualLightpointDirection().z();
195 lightPosition [3] = 0.;
196 // Light position is "true" light direction, so must come after gluLookAt.
197 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
198 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
199 glEnable (GL_LIGHT0);
200 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
201 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
202
[1241]203 G4double ratioX = 1;
204 G4double ratioY = 1;
205 if (fWinSize_y > fWinSize_x) {
206 ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
207 }
208 if (fWinSize_x > fWinSize_y) {
209 ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
210 }
211
[529]212 // Get radius of scene, etc.
213 // Note that this procedure properly takes into account zoom, dolly and pan.
214 const G4Point3D targetPoint
215 = fSceneHandler.GetScene()->GetStandardTargetPoint()
216 + fVP.GetCurrentTargetPoint ();
217 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
218 if(radius<=0.) radius = 1.;
219 const G4double cameraDistance = fVP.GetCameraDistance (radius);
220 const G4Point3D cameraPosition =
221 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
[906]222 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
223 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
[1241]224 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
[529]225 const GLdouble left = -right;
[1241]226 const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
227 const GLdouble bottom = -top;
[529]228
[906]229 // FIXME
[1039]230 ResizeGLView();
[908]231 //SHOULD SetWindowsSizeHint()...
[906]232
[529]233 glMatrixMode (GL_PROJECTION); // set up Frustum.
234 glLoadIdentity();
235
[906]236 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
237 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
[529]238
239 if (fVP.GetFieldHalfAngle() == 0.) {
240 glOrtho (left, right, bottom, top, pnear, pfar);
241 }
242 else {
243 glFrustum (left, right, bottom, top, pnear, pfar);
[908]244 }
[906]245
[529]246 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
247 glLoadIdentity();
248
249 const G4Normal3D& upVector = fVP.GetUpVector ();
250 G4Point3D gltarget;
251 if (cameraDistance > 1.e-6 * radius) {
252 gltarget = targetPoint;
253 }
254 else {
255 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
256 }
257
258 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
259 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
260 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
261 upVector.x(), upVector.y(), upVector.z()); // Up vector.
[906]262
[529]263 // Light position is "true" light direction, so must come after gluLookAt.
264 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
265
266 // OpenGL no longer seems to reconstruct clipped edges, so, when the
267 // BooleanProcessor is up to it, abandon this and use generic
268 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
269 // force kernel visit on change of clipping plane in
270 // G4OpenGLStoredViewer::CompareForKernelVisit.
271 if (fVP.IsSection () ) { // pair of back to back clip planes.
272 const G4Plane3D& s = fVP.GetSectionPlane ();
273 double sArray[4];
274 sArray[0] = s.a();
275 sArray[1] = s.b();
276 sArray[2] = s.c();
277 sArray[3] = s.d() + radius * 1.e-05;
278 glClipPlane (GL_CLIP_PLANE0, sArray);
279 glEnable (GL_CLIP_PLANE0);
280 sArray[0] = -s.a();
281 sArray[1] = -s.b();
282 sArray[2] = -s.c();
283 sArray[3] = -s.d() + radius * 1.e-05;
284 glClipPlane (GL_CLIP_PLANE1, sArray);
285 glEnable (GL_CLIP_PLANE1);
286 } else {
287 glDisable (GL_CLIP_PLANE0);
288 glDisable (GL_CLIP_PLANE1);
289 }
290
291 const G4Planes& cutaways = fVP.GetCutawayPlanes();
292 size_t nPlanes = cutaways.size();
293 if (fVP.IsCutaway() &&
294 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
295 nPlanes > 0) {
296 double a[4];
297 a[0] = cutaways[0].a();
298 a[1] = cutaways[0].b();
299 a[2] = cutaways[0].c();
300 a[3] = cutaways[0].d();
301 glClipPlane (GL_CLIP_PLANE2, a);
302 glEnable (GL_CLIP_PLANE2);
303 if (nPlanes > 1) {
304 a[0] = cutaways[1].a();
305 a[1] = cutaways[1].b();
306 a[2] = cutaways[1].c();
307 a[3] = cutaways[1].d();
308 glClipPlane (GL_CLIP_PLANE3, a);
309 glEnable (GL_CLIP_PLANE3);
310 }
311 if (nPlanes > 2) {
312 a[0] = cutaways[2].a();
313 a[1] = cutaways[2].b();
314 a[2] = cutaways[2].c();
315 a[3] = cutaways[2].d();
316 glClipPlane (GL_CLIP_PLANE4, a);
317 glEnable (GL_CLIP_PLANE4);
318 }
319 } else {
320 glDisable (GL_CLIP_PLANE2);
321 glDisable (GL_CLIP_PLANE3);
322 glDisable (GL_CLIP_PLANE4);
323 }
324
325 // Background.
326 background = fVP.GetBackgroundColour ();
327
328}
329
330void G4OpenGLViewer::HaloingFirstPass () {
331
332 //To perform haloing, first Draw all information to the depth buffer
333 //alone, using a chunky line width, and then Draw all info again, to
334 //the colour buffer, setting a thinner line width an the depth testing
335 //function to less than or equal, so if two lines cross, the one
336 //passing behind the other will not pass the depth test, and so not
337 //get rendered either side of the infront line for a short distance.
338
339 //First, disable writing to the colo(u)r buffer...
340 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
341
342 //Now enable writing to the depth buffer...
343 glDepthMask (GL_TRUE);
344 glDepthFunc (GL_LESS);
345 glClearDepth (1.0);
346
347 //Finally, set the line width to something wide...
348 glLineWidth (3.0);
349
350}
351
352void G4OpenGLViewer::HaloingSecondPass () {
353
354 //And finally, turn the colour buffer back on with a sesible line width...
355 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
356 glDepthFunc (GL_LEQUAL);
357 glLineWidth (1.0);
358
359}
360
[593]361void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
362{
363 //G4cout << "X: " << x << ", Y: " << y << G4endl;
364 const G4int BUFSIZE = 512;
365 GLuint selectBuffer[BUFSIZE];
366 glSelectBuffer(BUFSIZE, selectBuffer);
367 glRenderMode(GL_SELECT);
368 glInitNames();
369 glPushName(0);
370 glMatrixMode(GL_PROJECTION);
371 G4double currentProjectionMatrix[16];
372 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
373 glPushMatrix();
374 glLoadIdentity();
375 GLint viewport[4];
376 glGetIntegerv(GL_VIEWPORT, viewport);
377 // Define 5x5 pixel pick area
378 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
379 glMultMatrixd(currentProjectionMatrix);
380 glMatrixMode(GL_MODELVIEW);
381 DrawView();
382 GLint hits = glRenderMode(GL_RENDER);
383 if (hits < 0)
384 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
385 else if (hits > 0) {
386 //G4cout << hits << " hit(s)" << G4endl;
387 GLuint* p = selectBuffer;
388 for (GLint i = 0; i < hits; ++i) {
389 GLuint nnames = *p++;
390 *p++; //OR GLuint zmin = *p++;
391 *p++; //OR GLuint zmax = *p++;
392 //G4cout << "Hit " << i << ": " << nnames << " names"
393 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
394 for (GLuint j = 0; j < nnames; ++j) {
395 GLuint name = *p++;
396 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
397 std::map<GLuint, G4AttHolder*>::iterator iter =
398 fOpenGLSceneHandler.fPickMap.find(name);
399 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
400 G4AttHolder* attHolder = iter->second;
401 if(attHolder && attHolder->GetAttDefs().size()) {
402 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
403 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
404 attHolder->GetAttDefs()[i]);
405 }
406 }
407 }
408 }
409 G4cout << G4endl;
410 }
411 }
412 glMatrixMode(GL_PROJECTION);
413 glPopMatrix();
414 glMatrixMode(GL_MODELVIEW);
415}
416
417
[754]418
[593]419
[914]420GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
421
422 GLubyte* buffer;
423 GLint swapbytes, lsbfirst, rowlength;
424 GLint skiprows, skippixels, alignment;
425 GLenum format;
426 int size;
427
428 if (inColor) {
429 format = GL_RGB;
430 size = width*height*3;
431 } else {
432 format = GL_LUMINANCE;
433 size = width*height*1;
434 }
435
436 buffer = new GLubyte[size];
437 if (buffer == NULL)
438 return NULL;
439
440 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
441 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
442 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
443
444 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
445 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
446 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
447
448 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
449 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
450 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
451
452 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
453 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
454 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
455
[980]456 glReadBuffer(GL_FRONT);
[914]457 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
458
459 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
460 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
461 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
462
463 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
464 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
465 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
466
467 return buffer;
468}
469
[941]470void G4OpenGLViewer::printEPS() {
471 bool res;
[942]472#ifdef G4DEBUG_VIS_OGL
[1095]473 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
[942]474#endif
[1133]475
476 // Change the LC_NUMERIC value in order to have "." separtor and not ","
477 // This case is only useful for French, Canadien...
478 char *oldLocale = strdup(setlocale(LC_NUMERIC,NULL));
479 setlocale(LC_NUMERIC,"C");
480
[941]481 if (fVectoredPs) {
482 res = printVectoredEPS();
483 } else {
[1008]484 res = printNonVectoredEPS();
[941]485 }
[1133]486
487 // restore the local
488 if (oldLocale) {
489 setlocale(LC_NUMERIC,oldLocale);
490 free(oldLocale);
491 }
492
[941]493 if (res == false) {
[1041]494 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
[941]495 } else {
[1042]496 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
[941]497 }
[1041]498
499 // increment index if necessary
500 if ( fPrintFilenameIndex != -1) {
501 fPrintFilenameIndex++;
502 }
503
[1242]504#ifdef G4DEBUG_VIS_OGL
505 printf("G4OpenGLViewer::printEPS END\n");
506#endif
[941]507}
[914]508
[941]509bool G4OpenGLViewer::printVectoredEPS() {
510 return printGl2PS();
511}
512
513bool G4OpenGLViewer::printNonVectoredEPS () {
514
[1242]515
[1041]516 int width = getRealPrintSizeX();
517 int height = getRealPrintSizeY();
[941]518
[942]519#ifdef G4DEBUG_VIS_OGL
[1242]520 printf("G4OpenGLViewer::printNonVectoredEPS 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);
[942]521#endif
[914]522 FILE* fp;
523 GLubyte* pixels;
524 GLubyte* curpix;
525 int components, pos, i;
526
[941]527 pixels = grabPixels (fPrintColour, width, height);
[914]528
[941]529 if (pixels == NULL) {
530 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
531 return false;
532 }
533 if (fPrintColour) {
[914]534 components = 3;
535 } else {
536 components = 1;
537 }
[1041]538 std::string name = getRealPrintFilename();
539 fp = fopen (name.c_str(), "w");
[914]540 if (fp == NULL) {
[1041]541 G4cerr << "Can't open filename " << name.c_str() << G4endl;
[941]542 return false;
[914]543 }
544
545 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
[1041]546 fprintf (fp, "%%%%Title: %s\n", name.c_str());
[914]547 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
548 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
549 fprintf (fp, "%%%%EndComments\n");
550 fprintf (fp, "gsave\n");
551 fprintf (fp, "/bwproc {\n");
552 fprintf (fp, " rgbproc\n");
553 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
554 fprintf (fp, " 5 -1 roll {\n");
555 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
556 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
557 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
558 fprintf (fp, " { 2 1 roll } ifelse\n");
559 fprintf (fp, " }forall\n");
560 fprintf (fp, " pop pop pop\n");
561 fprintf (fp, "} def\n");
562 fprintf (fp, "systemdict /colorimage known not {\n");
563 fprintf (fp, " /colorimage {\n");
564 fprintf (fp, " pop\n");
565 fprintf (fp, " pop\n");
566 fprintf (fp, " /rgbproc exch def\n");
567 fprintf (fp, " { bwproc } image\n");
568 fprintf (fp, " } def\n");
569 fprintf (fp, "} if\n");
570 fprintf (fp, "/picstr %d string def\n", width * components);
571 fprintf (fp, "%d %d scale\n", width, height);
572 fprintf (fp, "%d %d %d\n", width, height, 8);
573 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
574 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
575 fprintf (fp, "false %d\n", components);
576 fprintf (fp, "colorimage\n");
577
578 curpix = (GLubyte*) pixels;
579 pos = 0;
580 for (i = width*height*components; i>0; i--) {
581 fprintf (fp, "%02hx ", *(curpix++));
582 if (++pos >= 32) {
583 fprintf (fp, "\n");
584 pos = 0;
585 }
586 }
587 if (pos)
588 fprintf (fp, "\n");
589
590 fprintf (fp, "grestore\n");
591 fprintf (fp, "showpage\n");
592 delete pixels;
593 fclose (fp);
[941]594
595 // Reset for next time (useful is size change)
[1041]596 // fPrintSizeX = -1;
597 // fPrintSizeY = -1;
[941]598
599 return true;
[914]600}
601
[918]602
[941]603bool G4OpenGLViewer::printGl2PS() {
[918]604
[1041]605 int width = getRealPrintSizeX();
606 int height = getRealPrintSizeY();
[941]607
[938]608 if (!fGL2PSAction) return false;
[929]609
[1041]610 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
[938]611 // try to resize
[1242]612 int X = fWinSize_x;
613 int Y = fWinSize_y;
[929]614
[1242]615 fWinSize_x = width;
616 fWinSize_y = height;
617#ifdef G4DEBUG_VIS_OGL
618 printf("G4OpenGLViewer::printgl2PS VVVV %d %d\n",getRealPrintSizeX(),getRealPrintSizeY());
619#endif
620 // Laurent G. 16/03/10 : Not the good way to do.
621 // We should draw in a new offscreen context instead of
622 // resizing and drawing in current window...
623 // This should be solve when we will do an offscreen method
624 // to render OpenGL
625 // See :
626 // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
627 // http://www.songho.ca/opengl/gl_fbo.html
628
[1039]629 ResizeGLView();
[921]630 if (fGL2PSAction->enableFileWriting()) {
[945]631
[1242]632 // Set the viewport
633 // fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY());
[948]634 // By default, we choose the line width (trajectories...)
635 fGL2PSAction->setLineWidth(1);
636 // By default, we choose the point size (markers...)
[1242]637 fGL2PSAction->setPointSize(2);
638
[931]639 DrawView ();
[921]640 fGL2PSAction->disableFileWriting();
641 }
[929]642
[1039]643 fWinSize_x = X;
644 fWinSize_y = Y;
[1242]645#ifdef G4DEBUG_VIS_OGL
646 printf("G4OpenGLViewer::printgl2PS 22222 %d %d \n",fWinSize_x,fWinSize_y);
647#endif
[1039]648 ResizeGLView();
[1242]649 DrawView ();
650#ifdef G4DEBUG_VIS_OGL
651 printf("G4OpenGLViewer::printgl2PS ^^^^\n");
652#endif
[929]653
[941]654 // Reset for next time (useful is size change)
[1041]655 // fPrintSizeX = 0;
656 // fPrintSizeY = 0;
[941]657
[938]658 return true;
[918]659}
660
[1039]661unsigned int G4OpenGLViewer::getWinWidth() {
662 return fWinSize_x;
663}
664
665unsigned int G4OpenGLViewer::getWinHeight() {
666 return fWinSize_y;
667}
668
669G4bool G4OpenGLViewer::sizeHasChanged() {
670 return fSizeHasChanged;
671}
672
[1041]673G4int G4OpenGLViewer::getRealPrintSizeX() {
674 if (fPrintSizeX == -1) {
675 return fWinSize_x;
676 }
677 GLint dims[2];
678 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
[1233]679
680 // L.Garnier 01-2010: Some problems with mac 10.6
681 if ((dims[0] !=0 ) && (dims[1] !=0)) {
682 if (fPrintSizeX > dims[0]){
683 return dims[0];
684 }
[1041]685 }
686 if (fPrintSizeX < -1){
687 return 0;
688 }
689 return fPrintSizeX;
690}
691
692G4int G4OpenGLViewer::getRealPrintSizeY() {
693 if (fPrintSizeY == -1) {
694 return fWinSize_y;
695 }
696 GLint dims[2];
697 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
[1233]698
699 // L.Garnier 01-2010: Some problems with mac 10.6
700 if ((dims[0] !=0 ) && (dims[1] !=0)) {
701 if (fPrintSizeY > dims[1]){
702 return dims[1];
703 }
[1041]704 }
705 if (fPrintSizeY < -1){
706 return 0;
707 }
708 return fPrintSizeY;
709}
710
711void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
712 fPrintSizeX = X;
713 fPrintSizeY = Y;
714}
715
716void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
717 if (name != "") {
718 fPrintFilename = name;
719 } else {
720 fPrintFilename = "G4OpenGL"; // by default
721 }
722 if (inc) {
723 fPrintFilenameIndex=0;
724 } else {
725 fPrintFilenameIndex=-1;
726 }
727}
728
729std::string G4OpenGLViewer::getRealPrintFilename() {
[1042]730 std::string temp = fPrintFilename;
[1041]731 if (fPrintFilenameIndex != -1) {
[1042]732 temp += std::string("_");
733 std::ostringstream os;
734 os << fPrintFilenameIndex;
735 std::string nb_str = os.str();
736 temp += nb_str;
[1041]737 }
738 temp += ".eps";
739 return temp;
740}
741
[712]742GLdouble G4OpenGLViewer::getSceneNearWidth()
743{
[1238]744 if (!fSceneHandler.GetScene()) {
745 return 0;
746 }
[712]747 const G4Point3D targetPoint
748 = fSceneHandler.GetScene()->GetStandardTargetPoint()
749 + fVP.GetCurrentTargetPoint ();
750 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
751 if(radius<=0.) radius = 1.;
752 const G4double cameraDistance = fVP.GetCameraDistance (radius);
753 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
754 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
755}
756
757GLdouble G4OpenGLViewer::getSceneFarWidth()
758{
[1238]759 if (!fSceneHandler.GetScene()) {
760 return 0;
761 }
[712]762 const G4Point3D targetPoint
763 = fSceneHandler.GetScene()->GetStandardTargetPoint()
764 + fVP.GetCurrentTargetPoint ();
765 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
766 if(radius<=0.) radius = 1.;
767 const G4double cameraDistance = fVP.GetCameraDistance (radius);
768 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
769 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
770 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
771}
772
773
774GLdouble G4OpenGLViewer::getSceneDepth()
775{
[1238]776 if (!fSceneHandler.GetScene()) {
777 return 0;
778 }
[712]779 const G4Point3D targetPoint
780 = fSceneHandler.GetScene()->GetStandardTargetPoint()
781 + fVP.GetCurrentTargetPoint ();
782 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
783 if(radius<=0.) radius = 1.;
784 const G4double cameraDistance = fVP.GetCameraDistance (radius);
785 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
786 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
787}
788
789
[593]790
[798]791void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
792{
[1137]793 if (!fSceneHandler.GetScene()) {
794 return;
795 }
[798]796
797 G4Vector3D vp;
798 G4Vector3D up;
799
800 G4Vector3D xprime;
801 G4Vector3D yprime;
802 G4Vector3D zprime;
803
804 G4double delta_alpha;
805 G4double delta_theta;
806
807 G4Vector3D new_vp;
808 G4Vector3D new_up;
809
810 G4double cosalpha;
811 G4double sinalpha;
812
813 G4Vector3D a1;
814 G4Vector3D a2;
815 G4Vector3D delta;
816 G4Vector3D viewPoint;
817
818
819 //phi spin stuff here
820
821 vp = fVP.GetViewpointDirection ().unit ();
822 up = fVP.GetUpVector ().unit ();
823
824 yprime = (up.cross(vp)).unit();
825 zprime = (vp.cross(yprime)).unit();
826
827 if (fVP.GetLightsMoveWithCamera()) {
828 delta_alpha = dy * deltaRotation;
829 delta_theta = -dx * deltaRotation;
830 } else {
831 delta_alpha = -dy * deltaRotation;
832 delta_theta = dx * deltaRotation;
833 }
834
835 delta_alpha *= deg;
836 delta_theta *= deg;
837
838 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
839
840 // to avoid z rotation flipping
841 // to allow more than 360° rotation
[847]842
[801]843 const G4Point3D targetPoint
844 = fSceneHandler.GetScene()->GetStandardTargetPoint()
845 + fVP.GetCurrentTargetPoint ();
846 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
847 if(radius<=0.) radius = 1.;
848 const G4double cameraDistance = fVP.GetCameraDistance (radius);
849 const G4Point3D cameraPosition =
850 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
851
[798]852 if (fVP.GetLightsMoveWithCamera()) {
853 new_up = (new_vp.cross(yprime)).unit();
854 if (new_vp.z()*vp.z() <0) {
855 new_up.set(new_up.x(),-new_up.y(),new_up.z());
856 }
857 } else {
858 new_up = up;
859 if (new_vp.z()*vp.z() <0) {
860 new_up.set(new_up.x(),-new_up.y(),new_up.z());
861 }
862 }
863 fVP.SetUpVector(new_up);
864 ////////////////
865 // Rotates by fixed azimuthal angle delta_theta.
866
867 cosalpha = new_up.dot (new_vp.unit());
868 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
869 yprime = (new_up.cross (new_vp.unit())).unit ();
870 xprime = yprime.cross (new_up);
871 // Projection of vp on plane perpendicular to up...
872 a1 = sinalpha * xprime;
873 // Required new projection...
874 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
875 // Required Increment vector...
876 delta = a2 - a1;
877 // So new viewpoint is...
878 viewPoint = new_vp.unit() + delta;
879
880 fVP.SetViewAndLights (viewPoint);
881}
882
[529]883#endif
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