source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1130

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.57 2009/08/19 13:28:10 lgarnier Exp $
28// GEANT4 tag $Name: $
29//
30//
31// Andrew Walkden 27th March 1996
32// OpenGL view - opens window, hard copy, etc.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#include "G4ios.hh"
37#include "G4OpenGLViewer.hh"
38#include "G4OpenGLSceneHandler.hh"
39#include "G4OpenGLTransform3D.hh"
40#include "G4OpenGL2PSAction.hh"
41
42#include "G4Scene.hh"
43#include "G4VisExtent.hh"
44#include "G4LogicalVolume.hh"
45#include "G4VSolid.hh"
46#include "G4Point3D.hh"
47#include "G4Normal3D.hh"
48#include "G4Plane3D.hh"
49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
51
52// GL2PS
53#include "Geant4_gl2ps.h"
54
55#include <sstream>
56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
59fPrintColour (true),
60fVectoredPs (true),
61fOpenGLSceneHandler(scene),
62background (G4Colour(0.,0.,0.)),
63transparency_enabled (true),
64antialiasing_enabled (false),
65haloing_enabled (false),
66fStartTime(-DBL_MAX),
67fEndTime(DBL_MAX),
68fFadeFactor(0.),
69fDisplayHeadTime(false),
70fDisplayHeadTimeX(-0.9),
71fDisplayHeadTimeY(-0.9),
72fDisplayHeadTimeSize(24.),
73fDisplayHeadTimeRed(0.),
74fDisplayHeadTimeGreen(1.),
75fDisplayHeadTimeBlue(1.),
76fDisplayLightFront(false),
77fDisplayLightFrontX(0.),
78fDisplayLightFrontY(0.),
79fDisplayLightFrontZ(0.),
80fDisplayLightFrontT(0.),
81fDisplayLightFrontRed(0.),
82fDisplayLightFrontGreen(1.),
83fDisplayLightFrontBlue(0.),
84fPrintSizeX(-1),
85fPrintSizeY(-1),
86fPrintFilename ("G4OpenGL"),
87fPrintFilenameIndex(0),
88fPointSize (0),
89fSizeHasChanged(0)
90{
91 // Make changes to view parameters for OpenGL...
92 fVP.SetAutoRefresh(true);
93 fDefaultVP.SetAutoRefresh(true);
94
95 fGL2PSAction = new G4OpenGL2PSAction();
96
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
105G4OpenGLViewer::~G4OpenGLViewer () {}
106
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);
114
115 fWinSize_x = fVP.GetWindowSizeHintX();
116 fWinSize_y = fVP.GetWindowSizeHintY();
117}
118
119void G4OpenGLViewer::ClearView () {
120#ifdef G4DEBUG_VIS_OGL
121 printf("G4OpenGLViewer::ClearView\n");
122#endif
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);
133#ifdef G4DEBUG_VIS_OGL
134 printf("G4OpenGLViewer::ClearView flush\n");
135#endif
136 glFlush ();
137}
138
139
140void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
141 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
142 fWinSize_x = aWidth;
143 fWinSize_y = aHeight;
144 fSizeHasChanged = true;
145 } else {
146 fSizeHasChanged = false;
147 }
148}
149
150/**
151 * Set the viewport of the scene
152 * MAXIMUM SIZE is :
153 * GLint dims[2];
154 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
155 */
156void G4OpenGLViewer::ResizeGLView()
157{
158#ifdef G4DEBUG_VIS_OGL
159 printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
160#endif
161 // Check size
162 GLint dims[2];
163 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
164 if (fWinSize_x > (unsigned)dims[0]) {
165 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
166 fWinSize_x = dims[0];
167 }
168 if (fWinSize_y > (unsigned)dims[1]) {
169 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
170 fWinSize_y = dims[1];
171 }
172 GLsizei side = fWinSize_x;
173 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
174
175 // SPECIAL CASE if fWinSize_x is even (69 for example)
176 // Ex : X: 69 Y: 26
177 // side = 26
178 // width / 2 = 21,5
179 // height / 2 = 0
180 // Should be fixed to closed : 21 0 for ex
181 // Then size must by change to :
182 // X:68 Y: 26
183
184 // SPECIAL CASE
185 if ((fWinSize_x - side)%2) {
186 // fWinSize_x --;
187
188 side = fWinSize_x;
189 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
190 }
191 if ((fWinSize_y - side)%2) {
192 // fWinSize_y --;
193
194 side = fWinSize_x;
195 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
196 }
197
198 GLint X = (fWinSize_x - side) / 2;
199 GLint Y = (fWinSize_y - side) / 2;
200
201#ifdef G4DEBUG_VIS_OGL
202 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);
203#endif
204 glViewport(X, Y, side, side);
205 // glViewport(0, 0, fWinSize_x,fWinSize_y);
206
207
208}
209
210
211void G4OpenGLViewer::SetView () {
212
213 if (!fSceneHandler.GetScene()) {
214 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
215 << G4endl;
216 return;
217 }
218 // Calculates view representation based on extent of object being
219 // viewed and (initial) viewpoint. (Note: it can change later due
220 // to user interaction via visualization system's GUI.)
221
222 // Lighting.
223 GLfloat lightPosition [4];
224 lightPosition [0] = fVP.GetActualLightpointDirection().x();
225 lightPosition [1] = fVP.GetActualLightpointDirection().y();
226 lightPosition [2] = fVP.GetActualLightpointDirection().z();
227 lightPosition [3] = 0.;
228 // Light position is "true" light direction, so must come after gluLookAt.
229 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
230 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
231 glEnable (GL_LIGHT0);
232 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
233 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
234
235 // Get radius of scene, etc.
236 // Note that this procedure properly takes into account zoom, dolly and pan.
237 const G4Point3D targetPoint
238 = fSceneHandler.GetScene()->GetStandardTargetPoint()
239 + fVP.GetCurrentTargetPoint ();
240 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
241 if(radius<=0.) radius = 1.;
242 const G4double cameraDistance = fVP.GetCameraDistance (radius);
243 const G4Point3D cameraPosition =
244 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
245 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
246 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
247 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
248 const GLdouble left = -right;
249 const GLdouble bottom = left;
250 const GLdouble top = right;
251
252 // FIXME
253 ResizeGLView();
254 //SHOULD SetWindowsSizeHint()...
255
256 glMatrixMode (GL_PROJECTION); // set up Frustum.
257 glLoadIdentity();
258
259 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
260 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
261
262 if (fVP.GetFieldHalfAngle() == 0.) {
263 glOrtho (left, right, bottom, top, pnear, pfar);
264 }
265 else {
266 glFrustum (left, right, bottom, top, pnear, pfar);
267 }
268
269 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
270 glLoadIdentity();
271
272 const G4Normal3D& upVector = fVP.GetUpVector ();
273 G4Point3D gltarget;
274 if (cameraDistance > 1.e-6 * radius) {
275 gltarget = targetPoint;
276 }
277 else {
278 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
279 }
280
281 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
282 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
283 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
284 upVector.x(), upVector.y(), upVector.z()); // Up vector.
285
286 // Light position is "true" light direction, so must come after gluLookAt.
287 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
288
289 // OpenGL no longer seems to reconstruct clipped edges, so, when the
290 // BooleanProcessor is up to it, abandon this and use generic
291 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
292 // force kernel visit on change of clipping plane in
293 // G4OpenGLStoredViewer::CompareForKernelVisit.
294 if (fVP.IsSection () ) { // pair of back to back clip planes.
295 const G4Plane3D& s = fVP.GetSectionPlane ();
296 double sArray[4];
297 sArray[0] = s.a();
298 sArray[1] = s.b();
299 sArray[2] = s.c();
300 sArray[3] = s.d() + radius * 1.e-05;
301 glClipPlane (GL_CLIP_PLANE0, sArray);
302 glEnable (GL_CLIP_PLANE0);
303 sArray[0] = -s.a();
304 sArray[1] = -s.b();
305 sArray[2] = -s.c();
306 sArray[3] = -s.d() + radius * 1.e-05;
307 glClipPlane (GL_CLIP_PLANE1, sArray);
308 glEnable (GL_CLIP_PLANE1);
309 } else {
310 glDisable (GL_CLIP_PLANE0);
311 glDisable (GL_CLIP_PLANE1);
312 }
313
314 const G4Planes& cutaways = fVP.GetCutawayPlanes();
315 size_t nPlanes = cutaways.size();
316 if (fVP.IsCutaway() &&
317 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
318 nPlanes > 0) {
319 double a[4];
320 a[0] = cutaways[0].a();
321 a[1] = cutaways[0].b();
322 a[2] = cutaways[0].c();
323 a[3] = cutaways[0].d();
324 glClipPlane (GL_CLIP_PLANE2, a);
325 glEnable (GL_CLIP_PLANE2);
326 if (nPlanes > 1) {
327 a[0] = cutaways[1].a();
328 a[1] = cutaways[1].b();
329 a[2] = cutaways[1].c();
330 a[3] = cutaways[1].d();
331 glClipPlane (GL_CLIP_PLANE3, a);
332 glEnable (GL_CLIP_PLANE3);
333 }
334 if (nPlanes > 2) {
335 a[0] = cutaways[2].a();
336 a[1] = cutaways[2].b();
337 a[2] = cutaways[2].c();
338 a[3] = cutaways[2].d();
339 glClipPlane (GL_CLIP_PLANE4, a);
340 glEnable (GL_CLIP_PLANE4);
341 }
342 } else {
343 glDisable (GL_CLIP_PLANE2);
344 glDisable (GL_CLIP_PLANE3);
345 glDisable (GL_CLIP_PLANE4);
346 }
347
348 // Background.
349 background = fVP.GetBackgroundColour ();
350
351}
352
353void G4OpenGLViewer::HaloingFirstPass () {
354
355 //To perform haloing, first Draw all information to the depth buffer
356 //alone, using a chunky line width, and then Draw all info again, to
357 //the colour buffer, setting a thinner line width an the depth testing
358 //function to less than or equal, so if two lines cross, the one
359 //passing behind the other will not pass the depth test, and so not
360 //get rendered either side of the infront line for a short distance.
361
362 //First, disable writing to the colo(u)r buffer...
363 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
364
365 //Now enable writing to the depth buffer...
366 glDepthMask (GL_TRUE);
367 glDepthFunc (GL_LESS);
368 glClearDepth (1.0);
369
370 //Finally, set the line width to something wide...
371 glLineWidth (3.0);
372
373}
374
375void G4OpenGLViewer::HaloingSecondPass () {
376
377 //And finally, turn the colour buffer back on with a sesible line width...
378 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
379 glDepthFunc (GL_LEQUAL);
380 glLineWidth (1.0);
381
382}
383
384void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
385{
386 //G4cout << "X: " << x << ", Y: " << y << G4endl;
387 const G4int BUFSIZE = 512;
388 GLuint selectBuffer[BUFSIZE];
389 glSelectBuffer(BUFSIZE, selectBuffer);
390 glRenderMode(GL_SELECT);
391 glInitNames();
392 glPushName(0);
393 glMatrixMode(GL_PROJECTION);
394 G4double currentProjectionMatrix[16];
395 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
396 glPushMatrix();
397 glLoadIdentity();
398 GLint viewport[4];
399 glGetIntegerv(GL_VIEWPORT, viewport);
400 // Define 5x5 pixel pick area
401 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
402 glMultMatrixd(currentProjectionMatrix);
403 glMatrixMode(GL_MODELVIEW);
404 DrawView();
405 GLint hits = glRenderMode(GL_RENDER);
406 if (hits < 0)
407 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
408 else if (hits > 0) {
409 //G4cout << hits << " hit(s)" << G4endl;
410 GLuint* p = selectBuffer;
411 for (GLint i = 0; i < hits; ++i) {
412 GLuint nnames = *p++;
413 *p++; //OR GLuint zmin = *p++;
414 *p++; //OR GLuint zmax = *p++;
415 //G4cout << "Hit " << i << ": " << nnames << " names"
416 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
417 for (GLuint j = 0; j < nnames; ++j) {
418 GLuint name = *p++;
419 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
420 std::map<GLuint, G4AttHolder*>::iterator iter =
421 fOpenGLSceneHandler.fPickMap.find(name);
422 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
423 G4AttHolder* attHolder = iter->second;
424 if(attHolder && attHolder->GetAttDefs().size()) {
425 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
426 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
427 attHolder->GetAttDefs()[i]);
428 }
429 }
430 }
431 }
432 G4cout << G4endl;
433 }
434 }
435 glMatrixMode(GL_PROJECTION);
436 glPopMatrix();
437 glMatrixMode(GL_MODELVIEW);
438}
439
440
441
442
443GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
444
445 GLubyte* buffer;
446 GLint swapbytes, lsbfirst, rowlength;
447 GLint skiprows, skippixels, alignment;
448 GLenum format;
449 int size;
450
451 if (inColor) {
452 format = GL_RGB;
453 size = width*height*3;
454 } else {
455 format = GL_LUMINANCE;
456 size = width*height*1;
457 }
458
459 buffer = new GLubyte[size];
460 if (buffer == NULL)
461 return NULL;
462
463 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
464 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
465 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
466
467 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
468 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
469 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
470
471 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
472 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
473 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
474
475 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
476 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
477 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
478
479 glReadBuffer(GL_FRONT);
480 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
481
482 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
483 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
484 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
485
486 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
487 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
488 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
489
490 return buffer;
491}
492
493void G4OpenGLViewer::printEPS() {
494 bool res;
495#ifdef G4DEBUG_VIS_OGL
496 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
497#endif
498 if (fVectoredPs) {
499 res = printVectoredEPS();
500 } else {
501 res = printNonVectoredEPS();
502 }
503 if (res == false) {
504 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
505 } else {
506 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
507 }
508
509 // increment index if necessary
510 if ( fPrintFilenameIndex != -1) {
511 fPrintFilenameIndex++;
512 }
513
514}
515
516bool G4OpenGLViewer::printVectoredEPS() {
517 return printGl2PS();
518}
519
520bool G4OpenGLViewer::printNonVectoredEPS () {
521
522 int width = getRealPrintSizeX();
523 int height = getRealPrintSizeY();
524
525#ifdef G4DEBUG_VIS_OGL
526 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour);
527#endif
528 FILE* fp;
529 GLubyte* pixels;
530 GLubyte* curpix;
531 int components, pos, i;
532
533 pixels = grabPixels (fPrintColour, width, height);
534
535 if (pixels == NULL) {
536 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
537 return false;
538 }
539 if (fPrintColour) {
540 components = 3;
541 } else {
542 components = 1;
543 }
544 std::string name = getRealPrintFilename();
545 fp = fopen (name.c_str(), "w");
546 if (fp == NULL) {
547 G4cerr << "Can't open filename " << name.c_str() << G4endl;
548 return false;
549 }
550
551 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
552 fprintf (fp, "%%%%Title: %s\n", name.c_str());
553 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
554 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
555 fprintf (fp, "%%%%EndComments\n");
556 fprintf (fp, "gsave\n");
557 fprintf (fp, "/bwproc {\n");
558 fprintf (fp, " rgbproc\n");
559 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
560 fprintf (fp, " 5 -1 roll {\n");
561 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
562 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
563 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
564 fprintf (fp, " { 2 1 roll } ifelse\n");
565 fprintf (fp, " }forall\n");
566 fprintf (fp, " pop pop pop\n");
567 fprintf (fp, "} def\n");
568 fprintf (fp, "systemdict /colorimage known not {\n");
569 fprintf (fp, " /colorimage {\n");
570 fprintf (fp, " pop\n");
571 fprintf (fp, " pop\n");
572 fprintf (fp, " /rgbproc exch def\n");
573 fprintf (fp, " { bwproc } image\n");
574 fprintf (fp, " } def\n");
575 fprintf (fp, "} if\n");
576 fprintf (fp, "/picstr %d string def\n", width * components);
577 fprintf (fp, "%d %d scale\n", width, height);
578 fprintf (fp, "%d %d %d\n", width, height, 8);
579 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
580 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
581 fprintf (fp, "false %d\n", components);
582 fprintf (fp, "colorimage\n");
583
584 curpix = (GLubyte*) pixels;
585 pos = 0;
586 for (i = width*height*components; i>0; i--) {
587 fprintf (fp, "%02hx ", *(curpix++));
588 if (++pos >= 32) {
589 fprintf (fp, "\n");
590 pos = 0;
591 }
592 }
593 if (pos)
594 fprintf (fp, "\n");
595
596 fprintf (fp, "grestore\n");
597 fprintf (fp, "showpage\n");
598 delete pixels;
599 fclose (fp);
600
601 // Reset for next time (useful is size change)
602 // fPrintSizeX = -1;
603 // fPrintSizeY = -1;
604
605 return true;
606}
607
608
609bool G4OpenGLViewer::printGl2PS() {
610
611 int width = getRealPrintSizeX();
612 int height = getRealPrintSizeY();
613
614 if (!fGL2PSAction) return false;
615
616 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
617 // try to resize
618 int X = fWinSize_x;
619 int Y = fWinSize_y;
620
621 fWinSize_x = width;
622 fWinSize_y = height;
623 ResizeGLView();
624 if (fGL2PSAction->enableFileWriting()) {
625
626 // By default, we choose the line width (trajectories...)
627 fGL2PSAction->setLineWidth(1);
628 // By default, we choose the point size (markers...)
629 fGL2PSAction->setPointSize(2);
630
631 DrawView ();
632 fGL2PSAction->disableFileWriting();
633 }
634
635 fWinSize_x = X;
636 fWinSize_y = Y;
637 ResizeGLView();
638
639 // Reset for next time (useful is size change)
640 // fPrintSizeX = 0;
641 // fPrintSizeY = 0;
642
643 return true;
644}
645
646unsigned int G4OpenGLViewer::getWinWidth() {
647 return fWinSize_x;
648}
649
650unsigned int G4OpenGLViewer::getWinHeight() {
651 return fWinSize_y;
652}
653
654G4bool G4OpenGLViewer::sizeHasChanged() {
655 return fSizeHasChanged;
656}
657
658G4int G4OpenGLViewer::getRealPrintSizeX() {
659 if (fPrintSizeX == -1) {
660 return fWinSize_x;
661 }
662 GLint dims[2];
663 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
664 if (fPrintSizeX > dims[0]){
665 return dims[0];
666 }
667 if (fPrintSizeX < -1){
668 return 0;
669 }
670 return fPrintSizeX;
671}
672
673G4int G4OpenGLViewer::getRealPrintSizeY() {
674 if (fPrintSizeY == -1) {
675 return fWinSize_y;
676 }
677 GLint dims[2];
678 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
679 if (fPrintSizeY > dims[1]){
680 return dims[1];
681 }
682 if (fPrintSizeY < -1){
683 return 0;
684 }
685 return fPrintSizeY;
686}
687
688void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
689 fPrintSizeX = X;
690 fPrintSizeY = Y;
691}
692
693void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
694 if (name != "") {
695 fPrintFilename = name;
696 } else {
697 fPrintFilename = "G4OpenGL"; // by default
698 }
699 if (inc) {
700 fPrintFilenameIndex=0;
701 } else {
702 fPrintFilenameIndex=-1;
703 }
704}
705
706std::string G4OpenGLViewer::getRealPrintFilename() {
707 std::string temp = fPrintFilename;
708 if (fPrintFilenameIndex != -1) {
709 temp += std::string("_");
710 std::ostringstream os;
711 os << fPrintFilenameIndex;
712 std::string nb_str = os.str();
713 temp += nb_str;
714 }
715 temp += ".eps";
716 return temp;
717}
718
719GLdouble G4OpenGLViewer::getSceneNearWidth()
720{
721 const G4Point3D targetPoint
722 = fSceneHandler.GetScene()->GetStandardTargetPoint()
723 + fVP.GetCurrentTargetPoint ();
724 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
725 if(radius<=0.) radius = 1.;
726 const G4double cameraDistance = fVP.GetCameraDistance (radius);
727 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
728 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
729}
730
731GLdouble G4OpenGLViewer::getSceneFarWidth()
732{
733 const G4Point3D targetPoint
734 = fSceneHandler.GetScene()->GetStandardTargetPoint()
735 + fVP.GetCurrentTargetPoint ();
736 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
737 if(radius<=0.) radius = 1.;
738 const G4double cameraDistance = fVP.GetCameraDistance (radius);
739 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
740 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
741 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
742}
743
744
745GLdouble G4OpenGLViewer::getSceneDepth()
746{
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 fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
755}
756
757
758
759void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
760{
761
762 G4Vector3D vp;
763 G4Vector3D up;
764
765 G4Vector3D xprime;
766 G4Vector3D yprime;
767 G4Vector3D zprime;
768
769 G4double delta_alpha;
770 G4double delta_theta;
771
772 G4Vector3D new_vp;
773 G4Vector3D new_up;
774
775 G4double cosalpha;
776 G4double sinalpha;
777
778 G4Vector3D a1;
779 G4Vector3D a2;
780 G4Vector3D delta;
781 G4Vector3D viewPoint;
782
783
784 //phi spin stuff here
785
786 vp = fVP.GetViewpointDirection ().unit ();
787 up = fVP.GetUpVector ().unit ();
788
789 yprime = (up.cross(vp)).unit();
790 zprime = (vp.cross(yprime)).unit();
791
792 if (fVP.GetLightsMoveWithCamera()) {
793 delta_alpha = dy * deltaRotation;
794 delta_theta = -dx * deltaRotation;
795 } else {
796 delta_alpha = -dy * deltaRotation;
797 delta_theta = dx * deltaRotation;
798 }
799
800 delta_alpha *= deg;
801 delta_theta *= deg;
802
803 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
804
805 // to avoid z rotation flipping
806 // to allow more than 360° rotation
807
808 const G4Point3D targetPoint
809 = fSceneHandler.GetScene()->GetStandardTargetPoint()
810 + fVP.GetCurrentTargetPoint ();
811 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
812 if(radius<=0.) radius = 1.;
813 const G4double cameraDistance = fVP.GetCameraDistance (radius);
814 const G4Point3D cameraPosition =
815 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
816
817 if (fVP.GetLightsMoveWithCamera()) {
818 new_up = (new_vp.cross(yprime)).unit();
819 if (new_vp.z()*vp.z() <0) {
820 new_up.set(new_up.x(),-new_up.y(),new_up.z());
821 }
822 } else {
823 new_up = up;
824 if (new_vp.z()*vp.z() <0) {
825 new_up.set(new_up.x(),-new_up.y(),new_up.z());
826 }
827 }
828 fVP.SetUpVector(new_up);
829 ////////////////
830 // Rotates by fixed azimuthal angle delta_theta.
831
832 cosalpha = new_up.dot (new_vp.unit());
833 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
834 yprime = (new_up.cross (new_vp.unit())).unit ();
835 xprime = yprime.cross (new_up);
836 // Projection of vp on plane perpendicular to up...
837 a1 = sinalpha * xprime;
838 // Required new projection...
839 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
840 // Required Increment vector...
841 delta = a2 - a1;
842 // So new viewpoint is...
843 viewPoint = new_vp.unit() + delta;
844
845 fVP.SetViewAndLights (viewPoint);
846}
847
848#endif
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