source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc @ 1238

Last change on this file since 1238 was 1238, checked in by garnier, 14 years ago

otpimisations

  • Property svn:mime-type set to text/cpp
File size: 26.6 KB
Line 
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 1.59 2009/10/20 12:47:45 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
104G4OpenGLViewer::~G4OpenGLViewer () {
105#ifdef G4DEBUG_VIS_OGL
106  printf("G4OpenGLViewer::~G4OpenGLViewer DELETING \n");
107#endif
108}
109
110void G4OpenGLViewer::InitializeGLView ()
111{
112  glClearColor (0.0, 0.0, 0.0, 0.0);
113  glClearDepth (1.0);
114  glDisable (GL_BLEND);
115  glDisable (GL_LINE_SMOOTH);
116  glDisable (GL_POLYGON_SMOOTH);
117
118  fWinSize_x = fVP.GetWindowSizeHintX();
119  fWinSize_y = fVP.GetWindowSizeHintY();
120#ifdef G4DEBUG_VIS_OGL
121  printf("G4OpenGLViewer::InitializeGLView to W:%d H:%d pt:%d\n",fWinSize_x,fWinSize_y,this);
122#endif
123
124
125void G4OpenGLViewer::ClearView () {
126#ifdef G4DEBUG_VIS_OGL
127  printf("G4OpenGLViewer::ClearView\n");
128#endif
129  glClearColor (background.GetRed(),
130                background.GetGreen(),
131                background.GetBlue(),
132                1.);
133  glClearDepth (1.0);
134  //Below line does not compile with Mesa includes.
135  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
136  glClear (GL_COLOR_BUFFER_BIT);
137  glClear (GL_DEPTH_BUFFER_BIT);
138  glClear (GL_STENCIL_BUFFER_BIT);
139#ifdef G4DEBUG_VIS_OGL
140  printf("G4OpenGLViewer::ClearView flush\n");
141#endif
142  glFlush ();
143}
144
145
146void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
147  if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
148    fWinSize_x = aWidth;
149    fWinSize_y = aHeight;
150    fSizeHasChanged = true;
151  } else {
152    fSizeHasChanged = false;
153  }
154#ifdef G4DEBUG_VIS_OGL
155  printf("G4OpenGLViewer::ResizeWindow :W:%d H:%d changed?:%d set:W:%d H:%d pt:%d\n",fWinSize_x,fWinSize_y,fSizeHasChanged,aWidth,aHeight,this);
156#endif
157}
158
159/**
160 * Set the viewport of the scene
161 * MAXIMUM SIZE is :
162 * GLint dims[2];
163 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
164 */
165void G4OpenGLViewer::ResizeGLView()
166{
167#ifdef G4DEBUG_VIS_OGL
168  printf("G4OpenGLViewer::ResizeGLView %d %d pt:%d\n",fWinSize_x,fWinSize_y,this);
169#endif
170  // Check size
171  GLint dims[2];
172  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
173
174  // L.Garnier 01-2010: Some problems with mac 10.6
175  if ((dims[0] !=0 ) && (dims[1] !=0)) {
176
177#ifdef G4DEBUG_VIS_OGL
178    GLenum err = glGetError();
179    if (err != GL_NO_ERROR) {                          \
180      printf("%s: %s at %s:%d\n",                      \
181             __FUNCTION__,                             \
182             gluErrorString(err),                      \
183             __FILE__, __LINE__);                      \
184      printf("G4OpenGLViewer::ResizeGLView ERRRRR\n");
185    }
186    printf("G4OpenGLViewer::ResizeGLView DIM X:%d Y:%d\n",dims[0],dims[1]);
187#endif
188    if (fWinSize_x > (unsigned)dims[0]) {
189      G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[0] << G4endl;
190      fWinSize_x = dims[0];
191    }
192    if (fWinSize_y > (unsigned)dims[1]) {
193      G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[1] << G4endl;
194      fWinSize_y = dims[1];
195    }
196  }
197  GLsizei side = fWinSize_x;
198  if (fWinSize_y < fWinSize_x) side = fWinSize_y;
199 
200  // SPECIAL CASE if fWinSize_x is even (69 for example)
201  // Ex : X: 69 Y: 26
202  // side = 26
203  // width / 2 = 21,5
204  // height / 2 = 0
205  // Should be fixed to closed : 21 0 for ex
206  // Then size must by change to :
207  // X:68 Y: 26
208
209  // SPECIAL CASE
210  if ((fWinSize_x - side)%2) {
211    //    fWinSize_x --;
212
213    side = fWinSize_x;
214    if (fWinSize_y < fWinSize_x) side = fWinSize_y;
215  }
216  if ((fWinSize_y - side)%2) {
217    //    fWinSize_y --;
218
219    side = fWinSize_x;
220    if (fWinSize_y < fWinSize_x) side = fWinSize_y;
221  }
222 
223  GLint X = (fWinSize_x - side) / 2;
224  GLint Y = (fWinSize_y - side) / 2;
225 
226#ifdef G4DEBUG_VIS_OGL
227  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);
228#endif
229  glViewport(X, Y, side, side);
230  //    glViewport(0, 0, fWinSize_x,fWinSize_y); 
231 
232
233}
234
235
236void G4OpenGLViewer::SetView () {
237
238  if (!fSceneHandler.GetScene()) {
239    return;
240  }
241  // Calculates view representation based on extent of object being
242  // viewed and (initial) viewpoint.  (Note: it can change later due
243  // to user interaction via visualization system's GUI.)
244 
245  // Lighting.
246  GLfloat lightPosition [4];
247  lightPosition [0] = fVP.GetActualLightpointDirection().x();
248  lightPosition [1] = fVP.GetActualLightpointDirection().y();
249  lightPosition [2] = fVP.GetActualLightpointDirection().z();
250  lightPosition [3] = 0.;
251  // Light position is "true" light direction, so must come after gluLookAt.
252  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
253  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
254  glEnable (GL_LIGHT0);
255  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
256  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
257 
258  // Get radius of scene, etc.
259  // Note that this procedure properly takes into account zoom, dolly and pan.
260  const G4Point3D targetPoint
261    = fSceneHandler.GetScene()->GetStandardTargetPoint()
262    + fVP.GetCurrentTargetPoint ();
263  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
264  if(radius<=0.) radius = 1.;
265  const G4double cameraDistance = fVP.GetCameraDistance (radius);
266  const G4Point3D cameraPosition =
267    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
268  const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
269  const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
270  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius);
271  const GLdouble left   = -right;
272  const GLdouble bottom = left;
273  const GLdouble top    = right;
274 
275  // FIXME
276#ifdef G4DEBUG_VIS_OGL
277  printf("G4OpenGLViewer::SetView Call ResizeGLView VVVVVV\n");
278#endif
279  ResizeGLView();
280#ifdef G4DEBUG_VIS_OGL
281  printf("G4OpenGLViewer::SetView Call ResizeGLView ^^^^^^\n");
282#endif
283  //SHOULD SetWindowsSizeHint()...
284
285  glMatrixMode (GL_PROJECTION); // set up Frustum.
286  glLoadIdentity();
287
288  const G4Vector3D scaleFactor = fVP.GetScaleFactor();
289  glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
290 
291  if (fVP.GetFieldHalfAngle() == 0.) {
292    glOrtho (left, right, bottom, top, pnear, pfar);
293  }
294  else {
295    glFrustum (left, right, bottom, top, pnear, pfar);
296  } 
297
298  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
299  glLoadIdentity();
300 
301  const G4Normal3D& upVector = fVP.GetUpVector (); 
302  G4Point3D gltarget;
303  if (cameraDistance > 1.e-6 * radius) {
304    gltarget = targetPoint;
305  }
306  else {
307    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
308  }
309
310  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
311  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
312             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
313             upVector.x(), upVector.y(), upVector.z());     // Up vector.
314
315  // Light position is "true" light direction, so must come after gluLookAt.
316  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
317
318  // OpenGL no longer seems to reconstruct clipped edges, so, when the
319  // BooleanProcessor is up to it, abandon this and use generic
320  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
321  // force kernel visit on change of clipping plane in
322  // G4OpenGLStoredViewer::CompareForKernelVisit.
323  if (fVP.IsSection () ) {  // pair of back to back clip planes.
324    const G4Plane3D& s = fVP.GetSectionPlane ();
325    double sArray[4];
326    sArray[0] = s.a();
327    sArray[1] = s.b();
328    sArray[2] = s.c();
329    sArray[3] = s.d() + radius * 1.e-05;
330    glClipPlane (GL_CLIP_PLANE0, sArray);
331    glEnable (GL_CLIP_PLANE0);
332    sArray[0] = -s.a();
333    sArray[1] = -s.b();
334    sArray[2] = -s.c();
335    sArray[3] = -s.d() + radius * 1.e-05;
336    glClipPlane (GL_CLIP_PLANE1, sArray);
337    glEnable (GL_CLIP_PLANE1);
338  } else {
339    glDisable (GL_CLIP_PLANE0);
340    glDisable (GL_CLIP_PLANE1);
341  }
342
343  const G4Planes& cutaways = fVP.GetCutawayPlanes();
344  size_t nPlanes = cutaways.size();
345  if (fVP.IsCutaway() &&
346      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
347      nPlanes > 0) {
348    double a[4];
349    a[0] = cutaways[0].a();
350    a[1] = cutaways[0].b();
351    a[2] = cutaways[0].c();
352    a[3] = cutaways[0].d();
353    glClipPlane (GL_CLIP_PLANE2, a);
354    glEnable (GL_CLIP_PLANE2);
355    if (nPlanes > 1) {
356      a[0] = cutaways[1].a();
357      a[1] = cutaways[1].b();
358      a[2] = cutaways[1].c();
359      a[3] = cutaways[1].d();
360      glClipPlane (GL_CLIP_PLANE3, a);
361      glEnable (GL_CLIP_PLANE3);
362    }
363    if (nPlanes > 2) {
364      a[0] = cutaways[2].a();
365      a[1] = cutaways[2].b();
366      a[2] = cutaways[2].c();
367      a[3] = cutaways[2].d();
368      glClipPlane (GL_CLIP_PLANE4, a);
369      glEnable (GL_CLIP_PLANE4);
370    }
371  } else {
372    glDisable (GL_CLIP_PLANE2);
373    glDisable (GL_CLIP_PLANE3);
374    glDisable (GL_CLIP_PLANE4);
375  }
376
377  // Background.
378  background = fVP.GetBackgroundColour ();
379
380}
381
382void G4OpenGLViewer::HaloingFirstPass () {
383 
384  //To perform haloing, first Draw all information to the depth buffer
385  //alone, using a chunky line width, and then Draw all info again, to
386  //the colour buffer, setting a thinner line width an the depth testing
387  //function to less than or equal, so if two lines cross, the one
388  //passing behind the other will not pass the depth test, and so not
389  //get rendered either side of the infront line for a short distance.
390
391  //First, disable writing to the colo(u)r buffer...
392  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
393
394  //Now enable writing to the depth buffer...
395  glDepthMask (GL_TRUE);
396  glDepthFunc (GL_LESS);
397  glClearDepth (1.0);
398
399  //Finally, set the line width to something wide...
400  glLineWidth (3.0);
401
402}
403
404void G4OpenGLViewer::HaloingSecondPass () {
405
406  //And finally, turn the colour buffer back on with a sesible line width...
407  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
408  glDepthFunc (GL_LEQUAL);
409  glLineWidth (1.0);
410
411}
412
413void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
414{
415  //G4cout << "X: " << x << ", Y: " << y << G4endl;
416  const G4int BUFSIZE = 512;
417  GLuint selectBuffer[BUFSIZE];
418  glSelectBuffer(BUFSIZE, selectBuffer);
419  glRenderMode(GL_SELECT);
420  glInitNames();
421  glPushName(0);
422  glMatrixMode(GL_PROJECTION);
423  G4double currentProjectionMatrix[16];
424  glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
425  glPushMatrix();
426  glLoadIdentity();
427  GLint viewport[4];
428  glGetIntegerv(GL_VIEWPORT, viewport);
429  // Define 5x5 pixel pick area
430  gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
431  glMultMatrixd(currentProjectionMatrix);
432  glMatrixMode(GL_MODELVIEW);
433  DrawView();
434  GLint hits = glRenderMode(GL_RENDER);
435  if (hits < 0)
436    G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4cout;
437  else if (hits > 0) {
438    //G4cout << hits << " hit(s)" << G4endl;
439    GLuint* p = selectBuffer;
440    for (GLint i = 0; i < hits; ++i) {
441      GLuint nnames = *p++;
442      *p++; //OR GLuint zmin = *p++;
443      *p++; //OR GLuint zmax = *p++;
444      //G4cout << "Hit " << i << ": " << nnames << " names"
445      //     << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
446      for (GLuint j = 0; j < nnames; ++j) {
447        GLuint name = *p++;
448        //G4cout << "Name " << j << ": PickName: " << name << G4endl;
449        std::map<GLuint, G4AttHolder*>::iterator iter =
450          fOpenGLSceneHandler.fPickMap.find(name);
451        if (iter != fOpenGLSceneHandler.fPickMap.end()) {
452          G4AttHolder* attHolder = iter->second;
453          if(attHolder && attHolder->GetAttDefs().size()) {
454            for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
455              G4cout << G4AttCheck(attHolder->GetAttValues()[i],
456                                   attHolder->GetAttDefs()[i]);
457            }
458          }
459        }
460      }
461      G4cout << G4endl;
462    }
463  }
464  glMatrixMode(GL_PROJECTION);
465  glPopMatrix();
466  glMatrixMode(GL_MODELVIEW);
467}
468
469
470
471
472GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
473 
474  GLubyte* buffer;
475  GLint swapbytes, lsbfirst, rowlength;
476  GLint skiprows, skippixels, alignment;
477  GLenum format;
478  int size;
479
480  if (inColor) {
481    format = GL_RGB;
482    size = width*height*3;
483  } else {
484    format = GL_LUMINANCE;
485    size = width*height*1;
486  }
487
488  buffer = new GLubyte[size];
489  if (buffer == NULL)
490    return NULL;
491
492  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
493  glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
494  glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
495
496  glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
497  glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
498  glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
499
500  glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
501  glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
502  glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
503
504  glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
505  glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
506  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
507
508  glReadBuffer(GL_FRONT);
509  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
510
511  glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
512  glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
513  glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
514 
515  glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
516  glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
517  glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
518 
519  return buffer;
520}
521
522void G4OpenGLViewer::printEPS() {
523  bool res;
524#ifdef G4DEBUG_VIS_OGL
525  printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
526#endif
527
528  // Change the LC_NUMERIC value in order to have "." separtor and not ","
529  // This case is only useful for French, Canadien...
530  char *oldLocale = strdup(setlocale(LC_NUMERIC,NULL));
531  setlocale(LC_NUMERIC,"C");
532
533  if (fVectoredPs) {
534    res = printVectoredEPS();
535  } else {
536    res = printNonVectoredEPS();
537  }
538
539  // restore the local
540  if (oldLocale) {
541    setlocale(LC_NUMERIC,oldLocale);
542    free(oldLocale);
543  }
544
545  if (res == false) {
546    G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
547  } else {
548    G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
549  }
550
551  // increment index if necessary
552  if ( fPrintFilenameIndex != -1) {
553    fPrintFilenameIndex++;
554  }
555
556}
557
558bool G4OpenGLViewer::printVectoredEPS() {
559  return printGl2PS();
560}
561
562bool G4OpenGLViewer::printNonVectoredEPS () {
563
564  int width = getRealPrintSizeX();
565  int height = getRealPrintSizeY();
566
567#ifdef G4DEBUG_VIS_OGL
568  printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour);
569#endif
570  FILE* fp;
571  GLubyte* pixels;
572  GLubyte* curpix;
573  int components, pos, i;
574
575  pixels = grabPixels (fPrintColour, width, height);
576
577  if (pixels == NULL) {
578      G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
579    return false;
580  }
581  if (fPrintColour) {
582    components = 3;
583  } else {
584    components = 1;
585  }
586  std::string name = getRealPrintFilename();
587  fp = fopen (name.c_str(), "w");
588  if (fp == NULL) {
589    G4cerr << "Can't open filename " << name.c_str() << G4endl;
590    return false;
591  }
592 
593  fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
594  fprintf (fp, "%%%%Title: %s\n", name.c_str());
595  fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
596  fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
597  fprintf (fp, "%%%%EndComments\n");
598  fprintf (fp, "gsave\n");
599  fprintf (fp, "/bwproc {\n");
600  fprintf (fp, "    rgbproc\n");
601  fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
602  fprintf (fp, "    5 -1 roll {\n");
603  fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
604  fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
605  fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
606  fprintf (fp, "    { 2 1 roll } ifelse\n");
607  fprintf (fp, "    }forall\n");
608  fprintf (fp, "    pop pop pop\n");
609  fprintf (fp, "} def\n");
610  fprintf (fp, "systemdict /colorimage known not {\n");
611  fprintf (fp, "   /colorimage {\n");
612  fprintf (fp, "       pop\n");
613  fprintf (fp, "       pop\n");
614  fprintf (fp, "       /rgbproc exch def\n");
615  fprintf (fp, "       { bwproc } image\n");
616  fprintf (fp, "   }  def\n");
617  fprintf (fp, "} if\n");
618  fprintf (fp, "/picstr %d string def\n", width * components);
619  fprintf (fp, "%d %d scale\n", width, height);
620  fprintf (fp, "%d %d %d\n", width, height, 8);
621  fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
622  fprintf (fp, "{currentfile picstr readhexstring pop}\n");
623  fprintf (fp, "false %d\n", components);
624  fprintf (fp, "colorimage\n");
625 
626  curpix = (GLubyte*) pixels;
627  pos = 0;
628  for (i = width*height*components; i>0; i--) {
629    fprintf (fp, "%02hx ", *(curpix++));
630    if (++pos >= 32) {
631      fprintf (fp, "\n");
632      pos = 0;
633    }
634  }
635  if (pos)
636    fprintf (fp, "\n");
637
638  fprintf (fp, "grestore\n");
639  fprintf (fp, "showpage\n");
640  delete pixels;
641  fclose (fp);
642
643  // Reset for next time (useful is size change)
644  //  fPrintSizeX = -1;
645  //  fPrintSizeY = -1;
646
647  return true;
648}
649
650
651bool G4OpenGLViewer::printGl2PS() {
652
653  int width = getRealPrintSizeX();
654  int height = getRealPrintSizeY();
655
656  if (!fGL2PSAction) return false;
657
658  fGL2PSAction->setFileName(getRealPrintFilename().c_str());
659  // try to resize
660  int X = fWinSize_x;
661  int Y = fWinSize_y;
662
663  fWinSize_x = width;
664  fWinSize_y = height;
665  ResizeGLView();
666  if (fGL2PSAction->enableFileWriting()) {
667
668    // By default, we choose the line width (trajectories...)
669    fGL2PSAction->setLineWidth(1);
670    // By default, we choose the point size (markers...)
671   
672#ifdef G4DEBUG_VIS_OGL
673    //  printf("G4OpenGLViewer::printGl2PS marker size:%f\n",    GetSceneHandler()->GetMarkerSize());
674#endif
675#ifdef G4DEBUG_VIS_OGL
676  //  printf("G4OpenGLViewer::printGl2PS marker2 size:%f\n",fpViewer -> GetViewParameters ()->GetDefaultMarker ().GetScreenSize());
677#endif
678    //    if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ()) {
679    //      fGL2PSAction->setPointSize(fpViewer -> GetViewParameters ()->GetDefaultMarker ().GetScreenSize());
680    //    } else {
681      fGL2PSAction->setPointSize(2);
682      //    }
683    DrawView ();
684    fGL2PSAction->disableFileWriting();
685  }
686
687  fWinSize_x = X;
688  fWinSize_y = Y;
689  ResizeGLView();
690
691  // Reset for next time (useful is size change)
692  //  fPrintSizeX = 0;
693  //  fPrintSizeY = 0;
694
695  return true;
696}
697
698unsigned int G4OpenGLViewer::getWinWidth() {
699  return fWinSize_x;
700}
701
702unsigned int G4OpenGLViewer::getWinHeight() {
703  return fWinSize_y;
704}
705
706G4bool G4OpenGLViewer::sizeHasChanged() {
707  return fSizeHasChanged;
708}
709
710G4int G4OpenGLViewer::getRealPrintSizeX() {
711  if (fPrintSizeX == -1) {
712    return fWinSize_x;
713  }
714  GLint dims[2];
715  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
716
717  // L.Garnier 01-2010: Some problems with mac 10.6
718  if ((dims[0] !=0 ) && (dims[1] !=0)) {
719    if (fPrintSizeX > dims[0]){
720      return dims[0];
721    }
722  }
723  if (fPrintSizeX < -1){
724    return 0;
725  }
726  return fPrintSizeX;
727}
728
729G4int G4OpenGLViewer::getRealPrintSizeY() {
730  if (fPrintSizeY == -1) {
731    return fWinSize_y;
732  }
733  GLint dims[2];
734  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
735
736  // L.Garnier 01-2010: Some problems with mac 10.6
737  if ((dims[0] !=0 ) && (dims[1] !=0)) {
738    if (fPrintSizeY > dims[1]){
739      return dims[1];
740    }
741  }
742  if (fPrintSizeY < -1){
743    return 0;
744  }
745  return fPrintSizeY;
746}
747
748void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
749  fPrintSizeX = X;
750  fPrintSizeY = Y;
751}
752
753void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
754  if (name != "") {
755    fPrintFilename = name;
756  } else {
757    fPrintFilename = "G4OpenGL";  // by default
758  }
759  if (inc) {
760    fPrintFilenameIndex=0;
761  } else {
762    fPrintFilenameIndex=-1;
763  }
764}
765
766std::string G4OpenGLViewer::getRealPrintFilename() {
767  std::string temp = fPrintFilename;
768  if (fPrintFilenameIndex != -1) {
769    temp += std::string("_");
770    std::ostringstream os;
771    os << fPrintFilenameIndex;
772    std::string nb_str = os.str();
773    temp += nb_str;
774  }
775  temp += ".eps";
776  return temp;
777}
778
779GLdouble G4OpenGLViewer::getSceneNearWidth()
780{
781  if (!fSceneHandler.GetScene()) {
782    return 0;
783  }
784  const G4Point3D targetPoint
785    = fSceneHandler.GetScene()->GetStandardTargetPoint()
786    + fVP.GetCurrentTargetPoint ();
787  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
788  if(radius<=0.) radius = 1.;
789  const G4double cameraDistance = fVP.GetCameraDistance (radius);
790  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
791  return 2 * fVP.GetFrontHalfHeight (pnear, radius);
792}
793
794GLdouble G4OpenGLViewer::getSceneFarWidth()
795{
796  if (!fSceneHandler.GetScene()) {
797    return 0;
798  }
799  const G4Point3D targetPoint
800    = fSceneHandler.GetScene()->GetStandardTargetPoint()
801    + fVP.GetCurrentTargetPoint ();
802  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
803  if(radius<=0.) radius = 1.;
804  const G4double cameraDistance = fVP.GetCameraDistance (radius);
805  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
806  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
807  return 2 * fVP.GetFrontHalfHeight (pfar, radius);
808}
809
810
811GLdouble G4OpenGLViewer::getSceneDepth()
812{
813  if (!fSceneHandler.GetScene()) {
814    return 0;
815  }
816  const G4Point3D targetPoint
817    = fSceneHandler.GetScene()->GetStandardTargetPoint()
818    + fVP.GetCurrentTargetPoint ();
819  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
820  if(radius<=0.) radius = 1.;
821  const G4double cameraDistance = fVP.GetCameraDistance (radius);
822  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
823  return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
824}
825
826
827
828void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
829{
830  if (!fSceneHandler.GetScene()) {
831    return;
832  }
833
834  G4Vector3D vp;
835  G4Vector3D up;
836 
837  G4Vector3D xprime;
838  G4Vector3D yprime;
839  G4Vector3D zprime;
840 
841  G4double delta_alpha;
842  G4double delta_theta;
843 
844  G4Vector3D new_vp;
845  G4Vector3D new_up;
846 
847  G4double cosalpha;
848  G4double sinalpha;
849 
850  G4Vector3D a1;
851  G4Vector3D a2;
852  G4Vector3D delta;
853  G4Vector3D viewPoint;
854
855   
856  //phi spin stuff here
857 
858  vp = fVP.GetViewpointDirection ().unit ();
859  up = fVP.GetUpVector ().unit ();
860 
861  yprime = (up.cross(vp)).unit();
862  zprime = (vp.cross(yprime)).unit();
863 
864  if (fVP.GetLightsMoveWithCamera()) {
865    delta_alpha = dy * deltaRotation;
866    delta_theta = -dx * deltaRotation;
867  } else {
868    delta_alpha = -dy * deltaRotation;
869    delta_theta = dx * deltaRotation;
870  }   
871 
872  delta_alpha *= deg;
873  delta_theta *= deg;
874 
875  new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
876 
877  // to avoid z rotation flipping
878  // to allow more than 360° rotation
879
880  const G4Point3D targetPoint
881    = fSceneHandler.GetScene()->GetStandardTargetPoint()
882    + fVP.GetCurrentTargetPoint ();
883  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
884  if(radius<=0.) radius = 1.;
885  const G4double cameraDistance = fVP.GetCameraDistance (radius);
886  const G4Point3D cameraPosition =
887    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
888
889  if (fVP.GetLightsMoveWithCamera()) {
890    new_up = (new_vp.cross(yprime)).unit();
891    if (new_vp.z()*vp.z() <0) {
892      new_up.set(new_up.x(),-new_up.y(),new_up.z());
893    }
894  } else {
895    new_up = up;
896    if (new_vp.z()*vp.z() <0) {
897      new_up.set(new_up.x(),-new_up.y(),new_up.z());
898    }
899  }
900  fVP.SetUpVector(new_up);
901  ////////////////
902  // Rotates by fixed azimuthal angle delta_theta.
903 
904  cosalpha = new_up.dot (new_vp.unit());
905  sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
906  yprime = (new_up.cross (new_vp.unit())).unit ();
907  xprime = yprime.cross (new_up);
908  // Projection of vp on plane perpendicular to up...
909  a1 = sinalpha * xprime;
910  // Required new projection...
911  a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
912  // Required Increment vector...
913  delta = a2 - a1;
914  // So new viewpoint is...
915  viewPoint = new_vp.unit() + delta;
916 
917  fVP.SetViewAndLights (viewPoint);
918}
919
920#endif
Note: See TracBrowser for help on using the repository browser.