source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1311

Last change on this file since 1311 was 1307, checked in by garnier, 15 years ago

fixes et cvs update

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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 1.62 2010/05/11 10:22:37 allison 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 &:%d\n",fWinSize_x,fWinSize_y,this);
160#endif
161 // Check size
162 GLint dims[2];
163 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
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 }
175 }
176
177 glViewport(0, 0, fWinSize_x,fWinSize_y);
178
179#ifdef G4DEBUG_VIS_OGL
180 printf("G4OpenGLViewer::ResizeGLView END %d %d &:%d\n",fWinSize_x,fWinSize_y,this);
181#endif
182
183}
184
185
186void G4OpenGLViewer::SetView () {
187
188 if (!fSceneHandler.GetScene()) {
189 return;
190 }
191#ifdef G4DEBUG_VIS_OGL
192 printf("G4OpenGLViewer::SetView\n");
193#endif
194 // Calculates view representation based on extent of object being
195 // viewed and (initial) viewpoint. (Note: it can change later due
196 // to user interaction via visualization system's GUI.)
197
198 // Lighting.
199 GLfloat lightPosition [4];
200 lightPosition [0] = fVP.GetActualLightpointDirection().x();
201 lightPosition [1] = fVP.GetActualLightpointDirection().y();
202 lightPosition [2] = fVP.GetActualLightpointDirection().z();
203 lightPosition [3] = 0.;
204 // Light position is "true" light direction, so must come after gluLookAt.
205 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
206 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
207 glEnable (GL_LIGHT0);
208 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
209 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
210
211 G4double ratioX = 1;
212 G4double ratioY = 1;
213 if (fWinSize_y > fWinSize_x) {
214 ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
215 }
216 if (fWinSize_x > fWinSize_y) {
217 ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
218 }
219
220 // Get radius of scene, etc.
221 // Note that this procedure properly takes into account zoom, dolly and pan.
222 const G4Point3D targetPoint
223 = fSceneHandler.GetScene()->GetStandardTargetPoint()
224 + fVP.GetCurrentTargetPoint ();
225 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
226 if(radius<=0.) radius = 1.;
227 const G4double cameraDistance = fVP.GetCameraDistance (radius);
228 const G4Point3D cameraPosition =
229 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
230 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
231 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
232 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
233 const GLdouble left = -right;
234 const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
235 const GLdouble bottom = -top;
236
237 // FIXME
238 ResizeGLView();
239 //SHOULD SetWindowsSizeHint()...
240
241 glMatrixMode (GL_PROJECTION); // set up Frustum.
242 glLoadIdentity();
243
244 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
245 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
246
247 if (fVP.GetFieldHalfAngle() == 0.) {
248 glOrtho (left, right, bottom, top, pnear, pfar);
249 }
250 else {
251 glFrustum (left, right, bottom, top, pnear, pfar);
252 }
253
254 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
255 glLoadIdentity();
256
257 const G4Normal3D& upVector = fVP.GetUpVector ();
258 G4Point3D gltarget;
259 if (cameraDistance > 1.e-6 * radius) {
260 gltarget = targetPoint;
261 }
262 else {
263 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
264 }
265
266 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
267 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
268 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
269 upVector.x(), upVector.y(), upVector.z()); // Up vector.
270
271 // Light position is "true" light direction, so must come after gluLookAt.
272 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
273
274 // OpenGL no longer seems to reconstruct clipped edges, so, when the
275 // BooleanProcessor is up to it, abandon this and use generic
276 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
277 // force kernel visit on change of clipping plane in
278 // G4OpenGLStoredViewer::CompareForKernelVisit.
279 //if (fVP.IsSection () ) { // pair of back to back clip planes.
280 if (false) { // pair of back to back clip planes.
281 const G4Plane3D& s = fVP.GetSectionPlane ();
282 double sArray[4];
283 sArray[0] = s.a();
284 sArray[1] = s.b();
285 sArray[2] = s.c();
286 sArray[3] = s.d() + radius * 1.e-05;
287 glClipPlane (GL_CLIP_PLANE0, sArray);
288 glEnable (GL_CLIP_PLANE0);
289 sArray[0] = -s.a();
290 sArray[1] = -s.b();
291 sArray[2] = -s.c();
292 sArray[3] = -s.d() + radius * 1.e-05;
293 glClipPlane (GL_CLIP_PLANE1, sArray);
294 glEnable (GL_CLIP_PLANE1);
295 } else {
296 glDisable (GL_CLIP_PLANE0);
297 glDisable (GL_CLIP_PLANE1);
298 }
299
300 const G4Planes& cutaways = fVP.GetCutawayPlanes();
301 size_t nPlanes = cutaways.size();
302 //if (fVP.IsCutaway() &&
303 if (false &&
304 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
305 nPlanes > 0) {
306 double a[4];
307 a[0] = cutaways[0].a();
308 a[1] = cutaways[0].b();
309 a[2] = cutaways[0].c();
310 a[3] = cutaways[0].d();
311 glClipPlane (GL_CLIP_PLANE2, a);
312 glEnable (GL_CLIP_PLANE2);
313 if (nPlanes > 1) {
314 a[0] = cutaways[1].a();
315 a[1] = cutaways[1].b();
316 a[2] = cutaways[1].c();
317 a[3] = cutaways[1].d();
318 glClipPlane (GL_CLIP_PLANE3, a);
319 glEnable (GL_CLIP_PLANE3);
320 }
321 if (nPlanes > 2) {
322 a[0] = cutaways[2].a();
323 a[1] = cutaways[2].b();
324 a[2] = cutaways[2].c();
325 a[3] = cutaways[2].d();
326 glClipPlane (GL_CLIP_PLANE4, a);
327 glEnable (GL_CLIP_PLANE4);
328 }
329 } else {
330 glDisable (GL_CLIP_PLANE2);
331 glDisable (GL_CLIP_PLANE3);
332 glDisable (GL_CLIP_PLANE4);
333 }
334
335 // Background.
336 background = fVP.GetBackgroundColour ();
337
338#ifdef G4DEBUG_VIS_OGL
339 printf("G4OpenGLViewer::SetView END\n");
340#endif
341}
342
343void G4OpenGLViewer::HaloingFirstPass () {
344
345 //To perform haloing, first Draw all information to the depth buffer
346 //alone, using a chunky line width, and then Draw all info again, to
347 //the colour buffer, setting a thinner line width an the depth testing
348 //function to less than or equal, so if two lines cross, the one
349 //passing behind the other will not pass the depth test, and so not
350 //get rendered either side of the infront line for a short distance.
351
352 //First, disable writing to the colo(u)r buffer...
353 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
354
355 //Now enable writing to the depth buffer...
356 glDepthMask (GL_TRUE);
357 glDepthFunc (GL_LESS);
358 glClearDepth (1.0);
359
360 //Finally, set the line width to something wide...
361 glLineWidth (3.0);
362
363}
364
365void G4OpenGLViewer::HaloingSecondPass () {
366
367 //And finally, turn the colour buffer back on with a sesible line width...
368 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
369 glDepthFunc (GL_LEQUAL);
370 glLineWidth (1.0);
371
372}
373
374void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
375{
376 //G4cout << "X: " << x << ", Y: " << y << G4endl;
377 const G4int BUFSIZE = 512;
378 GLuint selectBuffer[BUFSIZE];
379 glSelectBuffer(BUFSIZE, selectBuffer);
380 glRenderMode(GL_SELECT);
381 glInitNames();
382 glPushName(0);
383 glMatrixMode(GL_PROJECTION);
384 G4double currentProjectionMatrix[16];
385 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
386 glPushMatrix();
387 glLoadIdentity();
388 GLint viewport[4];
389 glGetIntegerv(GL_VIEWPORT, viewport);
390 // Define 5x5 pixel pick area
391 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
392 glMultMatrixd(currentProjectionMatrix);
393 glMatrixMode(GL_MODELVIEW);
394 DrawView();
395 GLint hits = glRenderMode(GL_RENDER);
396 if (hits < 0)
397 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4endl;
398 else if (hits > 0) {
399 //G4cout << hits << " hit(s)" << G4endl;
400 GLuint* p = selectBuffer;
401 for (GLint i = 0; i < hits; ++i) {
402 GLuint nnames = *p++;
403 p++; //OR GLuint zmin = *p++;
404 p++; //OR GLuint zmax = *p++;
405 //G4cout << "Hit " << i << ": " << nnames << " names"
406 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
407 for (GLuint j = 0; j < nnames; ++j) {
408 GLuint name = *p++;
409 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
410 std::map<GLuint, G4AttHolder*>::iterator iter =
411 fOpenGLSceneHandler.fPickMap.find(name);
412 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
413 G4AttHolder* attHolder = iter->second;
414 if(attHolder && attHolder->GetAttDefs().size()) {
415 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
416 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
417 attHolder->GetAttDefs()[i]);
418 }
419 }
420 }
421 }
422 G4cout << G4endl;
423 }
424 }
425 glMatrixMode(GL_PROJECTION);
426 glPopMatrix();
427 glMatrixMode(GL_MODELVIEW);
428}
429
430
431
432
433GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
434
435 GLubyte* buffer;
436 GLint swapbytes, lsbfirst, rowlength;
437 GLint skiprows, skippixels, alignment;
438 GLenum format;
439 int size;
440
441 if (inColor) {
442 format = GL_RGB;
443 size = width*height*3;
444 } else {
445 format = GL_LUMINANCE;
446 size = width*height*1;
447 }
448
449 buffer = new GLubyte[size];
450 if (buffer == NULL)
451 return NULL;
452
453 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
454 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
455 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
456
457 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
458 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
459 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
460
461 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
462 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
463 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
464
465 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
466 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
467 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
468
469 glReadBuffer(GL_FRONT);
470 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
471
472 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
473 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
474 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
475
476 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
477 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
478 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
479
480 return buffer;
481}
482
483void G4OpenGLViewer::printEPS() {
484 bool res;
485#ifdef G4DEBUG_VIS_OGL
486 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
487#endif
488
489 // Change the LC_NUMERIC value in order to have "." separtor and not ","
490 // This case is only useful for French, Canadien...
491 char* oldLocale = (char*)(malloc(strlen(setlocale(LC_NUMERIC,NULL))+1));
492 if(oldLocale!=NULL) strcpy(oldLocale,setlocale(LC_NUMERIC,NULL));
493 setlocale(LC_NUMERIC,"C");
494
495 if (fVectoredPs) {
496 res = printVectoredEPS();
497 } else {
498 res = printNonVectoredEPS();
499 }
500
501 // restore the local
502 if (oldLocale) {
503 setlocale(LC_NUMERIC,oldLocale);
504 free(oldLocale);
505 }
506
507 if (res == false) {
508 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
509 } else {
510 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
511 }
512
513 // increment index if necessary
514 if ( fPrintFilenameIndex != -1) {
515 fPrintFilenameIndex++;
516 }
517
518#ifdef G4DEBUG_VIS_OGL
519 printf("G4OpenGLViewer::printEPS END\n");
520#endif
521}
522
523bool G4OpenGLViewer::printVectoredEPS() {
524 return printGl2PS();
525}
526
527bool G4OpenGLViewer::printNonVectoredEPS () {
528
529 int width = getRealPrintSizeX();
530 int height = getRealPrintSizeY();
531
532#ifdef G4DEBUG_VIS_OGL
533 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);
534#endif
535 FILE* fp;
536 GLubyte* pixels;
537 GLubyte* curpix;
538 int components, pos, i;
539
540 pixels = grabPixels (fPrintColour, width, height);
541
542 if (pixels == NULL) {
543 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
544 return false;
545 }
546 if (fPrintColour) {
547 components = 3;
548 } else {
549 components = 1;
550 }
551 std::string name = getRealPrintFilename();
552 fp = fopen (name.c_str(), "w");
553 if (fp == NULL) {
554 G4cerr << "Can't open filename " << name.c_str() << G4endl;
555 return false;
556 }
557
558 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
559 fprintf (fp, "%%%%Title: %s\n", name.c_str());
560 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
561 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
562 fprintf (fp, "%%%%EndComments\n");
563 fprintf (fp, "gsave\n");
564 fprintf (fp, "/bwproc {\n");
565 fprintf (fp, " rgbproc\n");
566 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
567 fprintf (fp, " 5 -1 roll {\n");
568 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
569 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
570 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
571 fprintf (fp, " { 2 1 roll } ifelse\n");
572 fprintf (fp, " }forall\n");
573 fprintf (fp, " pop pop pop\n");
574 fprintf (fp, "} def\n");
575 fprintf (fp, "systemdict /colorimage known not {\n");
576 fprintf (fp, " /colorimage {\n");
577 fprintf (fp, " pop\n");
578 fprintf (fp, " pop\n");
579 fprintf (fp, " /rgbproc exch def\n");
580 fprintf (fp, " { bwproc } image\n");
581 fprintf (fp, " } def\n");
582 fprintf (fp, "} if\n");
583 fprintf (fp, "/picstr %d string def\n", width * components);
584 fprintf (fp, "%d %d scale\n", width, height);
585 fprintf (fp, "%d %d %d\n", width, height, 8);
586 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
587 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
588 fprintf (fp, "false %d\n", components);
589 fprintf (fp, "colorimage\n");
590
591 curpix = (GLubyte*) pixels;
592 pos = 0;
593 for (i = width*height*components; i>0; i--) {
594 fprintf (fp, "%02hx ", *(curpix++));
595 if (++pos >= 32) {
596 fprintf (fp, "\n");
597 pos = 0;
598 }
599 }
600 if (pos)
601 fprintf (fp, "\n");
602
603 fprintf (fp, "grestore\n");
604 fprintf (fp, "showpage\n");
605 delete pixels;
606 fclose (fp);
607
608 // Reset for next time (useful is size change)
609 // fPrintSizeX = -1;
610 // fPrintSizeY = -1;
611
612 return true;
613}
614
615
616bool G4OpenGLViewer::printGl2PS() {
617
618 int width = getRealPrintSizeX();
619 int height = getRealPrintSizeY();
620
621 if (!fGL2PSAction) return false;
622
623 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
624 // try to resize
625 int X = fWinSize_x;
626 int Y = fWinSize_y;
627
628 fWinSize_x = width;
629 fWinSize_y = height;
630 // Laurent G. 16/03/10 : Not the good way to do.
631 // We should draw in a new offscreen context instead of
632 // resizing and drawing in current window...
633 // This should be solve when we will do an offscreen method
634 // to render OpenGL
635 // See :
636 // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
637 // http://www.songho.ca/opengl/gl_fbo.html
638
639 ResizeGLView();
640 if (fGL2PSAction->enableFileWriting()) {
641
642 // Set the viewport
643 // fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY());
644 // By default, we choose the line width (trajectories...)
645 fGL2PSAction->setLineWidth(1);
646 // By default, we choose the point size (markers...)
647 fGL2PSAction->setPointSize(2);
648
649 DrawView ();
650 fGL2PSAction->disableFileWriting();
651 }
652
653 fWinSize_x = X;
654 fWinSize_y = Y;
655 ResizeGLView();
656 DrawView ();
657
658 // Reset for next time (useful is size change)
659 // fPrintSizeX = 0;
660 // fPrintSizeY = 0;
661
662 return true;
663}
664
665unsigned int G4OpenGLViewer::getWinWidth() {
666 return fWinSize_x;
667}
668
669unsigned int G4OpenGLViewer::getWinHeight() {
670 return fWinSize_y;
671}
672
673G4bool G4OpenGLViewer::sizeHasChanged() {
674 return fSizeHasChanged;
675}
676
677G4int G4OpenGLViewer::getRealPrintSizeX() {
678 if (fPrintSizeX == -1) {
679 return fWinSize_x;
680 }
681 GLint dims[2];
682 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
683
684 // L.Garnier 01-2010: Some problems with mac 10.6
685 if ((dims[0] !=0 ) && (dims[1] !=0)) {
686 if (fPrintSizeX > dims[0]){
687 return dims[0];
688 }
689 }
690 if (fPrintSizeX < -1){
691 return 0;
692 }
693 return fPrintSizeX;
694}
695
696G4int G4OpenGLViewer::getRealPrintSizeY() {
697 if (fPrintSizeY == -1) {
698 return fWinSize_y;
699 }
700 GLint dims[2];
701 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
702
703 // L.Garnier 01-2010: Some problems with mac 10.6
704 if ((dims[0] !=0 ) && (dims[1] !=0)) {
705 if (fPrintSizeY > dims[1]){
706 return dims[1];
707 }
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() {
734 std::string temp = fPrintFilename;
735 if (fPrintFilenameIndex != -1) {
736 temp += std::string("_");
737 std::ostringstream os;
738 os << fPrintFilenameIndex;
739 std::string nb_str = os.str();
740 temp += nb_str;
741 }
742 temp += ".eps";
743 return temp;
744}
745
746GLdouble G4OpenGLViewer::getSceneNearWidth()
747{
748 if (!fSceneHandler.GetScene()) {
749 return 0;
750 }
751 const G4Point3D targetPoint
752 = fSceneHandler.GetScene()->GetStandardTargetPoint()
753 + fVP.GetCurrentTargetPoint ();
754 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
755 if(radius<=0.) radius = 1.;
756 const G4double cameraDistance = fVP.GetCameraDistance (radius);
757 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
758 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
759}
760
761GLdouble G4OpenGLViewer::getSceneFarWidth()
762{
763 if (!fSceneHandler.GetScene()) {
764 return 0;
765 }
766 const G4Point3D targetPoint
767 = fSceneHandler.GetScene()->GetStandardTargetPoint()
768 + fVP.GetCurrentTargetPoint ();
769 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
770 if(radius<=0.) radius = 1.;
771 const G4double cameraDistance = fVP.GetCameraDistance (radius);
772 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
773 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
774 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
775}
776
777
778GLdouble G4OpenGLViewer::getSceneDepth()
779{
780 if (!fSceneHandler.GetScene()) {
781 return 0;
782 }
783 const G4Point3D targetPoint
784 = fSceneHandler.GetScene()->GetStandardTargetPoint()
785 + fVP.GetCurrentTargetPoint ();
786 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
787 if(radius<=0.) radius = 1.;
788 const G4double cameraDistance = fVP.GetCameraDistance (radius);
789 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
790 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
791}
792
793
794
795void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
796{
797 if (!fSceneHandler.GetScene()) {
798 return;
799 }
800
801 G4Vector3D vp;
802 G4Vector3D up;
803
804 G4Vector3D xprime;
805 G4Vector3D yprime;
806 G4Vector3D zprime;
807
808 G4double delta_alpha;
809 G4double delta_theta;
810
811 G4Vector3D new_vp;
812 G4Vector3D new_up;
813
814 G4double cosalpha;
815 G4double sinalpha;
816
817 G4Vector3D a1;
818 G4Vector3D a2;
819 G4Vector3D delta;
820 G4Vector3D viewPoint;
821
822
823 //phi spin stuff here
824
825 vp = fVP.GetViewpointDirection ().unit ();
826 up = fVP.GetUpVector ().unit ();
827
828 yprime = (up.cross(vp)).unit();
829 zprime = (vp.cross(yprime)).unit();
830
831 if (fVP.GetLightsMoveWithCamera()) {
832 delta_alpha = dy * deltaRotation;
833 delta_theta = -dx * deltaRotation;
834 } else {
835 delta_alpha = -dy * deltaRotation;
836 delta_theta = dx * deltaRotation;
837 }
838
839 delta_alpha *= deg;
840 delta_theta *= deg;
841
842 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
843
844 // to avoid z rotation flipping
845 // to allow more than 360° rotation
846
847 const G4Point3D targetPoint
848 = fSceneHandler.GetScene()->GetStandardTargetPoint()
849 + fVP.GetCurrentTargetPoint ();
850 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
851 if(radius<=0.) radius = 1.;
852 const G4double cameraDistance = fVP.GetCameraDistance (radius);
853 const G4Point3D cameraPosition =
854 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
855
856 if (fVP.GetLightsMoveWithCamera()) {
857 new_up = (new_vp.cross(yprime)).unit();
858 if (new_vp.z()*vp.z() <0) {
859 new_up.set(new_up.x(),-new_up.y(),new_up.z());
860 }
861 } else {
862 new_up = up;
863 if (new_vp.z()*vp.z() <0) {
864 new_up.set(new_up.x(),-new_up.y(),new_up.z());
865 }
866 }
867 fVP.SetUpVector(new_up);
868 ////////////////
869 // Rotates by fixed azimuthal angle delta_theta.
870
871 cosalpha = new_up.dot (new_vp.unit());
872 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
873 yprime = (new_up.cross (new_vp.unit())).unit ();
874 xprime = yprime.cross (new_up);
875 // Projection of vp on plane perpendicular to up...
876 a1 = sinalpha * xprime;
877 // Required new projection...
878 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
879 // Required Increment vector...
880 delta = a2 - a1;
881 // So new viewpoint is...
882 viewPoint = new_vp.unit() + delta;
883
884 fVP.SetViewAndLights (viewPoint);
885}
886
887#endif
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