source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1346

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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 1.63 2010/10/05 15:45:19 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 &:%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#ifdef G4DEBUG_VIS_OGL
178 printf("G4OpenGLViewer::ResizeGLView viewport X:%d Y:%d\n",fWinSize_x,fWinSize_y);
179#endif
180 glViewport(0, 0, fWinSize_x,fWinSize_y);
181
182
183}
184
185
186void G4OpenGLViewer::SetView () {
187
188 if (!fSceneHandler.GetScene()) {
189 return;
190 }
191 // Calculates view representation based on extent of object being
192 // viewed and (initial) viewpoint. (Note: it can change later due
193 // to user interaction via visualization system's GUI.)
194
195 // Lighting.
196 GLfloat lightPosition [4];
197 lightPosition [0] = fVP.GetActualLightpointDirection().x();
198 lightPosition [1] = fVP.GetActualLightpointDirection().y();
199 lightPosition [2] = fVP.GetActualLightpointDirection().z();
200 lightPosition [3] = 0.;
201 // Light position is "true" light direction, so must come after gluLookAt.
202 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
203 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
204 glEnable (GL_LIGHT0);
205 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
206 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
207
208 G4double ratioX = 1;
209 G4double ratioY = 1;
210 if (fWinSize_y > fWinSize_x) {
211 ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
212 }
213 if (fWinSize_x > fWinSize_y) {
214 ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
215 }
216
217 // Get radius of scene, etc.
218 // Note that this procedure properly takes into account zoom, dolly and pan.
219 const G4Point3D targetPoint
220 = fSceneHandler.GetScene()->GetStandardTargetPoint()
221 + fVP.GetCurrentTargetPoint ();
222 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
223 if(radius<=0.) radius = 1.;
224 const G4double cameraDistance = fVP.GetCameraDistance (radius);
225 const G4Point3D cameraPosition =
226 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
227 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
228 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
229 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
230 const GLdouble left = -right;
231 const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
232 const GLdouble bottom = -top;
233
234 // FIXME
235 ResizeGLView();
236 //SHOULD SetWindowsSizeHint()...
237
238 glMatrixMode (GL_PROJECTION); // set up Frustum.
239 glLoadIdentity();
240
241 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
242 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
243
244 if (fVP.GetFieldHalfAngle() == 0.) {
245 glOrtho (left, right, bottom, top, pnear, pfar);
246 }
247 else {
248 glFrustum (left, right, bottom, top, pnear, pfar);
249 }
250
251 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
252 glLoadIdentity();
253
254 const G4Normal3D& upVector = fVP.GetUpVector ();
255 G4Point3D gltarget;
256 if (cameraDistance > 1.e-6 * radius) {
257 gltarget = targetPoint;
258 }
259 else {
260 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
261 }
262
263 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
264 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
265 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
266 upVector.x(), upVector.y(), upVector.z()); // Up vector.
267
268 // Light position is "true" light direction, so must come after gluLookAt.
269 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
270
271 // OpenGL no longer seems to reconstruct clipped edges, so, when the
272 // BooleanProcessor is up to it, abandon this and use generic
273 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
274 // force kernel visit on change of clipping plane in
275 // G4OpenGLStoredViewer::CompareForKernelVisit.
276 //if (fVP.IsSection () ) { // pair of back to back clip planes.
277 if (false) { // pair of back to back clip planes.
278 const G4Plane3D& s = fVP.GetSectionPlane ();
279 double sArray[4];
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_PLANE0, sArray);
285 glEnable (GL_CLIP_PLANE0);
286 sArray[0] = -s.a();
287 sArray[1] = -s.b();
288 sArray[2] = -s.c();
289 sArray[3] = -s.d() + radius * 1.e-05;
290 glClipPlane (GL_CLIP_PLANE1, sArray);
291 glEnable (GL_CLIP_PLANE1);
292 } else {
293 glDisable (GL_CLIP_PLANE0);
294 glDisable (GL_CLIP_PLANE1);
295 }
296
297 const G4Planes& cutaways = fVP.GetCutawayPlanes();
298 size_t nPlanes = cutaways.size();
299 //if (fVP.IsCutaway() &&
300 if (false &&
301 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
302 nPlanes > 0) {
303 double a[4];
304 a[0] = cutaways[0].a();
305 a[1] = cutaways[0].b();
306 a[2] = cutaways[0].c();
307 a[3] = cutaways[0].d();
308 glClipPlane (GL_CLIP_PLANE2, a);
309 glEnable (GL_CLIP_PLANE2);
310 if (nPlanes > 1) {
311 a[0] = cutaways[1].a();
312 a[1] = cutaways[1].b();
313 a[2] = cutaways[1].c();
314 a[3] = cutaways[1].d();
315 glClipPlane (GL_CLIP_PLANE3, a);
316 glEnable (GL_CLIP_PLANE3);
317 }
318 if (nPlanes > 2) {
319 a[0] = cutaways[2].a();
320 a[1] = cutaways[2].b();
321 a[2] = cutaways[2].c();
322 a[3] = cutaways[2].d();
323 glClipPlane (GL_CLIP_PLANE4, a);
324 glEnable (GL_CLIP_PLANE4);
325 }
326 } else {
327 glDisable (GL_CLIP_PLANE2);
328 glDisable (GL_CLIP_PLANE3);
329 glDisable (GL_CLIP_PLANE4);
330 }
331
332 // Background.
333 background = fVP.GetBackgroundColour ();
334
335}
336
337void G4OpenGLViewer::HaloingFirstPass () {
338
339 //To perform haloing, first Draw all information to the depth buffer
340 //alone, using a chunky line width, and then Draw all info again, to
341 //the colour buffer, setting a thinner line width an the depth testing
342 //function to less than or equal, so if two lines cross, the one
343 //passing behind the other will not pass the depth test, and so not
344 //get rendered either side of the infront line for a short distance.
345
346 //First, disable writing to the colo(u)r buffer...
347 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
348
349 //Now enable writing to the depth buffer...
350 glDepthMask (GL_TRUE);
351 glDepthFunc (GL_LESS);
352 glClearDepth (1.0);
353
354 //Finally, set the line width to something wide...
355 glLineWidth (3.0);
356
357}
358
359void G4OpenGLViewer::HaloingSecondPass () {
360
361 //And finally, turn the colour buffer back on with a sesible line width...
362 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
363 glDepthFunc (GL_LEQUAL);
364 glLineWidth (1.0);
365
366}
367
368void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
369{
370 //G4cout << "X: " << x << ", Y: " << y << G4endl;
371 const G4int BUFSIZE = 512;
372 GLuint selectBuffer[BUFSIZE];
373 glSelectBuffer(BUFSIZE, selectBuffer);
374 glRenderMode(GL_SELECT);
375 glInitNames();
376 glPushName(0);
377 glMatrixMode(GL_PROJECTION);
378 G4double currentProjectionMatrix[16];
379 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
380 glPushMatrix();
381 glLoadIdentity();
382 GLint viewport[4];
383 glGetIntegerv(GL_VIEWPORT, viewport);
384 // Define 5x5 pixel pick area
385 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
386 glMultMatrixd(currentProjectionMatrix);
387 glMatrixMode(GL_MODELVIEW);
388 DrawView();
389 GLint hits = glRenderMode(GL_RENDER);
390#ifdef G4DEBUG_VIS_OGL
391 printf("G4OpenGLViewer::Pick °_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_°_\n");
392#endif
393 if (hits < 0)
394 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4endl;
395 else if (hits > 0) {
396 //G4cout << hits << " hit(s)" << G4endl;
397 GLuint* p = selectBuffer;
398 for (GLint i = 0; i < hits; ++i) {
399 GLuint nnames = *p++;
400 p++; //OR GLuint zmin = *p++;
401 p++; //OR GLuint zmax = *p++;
402 //G4cout << "Hit " << i << ": " << nnames << " names"
403 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
404 for (GLuint j = 0; j < nnames; ++j) {
405 GLuint name = *p++;
406 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
407 std::map<GLuint, G4AttHolder*>::iterator iter =
408 fOpenGLSceneHandler.fPickMap.find(name);
409 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
410 G4AttHolder* attHolder = iter->second;
411 if(attHolder && attHolder->GetAttDefs().size()) {
412 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
413 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
414 attHolder->GetAttDefs()[i]);
415 }
416 }
417 }
418 }
419 G4cout << G4endl;
420 }
421 }
422 glMatrixMode(GL_PROJECTION);
423 glPopMatrix();
424 glMatrixMode(GL_MODELVIEW);
425}
426
427
428
429
430GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
431
432 GLubyte* buffer;
433 GLint swapbytes, lsbfirst, rowlength;
434 GLint skiprows, skippixels, alignment;
435 GLenum format;
436 int size;
437
438 if (inColor) {
439 format = GL_RGB;
440 size = width*height*3;
441 } else {
442 format = GL_LUMINANCE;
443 size = width*height*1;
444 }
445
446 buffer = new GLubyte[size];
447 if (buffer == NULL)
448 return NULL;
449
450 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
451 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
452 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
453
454 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
455 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
456 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
457
458#ifdef G4DEBUG_VIS_OGL
459 printf("G4OpenGLViewer::grabPixels colors:%d swap:%d lsb:%d rowlenght:%d sr:%d sp:%d align:%d\n",inColor,swapbytes, lsbfirst, rowlength,skiprows, skippixels, alignment);
460#endif
461
462
463 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
464 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
465 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
466
467 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
468 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
469 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
470
471 glFlush();
472 glReadBuffer(GL_FRONT);
473 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
474 // glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
475 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
476 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
477 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
478
479 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
480 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
481 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
482
483 return buffer;
484}
485
486void G4OpenGLViewer::printEPS() {
487 bool res;
488#ifdef G4DEBUG_VIS_OGL
489 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
490#endif
491
492 // Change the LC_NUMERIC value in order to have "." separtor and not ","
493 // This case is only useful for French, Canadien...
494 char* oldLocale = (char*)(malloc(strlen(setlocale(LC_NUMERIC,NULL))+1));
495 if(oldLocale!=NULL) strcpy(oldLocale,setlocale(LC_NUMERIC,NULL));
496 setlocale(LC_NUMERIC,"C");
497
498 if (fVectoredPs) {
499 res = printVectoredEPS();
500 } else {
501 res = printNonVectoredEPS();
502 }
503
504 // restore the local
505 if (oldLocale) {
506 setlocale(LC_NUMERIC,oldLocale);
507 free(oldLocale);
508 }
509
510 if (res == false) {
511 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
512 } else {
513 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
514 }
515
516 // increment index if necessary
517 if ( fPrintFilenameIndex != -1) {
518 fPrintFilenameIndex++;
519 }
520
521#ifdef G4DEBUG_VIS_OGL
522 printf("G4OpenGLViewer::printEPS END\n");
523#endif
524}
525
526bool G4OpenGLViewer::printVectoredEPS() {
527 return printGl2PS();
528}
529
530bool G4OpenGLViewer::printNonVectoredEPS () {
531
532 GLint viewport[4];
533 glGetIntegerv(GL_VIEWPORT, viewport);
534
535 int width2 = getRealPrintSizeX();
536 int height2 = getRealPrintSizeY();
537 int width = viewport[2]; // FIXME : Why -1 ????
538 int height = viewport[3];
539
540#ifdef G4DEBUG_VIS_OGL
541 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d X2:%d Y2:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,width2,height2,fPrintColour,fWinSize_x,fWinSize_y);
542#endif
543 FILE* fp;
544 GLubyte* pixels;
545 GLubyte* curpix;
546 int components, pos, i;
547
548 pixels = grabPixels (fPrintColour, width, height);
549
550 if (pixels == NULL) {
551 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
552 return false;
553 }
554 if (fPrintColour) {
555 components = 3;
556 } else {
557 components = 1;
558 }
559 std::string name = getRealPrintFilename();
560 fp = fopen (name.c_str(), "w");
561 if (fp == NULL) {
562 G4cerr << "Can't open filename " << name.c_str() << G4endl;
563 return false;
564 }
565
566 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
567 fprintf (fp, "%%%%Title: %s\n", name.c_str());
568 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
569 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
570 fprintf (fp, "%%%%EndComments\n");
571 fprintf (fp, "gsave\n");
572 fprintf (fp, "/bwproc {\n");
573 fprintf (fp, " rgbproc\n");
574 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
575 fprintf (fp, " 5 -1 roll {\n");
576 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
577 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
578 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
579 fprintf (fp, " { 2 1 roll } ifelse\n");
580 fprintf (fp, " }forall\n");
581 fprintf (fp, " pop pop pop\n");
582 fprintf (fp, "} def\n");
583 fprintf (fp, "systemdict /colorimage known not {\n");
584 fprintf (fp, " /colorimage {\n");
585 fprintf (fp, " pop\n");
586 fprintf (fp, " pop\n");
587 fprintf (fp, " /rgbproc exch def\n");
588 fprintf (fp, " { bwproc } image\n");
589 fprintf (fp, " } def\n");
590 fprintf (fp, "} if\n");
591 fprintf (fp, "/picstr %d string def\n", width * components);
592 fprintf (fp, "%d %d scale\n", width, height);
593 fprintf (fp, "%d %d %d\n", width, height, 8);
594 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
595 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
596 fprintf (fp, "false %d\n", components);
597 fprintf (fp, "colorimage\n");
598
599 curpix = (GLubyte*) pixels;
600 pos = 0;
601 for (i = width*height*components; i>0; i--) {
602 fprintf (fp, "%02hx ", *(curpix++));
603 if (++pos >= 32) {
604 fprintf (fp, "\n");
605 pos = 0;
606 }
607 }
608 if (pos)
609 fprintf (fp, "\n");
610
611 fprintf (fp, "grestore\n");
612 fprintf (fp, "showpage\n");
613 delete pixels;
614 fclose (fp);
615
616 // Reset for next time (useful is size change)
617 // fPrintSizeX = -1;
618 // fPrintSizeY = -1;
619
620 return true;
621}
622
623
624/* Draw Gl2Ps text if needed
625 return true if it is draw
626 */
627bool G4OpenGLViewer::drawGl2psText(const char * textString, int size) {
628
629 if (!fGL2PSAction) return false;
630 if (fGL2PSAction->fileWritingEnabled()) {
631 gl2psText(textString,"Times-Roman",size);
632 return true;
633 }
634 return false;
635}
636
637
638bool G4OpenGLViewer::printGl2PS() {
639
640 int width = getRealPrintSizeX();
641 int height = getRealPrintSizeY();
642
643#ifdef G4DEBUG_VIS_OGL
644 printf("G4OpenGLViewer::printGl2PS 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);
645#endif
646
647 if (!fGL2PSAction) return false;
648
649 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
650 // try to resize
651 int X = fWinSize_x;
652 int Y = fWinSize_y;
653
654 fWinSize_x = width;
655 fWinSize_y = height;
656 // Laurent G. 16/03/10 : Not the good way to do.
657 // We should draw in a new offscreen context instead of
658 // resizing and drawing in current window...
659 // This should be solve when we will do an offscreen method
660 // to render OpenGL
661 // See :
662 // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
663 // http://www.songho.ca/opengl/gl_fbo.html
664
665 NeedKernelVisit ();
666 ResizeGLView();
667 if (fGL2PSAction->enableFileWriting()) {
668
669 // Set the viewport
670 // fGL2PSAction->setViewport(0, 0, width, height);
671 // By default, we choose the line width (trajectories...)
672 fGL2PSAction->setLineWidth(1);
673 // By default, we choose the point size (markers...)
674 fGL2PSAction->setPointSize(2);
675
676 DrawView ();
677 fGL2PSAction->disableFileWriting();
678 }
679
680 fWinSize_x = X;
681 fWinSize_y = Y;
682 ResizeGLView();
683 DrawView ();
684
685 // Reset for next time (useful is size change)
686 // fPrintSizeX = 0;
687 // fPrintSizeY = 0;
688
689 return true;
690}
691
692unsigned int G4OpenGLViewer::getWinWidth() {
693 return fWinSize_x;
694}
695
696unsigned int G4OpenGLViewer::getWinHeight() {
697 return fWinSize_y;
698}
699
700G4bool G4OpenGLViewer::sizeHasChanged() {
701 return fSizeHasChanged;
702}
703
704G4int G4OpenGLViewer::getRealPrintSizeX() {
705 if (fPrintSizeX == -1) {
706 return fWinSize_x;
707 }
708 GLint dims[2];
709 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
710
711 // L.Garnier 01-2010: Some problems with mac 10.6
712 if ((dims[0] !=0 ) && (dims[1] !=0)) {
713 if (fPrintSizeX > dims[0]){
714 return dims[0];
715 }
716 }
717 if (fPrintSizeX < -1){
718 return 0;
719 }
720#ifdef G4DEBUG_VIS_OGL
721 printf("G4OpenGLViewer::getRealPrintSizeX %d\n",fPrintSizeX);
722#endif
723 return fPrintSizeX;
724}
725
726G4int G4OpenGLViewer::getRealPrintSizeY() {
727 if (fPrintSizeY == -1) {
728 return fWinSize_y;
729 }
730 GLint dims[2];
731 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
732
733 // L.Garnier 01-2010: Some problems with mac 10.6
734 if ((dims[0] !=0 ) && (dims[1] !=0)) {
735 if (fPrintSizeY > dims[1]){
736 return dims[1];
737 }
738 }
739 if (fPrintSizeY < -1){
740 return 0;
741 }
742#ifdef G4DEBUG_VIS_OGL
743 printf("G4OpenGLViewer::getRealPrintSizeY %d\n",fPrintSizeY);
744#endif
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 if (fVP.GetLightsMoveWithCamera()) {
881 new_up = (new_vp.cross(yprime)).unit();
882 if (new_vp.z()*vp.z() <0) {
883 new_up.set(new_up.x(),-new_up.y(),new_up.z());
884 }
885 } else {
886 new_up = up;
887 if (new_vp.z()*vp.z() <0) {
888 new_up.set(new_up.x(),-new_up.y(),new_up.z());
889 }
890 }
891 fVP.SetUpVector(new_up);
892 ////////////////
893 // Rotates by fixed azimuthal angle delta_theta.
894
895 cosalpha = new_up.dot (new_vp.unit());
896 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
897 yprime = (new_up.cross (new_vp.unit())).unit ();
898 xprime = yprime.cross (new_up);
899 // Projection of vp on plane perpendicular to up...
900 a1 = sinalpha * xprime;
901 // Required new projection...
902 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
903 // Required Increment vector...
904 delta = a2 - a1;
905 // So new viewpoint is...
906 viewPoint = new_vp.unit() + delta;
907
908 fVP.SetViewAndLights (viewPoint);
909}
910
911
912void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy,G4double deltaRotation)
913{
914 if (!fSceneHandler.GetScene()) {
915 return;
916 }
917
918 G4Vector3D vp;
919 G4Vector3D up;
920
921 G4Vector3D xprime;
922 G4Vector3D yprime;
923 G4Vector3D zprime;
924
925 G4Vector3D new_vp;
926 G4Vector3D new_up;
927
928 G4Vector3D a1;
929 G4Vector3D a2;
930 G4Vector3D delta;
931 G4Vector3D viewPoint;
932
933
934 //phi spin stuff here
935
936#ifdef G4DEBUG_VIS_OGL
937 printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, deltaRotation);
938#endif
939
940 vp = fVP.GetViewpointDirection ().unit();
941 up = fVP.GetUpVector ().unit();
942
943 G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(),
944 up.z()*vp.x()-up.x()*vp.z(),
945 up.x()*vp.y()-up.y()*vp.x());
946
947 viewPoint = vp/deltaRotation + (zPrimeVector*dx - up*dy) ;
948 new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(),
949 viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(),
950 viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x());
951
952 G4Vector3D new_upUnit = new_up.unit();
953
954
955
956 fVP.SetUpVector(new_upUnit);
957 fVP.SetViewAndLights (viewPoint);
958}
959
960#endif
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