| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: G4OpenGLViewer.cc,v 1.48 2009/02/16 15:31:05 lgarnier Exp $
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| 28 | // GEANT4 tag $Name: $
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| 29 | //
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| 30 | //
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| 31 | // Andrew Walkden 27th March 1996
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| 32 | // OpenGL view - opens window, hard copy, etc.
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| 33 |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 35 |
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| 36 | #define G4DEBUG_VIS_OGL
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| 37 |
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| 38 | #include "G4ios.hh"
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| 39 | #include "G4OpenGLViewer.hh"
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| 40 | #include "G4OpenGLSceneHandler.hh"
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| 41 | #include "G4OpenGLTransform3D.hh"
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| 42 | #include "G4OpenGL2PSAction.hh"
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| 43 |
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| 44 | #include "G4Scene.hh"
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| 45 | #include "G4VisExtent.hh"
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| 46 | #include "G4LogicalVolume.hh"
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| 47 | #include "G4VSolid.hh"
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| 48 | #include "G4Point3D.hh"
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| 49 | #include "G4Normal3D.hh"
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| 50 | #include "G4Plane3D.hh"
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| 51 | #include "G4AttHolder.hh"
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| 52 | #include "G4AttCheck.hh"
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| 53 |
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| 54 | // GL2PS
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| 55 | #include "Geant4_gl2ps.h"
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| 56 |
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| 57 | #include <sstream>
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| 58 |
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| 59 | static const char* gouraudtriangleEPS[] =
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| 60 | {
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| 61 | "/bd{bind def}bind def /triangle { aload pop setrgbcolor aload pop 5 3",
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| 62 | "roll 4 2 roll 3 2 roll exch moveto lineto lineto closepath fill } bd",
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| 63 | "/computediff1 { 2 copy sub abs threshold ge {pop pop pop true} { exch 2",
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| 64 | "index sub abs threshold ge { pop pop true} { sub abs threshold ge } ifelse",
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| 65 | "} ifelse } bd /computediff3 { 3 copy 0 get 3 1 roll 0 get 3 1 roll 0 get",
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| 66 | "computediff1 {true} { 3 copy 1 get 3 1 roll 1 get 3 1 roll 1 get",
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| 67 | "computediff1 {true} { 3 copy 2 get 3 1 roll 2 get 3 1 roll 2 get",
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| 68 | "computediff1 } ifelse } ifelse } bd /middlecolor { aload pop 4 -1 roll",
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| 69 | "aload pop 4 -1 roll add 2 div 5 1 roll 3 -1 roll add 2 div 3 1 roll add 2",
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| 70 | "div 3 1 roll exch 3 array astore } bd /gouraudtriangle { computediff3 { 4",
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| 71 | "-1 roll aload 7 1 roll 6 -1 roll pop 3 -1 roll pop add 2 div 3 1 roll add",
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| 72 | "2 div exch 3 -1 roll aload 7 1 roll exch pop 4 -1 roll pop add 2 div 3 1",
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| 73 | "roll add 2 div exch 3 -1 roll aload 7 1 roll pop 3 -1 roll pop add 2 div 3",
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| 74 | "1 roll add 2 div exch 7 3 roll 10 -3 roll dup 3 index middlecolor 4 1 roll",
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| 75 | "2 copy middlecolor 4 1 roll 3 copy pop middlecolor 4 1 roll 13 -1 roll",
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| 76 | "aload pop 17 index 6 index 15 index 19 index 6 index 17 index 6 array",
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| 77 | "astore 10 index 10 index 14 index gouraudtriangle 17 index 5 index 17",
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| 78 | "index 19 index 5 index 19 index 6 array astore 10 index 9 index 13 index",
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| 79 | "gouraudtriangle 13 index 16 index 5 index 15 index 18 index 5 index 6",
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| 80 | "array astore 12 index 12 index 9 index gouraudtriangle 17 index 16 index",
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| 81 | "15 index 19 index 18 index 17 index 6 array astore 10 index 12 index 14",
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| 82 | "index gouraudtriangle 18 {pop} repeat } { aload pop 5 3 roll aload pop 7 3",
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| 83 | "roll aload pop 9 3 roll 4 index 6 index 4 index add add 3 div 10 1 roll 7",
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| 84 | "index 5 index 3 index add add 3 div 10 1 roll 6 index 4 index 2 index add",
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| 85 | "add 3 div 10 1 roll 9 {pop} repeat 3 array astore triangle } ifelse } bd",
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| 86 | NULL
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| 87 | };
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| 88 |
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| 89 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
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| 90 | G4VViewer (scene, -1),
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| 91 | fPrintFilename ("G4OpenGL.eps"),
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| 92 | fPrintColour (true),
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| 93 | fVectoredPs (true),
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| 94 | fOpenGLSceneHandler(scene),
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| 95 | background (G4Colour(0.,0.,0.)),
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| 96 | transparency_enabled (true),
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| 97 | antialiasing_enabled (false),
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| 98 | haloing_enabled (false),
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| 99 | fStartTime(-DBL_MAX),
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| 100 | fEndTime(DBL_MAX),
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| 101 | fFadeFactor(0.),
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| 102 | fDisplayHeadTime(false),
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| 103 | fDisplayHeadTimeX(-0.9),
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| 104 | fDisplayHeadTimeY(-0.9),
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| 105 | fDisplayHeadTimeSize(24.),
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| 106 | fDisplayHeadTimeRed(0.),
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| 107 | fDisplayHeadTimeGreen(1.),
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| 108 | fDisplayHeadTimeBlue(1.),
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| 109 | fDisplayLightFront(false),
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| 110 | fDisplayLightFrontX(0.),
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| 111 | fDisplayLightFrontY(0.),
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| 112 | fDisplayLightFrontZ(0.),
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| 113 | fDisplayLightFrontT(0.),
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| 114 | fDisplayLightFrontRed(0.),
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| 115 | fDisplayLightFrontGreen(1.),
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| 116 | fDisplayLightFrontBlue(0.),
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| 117 | fPointSize (0)
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| 118 | {
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| 119 | // Make changes to view parameters for OpenGL...
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| 120 | fVP.SetAutoRefresh(true);
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| 121 | fDefaultVP.SetAutoRefresh(true);
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| 122 | fWinSize_x = fVP.GetWindowSizeHintX();
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| 123 | fWinSize_y = fVP.GetWindowSizeHintY();
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| 124 |
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| 125 | fGL2PSAction = new G4OpenGL2PSAction();
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| 126 |
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| 127 | // glClearColor (0.0, 0.0, 0.0, 0.0);
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| 128 | // glClearDepth (1.0);
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| 129 | // glDisable (GL_BLEND);
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| 130 | // glDisable (GL_LINE_SMOOTH);
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| 131 | // glDisable (GL_POLYGON_SMOOTH);
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| 132 |
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| 133 | }
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| 134 |
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| 135 | G4OpenGLViewer::~G4OpenGLViewer () {}
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| 136 |
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| 137 | void G4OpenGLViewer::InitializeGLView ()
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| 138 | {
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| 139 | glClearColor (0.0, 0.0, 0.0, 0.0);
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| 140 | glClearDepth (1.0);
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| 141 | glDisable (GL_BLEND);
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| 142 | glDisable (GL_LINE_SMOOTH);
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| 143 | glDisable (GL_POLYGON_SMOOTH);
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| 144 | }
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| 145 |
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| 146 | void G4OpenGLViewer::ClearView () {
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| 147 | #ifdef G4DEBUG_VIS_OGL
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| 148 | printf("G4OpenGLViewer::ClearView VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV \n");
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| 149 | #endif
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| 150 | glClearColor (background.GetRed(),
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| 151 | background.GetGreen(),
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| 152 | background.GetBlue(),
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| 153 | 1.);
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| 154 | glClearDepth (1.0);
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| 155 | //Below line does not compile with Mesa includes.
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| 156 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 157 | glClear (GL_COLOR_BUFFER_BIT);
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| 158 | glClear (GL_DEPTH_BUFFER_BIT);
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| 159 | glClear (GL_STENCIL_BUFFER_BIT);
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| 160 | glFlush ();
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| 161 | #ifdef G4DEBUG_VIS_OGL
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| 162 | printf("G4OpenGLViewer::ClearView ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n");
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| 163 | #endif
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| 164 | }
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| 165 |
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| 166 |
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| 167 | /**
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| 168 | * Set the viewport of the scene
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| 169 | */
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| 170 | void G4OpenGLViewer::ResizeGLView()
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| 171 | {
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| 172 | int side = fWinSize_x;
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| 173 | if (fWinSize_y < fWinSize_x) side = fWinSize_y;
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| 174 | glViewport((fWinSize_x - side) / 2, (fWinSize_y - side) / 2, side, side);
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| 175 | }
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| 176 |
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| 177 |
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| 178 | void G4OpenGLViewer::SetView () {
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| 179 |
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| 180 | #ifdef G4DEBUG_VIS_OGL
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| 181 | printf("G4OpenGLViewer::SetView VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV \n");
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| 182 | #endif
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| 183 |
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| 184 | if (!fSceneHandler.GetScene()) {
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| 185 | G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
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| 186 | << G4endl;
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| 187 | return;
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| 188 | }
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| 189 | // Calculates view representation based on extent of object being
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| 190 | // viewed and (initial) viewpoint. (Note: it can change later due
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| 191 | // to user interaction via visualization system's GUI.)
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| 192 |
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| 193 | // Lighting.
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| 194 | GLfloat lightPosition [4];
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| 195 | lightPosition [0] = fVP.GetActualLightpointDirection().x();
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| 196 | lightPosition [1] = fVP.GetActualLightpointDirection().y();
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| 197 | lightPosition [2] = fVP.GetActualLightpointDirection().z();
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| 198 | lightPosition [3] = 0.;
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| 199 | // Light position is "true" light direction, so must come after gluLookAt.
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| 200 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
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| 201 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
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| 202 | glEnable (GL_LIGHT0);
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| 203 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
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| 204 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
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| 205 |
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| 206 | // Get radius of scene, etc.
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| 207 | // Note that this procedure properly takes into account zoom, dolly and pan.
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| 208 | const G4Point3D targetPoint
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| 209 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
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| 210 | + fVP.GetCurrentTargetPoint ();
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| 211 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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| 212 | if(radius<=0.) radius = 1.;
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| 213 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
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| 214 | const G4Point3D cameraPosition =
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| 215 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
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| 216 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
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| 217 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
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| 218 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
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| 219 | const GLdouble left = -right;
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| 220 | const GLdouble bottom = left;
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| 221 | const GLdouble top = right;
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| 222 |
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| 223 | // FIXME
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| 224 | ResizeGLView();
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| 225 | //SHOULD SetWindowsSizeHint()...
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| 226 |
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| 227 | glMatrixMode (GL_PROJECTION); // set up Frustum.
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| 228 | glLoadIdentity();
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| 229 |
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| 230 | const G4Vector3D scaleFactor = fVP.GetScaleFactor();
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| 231 | glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
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| 232 |
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| 233 | if (fVP.GetFieldHalfAngle() == 0.) {
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| 234 | glOrtho (left, right, bottom, top, pnear, pfar);
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| 235 | }
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| 236 | else {
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| 237 | glFrustum (left, right, bottom, top, pnear, pfar);
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| 238 | }
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| 239 |
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| 240 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
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| 241 | glLoadIdentity();
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| 242 |
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| 243 | const G4Normal3D& upVector = fVP.GetUpVector ();
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| 244 | G4Point3D gltarget;
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| 245 | if (cameraDistance > 1.e-6 * radius) {
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| 246 | gltarget = targetPoint;
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| 247 | }
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| 248 | else {
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| 249 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
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| 250 | }
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| 251 |
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| 252 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
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| 253 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
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| 254 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
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| 255 | upVector.x(), upVector.y(), upVector.z()); // Up vector.
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| 256 |
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| 257 | // Light position is "true" light direction, so must come after gluLookAt.
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| 258 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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| 259 |
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| 260 | // OpenGL no longer seems to reconstruct clipped edges, so, when the
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| 261 | // BooleanProcessor is up to it, abandon this and use generic
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| 262 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
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| 263 | // force kernel visit on change of clipping plane in
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| 264 | // G4OpenGLStoredViewer::CompareForKernelVisit.
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| 265 | if (fVP.IsSection () ) { // pair of back to back clip planes.
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| 266 | const G4Plane3D& s = fVP.GetSectionPlane ();
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| 267 | double sArray[4];
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| 268 | sArray[0] = s.a();
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| 269 | sArray[1] = s.b();
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| 270 | sArray[2] = s.c();
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| 271 | sArray[3] = s.d() + radius * 1.e-05;
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| 272 | glClipPlane (GL_CLIP_PLANE0, sArray);
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| 273 | glEnable (GL_CLIP_PLANE0);
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| 274 | sArray[0] = -s.a();
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| 275 | sArray[1] = -s.b();
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| 276 | sArray[2] = -s.c();
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| 277 | sArray[3] = -s.d() + radius * 1.e-05;
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| 278 | glClipPlane (GL_CLIP_PLANE1, sArray);
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| 279 | glEnable (GL_CLIP_PLANE1);
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| 280 | } else {
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| 281 | glDisable (GL_CLIP_PLANE0);
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| 282 | glDisable (GL_CLIP_PLANE1);
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| 283 | }
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| 284 |
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| 285 | const G4Planes& cutaways = fVP.GetCutawayPlanes();
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| 286 | size_t nPlanes = cutaways.size();
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| 287 | if (fVP.IsCutaway() &&
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| 288 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
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| 289 | nPlanes > 0) {
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| 290 | double a[4];
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| 291 | a[0] = cutaways[0].a();
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| 292 | a[1] = cutaways[0].b();
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| 293 | a[2] = cutaways[0].c();
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| 294 | a[3] = cutaways[0].d();
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| 295 | glClipPlane (GL_CLIP_PLANE2, a);
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| 296 | glEnable (GL_CLIP_PLANE2);
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| 297 | if (nPlanes > 1) {
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| 298 | a[0] = cutaways[1].a();
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| 299 | a[1] = cutaways[1].b();
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| 300 | a[2] = cutaways[1].c();
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| 301 | a[3] = cutaways[1].d();
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| 302 | glClipPlane (GL_CLIP_PLANE3, a);
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| 303 | glEnable (GL_CLIP_PLANE3);
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| 304 | }
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| 305 | if (nPlanes > 2) {
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| 306 | a[0] = cutaways[2].a();
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| 307 | a[1] = cutaways[2].b();
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| 308 | a[2] = cutaways[2].c();
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| 309 | a[3] = cutaways[2].d();
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| 310 | glClipPlane (GL_CLIP_PLANE4, a);
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| 311 | glEnable (GL_CLIP_PLANE4);
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| 312 | }
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| 313 | } else {
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| 314 | glDisable (GL_CLIP_PLANE2);
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| 315 | glDisable (GL_CLIP_PLANE3);
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| 316 | glDisable (GL_CLIP_PLANE4);
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| 317 | }
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| 318 |
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| 319 | // Background.
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| 320 | background = fVP.GetBackgroundColour ();
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| 321 |
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| 322 | #ifdef G4DEBUG_VIS_OGL
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| 323 | printf("G4OpenGLViewer::SetView ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \n");
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| 324 | #endif
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| 325 | }
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| 326 |
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| 327 | void G4OpenGLViewer::HaloingFirstPass () {
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| 328 |
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| 329 | #ifdef G4DEBUG_VIS_OGL
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| 330 | printf("G4OpenGLViewer::HaloingFirstPass VVVVVVVVVVVVVVVVVV \n");
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| 331 | #endif
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| 332 | //To perform haloing, first Draw all information to the depth buffer
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| 333 | //alone, using a chunky line width, and then Draw all info again, to
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| 334 | //the colour buffer, setting a thinner line width an the depth testing
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| 335 | //function to less than or equal, so if two lines cross, the one
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| 336 | //passing behind the other will not pass the depth test, and so not
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| 337 | //get rendered either side of the infront line for a short distance.
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| 338 |
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| 339 | //First, disable writing to the colo(u)r buffer...
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| 340 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 341 |
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| 342 | //Now enable writing to the depth buffer...
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| 343 | glDepthMask (GL_TRUE);
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| 344 | glDepthFunc (GL_LESS);
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| 345 | glClearDepth (1.0);
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| 346 |
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| 347 | //Finally, set the line width to something wide...
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| 348 | glLineWidth (3.0);
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| 349 |
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| 350 | }
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| 351 |
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| 352 | void G4OpenGLViewer::HaloingSecondPass () {
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| 353 |
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| 354 | #ifdef G4DEBUG_VIS_OGL
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| 355 | printf("G4OpenGLViewer::HaloingSecondtPass VVVVVVVVVVVVVVVVVV \n");
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| 356 | #endif
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| 357 | //And finally, turn the colour buffer back on with a sesible line width...
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| 358 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 359 | glDepthFunc (GL_LEQUAL);
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| 360 | glLineWidth (1.0);
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| 361 |
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| 362 | }
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| 363 |
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| 364 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
|
|---|
| 365 | {
|
|---|
| 366 | //G4cout << "X: " << x << ", Y: " << y << G4endl;
|
|---|
| 367 | const G4int BUFSIZE = 512;
|
|---|
| 368 | GLuint selectBuffer[BUFSIZE];
|
|---|
| 369 | glSelectBuffer(BUFSIZE, selectBuffer);
|
|---|
| 370 | glRenderMode(GL_SELECT);
|
|---|
| 371 | glInitNames();
|
|---|
| 372 | glPushName(0);
|
|---|
| 373 | glMatrixMode(GL_PROJECTION);
|
|---|
| 374 | G4double currentProjectionMatrix[16];
|
|---|
| 375 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
|
|---|
| 376 | glPushMatrix();
|
|---|
| 377 | glLoadIdentity();
|
|---|
| 378 | GLint viewport[4];
|
|---|
| 379 | glGetIntegerv(GL_VIEWPORT, viewport);
|
|---|
| 380 | // Define 5x5 pixel pick area
|
|---|
| 381 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
|
|---|
| 382 | glMultMatrixd(currentProjectionMatrix);
|
|---|
| 383 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 384 | DrawView();
|
|---|
| 385 | GLint hits = glRenderMode(GL_RENDER);
|
|---|
| 386 | if (hits < 0)
|
|---|
| 387 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
|
|---|
| 388 | else if (hits > 0) {
|
|---|
| 389 | //G4cout << hits << " hit(s)" << G4endl;
|
|---|
| 390 | GLuint* p = selectBuffer;
|
|---|
| 391 | for (GLint i = 0; i < hits; ++i) {
|
|---|
| 392 | GLuint nnames = *p++;
|
|---|
| 393 | *p++; //OR GLuint zmin = *p++;
|
|---|
| 394 | *p++; //OR GLuint zmax = *p++;
|
|---|
| 395 | //G4cout << "Hit " << i << ": " << nnames << " names"
|
|---|
| 396 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
|
|---|
| 397 | for (GLuint j = 0; j < nnames; ++j) {
|
|---|
| 398 | GLuint name = *p++;
|
|---|
| 399 | //G4cout << "Name " << j << ": PickName: " << name << G4endl;
|
|---|
| 400 | std::map<GLuint, G4AttHolder*>::iterator iter =
|
|---|
| 401 | fOpenGLSceneHandler.fPickMap.find(name);
|
|---|
| 402 | if (iter != fOpenGLSceneHandler.fPickMap.end()) {
|
|---|
| 403 | G4AttHolder* attHolder = iter->second;
|
|---|
| 404 | if(attHolder && attHolder->GetAttDefs().size()) {
|
|---|
| 405 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
|
|---|
| 406 | G4cout << G4AttCheck(attHolder->GetAttValues()[i],
|
|---|
| 407 | attHolder->GetAttDefs()[i]);
|
|---|
| 408 | }
|
|---|
| 409 | }
|
|---|
| 410 | }
|
|---|
| 411 | }
|
|---|
| 412 | G4cout << G4endl;
|
|---|
| 413 | }
|
|---|
| 414 | }
|
|---|
| 415 | glMatrixMode(GL_PROJECTION);
|
|---|
| 416 | glPopMatrix();
|
|---|
| 417 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 418 | }
|
|---|
| 419 |
|
|---|
| 420 | bool G4OpenGLViewer::printVectoredEPS() {
|
|---|
| 421 |
|
|---|
| 422 | // Print vectored PostScript
|
|---|
| 423 |
|
|---|
| 424 | G4int size = 5000000;
|
|---|
| 425 | GLfloat* feedback_buffer = new GLfloat[size];
|
|---|
| 426 | glFeedbackBuffer (size, GL_3D_COLOR, feedback_buffer);
|
|---|
| 427 | glRenderMode (GL_FEEDBACK);
|
|---|
| 428 |
|
|---|
| 429 | DrawView();
|
|---|
| 430 |
|
|---|
| 431 | GLint returned;
|
|---|
| 432 | returned = glRenderMode (GL_RENDER);
|
|---|
| 433 |
|
|---|
| 434 | FILE* file;
|
|---|
| 435 | if (!fPrintFilename.empty()) {
|
|---|
| 436 | file = fopen (fPrintFilename.c_str(), "w");
|
|---|
| 437 | if (file) {
|
|---|
| 438 | spewWireframeEPS (file, returned, feedback_buffer, "rendereps");
|
|---|
| 439 | fclose(file);
|
|---|
| 440 | } else {
|
|---|
| 441 | G4cerr << "Could not open " <<fPrintFilename.c_str() <<" for writing"<< G4endl;
|
|---|
| 442 | return false;
|
|---|
| 443 | }
|
|---|
| 444 | } else {
|
|---|
| 445 | printBuffer (returned, feedback_buffer);
|
|---|
| 446 | }
|
|---|
| 447 |
|
|---|
| 448 | delete[] feedback_buffer;
|
|---|
| 449 | return true;
|
|---|
| 450 | }
|
|---|
| 451 |
|
|---|
| 452 | void G4OpenGLViewer::print3DcolorVertex(GLint size, GLint * count, GLfloat * buffer)
|
|---|
| 453 | {
|
|---|
| 454 | G4int i;
|
|---|
| 455 |
|
|---|
| 456 | printf(" ");
|
|---|
| 457 | for (i = 0; i < 7; i++) {
|
|---|
| 458 | printf("%4.2f ", buffer[size - (*count)]);
|
|---|
| 459 | *count = *count - 1;
|
|---|
| 460 | }
|
|---|
| 461 | printf("\n");
|
|---|
| 462 | }
|
|---|
| 463 |
|
|---|
| 464 | void G4OpenGLViewer::spewWireframeEPS (FILE* file, GLint size, GLfloat* buffer, const char* cr) {
|
|---|
| 465 |
|
|---|
| 466 | GLfloat EPS_GOURAUD_THRESHOLD=0.1;
|
|---|
| 467 |
|
|---|
| 468 | GLfloat clearColor[4], viewport[4];
|
|---|
| 469 | GLfloat lineWidth;
|
|---|
| 470 | G4int i;
|
|---|
| 471 |
|
|---|
| 472 | glGetFloatv (GL_VIEWPORT, viewport);
|
|---|
| 473 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clearColor);
|
|---|
| 474 | glGetFloatv (GL_LINE_WIDTH, &lineWidth);
|
|---|
| 475 | glGetFloatv (GL_POINT_SIZE, &fPointSize);
|
|---|
| 476 |
|
|---|
| 477 | fputs ("%!PS-Adobe-2.0 EPSF-2.0\n", file);
|
|---|
| 478 | fprintf (file, "%%%%Creator: %s (using OpenGL feedback)\n", cr);
|
|---|
| 479 | fprintf (file, "%%%%BoundingBox: %g %g %g %g\n", viewport[0], viewport[1], viewport[2], viewport[3]);
|
|---|
| 480 | fputs ("%%EndComments\n", file);
|
|---|
| 481 | fputs ("\n", file);
|
|---|
| 482 | fputs ("gsave\n", file);
|
|---|
| 483 | fputs ("\n", file);
|
|---|
| 484 |
|
|---|
| 485 | fputs ("% the gouraudtriangle PostScript fragment below is free\n", file);
|
|---|
| 486 | fputs ("% written by Frederic Delhoume (delhoume@ilog.fr)\n", file);
|
|---|
| 487 | fprintf (file, "/threshold %g def\n", EPS_GOURAUD_THRESHOLD);
|
|---|
| 488 | for (i=0; gouraudtriangleEPS[i]; i++) {
|
|---|
| 489 | fprintf (file, "%s\n", gouraudtriangleEPS[i]);
|
|---|
| 490 | }
|
|---|
| 491 |
|
|---|
| 492 | fprintf(file, "\n%g setlinewidth\n", lineWidth);
|
|---|
| 493 |
|
|---|
| 494 | fprintf (file, "%g %g %g setrgbcolor\n", clearColor[0], clearColor[1], clearColor[2]);
|
|---|
| 495 | fprintf (file, "%g %g %g %g rectfill\n\n", viewport[0], viewport[1], viewport[2], viewport[3]);
|
|---|
| 496 |
|
|---|
| 497 | spewSortedFeedback (file, size, buffer);
|
|---|
| 498 |
|
|---|
| 499 | fputs ("grestore\n\n", file);
|
|---|
| 500 | fputs ("showpage\n", file);
|
|---|
| 501 |
|
|---|
| 502 | fclose(file);
|
|---|
| 503 | }
|
|---|
| 504 |
|
|---|
| 505 | void G4OpenGLViewer::printBuffer (GLint size, GLfloat* buffer) {
|
|---|
| 506 |
|
|---|
| 507 | GLint count;
|
|---|
| 508 | G4int token, nvertices;
|
|---|
| 509 |
|
|---|
| 510 | count=size;
|
|---|
| 511 | while(count) {
|
|---|
| 512 | token=G4int (buffer[size-count]);
|
|---|
| 513 | count--;
|
|---|
| 514 | switch (token) {
|
|---|
| 515 |
|
|---|
| 516 | case GL_PASS_THROUGH_TOKEN:
|
|---|
| 517 | printf ("GL_PASS_THROUGH_TOKEN\n");
|
|---|
| 518 | printf (" %4.2f\n", buffer[size-count]);
|
|---|
| 519 | count--;
|
|---|
| 520 | break;
|
|---|
| 521 |
|
|---|
| 522 | case GL_POINT_TOKEN:
|
|---|
| 523 | printf ("GL_POINT_TOKEN\n");
|
|---|
| 524 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 525 | break;
|
|---|
| 526 |
|
|---|
| 527 | case GL_LINE_TOKEN:
|
|---|
| 528 | printf ("GL_LINE_TOKEN\n");
|
|---|
| 529 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 530 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 531 | break;
|
|---|
| 532 |
|
|---|
| 533 | case GL_LINE_RESET_TOKEN:
|
|---|
| 534 | printf ("GL_LINE_RESET_TOKEN\n");
|
|---|
| 535 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 536 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 537 | break;
|
|---|
| 538 |
|
|---|
| 539 | case GL_POLYGON_TOKEN:
|
|---|
| 540 | printf ("GL_POLYGON_TOKEN\n");
|
|---|
| 541 | nvertices=G4int (buffer[size-count]);
|
|---|
| 542 | count--;
|
|---|
| 543 | for (; nvertices>0; nvertices--) {
|
|---|
| 544 | print3DcolorVertex (size, &count, buffer);
|
|---|
| 545 | }
|
|---|
| 546 | }
|
|---|
| 547 | }
|
|---|
| 548 | }
|
|---|
| 549 |
|
|---|
| 550 | G4float* G4OpenGLViewer::spewPrimitiveEPS (FILE* file, GLfloat* loc) {
|
|---|
| 551 |
|
|---|
| 552 | G4int token;
|
|---|
| 553 | G4int nvertices, i;
|
|---|
| 554 | GLfloat red, green, blue, intensity;
|
|---|
| 555 | G4int smooth;
|
|---|
| 556 | GLfloat dx, dy, dr, dg, db, absR, absG, absB, colormax;
|
|---|
| 557 | G4int steps;
|
|---|
| 558 | Feedback3Dcolor *vertex;
|
|---|
| 559 | GLfloat xstep(0.), ystep(0.), rstep(0.), gstep(0.), bstep(0.);
|
|---|
| 560 | GLfloat xnext(0.), ynext(0.), rnext(0.), gnext(0.), bnext(0.), distance(0.);
|
|---|
| 561 |
|
|---|
| 562 | token=G4int (*loc);
|
|---|
| 563 | loc++;
|
|---|
| 564 | switch (token) {
|
|---|
| 565 | case GL_LINE_RESET_TOKEN:
|
|---|
| 566 | case GL_LINE_TOKEN:
|
|---|
| 567 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 568 | dr=vertex[1].red - vertex[0].red;
|
|---|
| 569 | dg=vertex[1].green - vertex[0].green;
|
|---|
| 570 | db=vertex[1].blue - vertex[0].blue;
|
|---|
| 571 |
|
|---|
| 572 | if (!fPrintColour) {
|
|---|
| 573 | dr+=(dg+db);
|
|---|
| 574 | dr/=3.0;
|
|---|
| 575 | dg=dr;
|
|---|
| 576 | db=dr;
|
|---|
| 577 | }
|
|---|
| 578 |
|
|---|
| 579 | if (dr!=0 || dg!=0 || db!=0) {
|
|---|
| 580 | dx=vertex[1].x - vertex[0].x;
|
|---|
| 581 | dy=vertex[1].y - vertex[0].y;
|
|---|
| 582 | distance=std::sqrt(dx*dx + dy*dy);
|
|---|
| 583 |
|
|---|
| 584 | absR=std::fabs(dr);
|
|---|
| 585 | absG=std::fabs(dg);
|
|---|
| 586 | absB=std::fabs(db);
|
|---|
| 587 |
|
|---|
| 588 | #define Max(a, b) (((a)>(b))?(a):(b))
|
|---|
| 589 |
|
|---|
| 590 | #define EPS_SMOOTH_LINE_FACTOR 0.06
|
|---|
| 591 |
|
|---|
| 592 | colormax=Max(absR, Max(absG, absB));
|
|---|
| 593 | steps=Max(1, G4int (colormax*distance*EPS_SMOOTH_LINE_FACTOR));
|
|---|
| 594 |
|
|---|
| 595 | xstep=dx/steps;
|
|---|
| 596 | ystep=dy/steps;
|
|---|
| 597 |
|
|---|
| 598 | rstep=dr/steps;
|
|---|
| 599 | gstep=dg/steps;
|
|---|
| 600 | bstep=db/steps;
|
|---|
| 601 |
|
|---|
| 602 | xnext=vertex[0].x;
|
|---|
| 603 | ynext=vertex[0].y;
|
|---|
| 604 | rnext=vertex[0].red;
|
|---|
| 605 | gnext=vertex[0].green;
|
|---|
| 606 | bnext=vertex[0].blue;
|
|---|
| 607 |
|
|---|
| 608 | if (!fPrintColour) {
|
|---|
| 609 | rnext+=(gnext+bnext);
|
|---|
| 610 | rnext/=3.0;
|
|---|
| 611 | gnext=rnext;
|
|---|
| 612 | bnext=rnext;
|
|---|
| 613 | }
|
|---|
| 614 |
|
|---|
| 615 | xnext -= xstep/2.0;
|
|---|
| 616 | ynext -= ystep/2.0;
|
|---|
| 617 | rnext -= rstep/2.0;
|
|---|
| 618 | gnext -= gstep/2.0;
|
|---|
| 619 | bnext -= bstep/2.0;
|
|---|
| 620 | } else {
|
|---|
| 621 | steps=0;
|
|---|
| 622 | }
|
|---|
| 623 | if (fPrintColour) {
|
|---|
| 624 | fprintf (file, "%g %g %g setrgbcolor\n",
|
|---|
| 625 | vertex[0].red, vertex[0].green, vertex[0].blue);
|
|---|
| 626 | } else {
|
|---|
| 627 | intensity = (vertex[0].red + vertex[0].green + vertex[0].blue) / 3.0;
|
|---|
| 628 | fprintf (file, "%g %g %g setrgbcolor\n",
|
|---|
| 629 | intensity, intensity, intensity);
|
|---|
| 630 | }
|
|---|
| 631 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y);
|
|---|
| 632 |
|
|---|
| 633 | for (i=0; i<steps; i++) {
|
|---|
| 634 |
|
|---|
| 635 | xnext += xstep;
|
|---|
| 636 | ynext += ystep;
|
|---|
| 637 | rnext += rstep;
|
|---|
| 638 | gnext += gstep;
|
|---|
| 639 | bnext += bstep;
|
|---|
| 640 |
|
|---|
| 641 | fprintf (file, "%g %g lineto stroke\n", xnext, ynext);
|
|---|
| 642 | fprintf (file, "%g %g %g setrgbcolor\n", rnext, gnext, bnext);
|
|---|
| 643 | fprintf (file, "%g %g moveto\n", xnext, ynext);
|
|---|
| 644 | }
|
|---|
| 645 | fprintf (file, "%g %g lineto stroke\n", vertex[1].x, vertex[1].y);
|
|---|
| 646 |
|
|---|
| 647 | loc += 14;
|
|---|
| 648 | break;
|
|---|
| 649 |
|
|---|
| 650 | case GL_POLYGON_TOKEN:
|
|---|
| 651 | nvertices = G4int (*loc);
|
|---|
| 652 | loc++;
|
|---|
| 653 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 654 | if (nvertices>0) {
|
|---|
| 655 | red=vertex[0].red;
|
|---|
| 656 | green=vertex[0].green;
|
|---|
| 657 | blue=vertex[0].blue;
|
|---|
| 658 | smooth=0;
|
|---|
| 659 |
|
|---|
| 660 | if (!fPrintColour) {
|
|---|
| 661 | red+=(green+blue);
|
|---|
| 662 | red/=3.0;
|
|---|
| 663 | green=red;
|
|---|
| 664 | blue=red;
|
|---|
| 665 | }
|
|---|
| 666 |
|
|---|
| 667 | if (fPrintColour) {
|
|---|
| 668 | for (i=1; i<nvertices; i++) {
|
|---|
| 669 | if (red!=vertex[i].red || green!=vertex[i].green || blue!=vertex[i].blue) {
|
|---|
| 670 | smooth=1;
|
|---|
| 671 | break;
|
|---|
| 672 | }
|
|---|
| 673 | }
|
|---|
| 674 | } else {
|
|---|
| 675 | for (i=1; i<nvertices; i++) {
|
|---|
| 676 | intensity = vertex[i].red + vertex[i].green + vertex[i].blue;
|
|---|
| 677 | intensity/=3.0;
|
|---|
| 678 | if (red!=intensity) {
|
|---|
| 679 | smooth=1;
|
|---|
| 680 | break;
|
|---|
| 681 | }
|
|---|
| 682 | }
|
|---|
| 683 | }
|
|---|
| 684 |
|
|---|
| 685 | if (smooth) {
|
|---|
| 686 | G4int triOffset;
|
|---|
| 687 | for (i=0; i<nvertices-2; i++) {
|
|---|
| 688 | triOffset = i*7;
|
|---|
| 689 | fprintf (file, "[%g %g %g %g %g %g]",
|
|---|
| 690 | vertex[0].x, vertex[i+1].x, vertex[i+2].x,
|
|---|
| 691 | vertex[0].y, vertex[i+1].y, vertex[i+2].y);
|
|---|
| 692 | if (fPrintColour) {
|
|---|
| 693 | fprintf (file, " [%g %g %g] [%g %g %g] [%g %g %g] gouraudtriangle\n",
|
|---|
| 694 | vertex[0].red, vertex[0].green, vertex[0].blue,
|
|---|
| 695 | vertex[i+1].red, vertex[i+1].green, vertex[i+1].blue,
|
|---|
| 696 | vertex[i+2].red, vertex[i+2].green, vertex[i+2].blue);
|
|---|
| 697 | } else {
|
|---|
| 698 |
|
|---|
| 699 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue;
|
|---|
| 700 | intensity/=3.0;
|
|---|
| 701 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity);
|
|---|
| 702 |
|
|---|
| 703 | intensity = vertex[1].red + vertex[1].green + vertex[1].blue;
|
|---|
| 704 | intensity/=3.0;
|
|---|
| 705 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity);
|
|---|
| 706 |
|
|---|
| 707 | intensity = vertex[2].red + vertex[2].green + vertex[2].blue;
|
|---|
| 708 | intensity/=3.0;
|
|---|
| 709 | fprintf (file, " [%g %g %g] gouraudtriangle\n", intensity, intensity, intensity);
|
|---|
| 710 | }
|
|---|
| 711 | }
|
|---|
| 712 | } else {
|
|---|
| 713 | fprintf (file, "newpath\n");
|
|---|
| 714 | fprintf (file, "%g %g %g setrgbcolor\n", red, green, blue);
|
|---|
| 715 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y);
|
|---|
| 716 | for (i=1; i<nvertices; i++) {
|
|---|
| 717 | fprintf (file, "%g %g lineto\n", vertex[i].x, vertex[i].y);
|
|---|
| 718 | }
|
|---|
| 719 | fprintf (file, "closepath fill\n\n");
|
|---|
| 720 | }
|
|---|
| 721 | }
|
|---|
| 722 | loc += nvertices*7;
|
|---|
| 723 | break;
|
|---|
| 724 |
|
|---|
| 725 | case GL_POINT_TOKEN:
|
|---|
| 726 | vertex=(Feedback3Dcolor*)loc;
|
|---|
| 727 | if (fPrintColour) {
|
|---|
| 728 | fprintf (file, "%g %g %g setrgbcolor\n", vertex[0].red, vertex[0].green, vertex[0].blue);
|
|---|
| 729 | } else {
|
|---|
| 730 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue;
|
|---|
| 731 | intensity/=3.0;
|
|---|
| 732 | fprintf (file, "%g %g %g setrgbcolor\n", intensity, intensity, intensity);
|
|---|
| 733 | }
|
|---|
| 734 | fprintf(file, "%g %g %g 0 360 arc fill\n\n", vertex[0].x, vertex[0].y, fPointSize / 2.0);
|
|---|
| 735 | loc += 7; /* Each vertex element in the feedback
|
|---|
| 736 | buffer is 7 GLfloats. */
|
|---|
| 737 | break;
|
|---|
| 738 | default:
|
|---|
| 739 | /* XXX Left as an excersie to the reader. */
|
|---|
| 740 | static G4bool spewPrimitiveEPSWarned = false;
|
|---|
| 741 | if (!spewPrimitiveEPSWarned) {
|
|---|
| 742 | std::ostringstream oss;
|
|---|
| 743 | oss <<
|
|---|
| 744 | "Incomplete implementation. Unexpected token (" << token << ")."
|
|---|
| 745 | "\n (Seems to be caused by text.)";
|
|---|
| 746 | G4Exception("G4OpenGLViewer::spewPrimitiveEPS",
|
|---|
| 747 | "Unexpected token",
|
|---|
| 748 | JustWarning,
|
|---|
| 749 | oss.str().c_str());
|
|---|
| 750 | spewPrimitiveEPSWarned = true;
|
|---|
| 751 | }
|
|---|
| 752 | }
|
|---|
| 753 | return loc;
|
|---|
| 754 | }
|
|---|
| 755 |
|
|---|
| 756 | typedef struct G4OpenGLViewerDepthIndex {
|
|---|
| 757 | GLfloat *ptr;
|
|---|
| 758 | GLfloat depth;
|
|---|
| 759 | } DepthIndex;
|
|---|
| 760 |
|
|---|
| 761 | extern "C" {
|
|---|
| 762 | int G4OpenGLViewercompare(const void *a, const void *b)
|
|---|
| 763 | {
|
|---|
| 764 | const DepthIndex *p1 = (DepthIndex *) a;
|
|---|
| 765 | const DepthIndex *p2 = (DepthIndex *) b;
|
|---|
| 766 | GLfloat diff = p2->depth - p1->depth;
|
|---|
| 767 |
|
|---|
| 768 | if (diff > 0.0) {
|
|---|
| 769 | return 1;
|
|---|
| 770 | } else if (diff < 0.0) {
|
|---|
| 771 | return -1;
|
|---|
| 772 | } else {
|
|---|
| 773 | return 0;
|
|---|
| 774 | }
|
|---|
| 775 | }
|
|---|
| 776 | }
|
|---|
| 777 |
|
|---|
| 778 | GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
|
|---|
| 779 |
|
|---|
| 780 | GLubyte* buffer;
|
|---|
| 781 | GLint swapbytes, lsbfirst, rowlength;
|
|---|
| 782 | GLint skiprows, skippixels, alignment;
|
|---|
| 783 | GLenum format;
|
|---|
| 784 | int size;
|
|---|
| 785 |
|
|---|
| 786 | if (inColor) {
|
|---|
| 787 | format = GL_RGB;
|
|---|
| 788 | size = width*height*3;
|
|---|
| 789 | } else {
|
|---|
| 790 | format = GL_LUMINANCE;
|
|---|
| 791 | size = width*height*1;
|
|---|
| 792 | }
|
|---|
| 793 |
|
|---|
| 794 | buffer = new GLubyte[size];
|
|---|
| 795 | if (buffer == NULL)
|
|---|
| 796 | return NULL;
|
|---|
| 797 |
|
|---|
| 798 | glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
|
|---|
| 799 | glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
|
|---|
| 800 | glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
|
|---|
| 801 |
|
|---|
| 802 | glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
|
|---|
| 803 | glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
|
|---|
| 804 | glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
|
|---|
| 805 |
|
|---|
| 806 | glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
|
|---|
| 807 | glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
|
|---|
| 808 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
|
|---|
| 809 |
|
|---|
| 810 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
|
|---|
| 811 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
|
|---|
| 812 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
|
|---|
| 813 |
|
|---|
| 814 | glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
|
|---|
| 815 |
|
|---|
| 816 | glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
|
|---|
| 817 | glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
|
|---|
| 818 | glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
|
|---|
| 819 |
|
|---|
| 820 | glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
|
|---|
| 821 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
|
|---|
| 822 | glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
|
|---|
| 823 |
|
|---|
| 824 | return buffer;
|
|---|
| 825 | }
|
|---|
| 826 |
|
|---|
| 827 | int G4OpenGLViewer::printNonVectoredEPS (int inColour,
|
|---|
| 828 | unsigned int width,
|
|---|
| 829 | unsigned int height) {
|
|---|
| 830 |
|
|---|
| 831 | FILE* fp;
|
|---|
| 832 | GLubyte* pixels;
|
|---|
| 833 | GLubyte* curpix;
|
|---|
| 834 | int components, pos, i;
|
|---|
| 835 |
|
|---|
| 836 | pixels = grabPixels (inColour, width, height);
|
|---|
| 837 |
|
|---|
| 838 | if (pixels == NULL)
|
|---|
| 839 | return 1;
|
|---|
| 840 | if (inColour) {
|
|---|
| 841 | components = 3;
|
|---|
| 842 | } else {
|
|---|
| 843 | components = 1;
|
|---|
| 844 | }
|
|---|
| 845 |
|
|---|
| 846 | fp = fopen (fPrintFilename.c_str(), "w");
|
|---|
| 847 | if (fp == NULL) {
|
|---|
| 848 | return 2;
|
|---|
| 849 | }
|
|---|
| 850 |
|
|---|
| 851 | fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
|
|---|
| 852 | fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
|
|---|
| 853 | fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
|
|---|
| 854 | fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
|
|---|
| 855 | fprintf (fp, "%%%%EndComments\n");
|
|---|
| 856 | fprintf (fp, "gsave\n");
|
|---|
| 857 | fprintf (fp, "/bwproc {\n");
|
|---|
| 858 | fprintf (fp, " rgbproc\n");
|
|---|
| 859 | fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
|
|---|
| 860 | fprintf (fp, " 5 -1 roll {\n");
|
|---|
| 861 | fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
|
|---|
| 862 | fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
|
|---|
| 863 | fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
|
|---|
| 864 | fprintf (fp, " { 2 1 roll } ifelse\n");
|
|---|
| 865 | fprintf (fp, " }forall\n");
|
|---|
| 866 | fprintf (fp, " pop pop pop\n");
|
|---|
| 867 | fprintf (fp, "} def\n");
|
|---|
| 868 | fprintf (fp, "systemdict /colorimage known not {\n");
|
|---|
| 869 | fprintf (fp, " /colorimage {\n");
|
|---|
| 870 | fprintf (fp, " pop\n");
|
|---|
| 871 | fprintf (fp, " pop\n");
|
|---|
| 872 | fprintf (fp, " /rgbproc exch def\n");
|
|---|
| 873 | fprintf (fp, " { bwproc } image\n");
|
|---|
| 874 | fprintf (fp, " } def\n");
|
|---|
| 875 | fprintf (fp, "} if\n");
|
|---|
| 876 | fprintf (fp, "/picstr %d string def\n", width * components);
|
|---|
| 877 | fprintf (fp, "%d %d scale\n", width, height);
|
|---|
| 878 | fprintf (fp, "%d %d %d\n", width, height, 8);
|
|---|
| 879 | fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
|
|---|
| 880 | fprintf (fp, "{currentfile picstr readhexstring pop}\n");
|
|---|
| 881 | fprintf (fp, "false %d\n", components);
|
|---|
| 882 | fprintf (fp, "colorimage\n");
|
|---|
| 883 |
|
|---|
| 884 | curpix = (GLubyte*) pixels;
|
|---|
| 885 | pos = 0;
|
|---|
| 886 | for (i = width*height*components; i>0; i--) {
|
|---|
| 887 | fprintf (fp, "%02hx ", *(curpix++));
|
|---|
| 888 | if (++pos >= 32) {
|
|---|
| 889 | fprintf (fp, "\n");
|
|---|
| 890 | pos = 0;
|
|---|
| 891 | }
|
|---|
| 892 | }
|
|---|
| 893 | if (pos)
|
|---|
| 894 | fprintf (fp, "\n");
|
|---|
| 895 |
|
|---|
| 896 | fprintf (fp, "grestore\n");
|
|---|
| 897 | fprintf (fp, "showpage\n");
|
|---|
| 898 | delete pixels;
|
|---|
| 899 | fclose (fp);
|
|---|
| 900 | return 0;
|
|---|
| 901 | }
|
|---|
| 902 |
|
|---|
| 903 |
|
|---|
| 904 | bool G4OpenGLViewer::printGl2PS(unsigned int width,unsigned int height) {
|
|---|
| 905 |
|
|---|
| 906 | if (!fGL2PSAction) return false;
|
|---|
| 907 |
|
|---|
| 908 |
|
|---|
| 909 | fGL2PSAction->setFileName(fPrintFilename.c_str());
|
|---|
| 910 | // try to resize
|
|---|
| 911 | int X = fWinSize_x;
|
|---|
| 912 | int Y = fWinSize_y;
|
|---|
| 913 |
|
|---|
| 914 | fWinSize_x = width;
|
|---|
| 915 | fWinSize_y = height;
|
|---|
| 916 | ResizeGLView();
|
|---|
| 917 | if (fGL2PSAction->enableFileWriting()) {
|
|---|
| 918 | #ifdef G4DEBUG_VIS_OGL
|
|---|
| 919 | printf("Call Need() \n");
|
|---|
| 920 | #endif
|
|---|
| 921 | NeedKernelVisit ();
|
|---|
| 922 | #ifdef G4DEBUG_VIS_OGL
|
|---|
| 923 | printf("Call Process() \n");
|
|---|
| 924 | #endif
|
|---|
| 925 | ProcessView();
|
|---|
| 926 | SetView ();
|
|---|
| 927 | ClearView ();
|
|---|
| 928 | DrawView ();
|
|---|
| 929 | fGL2PSAction->disableFileWriting();
|
|---|
| 930 | }
|
|---|
| 931 |
|
|---|
| 932 | fWinSize_x = X;
|
|---|
| 933 | fWinSize_y = Y;
|
|---|
| 934 | ResizeGLView();
|
|---|
| 935 |
|
|---|
| 936 | return true;
|
|---|
| 937 | }
|
|---|
| 938 |
|
|---|
| 939 | GLdouble G4OpenGLViewer::getSceneNearWidth()
|
|---|
| 940 | {
|
|---|
| 941 | const G4Point3D targetPoint
|
|---|
| 942 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 943 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 944 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 945 | if(radius<=0.) radius = 1.;
|
|---|
| 946 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 947 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 948 | return 2 * fVP.GetFrontHalfHeight (pnear, radius);
|
|---|
| 949 | }
|
|---|
| 950 |
|
|---|
| 951 | GLdouble G4OpenGLViewer::getSceneFarWidth()
|
|---|
| 952 | {
|
|---|
| 953 | const G4Point3D targetPoint
|
|---|
| 954 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 955 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 956 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 957 | if(radius<=0.) radius = 1.;
|
|---|
| 958 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 959 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 960 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
|
|---|
| 961 | return 2 * fVP.GetFrontHalfHeight (pfar, radius);
|
|---|
| 962 | }
|
|---|
| 963 |
|
|---|
| 964 |
|
|---|
| 965 | GLdouble G4OpenGLViewer::getSceneDepth()
|
|---|
| 966 | {
|
|---|
| 967 | const G4Point3D targetPoint
|
|---|
| 968 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 969 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 970 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 971 | if(radius<=0.) radius = 1.;
|
|---|
| 972 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 973 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 974 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
|
|---|
| 975 | }
|
|---|
| 976 |
|
|---|
| 977 |
|
|---|
| 978 | void G4OpenGLViewer::spewSortedFeedback(FILE * file, GLint size, GLfloat * buffer)
|
|---|
| 979 | {
|
|---|
| 980 | int token;
|
|---|
| 981 | GLfloat *loc, *end;
|
|---|
| 982 | Feedback3Dcolor *vertex;
|
|---|
| 983 | GLfloat depthSum;
|
|---|
| 984 | int nprimitives, item;
|
|---|
| 985 | DepthIndex *prims;
|
|---|
| 986 | int nvertices, i;
|
|---|
| 987 |
|
|---|
| 988 | end = buffer + size;
|
|---|
| 989 |
|
|---|
| 990 | /* Count how many primitives there are. */
|
|---|
| 991 | nprimitives = 0;
|
|---|
| 992 | loc = buffer;
|
|---|
| 993 | while (loc < end) {
|
|---|
| 994 | token = int (*loc);
|
|---|
| 995 | loc++;
|
|---|
| 996 | switch (token) {
|
|---|
| 997 | case GL_LINE_TOKEN:
|
|---|
| 998 | case GL_LINE_RESET_TOKEN:
|
|---|
| 999 | loc += 14;
|
|---|
| 1000 | nprimitives++;
|
|---|
| 1001 | break;
|
|---|
| 1002 | case GL_POLYGON_TOKEN:
|
|---|
| 1003 | nvertices = int (*loc);
|
|---|
| 1004 | loc++;
|
|---|
| 1005 | loc += (7 * nvertices);
|
|---|
| 1006 | nprimitives++;
|
|---|
| 1007 | break;
|
|---|
| 1008 | case GL_POINT_TOKEN:
|
|---|
| 1009 | loc += 7;
|
|---|
| 1010 | nprimitives++;
|
|---|
| 1011 | break;
|
|---|
| 1012 | default:
|
|---|
| 1013 | /* XXX Left as an excersie to the reader. */
|
|---|
| 1014 | static G4bool spewSortedFeedbackWarned = false;
|
|---|
| 1015 | if (!spewSortedFeedbackWarned) {
|
|---|
| 1016 | std::ostringstream oss;
|
|---|
| 1017 | oss <<
|
|---|
| 1018 | "Incomplete implementation. Unexpected token (" << token << ")."
|
|---|
| 1019 | "\n (Seems to be caused by text.)";
|
|---|
| 1020 | G4Exception("G4OpenGLViewer::spewSortedFeedback",
|
|---|
| 1021 | "Unexpected token",
|
|---|
| 1022 | JustWarning,
|
|---|
| 1023 | oss.str().c_str());
|
|---|
| 1024 | spewSortedFeedbackWarned = true;
|
|---|
| 1025 | }
|
|---|
| 1026 | nprimitives++;
|
|---|
| 1027 | }
|
|---|
| 1028 | }
|
|---|
| 1029 |
|
|---|
| 1030 | /* Allocate an array of pointers that will point back at
|
|---|
| 1031 | primitives in the feedback buffer. There will be one
|
|---|
| 1032 | entry per primitive. This array is also where we keep the
|
|---|
| 1033 | primitive's average depth. There is one entry per
|
|---|
| 1034 | primitive in the feedback buffer. */
|
|---|
| 1035 | prims = (DepthIndex *) malloc(sizeof(DepthIndex) * nprimitives);
|
|---|
| 1036 |
|
|---|
| 1037 | item = 0;
|
|---|
| 1038 | loc = buffer;
|
|---|
| 1039 | while (loc < end) {
|
|---|
| 1040 | prims[item].ptr = loc; /* Save this primitive's location. */
|
|---|
| 1041 | token = int (*loc);
|
|---|
| 1042 | loc++;
|
|---|
| 1043 | switch (token) {
|
|---|
| 1044 | case GL_LINE_TOKEN:
|
|---|
| 1045 | case GL_LINE_RESET_TOKEN:
|
|---|
| 1046 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 1047 | depthSum = vertex[0].z + vertex[1].z;
|
|---|
| 1048 | prims[item].depth = depthSum / 2.0;
|
|---|
| 1049 | loc += 14;
|
|---|
| 1050 | break;
|
|---|
| 1051 | case GL_POLYGON_TOKEN:
|
|---|
| 1052 | nvertices = int (*loc);
|
|---|
| 1053 | loc++;
|
|---|
| 1054 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 1055 | depthSum = vertex[0].z;
|
|---|
| 1056 | for (i = 1; i < nvertices; i++) {
|
|---|
| 1057 | depthSum += vertex[i].z;
|
|---|
| 1058 | }
|
|---|
| 1059 | prims[item].depth = depthSum / nvertices;
|
|---|
| 1060 | loc += (7 * nvertices);
|
|---|
| 1061 | break;
|
|---|
| 1062 | case GL_POINT_TOKEN:
|
|---|
| 1063 | vertex = (Feedback3Dcolor *) loc;
|
|---|
| 1064 | prims[item].depth = vertex[0].z;
|
|---|
| 1065 | loc += 7;
|
|---|
| 1066 | break;
|
|---|
| 1067 | default:
|
|---|
| 1068 | /* XXX Left as an excersie to the reader. */
|
|---|
| 1069 | assert(1);
|
|---|
| 1070 | }
|
|---|
| 1071 | item++;
|
|---|
| 1072 | }
|
|---|
| 1073 | assert(item == nprimitives);
|
|---|
| 1074 |
|
|---|
| 1075 | /* Sort the primitives back to front. */
|
|---|
| 1076 | qsort(prims, nprimitives, sizeof(DepthIndex), G4OpenGLViewercompare);
|
|---|
| 1077 |
|
|---|
| 1078 | /* Understand that sorting by a primitives average depth
|
|---|
| 1079 | doesn't allow us to disambiguate some cases like self
|
|---|
| 1080 | intersecting polygons. Handling these cases would require
|
|---|
| 1081 | breaking up the primitives. That's too involved for this
|
|---|
| 1082 | example. Sorting by depth is good enough for lots of
|
|---|
| 1083 | applications. */
|
|---|
| 1084 |
|
|---|
| 1085 | /* Emit the Encapsulated PostScript for the primitives in
|
|---|
| 1086 | back to front order. */
|
|---|
| 1087 | for (item = 0; item < nprimitives; item++) {
|
|---|
| 1088 | (void) spewPrimitiveEPS(file, prims[item].ptr);
|
|---|
| 1089 | }
|
|---|
| 1090 |
|
|---|
| 1091 | free(prims);
|
|---|
| 1092 | }
|
|---|
| 1093 |
|
|---|
| 1094 | void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
|
|---|
| 1095 | {
|
|---|
| 1096 |
|
|---|
| 1097 | G4Vector3D vp;
|
|---|
| 1098 | G4Vector3D up;
|
|---|
| 1099 |
|
|---|
| 1100 | G4Vector3D xprime;
|
|---|
| 1101 | G4Vector3D yprime;
|
|---|
| 1102 | G4Vector3D zprime;
|
|---|
| 1103 |
|
|---|
| 1104 | G4double delta_alpha;
|
|---|
| 1105 | G4double delta_theta;
|
|---|
| 1106 |
|
|---|
| 1107 | G4Vector3D new_vp;
|
|---|
| 1108 | G4Vector3D new_up;
|
|---|
| 1109 |
|
|---|
| 1110 | G4double cosalpha;
|
|---|
| 1111 | G4double sinalpha;
|
|---|
| 1112 |
|
|---|
| 1113 | G4Vector3D a1;
|
|---|
| 1114 | G4Vector3D a2;
|
|---|
| 1115 | G4Vector3D delta;
|
|---|
| 1116 | G4Vector3D viewPoint;
|
|---|
| 1117 |
|
|---|
| 1118 |
|
|---|
| 1119 | //phi spin stuff here
|
|---|
| 1120 |
|
|---|
| 1121 | vp = fVP.GetViewpointDirection ().unit ();
|
|---|
| 1122 | up = fVP.GetUpVector ().unit ();
|
|---|
| 1123 |
|
|---|
| 1124 | yprime = (up.cross(vp)).unit();
|
|---|
| 1125 | zprime = (vp.cross(yprime)).unit();
|
|---|
| 1126 |
|
|---|
| 1127 | if (fVP.GetLightsMoveWithCamera()) {
|
|---|
| 1128 | delta_alpha = dy * deltaRotation;
|
|---|
| 1129 | delta_theta = -dx * deltaRotation;
|
|---|
| 1130 | } else {
|
|---|
| 1131 | delta_alpha = -dy * deltaRotation;
|
|---|
| 1132 | delta_theta = dx * deltaRotation;
|
|---|
| 1133 | }
|
|---|
| 1134 |
|
|---|
| 1135 | delta_alpha *= deg;
|
|---|
| 1136 | delta_theta *= deg;
|
|---|
| 1137 |
|
|---|
| 1138 | new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
|
|---|
| 1139 |
|
|---|
| 1140 | // to avoid z rotation flipping
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|---|
| 1141 | // to allow more than 360° rotation
|
|---|
| 1142 |
|
|---|
| 1143 | const G4Point3D targetPoint
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|---|
| 1144 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 1145 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 1146 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 1147 | if(radius<=0.) radius = 1.;
|
|---|
| 1148 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
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|---|
| 1149 | const G4Point3D cameraPosition =
|
|---|
| 1150 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
|
|---|
| 1151 |
|
|---|
| 1152 | if (fVP.GetLightsMoveWithCamera()) {
|
|---|
| 1153 | new_up = (new_vp.cross(yprime)).unit();
|
|---|
| 1154 | if (new_vp.z()*vp.z() <0) {
|
|---|
| 1155 | new_up.set(new_up.x(),-new_up.y(),new_up.z());
|
|---|
| 1156 | }
|
|---|
| 1157 | } else {
|
|---|
| 1158 | new_up = up;
|
|---|
| 1159 | if (new_vp.z()*vp.z() <0) {
|
|---|
| 1160 | new_up.set(new_up.x(),-new_up.y(),new_up.z());
|
|---|
| 1161 | }
|
|---|
| 1162 | }
|
|---|
| 1163 | fVP.SetUpVector(new_up);
|
|---|
| 1164 | ////////////////
|
|---|
| 1165 | // Rotates by fixed azimuthal angle delta_theta.
|
|---|
| 1166 |
|
|---|
| 1167 | cosalpha = new_up.dot (new_vp.unit());
|
|---|
| 1168 | sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
|
|---|
| 1169 | yprime = (new_up.cross (new_vp.unit())).unit ();
|
|---|
| 1170 | xprime = yprime.cross (new_up);
|
|---|
| 1171 | // Projection of vp on plane perpendicular to up...
|
|---|
| 1172 | a1 = sinalpha * xprime;
|
|---|
| 1173 | // Required new projection...
|
|---|
| 1174 | a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
|
|---|
| 1175 | // Required Increment vector...
|
|---|
| 1176 | delta = a2 - a1;
|
|---|
| 1177 | // So new viewpoint is...
|
|---|
| 1178 | viewPoint = new_vp.unit() + delta;
|
|---|
| 1179 |
|
|---|
| 1180 | fVP.SetViewAndLights (viewPoint);
|
|---|
| 1181 | }
|
|---|
| 1182 |
|
|---|
| 1183 | #endif
|
|---|