source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 955

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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 1.50 2009/03/05 16:36:13 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),
59fPrintFilename ("G4OpenGL.eps"),
60fPrintColour (true),
61fVectoredPs (true),
62fPrintSizeX(0),
63fPrintSizeY(0),
64fOpenGLSceneHandler(scene),
65background (G4Colour(0.,0.,0.)),
66transparency_enabled (true),
67antialiasing_enabled (false),
68haloing_enabled (false),
69fStartTime(-DBL_MAX),
70fEndTime(DBL_MAX),
71fFadeFactor(0.),
72fDisplayHeadTime(false),
73fDisplayHeadTimeX(-0.9),
74fDisplayHeadTimeY(-0.9),
75fDisplayHeadTimeSize(24.),
76fDisplayHeadTimeRed(0.),
77fDisplayHeadTimeGreen(1.),
78fDisplayHeadTimeBlue(1.),
79fDisplayLightFront(false),
80fDisplayLightFrontX(0.),
81fDisplayLightFrontY(0.),
82fDisplayLightFrontZ(0.),
83fDisplayLightFrontT(0.),
84fDisplayLightFrontRed(0.),
85fDisplayLightFrontGreen(1.),
86fDisplayLightFrontBlue(0.),
87fPointSize (0)
88{
89 // Make changes to view parameters for OpenGL...
90 fVP.SetAutoRefresh(true);
91 fDefaultVP.SetAutoRefresh(true);
92 fWinSize_x = fVP.GetWindowSizeHintX();
93 fWinSize_y = fVP.GetWindowSizeHintY();
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
116void G4OpenGLViewer::ClearView () {
117 printf("G4OpenGLViewer::ClearView\n");
118 glClearColor (background.GetRed(),
119 background.GetGreen(),
120 background.GetBlue(),
121 1.);
122 glClearDepth (1.0);
123 //Below line does not compile with Mesa includes.
124 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
125 glClear (GL_COLOR_BUFFER_BIT);
126 glClear (GL_DEPTH_BUFFER_BIT);
127 glClear (GL_STENCIL_BUFFER_BIT);
128#ifdef G4DEBUG_VIS_OGL
129 printf("G4OpenGLViewer::ClearView flush\n");
130#endif
131 glFlush ();
132}
133
134
135/**
136 * Set the viewport of the scene
137 * MAXIMUM SIZE is :
138 * GLint dims[2];
139 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
140 */
141void G4OpenGLViewer::ResizeGLView()
142{
143 printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
144 // Check size
145 GLint dims[2];
146 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
147 if (fWinSize_x > (unsigned)dims[0]) {
148 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
149 fWinSize_x = dims[0];
150 }
151 if (fWinSize_y > (unsigned)dims[1]) {
152 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
153 fWinSize_y = dims[1];
154 }
155 GLsizei side = fWinSize_x;
156 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
157
158 // SPECIAL CASE if fWinSize_x is even (69 for example)
159 // Ex : X: 69 Y: 26
160 // side = 26
161 // width / 2 = 21,5
162 // height / 2 = 0
163 // Should be fixed to closed : 21 0 for ex
164 // Then size must by change to :
165 // X:68 Y: 26
166
167 // SPECIAL CASE
168 if ((fWinSize_x - side)%2) {
169 // fWinSize_x --;
170
171 side = fWinSize_x;
172 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
173 }
174 if ((fWinSize_y - side)%2) {
175 // fWinSize_y --;
176
177 side = fWinSize_x;
178 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
179 }
180
181 GLint X = (fWinSize_x - side) / 2;
182 GLint Y = (fWinSize_y - side) / 2;
183
184 printf("G4OpenGLViewer::ResizeGLView X:%d Y:%d W:%d H:%d --side%d\n",(fWinSize_x - side) / 2,(fWinSize_y - side) / 2,fWinSize_x,fWinSize_y,side);
185 glViewport(X, Y, side, side);
186 // glViewport(0, 0, fWinSize_x,fWinSize_y);
187
188
189}
190
191
192void G4OpenGLViewer::SetView () {
193
194 if (!fSceneHandler.GetScene()) {
195 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
196 << G4endl;
197 return;
198 }
199 // Calculates view representation based on extent of object being
200 // viewed and (initial) viewpoint. (Note: it can change later due
201 // to user interaction via visualization system's GUI.)
202
203 // Lighting.
204 GLfloat lightPosition [4];
205 lightPosition [0] = fVP.GetActualLightpointDirection().x();
206 lightPosition [1] = fVP.GetActualLightpointDirection().y();
207 lightPosition [2] = fVP.GetActualLightpointDirection().z();
208 lightPosition [3] = 0.;
209 // Light position is "true" light direction, so must come after gluLookAt.
210 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
211 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
212 glEnable (GL_LIGHT0);
213 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
214 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
215
216 // Get radius of scene, etc.
217 // Note that this procedure properly takes into account zoom, dolly and pan.
218 const G4Point3D targetPoint
219 = fSceneHandler.GetScene()->GetStandardTargetPoint()
220 + fVP.GetCurrentTargetPoint ();
221 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
222 if(radius<=0.) radius = 1.;
223 const G4double cameraDistance = fVP.GetCameraDistance (radius);
224 const G4Point3D cameraPosition =
225 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
226 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
227 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
228 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
229 const GLdouble left = -right;
230 const GLdouble bottom = left;
231 const GLdouble top = right;
232
233 // FIXME
234 ResizeGLView();
235 //SHOULD SetWindowsSizeHint()...
236
237 glMatrixMode (GL_PROJECTION); // set up Frustum.
238 glLoadIdentity();
239
240 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
241 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
242
243 if (fVP.GetFieldHalfAngle() == 0.) {
244 glOrtho (left, right, bottom, top, pnear, pfar);
245 }
246 else {
247 glFrustum (left, right, bottom, top, pnear, pfar);
248 }
249
250 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
251 glLoadIdentity();
252
253 const G4Normal3D& upVector = fVP.GetUpVector ();
254 G4Point3D gltarget;
255 if (cameraDistance > 1.e-6 * radius) {
256 gltarget = targetPoint;
257 }
258 else {
259 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
260 }
261
262 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
263 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
264 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
265 upVector.x(), upVector.y(), upVector.z()); // Up vector.
266
267 // Light position is "true" light direction, so must come after gluLookAt.
268 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
269
270 // OpenGL no longer seems to reconstruct clipped edges, so, when the
271 // BooleanProcessor is up to it, abandon this and use generic
272 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
273 // force kernel visit on change of clipping plane in
274 // G4OpenGLStoredViewer::CompareForKernelVisit.
275 if (fVP.IsSection () ) { // pair of back to back clip planes.
276 const G4Plane3D& s = fVP.GetSectionPlane ();
277 double sArray[4];
278 sArray[0] = s.a();
279 sArray[1] = s.b();
280 sArray[2] = s.c();
281 sArray[3] = s.d() + radius * 1.e-05;
282 glClipPlane (GL_CLIP_PLANE0, sArray);
283 glEnable (GL_CLIP_PLANE0);
284 sArray[0] = -s.a();
285 sArray[1] = -s.b();
286 sArray[2] = -s.c();
287 sArray[3] = -s.d() + radius * 1.e-05;
288 glClipPlane (GL_CLIP_PLANE1, sArray);
289 glEnable (GL_CLIP_PLANE1);
290 } else {
291 glDisable (GL_CLIP_PLANE0);
292 glDisable (GL_CLIP_PLANE1);
293 }
294
295 const G4Planes& cutaways = fVP.GetCutawayPlanes();
296 size_t nPlanes = cutaways.size();
297 if (fVP.IsCutaway() &&
298 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
299 nPlanes > 0) {
300 double a[4];
301 a[0] = cutaways[0].a();
302 a[1] = cutaways[0].b();
303 a[2] = cutaways[0].c();
304 a[3] = cutaways[0].d();
305 glClipPlane (GL_CLIP_PLANE2, a);
306 glEnable (GL_CLIP_PLANE2);
307 if (nPlanes > 1) {
308 a[0] = cutaways[1].a();
309 a[1] = cutaways[1].b();
310 a[2] = cutaways[1].c();
311 a[3] = cutaways[1].d();
312 glClipPlane (GL_CLIP_PLANE3, a);
313 glEnable (GL_CLIP_PLANE3);
314 }
315 if (nPlanes > 2) {
316 a[0] = cutaways[2].a();
317 a[1] = cutaways[2].b();
318 a[2] = cutaways[2].c();
319 a[3] = cutaways[2].d();
320 glClipPlane (GL_CLIP_PLANE4, a);
321 glEnable (GL_CLIP_PLANE4);
322 }
323 } else {
324 glDisable (GL_CLIP_PLANE2);
325 glDisable (GL_CLIP_PLANE3);
326 glDisable (GL_CLIP_PLANE4);
327 }
328
329 // Background.
330 background = fVP.GetBackgroundColour ();
331
332}
333
334void G4OpenGLViewer::HaloingFirstPass () {
335
336 //To perform haloing, first Draw all information to the depth buffer
337 //alone, using a chunky line width, and then Draw all info again, to
338 //the colour buffer, setting a thinner line width an the depth testing
339 //function to less than or equal, so if two lines cross, the one
340 //passing behind the other will not pass the depth test, and so not
341 //get rendered either side of the infront line for a short distance.
342
343 //First, disable writing to the colo(u)r buffer...
344 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
345
346 //Now enable writing to the depth buffer...
347 glDepthMask (GL_TRUE);
348 glDepthFunc (GL_LESS);
349 glClearDepth (1.0);
350
351 //Finally, set the line width to something wide...
352 glLineWidth (3.0);
353
354}
355
356void G4OpenGLViewer::HaloingSecondPass () {
357
358 //And finally, turn the colour buffer back on with a sesible line width...
359 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
360 glDepthFunc (GL_LEQUAL);
361 glLineWidth (1.0);
362
363}
364
365void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
366{
367 //G4cout << "X: " << x << ", Y: " << y << G4endl;
368 const G4int BUFSIZE = 512;
369 GLuint selectBuffer[BUFSIZE];
370 glSelectBuffer(BUFSIZE, selectBuffer);
371 glRenderMode(GL_SELECT);
372 glInitNames();
373 glPushName(0);
374 glMatrixMode(GL_PROJECTION);
375 G4double currentProjectionMatrix[16];
376 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
377 glPushMatrix();
378 glLoadIdentity();
379 GLint viewport[4];
380 glGetIntegerv(GL_VIEWPORT, viewport);
381 // Define 5x5 pixel pick area
382 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
383 glMultMatrixd(currentProjectionMatrix);
384 glMatrixMode(GL_MODELVIEW);
385 DrawView();
386 GLint hits = glRenderMode(GL_RENDER);
387 if (hits < 0)
388 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
389 else if (hits > 0) {
390 //G4cout << hits << " hit(s)" << G4endl;
391 GLuint* p = selectBuffer;
392 for (GLint i = 0; i < hits; ++i) {
393 GLuint nnames = *p++;
394 *p++; //OR GLuint zmin = *p++;
395 *p++; //OR GLuint zmax = *p++;
396 //G4cout << "Hit " << i << ": " << nnames << " names"
397 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
398 for (GLuint j = 0; j < nnames; ++j) {
399 GLuint name = *p++;
400 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
401 std::map<GLuint, G4AttHolder*>::iterator iter =
402 fOpenGLSceneHandler.fPickMap.find(name);
403 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
404 G4AttHolder* attHolder = iter->second;
405 if(attHolder && attHolder->GetAttDefs().size()) {
406 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
407 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
408 attHolder->GetAttDefs()[i]);
409 }
410 }
411 }
412 }
413 G4cout << G4endl;
414 }
415 }
416 glMatrixMode(GL_PROJECTION);
417 glPopMatrix();
418 glMatrixMode(GL_MODELVIEW);
419}
420
421
422
423
424GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
425
426 GLubyte* buffer;
427 GLint swapbytes, lsbfirst, rowlength;
428 GLint skiprows, skippixels, alignment;
429 GLenum format;
430 int size;
431
432 if (inColor) {
433 format = GL_RGB;
434 size = width*height*3;
435 } else {
436 format = GL_LUMINANCE;
437 size = width*height*1;
438 }
439
440 buffer = new GLubyte[size];
441 if (buffer == NULL)
442 return NULL;
443
444 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
445 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
446 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
447
448 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
449 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
450 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
451
452 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
453 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
454 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
455
456 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
457 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
458 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
459
460 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
461
462 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
463 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
464 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
465
466 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
467 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
468 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
469
470 return buffer;
471}
472
473void G4OpenGLViewer::printEPS() {
474 bool res;
475#ifdef G4DEBUG_VIS_OGL
476 printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
477#endif
478 if (fVectoredPs) {
479 res = printVectoredEPS();
480 } else {
481 res = printNonVectoredEPS();
482 }
483 if (res == false) {
484 G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl;
485 } else {
486 G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl;
487 }
488}
489
490bool G4OpenGLViewer::printVectoredEPS() {
491 return printGl2PS();
492}
493
494bool G4OpenGLViewer::printNonVectoredEPS () {
495
496 int width = 0;
497 int height = 0;
498
499 if (fPrintSizeX == 0) {
500 width = fWinSize_x;
501 } else {
502 width = fPrintSizeX;
503 }
504 if (fPrintSizeY == 0) {
505 height = fWinSize_y;
506 } else {
507 height = fPrintSizeY;
508 }
509
510#ifdef G4DEBUG_VIS_OGL
511 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour);
512#endif
513 FILE* fp;
514 GLubyte* pixels;
515 GLubyte* curpix;
516 int components, pos, i;
517
518 pixels = grabPixels (fPrintColour, width, height);
519
520 if (pixels == NULL) {
521 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
522 return false;
523 }
524 if (fPrintColour) {
525 components = 3;
526 } else {
527 components = 1;
528 }
529
530 fp = fopen (fPrintFilename.c_str(), "w");
531 if (fp == NULL) {
532 G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
533 return false;
534 }
535
536 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
537 fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
538 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
539 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
540 fprintf (fp, "%%%%EndComments\n");
541 fprintf (fp, "gsave\n");
542 fprintf (fp, "/bwproc {\n");
543 fprintf (fp, " rgbproc\n");
544 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
545 fprintf (fp, " 5 -1 roll {\n");
546 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
547 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
548 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
549 fprintf (fp, " { 2 1 roll } ifelse\n");
550 fprintf (fp, " }forall\n");
551 fprintf (fp, " pop pop pop\n");
552 fprintf (fp, "} def\n");
553 fprintf (fp, "systemdict /colorimage known not {\n");
554 fprintf (fp, " /colorimage {\n");
555 fprintf (fp, " pop\n");
556 fprintf (fp, " pop\n");
557 fprintf (fp, " /rgbproc exch def\n");
558 fprintf (fp, " { bwproc } image\n");
559 fprintf (fp, " } def\n");
560 fprintf (fp, "} if\n");
561 fprintf (fp, "/picstr %d string def\n", width * components);
562 fprintf (fp, "%d %d scale\n", width, height);
563 fprintf (fp, "%d %d %d\n", width, height, 8);
564 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
565 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
566 fprintf (fp, "false %d\n", components);
567 fprintf (fp, "colorimage\n");
568
569 curpix = (GLubyte*) pixels;
570 pos = 0;
571 for (i = width*height*components; i>0; i--) {
572 fprintf (fp, "%02hx ", *(curpix++));
573 if (++pos >= 32) {
574 fprintf (fp, "\n");
575 pos = 0;
576 }
577 }
578 if (pos)
579 fprintf (fp, "\n");
580
581 fprintf (fp, "grestore\n");
582 fprintf (fp, "showpage\n");
583 delete pixels;
584 fclose (fp);
585
586 // Reset for next time (useful is size change)
587 fPrintSizeX = 0;
588 fPrintSizeY = 0;
589
590 return true;
591}
592
593
594bool G4OpenGLViewer::printGl2PS() {
595
596 int width = 0;
597 int height = 0;
598
599 if (fPrintSizeX == 0) {
600 width = fWinSize_x;
601 } else {
602 width = fPrintSizeX;
603 }
604 if (fPrintSizeY == 0) {
605 height = fWinSize_y;
606 } else {
607 height = fPrintSizeY;
608 }
609
610 if (!fGL2PSAction) return false;
611
612
613 fGL2PSAction->setFileName(fPrintFilename.c_str());
614 // try to resize
615 int X = fWinSize_x;
616 int Y = fWinSize_y;
617
618 fWinSize_x = width;
619 fWinSize_y = height;
620
621 ResizeGLView();
622 if (fGL2PSAction->enableFileWriting()) {
623
624 // By default, we choose the line width (trajectories...)
625 fGL2PSAction->setLineWidth(1);
626 // By default, we choose the point size (markers...)
627 fGL2PSAction->setPointSize(2);
628
629 DrawView ();
630 fGL2PSAction->disableFileWriting();
631 }
632
633 fWinSize_x = X;
634 fWinSize_y = Y;
635 ResizeGLView();
636
637 // Reset for next time (useful is size change)
638 fPrintSizeX = 0;
639 fPrintSizeY = 0;
640
641 return true;
642}
643
644GLdouble G4OpenGLViewer::getSceneNearWidth()
645{
646 const G4Point3D targetPoint
647 = fSceneHandler.GetScene()->GetStandardTargetPoint()
648 + fVP.GetCurrentTargetPoint ();
649 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
650 if(radius<=0.) radius = 1.;
651 const G4double cameraDistance = fVP.GetCameraDistance (radius);
652 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
653 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
654}
655
656GLdouble G4OpenGLViewer::getSceneFarWidth()
657{
658 const G4Point3D targetPoint
659 = fSceneHandler.GetScene()->GetStandardTargetPoint()
660 + fVP.GetCurrentTargetPoint ();
661 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
662 if(radius<=0.) radius = 1.;
663 const G4double cameraDistance = fVP.GetCameraDistance (radius);
664 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
665 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
666 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
667}
668
669
670GLdouble G4OpenGLViewer::getSceneDepth()
671{
672 const G4Point3D targetPoint
673 = fSceneHandler.GetScene()->GetStandardTargetPoint()
674 + fVP.GetCurrentTargetPoint ();
675 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
676 if(radius<=0.) radius = 1.;
677 const G4double cameraDistance = fVP.GetCameraDistance (radius);
678 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
679 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
680}
681
682
683
684void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
685{
686
687 G4Vector3D vp;
688 G4Vector3D up;
689
690 G4Vector3D xprime;
691 G4Vector3D yprime;
692 G4Vector3D zprime;
693
694 G4double delta_alpha;
695 G4double delta_theta;
696
697 G4Vector3D new_vp;
698 G4Vector3D new_up;
699
700 G4double cosalpha;
701 G4double sinalpha;
702
703 G4Vector3D a1;
704 G4Vector3D a2;
705 G4Vector3D delta;
706 G4Vector3D viewPoint;
707
708
709 //phi spin stuff here
710
711 vp = fVP.GetViewpointDirection ().unit ();
712 up = fVP.GetUpVector ().unit ();
713
714 yprime = (up.cross(vp)).unit();
715 zprime = (vp.cross(yprime)).unit();
716
717 if (fVP.GetLightsMoveWithCamera()) {
718 delta_alpha = dy * deltaRotation;
719 delta_theta = -dx * deltaRotation;
720 } else {
721 delta_alpha = -dy * deltaRotation;
722 delta_theta = dx * deltaRotation;
723 }
724
725 delta_alpha *= deg;
726 delta_theta *= deg;
727
728 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
729
730 // to avoid z rotation flipping
731 // to allow more than 360° rotation
732
733 const G4Point3D targetPoint
734 = fSceneHandler.GetScene()->GetStandardTargetPoint()
735 + fVP.GetCurrentTargetPoint ();
736 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
737 if(radius<=0.) radius = 1.;
738 const G4double cameraDistance = fVP.GetCameraDistance (radius);
739 const G4Point3D cameraPosition =
740 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
741
742 if (fVP.GetLightsMoveWithCamera()) {
743 new_up = (new_vp.cross(yprime)).unit();
744 if (new_vp.z()*vp.z() <0) {
745 new_up.set(new_up.x(),-new_up.y(),new_up.z());
746 }
747 } else {
748 new_up = up;
749 if (new_vp.z()*vp.z() <0) {
750 new_up.set(new_up.x(),-new_up.y(),new_up.z());
751 }
752 }
753 fVP.SetUpVector(new_up);
754 ////////////////
755 // Rotates by fixed azimuthal angle delta_theta.
756
757 cosalpha = new_up.dot (new_vp.unit());
758 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
759 yprime = (new_up.cross (new_vp.unit())).unit ();
760 xprime = yprime.cross (new_up);
761 // Projection of vp on plane perpendicular to up...
762 a1 = sinalpha * xprime;
763 // Required new projection...
764 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
765 // Required Increment vector...
766 delta = a2 - a1;
767 // So new viewpoint is...
768 viewPoint = new_vp.unit() + delta;
769
770 fVP.SetViewAndLights (viewPoint);
771}
772
773#endif
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