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 1.41 2008/10/24 13:49:19 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 | #include "G4ios.hh" |
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37 | #include "G4OpenGLViewer.hh" |
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38 | #include "G4OpenGLSceneHandler.hh" |
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39 | #include "G4OpenGLTransform3D.hh" |
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40 | |
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41 | #include "G4Scene.hh" |
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42 | #include "G4VisExtent.hh" |
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43 | #include "G4LogicalVolume.hh" |
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44 | #include "G4VSolid.hh" |
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45 | #include "G4Point3D.hh" |
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46 | #include "G4Normal3D.hh" |
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47 | #include "G4Plane3D.hh" |
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48 | #include "G4AttHolder.hh" |
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49 | #include "G4AttCheck.hh" |
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50 | #include <sstream> |
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51 | |
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52 | static const char* gouraudtriangleEPS[] = |
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53 | { |
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54 | "/bd{bind def}bind def /triangle { aload pop setrgbcolor aload pop 5 3", |
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55 | "roll 4 2 roll 3 2 roll exch moveto lineto lineto closepath fill } bd", |
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56 | "/computediff1 { 2 copy sub abs threshold ge {pop pop pop true} { exch 2", |
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57 | "index sub abs threshold ge { pop pop true} { sub abs threshold ge } ifelse", |
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58 | "} ifelse } bd /computediff3 { 3 copy 0 get 3 1 roll 0 get 3 1 roll 0 get", |
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59 | "computediff1 {true} { 3 copy 1 get 3 1 roll 1 get 3 1 roll 1 get", |
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60 | "computediff1 {true} { 3 copy 2 get 3 1 roll 2 get 3 1 roll 2 get", |
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61 | "computediff1 } ifelse } ifelse } bd /middlecolor { aload pop 4 -1 roll", |
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62 | "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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63 | "div 3 1 roll exch 3 array astore } bd /gouraudtriangle { computediff3 { 4", |
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64 | "-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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65 | "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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66 | "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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67 | "1 roll add 2 div exch 7 3 roll 10 -3 roll dup 3 index middlecolor 4 1 roll", |
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68 | "2 copy middlecolor 4 1 roll 3 copy pop middlecolor 4 1 roll 13 -1 roll", |
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69 | "aload pop 17 index 6 index 15 index 19 index 6 index 17 index 6 array", |
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70 | "astore 10 index 10 index 14 index gouraudtriangle 17 index 5 index 17", |
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71 | "index 19 index 5 index 19 index 6 array astore 10 index 9 index 13 index", |
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72 | "gouraudtriangle 13 index 16 index 5 index 15 index 18 index 5 index 6", |
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73 | "array astore 12 index 12 index 9 index gouraudtriangle 17 index 16 index", |
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74 | "15 index 19 index 18 index 17 index 6 array astore 10 index 12 index 14", |
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75 | "index gouraudtriangle 18 {pop} repeat } { aload pop 5 3 roll aload pop 7 3", |
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76 | "roll aload pop 9 3 roll 4 index 6 index 4 index add add 3 div 10 1 roll 7", |
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77 | "index 5 index 3 index add add 3 div 10 1 roll 6 index 4 index 2 index add", |
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78 | "add 3 div 10 1 roll 9 {pop} repeat 3 array astore triangle } ifelse } bd", |
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79 | NULL |
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80 | }; |
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81 | |
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82 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene): |
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83 | G4VViewer (scene, -1), |
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84 | pointSize (0), |
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85 | print_colour (true), |
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86 | vectored_ps (true), |
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87 | fOpenGLSceneHandler(scene), |
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88 | background (G4Colour(0.,0.,0.)), |
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89 | transparency_enabled (true), |
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90 | antialiasing_enabled (false), |
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91 | haloing_enabled (false), |
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92 | fStartTime(-DBL_MAX), |
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93 | fEndTime(DBL_MAX), |
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94 | fFadeFactor(0.), |
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95 | fDisplayHeadTime(false), |
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96 | fDisplayHeadTimeX(-0.9), |
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97 | fDisplayHeadTimeY(-0.9), |
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98 | fDisplayHeadTimeSize(24.), |
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99 | fDisplayHeadTimeRed(0.), |
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100 | fDisplayHeadTimeGreen(1.), |
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101 | fDisplayHeadTimeBlue(1.), |
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102 | fDisplayLightFront(false), |
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103 | fDisplayLightFrontX(0.), |
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104 | fDisplayLightFrontY(0.), |
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105 | fDisplayLightFrontZ(0.), |
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106 | fDisplayLightFrontT(0.), |
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107 | fDisplayLightFrontRed(0.), |
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108 | fDisplayLightFrontGreen(1.), |
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109 | fDisplayLightFrontBlue(0.) |
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110 | { |
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111 | // Make changes to view parameters for OpenGL... |
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112 | fVP.SetAutoRefresh(true); |
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113 | fDefaultVP.SetAutoRefresh(true); |
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114 | |
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115 | // glClearColor (0.0, 0.0, 0.0, 0.0); |
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116 | // glClearDepth (1.0); |
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117 | // glDisable (GL_BLEND); |
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118 | // glDisable (GL_LINE_SMOOTH); |
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119 | // glDisable (GL_POLYGON_SMOOTH); |
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120 | |
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121 | strcpy (print_string, "G4OpenGL.eps"); |
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122 | } |
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123 | |
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124 | G4OpenGLViewer::~G4OpenGLViewer () {} |
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125 | |
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126 | void G4OpenGLViewer::InitializeGLView () |
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127 | { |
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128 | glClearColor (0.0, 0.0, 0.0, 0.0); |
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129 | glClearDepth (1.0); |
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130 | glDisable (GL_BLEND); |
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131 | glDisable (GL_LINE_SMOOTH); |
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132 | glDisable (GL_POLYGON_SMOOTH); |
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133 | } |
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134 | |
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135 | void G4OpenGLViewer::ClearView () { |
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136 | glClearColor (background.GetRed(), |
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137 | background.GetGreen(), |
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138 | background.GetBlue(), |
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139 | 1.); |
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140 | glClearDepth (1.0); |
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141 | //Below line does not compile with Mesa includes. |
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142 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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143 | glClear (GL_COLOR_BUFFER_BIT); |
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144 | glClear (GL_DEPTH_BUFFER_BIT); |
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145 | glClear (GL_STENCIL_BUFFER_BIT); |
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146 | glFlush (); |
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147 | } |
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148 | |
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149 | void G4OpenGLViewer::SetView () { |
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150 | |
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151 | if (!fSceneHandler.GetScene()) { |
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152 | G4cerr << "G4OpenGLStoredQtViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... " |
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153 | << G4endl; |
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154 | return; |
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155 | } |
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156 | // Calculates view representation based on extent of object being |
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157 | // viewed and (initial) viewpoint. (Note: it can change later due |
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158 | // to user interaction via visualization system's GUI.) |
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159 | |
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160 | // Lighting. |
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161 | GLfloat lightPosition [4]; |
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162 | lightPosition [0] = fVP.GetActualLightpointDirection().x(); |
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163 | lightPosition [1] = fVP.GetActualLightpointDirection().y(); |
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164 | lightPosition [2] = fVP.GetActualLightpointDirection().z(); |
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165 | lightPosition [3] = 0.; |
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166 | // Light position is "true" light direction, so must come after gluLookAt. |
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167 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.}; |
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168 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.}; |
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169 | glEnable (GL_LIGHT0); |
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170 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); |
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171 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); |
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172 | |
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173 | // Get radius of scene, etc. |
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174 | // Note that this procedure properly takes into account zoom, dolly and pan. |
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175 | const G4Point3D targetPoint |
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176 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
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177 | + fVP.GetCurrentTargetPoint (); |
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178 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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179 | if(radius<=0.) radius = 1.; |
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180 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
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181 | const G4Point3D cameraPosition = |
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182 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
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183 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
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184 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
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185 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius); |
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186 | const GLdouble left = -right; |
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187 | const GLdouble bottom = left; |
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188 | const GLdouble top = right; |
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189 | |
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190 | glMatrixMode (GL_PROJECTION); // set up Frustum. |
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191 | glLoadIdentity(); |
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192 | |
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193 | const G4Vector3D scale = fVP.GetScaleFactor(); |
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194 | glScaled(scale.x(),scale.y(),scale.z()); |
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195 | |
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196 | if (fVP.GetFieldHalfAngle() == 0.) { |
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197 | glOrtho (left, right, bottom, top, pnear, pfar); |
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198 | } |
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199 | else { |
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200 | glFrustum (left, right, bottom, top, pnear, pfar); |
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201 | } |
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202 | |
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203 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene. |
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204 | glLoadIdentity(); |
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205 | |
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206 | const G4Normal3D& upVector = fVP.GetUpVector (); |
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207 | G4Point3D gltarget; |
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208 | if (cameraDistance > 1.e-6 * radius) { |
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209 | gltarget = targetPoint; |
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210 | } |
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211 | else { |
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212 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit(); |
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213 | } |
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214 | |
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215 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity. |
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216 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint. |
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217 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point. |
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218 | upVector.x(), upVector.y(), upVector.z()); // Up vector. |
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219 | |
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220 | // Light position is "true" light direction, so must come after gluLookAt. |
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221 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); |
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222 | |
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223 | // OpenGL no longer seems to reconstruct clipped edges, so, when the |
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224 | // BooleanProcessor is up to it, abandon this and use generic |
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225 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also, |
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226 | // force kernel visit on change of clipping plane in |
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227 | // G4OpenGLStoredViewer::CompareForKernelVisit. |
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228 | if (fVP.IsSection () ) { // pair of back to back clip planes. |
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229 | const G4Plane3D& s = fVP.GetSectionPlane (); |
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230 | double sArray[4]; |
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231 | sArray[0] = s.a(); |
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232 | sArray[1] = s.b(); |
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233 | sArray[2] = s.c(); |
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234 | sArray[3] = s.d() + radius * 1.e-05; |
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235 | glClipPlane (GL_CLIP_PLANE0, sArray); |
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236 | glEnable (GL_CLIP_PLANE0); |
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237 | sArray[0] = -s.a(); |
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238 | sArray[1] = -s.b(); |
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239 | sArray[2] = -s.c(); |
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240 | sArray[3] = -s.d() + radius * 1.e-05; |
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241 | glClipPlane (GL_CLIP_PLANE1, sArray); |
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242 | glEnable (GL_CLIP_PLANE1); |
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243 | } else { |
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244 | glDisable (GL_CLIP_PLANE0); |
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245 | glDisable (GL_CLIP_PLANE1); |
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246 | } |
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247 | |
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248 | const G4Planes& cutaways = fVP.GetCutawayPlanes(); |
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249 | size_t nPlanes = cutaways.size(); |
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250 | if (fVP.IsCutaway() && |
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251 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection && |
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252 | nPlanes > 0) { |
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253 | double a[4]; |
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254 | a[0] = cutaways[0].a(); |
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255 | a[1] = cutaways[0].b(); |
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256 | a[2] = cutaways[0].c(); |
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257 | a[3] = cutaways[0].d(); |
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258 | glClipPlane (GL_CLIP_PLANE2, a); |
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259 | glEnable (GL_CLIP_PLANE2); |
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260 | if (nPlanes > 1) { |
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261 | a[0] = cutaways[1].a(); |
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262 | a[1] = cutaways[1].b(); |
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263 | a[2] = cutaways[1].c(); |
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264 | a[3] = cutaways[1].d(); |
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265 | glClipPlane (GL_CLIP_PLANE3, a); |
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266 | glEnable (GL_CLIP_PLANE3); |
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267 | } |
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268 | if (nPlanes > 2) { |
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269 | a[0] = cutaways[2].a(); |
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270 | a[1] = cutaways[2].b(); |
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271 | a[2] = cutaways[2].c(); |
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272 | a[3] = cutaways[2].d(); |
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273 | glClipPlane (GL_CLIP_PLANE4, a); |
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274 | glEnable (GL_CLIP_PLANE4); |
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275 | } |
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276 | } else { |
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277 | glDisable (GL_CLIP_PLANE2); |
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278 | glDisable (GL_CLIP_PLANE3); |
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279 | glDisable (GL_CLIP_PLANE4); |
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280 | } |
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281 | |
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282 | // Background. |
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283 | background = fVP.GetBackgroundColour (); |
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284 | |
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285 | } |
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286 | |
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287 | void G4OpenGLViewer::HaloingFirstPass () { |
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288 | |
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289 | //To perform haloing, first Draw all information to the depth buffer |
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290 | //alone, using a chunky line width, and then Draw all info again, to |
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291 | //the colour buffer, setting a thinner line width an the depth testing |
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292 | //function to less than or equal, so if two lines cross, the one |
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293 | //passing behind the other will not pass the depth test, and so not |
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294 | //get rendered either side of the infront line for a short distance. |
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295 | |
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296 | //First, disable writing to the colo(u)r buffer... |
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297 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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298 | |
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299 | //Now enable writing to the depth buffer... |
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300 | glDepthMask (GL_TRUE); |
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301 | glDepthFunc (GL_LESS); |
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302 | glClearDepth (1.0); |
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303 | |
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304 | //Finally, set the line width to something wide... |
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305 | glLineWidth (3.0); |
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306 | |
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307 | } |
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308 | |
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309 | void G4OpenGLViewer::HaloingSecondPass () { |
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310 | |
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311 | //And finally, turn the colour buffer back on with a sesible line width... |
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312 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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313 | glDepthFunc (GL_LEQUAL); |
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314 | glLineWidth (1.0); |
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315 | |
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316 | } |
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317 | |
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318 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y) |
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319 | { |
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320 | //G4cout << "X: " << x << ", Y: " << y << G4endl; |
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321 | const G4int BUFSIZE = 512; |
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322 | GLuint selectBuffer[BUFSIZE]; |
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323 | glSelectBuffer(BUFSIZE, selectBuffer); |
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324 | glRenderMode(GL_SELECT); |
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325 | glInitNames(); |
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326 | glPushName(0); |
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327 | glMatrixMode(GL_PROJECTION); |
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328 | G4double currentProjectionMatrix[16]; |
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329 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix); |
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330 | glPushMatrix(); |
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331 | glLoadIdentity(); |
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332 | GLint viewport[4]; |
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333 | glGetIntegerv(GL_VIEWPORT, viewport); |
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334 | // Define 5x5 pixel pick area |
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335 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport); |
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336 | glMultMatrixd(currentProjectionMatrix); |
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337 | glMatrixMode(GL_MODELVIEW); |
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338 | DrawView(); |
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339 | GLint hits = glRenderMode(GL_RENDER); |
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340 | if (hits < 0) |
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341 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout; |
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342 | else if (hits > 0) { |
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343 | //G4cout << hits << " hit(s)" << G4endl; |
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344 | GLuint* p = selectBuffer; |
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345 | for (GLint i = 0; i < hits; ++i) { |
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346 | GLuint nnames = *p++; |
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347 | *p++; //OR GLuint zmin = *p++; |
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348 | *p++; //OR GLuint zmax = *p++; |
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349 | //G4cout << "Hit " << i << ": " << nnames << " names" |
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350 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl; |
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351 | for (GLuint j = 0; j < nnames; ++j) { |
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352 | GLuint name = *p++; |
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353 | //G4cout << "Name " << j << ": PickName: " << name << G4endl; |
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354 | std::map<GLuint, G4AttHolder*>::iterator iter = |
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355 | fOpenGLSceneHandler.fPickMap.find(name); |
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356 | if (iter != fOpenGLSceneHandler.fPickMap.end()) { |
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357 | G4AttHolder* attHolder = iter->second; |
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358 | if(attHolder && attHolder->GetAttDefs().size()) { |
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359 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) { |
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360 | G4cout << G4AttCheck(attHolder->GetAttValues()[i], |
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361 | attHolder->GetAttDefs()[i]); |
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362 | } |
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363 | } |
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364 | } |
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365 | } |
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366 | G4cout << G4endl; |
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367 | } |
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368 | } |
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369 | glMatrixMode(GL_PROJECTION); |
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370 | glPopMatrix(); |
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371 | glMatrixMode(GL_MODELVIEW); |
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372 | } |
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373 | |
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374 | void G4OpenGLViewer::print() { |
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375 | |
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376 | // Print vectored PostScript |
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377 | |
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378 | G4int size = 5000000; |
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379 | GLfloat* feedback_buffer = new GLfloat[size]; |
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380 | glFeedbackBuffer (size, GL_3D_COLOR, feedback_buffer); |
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381 | glRenderMode (GL_FEEDBACK); |
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382 | |
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383 | DrawView(); |
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384 | |
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385 | GLint returned; |
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386 | returned = glRenderMode (GL_RENDER); |
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387 | |
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388 | FILE* file; |
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389 | if (print_string) { |
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390 | file = fopen (print_string, "w"); |
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391 | if (file) { |
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392 | spewWireframeEPS (file, returned, feedback_buffer, "rendereps"); |
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393 | } else { |
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394 | printf("Could not open %s\n", print_string); |
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395 | } |
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396 | } else { |
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397 | printBuffer (returned, feedback_buffer); |
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398 | } |
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399 | |
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400 | delete[] feedback_buffer; |
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401 | } |
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402 | |
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403 | void G4OpenGLViewer::print3DcolorVertex(GLint size, GLint * count, GLfloat * buffer) |
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404 | { |
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405 | G4int i; |
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406 | |
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407 | printf(" "); |
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408 | for (i = 0; i < 7; i++) { |
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409 | printf("%4.2f ", buffer[size - (*count)]); |
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410 | *count = *count - 1; |
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411 | } |
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412 | printf("\n"); |
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413 | } |
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414 | |
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415 | void G4OpenGLViewer::spewWireframeEPS (FILE* file, GLint size, GLfloat* buffer, const char* cr) { |
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416 | |
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417 | GLfloat EPS_GOURAUD_THRESHOLD=0.1; |
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418 | |
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419 | GLfloat clearColor[4], viewport[4]; |
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420 | GLfloat lineWidth; |
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421 | G4int i; |
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422 | |
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423 | glGetFloatv (GL_VIEWPORT, viewport); |
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424 | glGetFloatv (GL_COLOR_CLEAR_VALUE, clearColor); |
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425 | glGetFloatv (GL_LINE_WIDTH, &lineWidth); |
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426 | glGetFloatv (GL_POINT_SIZE, &pointSize); |
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427 | |
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428 | fputs ("%!PS-Adobe-2.0 EPSF-2.0\n", file); |
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429 | fprintf (file, "%%%%Creator: %s (using OpenGL feedback)\n", cr); |
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430 | fprintf (file, "%%%%BoundingBox: %g %g %g %g\n", viewport[0], viewport[1], viewport[2], viewport[3]); |
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431 | fputs ("%%EndComments\n", file); |
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432 | fputs ("\n", file); |
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433 | fputs ("gsave\n", file); |
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434 | fputs ("\n", file); |
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435 | |
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436 | fputs ("% the gouraudtriangle PostScript fragment below is free\n", file); |
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437 | fputs ("% written by Frederic Delhoume (delhoume@ilog.fr)\n", file); |
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438 | fprintf (file, "/threshold %g def\n", EPS_GOURAUD_THRESHOLD); |
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439 | for (i=0; gouraudtriangleEPS[i]; i++) { |
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440 | fprintf (file, "%s\n", gouraudtriangleEPS[i]); |
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441 | } |
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442 | |
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443 | fprintf(file, "\n%g setlinewidth\n", lineWidth); |
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444 | |
---|
445 | fprintf (file, "%g %g %g setrgbcolor\n", clearColor[0], clearColor[1], clearColor[2]); |
---|
446 | fprintf (file, "%g %g %g %g rectfill\n\n", viewport[0], viewport[1], viewport[2], viewport[3]); |
---|
447 | |
---|
448 | spewSortedFeedback (file, size, buffer); |
---|
449 | |
---|
450 | fputs ("grestore\n\n", file); |
---|
451 | fputs ("showpage\n", file); |
---|
452 | |
---|
453 | fclose(file); |
---|
454 | } |
---|
455 | |
---|
456 | void G4OpenGLViewer::printBuffer (GLint size, GLfloat* buffer) { |
---|
457 | |
---|
458 | GLint count; |
---|
459 | G4int token, nvertices; |
---|
460 | |
---|
461 | count=size; |
---|
462 | while(count) { |
---|
463 | token=G4int (buffer[size-count]); |
---|
464 | count--; |
---|
465 | switch (token) { |
---|
466 | |
---|
467 | case GL_PASS_THROUGH_TOKEN: |
---|
468 | printf ("GL_PASS_THROUGH_TOKEN\n"); |
---|
469 | printf (" %4.2f\n", buffer[size-count]); |
---|
470 | count--; |
---|
471 | break; |
---|
472 | |
---|
473 | case GL_POINT_TOKEN: |
---|
474 | printf ("GL_POINT_TOKEN\n"); |
---|
475 | print3DcolorVertex (size, &count, buffer); |
---|
476 | break; |
---|
477 | |
---|
478 | case GL_LINE_TOKEN: |
---|
479 | printf ("GL_LINE_TOKEN\n"); |
---|
480 | print3DcolorVertex (size, &count, buffer); |
---|
481 | print3DcolorVertex (size, &count, buffer); |
---|
482 | break; |
---|
483 | |
---|
484 | case GL_LINE_RESET_TOKEN: |
---|
485 | printf ("GL_LINE_RESET_TOKEN\n"); |
---|
486 | print3DcolorVertex (size, &count, buffer); |
---|
487 | print3DcolorVertex (size, &count, buffer); |
---|
488 | break; |
---|
489 | |
---|
490 | case GL_POLYGON_TOKEN: |
---|
491 | printf ("GL_POLYGON_TOKEN\n"); |
---|
492 | nvertices=G4int (buffer[size-count]); |
---|
493 | count--; |
---|
494 | for (; nvertices>0; nvertices--) { |
---|
495 | print3DcolorVertex (size, &count, buffer); |
---|
496 | } |
---|
497 | } |
---|
498 | } |
---|
499 | } |
---|
500 | |
---|
501 | G4float* G4OpenGLViewer::spewPrimitiveEPS (FILE* file, GLfloat* loc) { |
---|
502 | |
---|
503 | G4int token; |
---|
504 | G4int nvertices, i; |
---|
505 | GLfloat red, green, blue, intensity; |
---|
506 | G4int smooth; |
---|
507 | GLfloat dx, dy, dr, dg, db, absR, absG, absB, colormax; |
---|
508 | G4int steps; |
---|
509 | Feedback3Dcolor *vertex; |
---|
510 | GLfloat xstep(0.), ystep(0.), rstep(0.), gstep(0.), bstep(0.); |
---|
511 | GLfloat xnext(0.), ynext(0.), rnext(0.), gnext(0.), bnext(0.), distance(0.); |
---|
512 | |
---|
513 | token=G4int (*loc); |
---|
514 | loc++; |
---|
515 | switch (token) { |
---|
516 | case GL_LINE_RESET_TOKEN: |
---|
517 | case GL_LINE_TOKEN: |
---|
518 | vertex=(Feedback3Dcolor*)loc; |
---|
519 | dr=vertex[1].red - vertex[0].red; |
---|
520 | dg=vertex[1].green - vertex[0].green; |
---|
521 | db=vertex[1].blue - vertex[0].blue; |
---|
522 | |
---|
523 | if (!print_colour) { |
---|
524 | dr+=(dg+db); |
---|
525 | dr/=3.0; |
---|
526 | dg=dr; |
---|
527 | db=dr; |
---|
528 | } |
---|
529 | |
---|
530 | if (dr!=0 || dg!=0 || db!=0) { |
---|
531 | dx=vertex[1].x - vertex[0].x; |
---|
532 | dy=vertex[1].y - vertex[0].y; |
---|
533 | distance=std::sqrt(dx*dx + dy*dy); |
---|
534 | |
---|
535 | absR=std::fabs(dr); |
---|
536 | absG=std::fabs(dg); |
---|
537 | absB=std::fabs(db); |
---|
538 | |
---|
539 | #define Max(a, b) (((a)>(b))?(a):(b)) |
---|
540 | |
---|
541 | #define EPS_SMOOTH_LINE_FACTOR 0.06 |
---|
542 | |
---|
543 | colormax=Max(absR, Max(absG, absB)); |
---|
544 | steps=Max(1, G4int (colormax*distance*EPS_SMOOTH_LINE_FACTOR)); |
---|
545 | |
---|
546 | xstep=dx/steps; |
---|
547 | ystep=dy/steps; |
---|
548 | |
---|
549 | rstep=dr/steps; |
---|
550 | gstep=dg/steps; |
---|
551 | bstep=db/steps; |
---|
552 | |
---|
553 | xnext=vertex[0].x; |
---|
554 | ynext=vertex[0].y; |
---|
555 | rnext=vertex[0].red; |
---|
556 | gnext=vertex[0].green; |
---|
557 | bnext=vertex[0].blue; |
---|
558 | |
---|
559 | if (!print_colour) { |
---|
560 | rnext+=(gnext+bnext); |
---|
561 | rnext/=3.0; |
---|
562 | gnext=rnext; |
---|
563 | bnext=rnext; |
---|
564 | } |
---|
565 | |
---|
566 | xnext -= xstep/2.0; |
---|
567 | ynext -= ystep/2.0; |
---|
568 | rnext -= rstep/2.0; |
---|
569 | gnext -= gstep/2.0; |
---|
570 | bnext -= bstep/2.0; |
---|
571 | } else { |
---|
572 | steps=0; |
---|
573 | } |
---|
574 | if (print_colour) { |
---|
575 | fprintf (file, "%g %g %g setrgbcolor\n", |
---|
576 | vertex[0].red, vertex[0].green, vertex[0].blue); |
---|
577 | } else { |
---|
578 | intensity = (vertex[0].red + vertex[0].green + vertex[0].blue) / 3.0; |
---|
579 | fprintf (file, "%g %g %g setrgbcolor\n", |
---|
580 | intensity, intensity, intensity); |
---|
581 | } |
---|
582 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y); |
---|
583 | |
---|
584 | for (i=0; i<steps; i++) { |
---|
585 | |
---|
586 | xnext += xstep; |
---|
587 | ynext += ystep; |
---|
588 | rnext += rstep; |
---|
589 | gnext += gstep; |
---|
590 | bnext += bstep; |
---|
591 | |
---|
592 | fprintf (file, "%g %g lineto stroke\n", xnext, ynext); |
---|
593 | fprintf (file, "%g %g %g setrgbcolor\n", rnext, gnext, bnext); |
---|
594 | fprintf (file, "%g %g moveto\n", xnext, ynext); |
---|
595 | } |
---|
596 | fprintf (file, "%g %g lineto stroke\n", vertex[1].x, vertex[1].y); |
---|
597 | |
---|
598 | loc += 14; |
---|
599 | break; |
---|
600 | |
---|
601 | case GL_POLYGON_TOKEN: |
---|
602 | nvertices = G4int (*loc); |
---|
603 | loc++; |
---|
604 | vertex=(Feedback3Dcolor*)loc; |
---|
605 | if (nvertices>0) { |
---|
606 | red=vertex[0].red; |
---|
607 | green=vertex[0].green; |
---|
608 | blue=vertex[0].blue; |
---|
609 | smooth=0; |
---|
610 | |
---|
611 | if (!print_colour) { |
---|
612 | red+=(green+blue); |
---|
613 | red/=3.0; |
---|
614 | green=red; |
---|
615 | blue=red; |
---|
616 | } |
---|
617 | |
---|
618 | if (print_colour) { |
---|
619 | for (i=1; i<nvertices; i++) { |
---|
620 | if (red!=vertex[i].red || green!=vertex[i].green || blue!=vertex[i].blue) { |
---|
621 | smooth=1; |
---|
622 | break; |
---|
623 | } |
---|
624 | } |
---|
625 | } else { |
---|
626 | for (i=1; i<nvertices; i++) { |
---|
627 | intensity = vertex[i].red + vertex[i].green + vertex[i].blue; |
---|
628 | intensity/=3.0; |
---|
629 | if (red!=intensity) { |
---|
630 | smooth=1; |
---|
631 | break; |
---|
632 | } |
---|
633 | } |
---|
634 | } |
---|
635 | |
---|
636 | if (smooth) { |
---|
637 | G4int triOffset; |
---|
638 | for (i=0; i<nvertices-2; i++) { |
---|
639 | triOffset = i*7; |
---|
640 | fprintf (file, "[%g %g %g %g %g %g]", |
---|
641 | vertex[0].x, vertex[i+1].x, vertex[i+2].x, |
---|
642 | vertex[0].y, vertex[i+1].y, vertex[i+2].y); |
---|
643 | if (print_colour) { |
---|
644 | fprintf (file, " [%g %g %g] [%g %g %g] [%g %g %g] gouraudtriangle\n", |
---|
645 | vertex[0].red, vertex[0].green, vertex[0].blue, |
---|
646 | vertex[i+1].red, vertex[i+1].green, vertex[i+1].blue, |
---|
647 | vertex[i+2].red, vertex[i+2].green, vertex[i+2].blue); |
---|
648 | } else { |
---|
649 | |
---|
650 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue; |
---|
651 | intensity/=3.0; |
---|
652 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity); |
---|
653 | |
---|
654 | intensity = vertex[1].red + vertex[1].green + vertex[1].blue; |
---|
655 | intensity/=3.0; |
---|
656 | fprintf (file, " [%g %g %g]", intensity, intensity, intensity); |
---|
657 | |
---|
658 | intensity = vertex[2].red + vertex[2].green + vertex[2].blue; |
---|
659 | intensity/=3.0; |
---|
660 | fprintf (file, " [%g %g %g] gouraudtriangle\n", intensity, intensity, intensity); |
---|
661 | } |
---|
662 | } |
---|
663 | } else { |
---|
664 | fprintf (file, "newpath\n"); |
---|
665 | fprintf (file, "%g %g %g setrgbcolor\n", red, green, blue); |
---|
666 | fprintf (file, "%g %g moveto\n", vertex[0].x, vertex[0].y); |
---|
667 | for (i=1; i<nvertices; i++) { |
---|
668 | fprintf (file, "%g %g lineto\n", vertex[i].x, vertex[i].y); |
---|
669 | } |
---|
670 | fprintf (file, "closepath fill\n\n"); |
---|
671 | } |
---|
672 | } |
---|
673 | loc += nvertices*7; |
---|
674 | break; |
---|
675 | |
---|
676 | case GL_POINT_TOKEN: |
---|
677 | vertex=(Feedback3Dcolor*)loc; |
---|
678 | if (print_colour) { |
---|
679 | fprintf (file, "%g %g %g setrgbcolor\n", vertex[0].red, vertex[0].green, vertex[0].blue); |
---|
680 | } else { |
---|
681 | intensity = vertex[0].red + vertex[0].green + vertex[0].blue; |
---|
682 | intensity/=3.0; |
---|
683 | fprintf (file, "%g %g %g setrgbcolor\n", intensity, intensity, intensity); |
---|
684 | } |
---|
685 | fprintf(file, "%g %g %g 0 360 arc fill\n\n", vertex[0].x, vertex[0].y, pointSize / 2.0); |
---|
686 | loc += 7; /* Each vertex element in the feedback |
---|
687 | buffer is 7 GLfloats. */ |
---|
688 | break; |
---|
689 | default: |
---|
690 | /* XXX Left as an excersie to the reader. */ |
---|
691 | static G4bool spewPrimitiveEPSWarned = false; |
---|
692 | if (!spewPrimitiveEPSWarned) { |
---|
693 | std::ostringstream oss; |
---|
694 | oss << |
---|
695 | "Incomplete implementation. Unexpected token (" << token << ")." |
---|
696 | "\n (Seems to be caused by text.)"; |
---|
697 | G4Exception("G4OpenGLViewer::spewPrimitiveEPS", |
---|
698 | "Unexpected token", |
---|
699 | JustWarning, |
---|
700 | oss.str().c_str()); |
---|
701 | spewPrimitiveEPSWarned = true; |
---|
702 | } |
---|
703 | } |
---|
704 | return loc; |
---|
705 | } |
---|
706 | |
---|
707 | typedef struct G4OpenGLViewerDepthIndex { |
---|
708 | GLfloat *ptr; |
---|
709 | GLfloat depth; |
---|
710 | } DepthIndex; |
---|
711 | |
---|
712 | extern "C" { |
---|
713 | int G4OpenGLViewercompare(const void *a, const void *b) |
---|
714 | { |
---|
715 | const DepthIndex *p1 = (DepthIndex *) a; |
---|
716 | const DepthIndex *p2 = (DepthIndex *) b; |
---|
717 | GLfloat diff = p2->depth - p1->depth; |
---|
718 | |
---|
719 | if (diff > 0.0) { |
---|
720 | return 1; |
---|
721 | } else if (diff < 0.0) { |
---|
722 | return -1; |
---|
723 | } else { |
---|
724 | return 0; |
---|
725 | } |
---|
726 | } |
---|
727 | } |
---|
728 | |
---|
729 | GLdouble G4OpenGLViewer::getSceneNearWidth() |
---|
730 | { |
---|
731 | const G4Point3D targetPoint |
---|
732 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
733 | + fVP.GetCurrentTargetPoint (); |
---|
734 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
735 | if(radius<=0.) radius = 1.; |
---|
736 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
737 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
738 | return 2 * fVP.GetFrontHalfHeight (pnear, radius); |
---|
739 | } |
---|
740 | |
---|
741 | GLdouble G4OpenGLViewer::getSceneFarWidth() |
---|
742 | { |
---|
743 | const G4Point3D targetPoint |
---|
744 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
745 | + fVP.GetCurrentTargetPoint (); |
---|
746 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
747 | if(radius<=0.) radius = 1.; |
---|
748 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
749 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
750 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
---|
751 | return 2 * fVP.GetFrontHalfHeight (pfar, radius); |
---|
752 | } |
---|
753 | |
---|
754 | |
---|
755 | GLdouble G4OpenGLViewer::getSceneDepth() |
---|
756 | { |
---|
757 | const G4Point3D targetPoint |
---|
758 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
759 | + fVP.GetCurrentTargetPoint (); |
---|
760 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
761 | if(radius<=0.) radius = 1.; |
---|
762 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
763 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
764 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear; |
---|
765 | } |
---|
766 | |
---|
767 | |
---|
768 | void G4OpenGLViewer::spewSortedFeedback(FILE * file, GLint size, GLfloat * buffer) |
---|
769 | { |
---|
770 | int token; |
---|
771 | GLfloat *loc, *end; |
---|
772 | Feedback3Dcolor *vertex; |
---|
773 | GLfloat depthSum; |
---|
774 | int nprimitives, item; |
---|
775 | DepthIndex *prims; |
---|
776 | int nvertices, i; |
---|
777 | |
---|
778 | end = buffer + size; |
---|
779 | |
---|
780 | /* Count how many primitives there are. */ |
---|
781 | nprimitives = 0; |
---|
782 | loc = buffer; |
---|
783 | while (loc < end) { |
---|
784 | token = int (*loc); |
---|
785 | loc++; |
---|
786 | switch (token) { |
---|
787 | case GL_LINE_TOKEN: |
---|
788 | case GL_LINE_RESET_TOKEN: |
---|
789 | loc += 14; |
---|
790 | nprimitives++; |
---|
791 | break; |
---|
792 | case GL_POLYGON_TOKEN: |
---|
793 | nvertices = int (*loc); |
---|
794 | loc++; |
---|
795 | loc += (7 * nvertices); |
---|
796 | nprimitives++; |
---|
797 | break; |
---|
798 | case GL_POINT_TOKEN: |
---|
799 | loc += 7; |
---|
800 | nprimitives++; |
---|
801 | break; |
---|
802 | default: |
---|
803 | /* XXX Left as an excersie to the reader. */ |
---|
804 | static G4bool spewSortedFeedbackWarned = false; |
---|
805 | if (!spewSortedFeedbackWarned) { |
---|
806 | std::ostringstream oss; |
---|
807 | oss << |
---|
808 | "Incomplete implementation. Unexpected token (" << token << ")." |
---|
809 | "\n (Seems to be caused by text.)"; |
---|
810 | G4Exception("G4OpenGLViewer::spewSortedFeedback", |
---|
811 | "Unexpected token", |
---|
812 | JustWarning, |
---|
813 | oss.str().c_str()); |
---|
814 | spewSortedFeedbackWarned = true; |
---|
815 | } |
---|
816 | nprimitives++; |
---|
817 | } |
---|
818 | } |
---|
819 | |
---|
820 | /* Allocate an array of pointers that will point back at |
---|
821 | primitives in the feedback buffer. There will be one |
---|
822 | entry per primitive. This array is also where we keep the |
---|
823 | primitive's average depth. There is one entry per |
---|
824 | primitive in the feedback buffer. */ |
---|
825 | prims = (DepthIndex *) malloc(sizeof(DepthIndex) * nprimitives); |
---|
826 | |
---|
827 | item = 0; |
---|
828 | loc = buffer; |
---|
829 | while (loc < end) { |
---|
830 | prims[item].ptr = loc; /* Save this primitive's location. */ |
---|
831 | token = int (*loc); |
---|
832 | loc++; |
---|
833 | switch (token) { |
---|
834 | case GL_LINE_TOKEN: |
---|
835 | case GL_LINE_RESET_TOKEN: |
---|
836 | vertex = (Feedback3Dcolor *) loc; |
---|
837 | depthSum = vertex[0].z + vertex[1].z; |
---|
838 | prims[item].depth = depthSum / 2.0; |
---|
839 | loc += 14; |
---|
840 | break; |
---|
841 | case GL_POLYGON_TOKEN: |
---|
842 | nvertices = int (*loc); |
---|
843 | loc++; |
---|
844 | vertex = (Feedback3Dcolor *) loc; |
---|
845 | depthSum = vertex[0].z; |
---|
846 | for (i = 1; i < nvertices; i++) { |
---|
847 | depthSum += vertex[i].z; |
---|
848 | } |
---|
849 | prims[item].depth = depthSum / nvertices; |
---|
850 | loc += (7 * nvertices); |
---|
851 | break; |
---|
852 | case GL_POINT_TOKEN: |
---|
853 | vertex = (Feedback3Dcolor *) loc; |
---|
854 | prims[item].depth = vertex[0].z; |
---|
855 | loc += 7; |
---|
856 | break; |
---|
857 | default: |
---|
858 | /* XXX Left as an excersie to the reader. */ |
---|
859 | assert(1); |
---|
860 | } |
---|
861 | item++; |
---|
862 | } |
---|
863 | assert(item == nprimitives); |
---|
864 | |
---|
865 | /* Sort the primitives back to front. */ |
---|
866 | qsort(prims, nprimitives, sizeof(DepthIndex), G4OpenGLViewercompare); |
---|
867 | |
---|
868 | /* Understand that sorting by a primitives average depth |
---|
869 | doesn't allow us to disambiguate some cases like self |
---|
870 | intersecting polygons. Handling these cases would require |
---|
871 | breaking up the primitives. That's too involved for this |
---|
872 | example. Sorting by depth is good enough for lots of |
---|
873 | applications. */ |
---|
874 | |
---|
875 | /* Emit the Encapsulated PostScript for the primitives in |
---|
876 | back to front order. */ |
---|
877 | for (item = 0; item < nprimitives; item++) { |
---|
878 | (void) spewPrimitiveEPS(file, prims[item].ptr); |
---|
879 | } |
---|
880 | |
---|
881 | free(prims); |
---|
882 | } |
---|
883 | |
---|
884 | void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation) |
---|
885 | { |
---|
886 | |
---|
887 | G4Vector3D vp; |
---|
888 | G4Vector3D up; |
---|
889 | |
---|
890 | G4Vector3D xprime; |
---|
891 | G4Vector3D yprime; |
---|
892 | G4Vector3D zprime; |
---|
893 | |
---|
894 | G4double delta_alpha; |
---|
895 | G4double delta_theta; |
---|
896 | |
---|
897 | G4Vector3D new_vp; |
---|
898 | G4Vector3D new_up; |
---|
899 | |
---|
900 | G4double cosalpha; |
---|
901 | G4double sinalpha; |
---|
902 | |
---|
903 | G4Vector3D a1; |
---|
904 | G4Vector3D a2; |
---|
905 | G4Vector3D delta; |
---|
906 | G4Vector3D viewPoint; |
---|
907 | |
---|
908 | |
---|
909 | //phi spin stuff here |
---|
910 | |
---|
911 | vp = fVP.GetViewpointDirection ().unit (); |
---|
912 | up = fVP.GetUpVector ().unit (); |
---|
913 | |
---|
914 | yprime = (up.cross(vp)).unit(); |
---|
915 | zprime = (vp.cross(yprime)).unit(); |
---|
916 | |
---|
917 | if (fVP.GetLightsMoveWithCamera()) { |
---|
918 | delta_alpha = dy * deltaRotation; |
---|
919 | delta_theta = -dx * deltaRotation; |
---|
920 | } else { |
---|
921 | delta_alpha = -dy * deltaRotation; |
---|
922 | delta_theta = dx * deltaRotation; |
---|
923 | } |
---|
924 | |
---|
925 | delta_alpha *= deg; |
---|
926 | delta_theta *= deg; |
---|
927 | |
---|
928 | new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime; |
---|
929 | |
---|
930 | // to avoid z rotation flipping |
---|
931 | // to allow more than 360° rotation |
---|
932 | |
---|
933 | const G4Point3D targetPoint |
---|
934 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
935 | + fVP.GetCurrentTargetPoint (); |
---|
936 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
937 | if(radius<=0.) radius = 1.; |
---|
938 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
939 | const G4Point3D cameraPosition = |
---|
940 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
---|
941 | |
---|
942 | if (fVP.GetLightsMoveWithCamera()) { |
---|
943 | new_up = (new_vp.cross(yprime)).unit(); |
---|
944 | if (new_vp.z()*vp.z() <0) { |
---|
945 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
946 | } |
---|
947 | } else { |
---|
948 | new_up = up; |
---|
949 | if (new_vp.z()*vp.z() <0) { |
---|
950 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
951 | } |
---|
952 | } |
---|
953 | fVP.SetUpVector(new_up); |
---|
954 | //////////////// |
---|
955 | // Rotates by fixed azimuthal angle delta_theta. |
---|
956 | |
---|
957 | cosalpha = new_up.dot (new_vp.unit()); |
---|
958 | sinalpha = std::sqrt (1. - std::pow (cosalpha, 2)); |
---|
959 | yprime = (new_up.cross (new_vp.unit())).unit (); |
---|
960 | xprime = yprime.cross (new_up); |
---|
961 | // Projection of vp on plane perpendicular to up... |
---|
962 | a1 = sinalpha * xprime; |
---|
963 | // Required new projection... |
---|
964 | a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime); |
---|
965 | // Required Increment vector... |
---|
966 | delta = a2 - a1; |
---|
967 | // So new viewpoint is... |
---|
968 | viewPoint = new_vp.unit() + delta; |
---|
969 | |
---|
970 | fVP.SetViewAndLights (viewPoint); |
---|
971 | } |
---|
972 | |
---|
973 | #endif |
---|