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 1.50 2009/03/05 16:36:13 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 | #include "G4OpenGL2PSAction.hh" |
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41 | |
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42 | #include "G4Scene.hh" |
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43 | #include "G4VisExtent.hh" |
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44 | #include "G4LogicalVolume.hh" |
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45 | #include "G4VSolid.hh" |
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46 | #include "G4Point3D.hh" |
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47 | #include "G4Normal3D.hh" |
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48 | #include "G4Plane3D.hh" |
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49 | #include "G4AttHolder.hh" |
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50 | #include "G4AttCheck.hh" |
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51 | |
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52 | // GL2PS |
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53 | #include "Geant4_gl2ps.h" |
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54 | |
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55 | #include <sstream> |
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56 | |
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57 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene): |
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58 | G4VViewer (scene, -1), |
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59 | fPrintFilename ("G4OpenGL.eps"), |
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60 | fPrintColour (true), |
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61 | fVectoredPs (true), |
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62 | fPrintSizeX(0), |
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63 | fPrintSizeY(0), |
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64 | fOpenGLSceneHandler(scene), |
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65 | background (G4Colour(0.,0.,0.)), |
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66 | transparency_enabled (true), |
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67 | antialiasing_enabled (false), |
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68 | haloing_enabled (false), |
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69 | fStartTime(-DBL_MAX), |
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70 | fEndTime(DBL_MAX), |
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71 | fFadeFactor(0.), |
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72 | fDisplayHeadTime(false), |
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73 | fDisplayHeadTimeX(-0.9), |
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74 | fDisplayHeadTimeY(-0.9), |
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75 | fDisplayHeadTimeSize(24.), |
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76 | fDisplayHeadTimeRed(0.), |
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77 | fDisplayHeadTimeGreen(1.), |
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78 | fDisplayHeadTimeBlue(1.), |
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79 | fDisplayLightFront(false), |
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80 | fDisplayLightFrontX(0.), |
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81 | fDisplayLightFrontY(0.), |
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82 | fDisplayLightFrontZ(0.), |
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83 | fDisplayLightFrontT(0.), |
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84 | fDisplayLightFrontRed(0.), |
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85 | fDisplayLightFrontGreen(1.), |
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86 | fDisplayLightFrontBlue(0.), |
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87 | fPointSize (0) |
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88 | { |
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89 | // Make changes to view parameters for OpenGL... |
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90 | fVP.SetAutoRefresh(true); |
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91 | fDefaultVP.SetAutoRefresh(true); |
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92 | fWinSize_x = fVP.GetWindowSizeHintX(); |
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93 | fWinSize_y = fVP.GetWindowSizeHintY(); |
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94 | |
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95 | fGL2PSAction = new G4OpenGL2PSAction(); |
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96 | |
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97 | // glClearColor (0.0, 0.0, 0.0, 0.0); |
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98 | // glClearDepth (1.0); |
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99 | // glDisable (GL_BLEND); |
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100 | // glDisable (GL_LINE_SMOOTH); |
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101 | // glDisable (GL_POLYGON_SMOOTH); |
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102 | |
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103 | } |
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104 | |
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105 | G4OpenGLViewer::~G4OpenGLViewer () {} |
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106 | |
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107 | void G4OpenGLViewer::InitializeGLView () |
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108 | { |
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109 | glClearColor (0.0, 0.0, 0.0, 0.0); |
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110 | glClearDepth (1.0); |
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111 | glDisable (GL_BLEND); |
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112 | glDisable (GL_LINE_SMOOTH); |
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113 | glDisable (GL_POLYGON_SMOOTH); |
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114 | } |
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115 | |
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116 | void G4OpenGLViewer::ClearView () { |
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117 | glClearColor (background.GetRed(), |
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118 | background.GetGreen(), |
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119 | background.GetBlue(), |
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120 | 1.); |
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121 | glClearDepth (1.0); |
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122 | //Below line does not compile with Mesa includes. |
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123 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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124 | glClear (GL_COLOR_BUFFER_BIT); |
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125 | glClear (GL_DEPTH_BUFFER_BIT); |
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126 | glClear (GL_STENCIL_BUFFER_BIT); |
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127 | glFlush (); |
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128 | } |
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129 | |
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130 | |
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131 | /** |
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132 | * Set the viewport of the scene |
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133 | * MAXIMUM SIZE is : |
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134 | * GLint dims[2]; |
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135 | * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); |
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136 | */ |
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137 | void G4OpenGLViewer::ResizeGLView() |
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138 | { |
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139 | // Check size |
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140 | GLint dims[2]; |
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141 | glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); |
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142 | if (fWinSize_x > (unsigned)dims[0]) { |
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143 | G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl; |
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144 | fWinSize_x = dims[0]; |
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145 | } |
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146 | if (fWinSize_y > (unsigned)dims[1]) { |
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147 | G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl; |
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148 | fWinSize_y = dims[1]; |
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149 | } |
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150 | int side = fWinSize_x; |
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151 | if (fWinSize_y < fWinSize_x) side = fWinSize_y; |
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152 | glViewport((fWinSize_x - side) / 2, (fWinSize_y - side) / 2, side, side); |
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153 | } |
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154 | |
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155 | |
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156 | void G4OpenGLViewer::SetView () { |
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157 | |
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158 | if (!fSceneHandler.GetScene()) { |
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159 | G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... " |
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160 | << G4endl; |
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161 | return; |
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162 | } |
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163 | // Calculates view representation based on extent of object being |
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164 | // viewed and (initial) viewpoint. (Note: it can change later due |
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165 | // to user interaction via visualization system's GUI.) |
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166 | |
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167 | // Lighting. |
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168 | GLfloat lightPosition [4]; |
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169 | lightPosition [0] = fVP.GetActualLightpointDirection().x(); |
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170 | lightPosition [1] = fVP.GetActualLightpointDirection().y(); |
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171 | lightPosition [2] = fVP.GetActualLightpointDirection().z(); |
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172 | lightPosition [3] = 0.; |
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173 | // Light position is "true" light direction, so must come after gluLookAt. |
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174 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.}; |
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175 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.}; |
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176 | glEnable (GL_LIGHT0); |
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177 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); |
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178 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); |
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179 | |
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180 | // Get radius of scene, etc. |
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181 | // Note that this procedure properly takes into account zoom, dolly and pan. |
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182 | const G4Point3D targetPoint |
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183 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
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184 | + fVP.GetCurrentTargetPoint (); |
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185 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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186 | if(radius<=0.) radius = 1.; |
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187 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
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188 | const G4Point3D cameraPosition = |
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189 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
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190 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
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191 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
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192 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius); |
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193 | const GLdouble left = -right; |
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194 | const GLdouble bottom = left; |
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195 | const GLdouble top = right; |
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196 | |
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197 | // FIXME |
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198 | ResizeGLView(); |
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199 | //SHOULD SetWindowsSizeHint()... |
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200 | |
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201 | glMatrixMode (GL_PROJECTION); // set up Frustum. |
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202 | glLoadIdentity(); |
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203 | |
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204 | const G4Vector3D scaleFactor = fVP.GetScaleFactor(); |
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205 | glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z()); |
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206 | |
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207 | if (fVP.GetFieldHalfAngle() == 0.) { |
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208 | glOrtho (left, right, bottom, top, pnear, pfar); |
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209 | } |
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210 | else { |
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211 | glFrustum (left, right, bottom, top, pnear, pfar); |
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212 | } |
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213 | |
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214 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene. |
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215 | glLoadIdentity(); |
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216 | |
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217 | const G4Normal3D& upVector = fVP.GetUpVector (); |
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218 | G4Point3D gltarget; |
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219 | if (cameraDistance > 1.e-6 * radius) { |
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220 | gltarget = targetPoint; |
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221 | } |
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222 | else { |
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223 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit(); |
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224 | } |
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225 | |
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226 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity. |
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227 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint. |
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228 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point. |
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229 | upVector.x(), upVector.y(), upVector.z()); // Up vector. |
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230 | |
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231 | // Light position is "true" light direction, so must come after gluLookAt. |
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232 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); |
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233 | |
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234 | // OpenGL no longer seems to reconstruct clipped edges, so, when the |
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235 | // BooleanProcessor is up to it, abandon this and use generic |
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236 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also, |
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237 | // force kernel visit on change of clipping plane in |
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238 | // G4OpenGLStoredViewer::CompareForKernelVisit. |
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239 | if (fVP.IsSection () ) { // pair of back to back clip planes. |
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240 | const G4Plane3D& s = fVP.GetSectionPlane (); |
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241 | double sArray[4]; |
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242 | sArray[0] = s.a(); |
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243 | sArray[1] = s.b(); |
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244 | sArray[2] = s.c(); |
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245 | sArray[3] = s.d() + radius * 1.e-05; |
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246 | glClipPlane (GL_CLIP_PLANE0, sArray); |
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247 | glEnable (GL_CLIP_PLANE0); |
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248 | sArray[0] = -s.a(); |
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249 | sArray[1] = -s.b(); |
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250 | sArray[2] = -s.c(); |
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251 | sArray[3] = -s.d() + radius * 1.e-05; |
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252 | glClipPlane (GL_CLIP_PLANE1, sArray); |
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253 | glEnable (GL_CLIP_PLANE1); |
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254 | } else { |
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255 | glDisable (GL_CLIP_PLANE0); |
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256 | glDisable (GL_CLIP_PLANE1); |
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257 | } |
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258 | |
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259 | const G4Planes& cutaways = fVP.GetCutawayPlanes(); |
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260 | size_t nPlanes = cutaways.size(); |
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261 | if (fVP.IsCutaway() && |
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262 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection && |
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263 | nPlanes > 0) { |
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264 | double a[4]; |
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265 | a[0] = cutaways[0].a(); |
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266 | a[1] = cutaways[0].b(); |
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267 | a[2] = cutaways[0].c(); |
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268 | a[3] = cutaways[0].d(); |
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269 | glClipPlane (GL_CLIP_PLANE2, a); |
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270 | glEnable (GL_CLIP_PLANE2); |
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271 | if (nPlanes > 1) { |
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272 | a[0] = cutaways[1].a(); |
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273 | a[1] = cutaways[1].b(); |
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274 | a[2] = cutaways[1].c(); |
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275 | a[3] = cutaways[1].d(); |
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276 | glClipPlane (GL_CLIP_PLANE3, a); |
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277 | glEnable (GL_CLIP_PLANE3); |
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278 | } |
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279 | if (nPlanes > 2) { |
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280 | a[0] = cutaways[2].a(); |
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281 | a[1] = cutaways[2].b(); |
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282 | a[2] = cutaways[2].c(); |
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283 | a[3] = cutaways[2].d(); |
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284 | glClipPlane (GL_CLIP_PLANE4, a); |
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285 | glEnable (GL_CLIP_PLANE4); |
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286 | } |
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287 | } else { |
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288 | glDisable (GL_CLIP_PLANE2); |
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289 | glDisable (GL_CLIP_PLANE3); |
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290 | glDisable (GL_CLIP_PLANE4); |
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291 | } |
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292 | |
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293 | // Background. |
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294 | background = fVP.GetBackgroundColour (); |
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295 | |
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296 | } |
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297 | |
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298 | void G4OpenGLViewer::HaloingFirstPass () { |
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299 | |
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300 | //To perform haloing, first Draw all information to the depth buffer |
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301 | //alone, using a chunky line width, and then Draw all info again, to |
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302 | //the colour buffer, setting a thinner line width an the depth testing |
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303 | //function to less than or equal, so if two lines cross, the one |
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304 | //passing behind the other will not pass the depth test, and so not |
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305 | //get rendered either side of the infront line for a short distance. |
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306 | |
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307 | //First, disable writing to the colo(u)r buffer... |
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308 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
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309 | |
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310 | //Now enable writing to the depth buffer... |
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311 | glDepthMask (GL_TRUE); |
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312 | glDepthFunc (GL_LESS); |
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313 | glClearDepth (1.0); |
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314 | |
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315 | //Finally, set the line width to something wide... |
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316 | glLineWidth (3.0); |
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317 | |
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318 | } |
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319 | |
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320 | void G4OpenGLViewer::HaloingSecondPass () { |
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321 | |
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322 | //And finally, turn the colour buffer back on with a sesible line width... |
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323 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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324 | glDepthFunc (GL_LEQUAL); |
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325 | glLineWidth (1.0); |
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326 | |
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327 | } |
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328 | |
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329 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y) |
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330 | { |
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331 | //G4cout << "X: " << x << ", Y: " << y << G4endl; |
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332 | const G4int BUFSIZE = 512; |
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333 | GLuint selectBuffer[BUFSIZE]; |
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334 | glSelectBuffer(BUFSIZE, selectBuffer); |
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335 | glRenderMode(GL_SELECT); |
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336 | glInitNames(); |
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337 | glPushName(0); |
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338 | glMatrixMode(GL_PROJECTION); |
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339 | G4double currentProjectionMatrix[16]; |
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340 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix); |
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341 | glPushMatrix(); |
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342 | glLoadIdentity(); |
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343 | GLint viewport[4]; |
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344 | glGetIntegerv(GL_VIEWPORT, viewport); |
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345 | // Define 5x5 pixel pick area |
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346 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport); |
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347 | glMultMatrixd(currentProjectionMatrix); |
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348 | glMatrixMode(GL_MODELVIEW); |
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349 | DrawView(); |
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350 | GLint hits = glRenderMode(GL_RENDER); |
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351 | if (hits < 0) |
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352 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout; |
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353 | else if (hits > 0) { |
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354 | //G4cout << hits << " hit(s)" << G4endl; |
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355 | GLuint* p = selectBuffer; |
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356 | for (GLint i = 0; i < hits; ++i) { |
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357 | GLuint nnames = *p++; |
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358 | *p++; //OR GLuint zmin = *p++; |
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359 | *p++; //OR GLuint zmax = *p++; |
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360 | //G4cout << "Hit " << i << ": " << nnames << " names" |
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361 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl; |
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362 | for (GLuint j = 0; j < nnames; ++j) { |
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363 | GLuint name = *p++; |
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364 | //G4cout << "Name " << j << ": PickName: " << name << G4endl; |
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365 | std::map<GLuint, G4AttHolder*>::iterator iter = |
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366 | fOpenGLSceneHandler.fPickMap.find(name); |
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367 | if (iter != fOpenGLSceneHandler.fPickMap.end()) { |
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368 | G4AttHolder* attHolder = iter->second; |
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369 | if(attHolder && attHolder->GetAttDefs().size()) { |
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370 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) { |
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371 | G4cout << G4AttCheck(attHolder->GetAttValues()[i], |
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372 | attHolder->GetAttDefs()[i]); |
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373 | } |
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374 | } |
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375 | } |
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376 | } |
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377 | G4cout << G4endl; |
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378 | } |
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379 | } |
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380 | glMatrixMode(GL_PROJECTION); |
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381 | glPopMatrix(); |
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382 | glMatrixMode(GL_MODELVIEW); |
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383 | } |
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384 | |
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385 | |
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386 | |
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387 | |
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388 | GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) { |
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389 | |
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390 | GLubyte* buffer; |
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391 | GLint swapbytes, lsbfirst, rowlength; |
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392 | GLint skiprows, skippixels, alignment; |
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393 | GLenum format; |
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394 | int size; |
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395 | |
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396 | if (inColor) { |
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397 | format = GL_RGB; |
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398 | size = width*height*3; |
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399 | } else { |
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400 | format = GL_LUMINANCE; |
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401 | size = width*height*1; |
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402 | } |
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403 | |
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404 | buffer = new GLubyte[size]; |
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405 | if (buffer == NULL) |
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406 | return NULL; |
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407 | |
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408 | glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes); |
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409 | glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst); |
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410 | glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength); |
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411 | |
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412 | glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows); |
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413 | glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels); |
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414 | glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment); |
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415 | |
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416 | glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE); |
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417 | glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE); |
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418 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); |
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419 | |
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420 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); |
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421 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); |
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422 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1); |
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423 | |
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424 | glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer); |
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425 | |
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426 | glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes); |
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427 | glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst); |
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428 | glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength); |
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429 | |
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430 | glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows); |
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431 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels); |
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432 | glPixelStorei (GL_UNPACK_ALIGNMENT, alignment); |
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433 | |
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434 | return buffer; |
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435 | } |
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436 | |
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437 | void G4OpenGLViewer::printEPS() { |
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438 | bool res; |
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439 | #ifdef G4DEBUG_VIS_OGL |
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440 | printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs); |
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441 | #endif |
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442 | if (fVectoredPs) { |
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443 | res = printVectoredEPS(); |
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444 | } else { |
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445 | res = printNonVectoredEPS(); |
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446 | } |
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447 | if (res == false) { |
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448 | G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl; |
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449 | } else { |
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450 | G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl; |
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451 | } |
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452 | } |
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453 | |
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454 | bool G4OpenGLViewer::printVectoredEPS() { |
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455 | return printGl2PS(); |
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456 | } |
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457 | |
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458 | bool G4OpenGLViewer::printNonVectoredEPS () { |
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459 | |
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460 | int width = 0; |
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461 | int height = 0; |
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462 | |
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463 | if (fPrintSizeX == 0) { |
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464 | width = fWinSize_x; |
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465 | } else { |
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466 | width = fPrintSizeX; |
---|
467 | } |
---|
468 | if (fPrintSizeY == 0) { |
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469 | height = fWinSize_y; |
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470 | } else { |
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471 | height = fPrintSizeY; |
---|
472 | } |
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473 | |
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474 | #ifdef G4DEBUG_VIS_OGL |
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475 | printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour); |
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476 | #endif |
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477 | FILE* fp; |
---|
478 | GLubyte* pixels; |
---|
479 | GLubyte* curpix; |
---|
480 | int components, pos, i; |
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481 | |
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482 | pixels = grabPixels (fPrintColour, width, height); |
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483 | |
---|
484 | if (pixels == NULL) { |
---|
485 | G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl; |
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486 | return false; |
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487 | } |
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488 | if (fPrintColour) { |
---|
489 | components = 3; |
---|
490 | } else { |
---|
491 | components = 1; |
---|
492 | } |
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493 | |
---|
494 | fp = fopen (fPrintFilename.c_str(), "w"); |
---|
495 | if (fp == NULL) { |
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496 | G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl; |
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497 | return false; |
---|
498 | } |
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499 | |
---|
500 | fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n"); |
---|
501 | fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str()); |
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502 | fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n"); |
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503 | fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height); |
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504 | fprintf (fp, "%%%%EndComments\n"); |
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505 | fprintf (fp, "gsave\n"); |
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506 | fprintf (fp, "/bwproc {\n"); |
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507 | fprintf (fp, " rgbproc\n"); |
---|
508 | fprintf (fp, " dup length 3 idiv string 0 3 0 \n"); |
---|
509 | fprintf (fp, " 5 -1 roll {\n"); |
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510 | fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n"); |
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511 | fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n"); |
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512 | fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n"); |
---|
513 | fprintf (fp, " { 2 1 roll } ifelse\n"); |
---|
514 | fprintf (fp, " }forall\n"); |
---|
515 | fprintf (fp, " pop pop pop\n"); |
---|
516 | fprintf (fp, "} def\n"); |
---|
517 | fprintf (fp, "systemdict /colorimage known not {\n"); |
---|
518 | fprintf (fp, " /colorimage {\n"); |
---|
519 | fprintf (fp, " pop\n"); |
---|
520 | fprintf (fp, " pop\n"); |
---|
521 | fprintf (fp, " /rgbproc exch def\n"); |
---|
522 | fprintf (fp, " { bwproc } image\n"); |
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523 | fprintf (fp, " } def\n"); |
---|
524 | fprintf (fp, "} if\n"); |
---|
525 | fprintf (fp, "/picstr %d string def\n", width * components); |
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526 | fprintf (fp, "%d %d scale\n", width, height); |
---|
527 | fprintf (fp, "%d %d %d\n", width, height, 8); |
---|
528 | fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height); |
---|
529 | fprintf (fp, "{currentfile picstr readhexstring pop}\n"); |
---|
530 | fprintf (fp, "false %d\n", components); |
---|
531 | fprintf (fp, "colorimage\n"); |
---|
532 | |
---|
533 | curpix = (GLubyte*) pixels; |
---|
534 | pos = 0; |
---|
535 | for (i = width*height*components; i>0; i--) { |
---|
536 | fprintf (fp, "%02hx ", *(curpix++)); |
---|
537 | if (++pos >= 32) { |
---|
538 | fprintf (fp, "\n"); |
---|
539 | pos = 0; |
---|
540 | } |
---|
541 | } |
---|
542 | if (pos) |
---|
543 | fprintf (fp, "\n"); |
---|
544 | |
---|
545 | fprintf (fp, "grestore\n"); |
---|
546 | fprintf (fp, "showpage\n"); |
---|
547 | delete pixels; |
---|
548 | fclose (fp); |
---|
549 | |
---|
550 | // Reset for next time (useful is size change) |
---|
551 | fPrintSizeX = 0; |
---|
552 | fPrintSizeY = 0; |
---|
553 | |
---|
554 | return true; |
---|
555 | } |
---|
556 | |
---|
557 | |
---|
558 | bool G4OpenGLViewer::printGl2PS() { |
---|
559 | |
---|
560 | int width = 0; |
---|
561 | int height = 0; |
---|
562 | |
---|
563 | if (fPrintSizeX == 0) { |
---|
564 | width = fWinSize_x; |
---|
565 | } else { |
---|
566 | width = fPrintSizeX; |
---|
567 | } |
---|
568 | if (fPrintSizeY == 0) { |
---|
569 | height = fWinSize_y; |
---|
570 | } else { |
---|
571 | height = fPrintSizeY; |
---|
572 | } |
---|
573 | |
---|
574 | if (!fGL2PSAction) return false; |
---|
575 | |
---|
576 | |
---|
577 | fGL2PSAction->setFileName(fPrintFilename.c_str()); |
---|
578 | // try to resize |
---|
579 | int X = fWinSize_x; |
---|
580 | int Y = fWinSize_y; |
---|
581 | |
---|
582 | fWinSize_x = width; |
---|
583 | fWinSize_y = height; |
---|
584 | |
---|
585 | ResizeGLView(); |
---|
586 | if (fGL2PSAction->enableFileWriting()) { |
---|
587 | |
---|
588 | // FIXME : How to get the point size.... ? |
---|
589 | // fGL2PSAction->setLineWidth(1); |
---|
590 | // FIXME : How to get the line width.... ? |
---|
591 | // fGL2PSAction->setPointSize(30); |
---|
592 | |
---|
593 | DrawView (); |
---|
594 | fGL2PSAction->disableFileWriting(); |
---|
595 | } |
---|
596 | |
---|
597 | fWinSize_x = X; |
---|
598 | fWinSize_y = Y; |
---|
599 | ResizeGLView(); |
---|
600 | |
---|
601 | // Reset for next time (useful is size change) |
---|
602 | fPrintSizeX = 0; |
---|
603 | fPrintSizeY = 0; |
---|
604 | |
---|
605 | return true; |
---|
606 | } |
---|
607 | |
---|
608 | GLdouble G4OpenGLViewer::getSceneNearWidth() |
---|
609 | { |
---|
610 | const G4Point3D targetPoint |
---|
611 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
612 | + fVP.GetCurrentTargetPoint (); |
---|
613 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
614 | if(radius<=0.) radius = 1.; |
---|
615 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
616 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
617 | return 2 * fVP.GetFrontHalfHeight (pnear, radius); |
---|
618 | } |
---|
619 | |
---|
620 | GLdouble G4OpenGLViewer::getSceneFarWidth() |
---|
621 | { |
---|
622 | const G4Point3D targetPoint |
---|
623 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
624 | + fVP.GetCurrentTargetPoint (); |
---|
625 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
626 | if(radius<=0.) radius = 1.; |
---|
627 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
628 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
629 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); |
---|
630 | return 2 * fVP.GetFrontHalfHeight (pfar, radius); |
---|
631 | } |
---|
632 | |
---|
633 | |
---|
634 | GLdouble G4OpenGLViewer::getSceneDepth() |
---|
635 | { |
---|
636 | const G4Point3D targetPoint |
---|
637 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
638 | + fVP.GetCurrentTargetPoint (); |
---|
639 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
640 | if(radius<=0.) radius = 1.; |
---|
641 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
642 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); |
---|
643 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear; |
---|
644 | } |
---|
645 | |
---|
646 | |
---|
647 | |
---|
648 | void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation) |
---|
649 | { |
---|
650 | |
---|
651 | G4Vector3D vp; |
---|
652 | G4Vector3D up; |
---|
653 | |
---|
654 | G4Vector3D xprime; |
---|
655 | G4Vector3D yprime; |
---|
656 | G4Vector3D zprime; |
---|
657 | |
---|
658 | G4double delta_alpha; |
---|
659 | G4double delta_theta; |
---|
660 | |
---|
661 | G4Vector3D new_vp; |
---|
662 | G4Vector3D new_up; |
---|
663 | |
---|
664 | G4double cosalpha; |
---|
665 | G4double sinalpha; |
---|
666 | |
---|
667 | G4Vector3D a1; |
---|
668 | G4Vector3D a2; |
---|
669 | G4Vector3D delta; |
---|
670 | G4Vector3D viewPoint; |
---|
671 | |
---|
672 | |
---|
673 | //phi spin stuff here |
---|
674 | |
---|
675 | vp = fVP.GetViewpointDirection ().unit (); |
---|
676 | up = fVP.GetUpVector ().unit (); |
---|
677 | |
---|
678 | yprime = (up.cross(vp)).unit(); |
---|
679 | zprime = (vp.cross(yprime)).unit(); |
---|
680 | |
---|
681 | if (fVP.GetLightsMoveWithCamera()) { |
---|
682 | delta_alpha = dy * deltaRotation; |
---|
683 | delta_theta = -dx * deltaRotation; |
---|
684 | } else { |
---|
685 | delta_alpha = -dy * deltaRotation; |
---|
686 | delta_theta = dx * deltaRotation; |
---|
687 | } |
---|
688 | |
---|
689 | delta_alpha *= deg; |
---|
690 | delta_theta *= deg; |
---|
691 | |
---|
692 | new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime; |
---|
693 | |
---|
694 | // to avoid z rotation flipping |
---|
695 | // to allow more than 360° rotation |
---|
696 | |
---|
697 | const G4Point3D targetPoint |
---|
698 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
---|
699 | + fVP.GetCurrentTargetPoint (); |
---|
700 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
---|
701 | if(radius<=0.) radius = 1.; |
---|
702 | const G4double cameraDistance = fVP.GetCameraDistance (radius); |
---|
703 | const G4Point3D cameraPosition = |
---|
704 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
---|
705 | |
---|
706 | if (fVP.GetLightsMoveWithCamera()) { |
---|
707 | new_up = (new_vp.cross(yprime)).unit(); |
---|
708 | if (new_vp.z()*vp.z() <0) { |
---|
709 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
710 | } |
---|
711 | } else { |
---|
712 | new_up = up; |
---|
713 | if (new_vp.z()*vp.z() <0) { |
---|
714 | new_up.set(new_up.x(),-new_up.y(),new_up.z()); |
---|
715 | } |
---|
716 | } |
---|
717 | fVP.SetUpVector(new_up); |
---|
718 | //////////////// |
---|
719 | // Rotates by fixed azimuthal angle delta_theta. |
---|
720 | |
---|
721 | cosalpha = new_up.dot (new_vp.unit()); |
---|
722 | sinalpha = std::sqrt (1. - std::pow (cosalpha, 2)); |
---|
723 | yprime = (new_up.cross (new_vp.unit())).unit (); |
---|
724 | xprime = yprime.cross (new_up); |
---|
725 | // Projection of vp on plane perpendicular to up... |
---|
726 | a1 = sinalpha * xprime; |
---|
727 | // Required new projection... |
---|
728 | a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime); |
---|
729 | // Required Increment vector... |
---|
730 | delta = a2 - a1; |
---|
731 | // So new viewpoint is... |
---|
732 | viewPoint = new_vp.unit() + delta; |
---|
733 | |
---|
734 | fVP.SetViewAndLights (viewPoint); |
---|
735 | } |
---|
736 | |
---|
737 | #endif |
---|