source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc @ 1040

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1//
2// ********************************************************************
3// * License and Disclaimer                                           *
4// *                                                                  *
5// * The  Geant4 software  is  copyright of the Copyright Holders  of *
6// * the Geant4 Collaboration.  It is provided  under  the terms  and *
7// * conditions of the Geant4 Software License,  included in the file *
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11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
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14// * regarding  this  software system or assume any liability for its *
15// * use.  Please see the license in the file  LICENSE  and URL above *
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19// * technical work of the GEANT4 collaboration.                      *
20// * By using,  copying,  modifying or  distributing the software (or *
21// * any work based  on the software)  you  agree  to acknowledge its *
22// * use  in  resulting  scientific  publications,  and indicate your *
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25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.54 2009/04/28 14:33:04 lgarnier Exp $
28// GEANT4 tag $Name:  $
29//
30//
31// Andrew Walkden  27th March 1996
32// OpenGL view - opens window, hard copy, etc.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#include "G4ios.hh"
37#include "G4OpenGLViewer.hh"
38#include "G4OpenGLSceneHandler.hh"
39#include "G4OpenGLTransform3D.hh"
40#include "G4OpenGL2PSAction.hh"
41
42#include "G4Scene.hh"
43#include "G4VisExtent.hh"
44#include "G4LogicalVolume.hh"
45#include "G4VSolid.hh"
46#include "G4Point3D.hh"
47#include "G4Normal3D.hh"
48#include "G4Plane3D.hh"
49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
51
52// GL2PS
53#include "Geant4_gl2ps.h"
54
55#include <sstream>
56
57G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
58G4VViewer (scene, -1),
59fPrintFilename ("G4OpenGL.eps"),
60fPrintColour (true),
61fVectoredPs (true),
62fPrintSizeX(0),
63fPrintSizeY(0),
64fOpenGLSceneHandler(scene),
65background (G4Colour(0.,0.,0.)),
66transparency_enabled (true),
67antialiasing_enabled (false),
68haloing_enabled (false),
69fStartTime(-DBL_MAX),
70fEndTime(DBL_MAX),
71fFadeFactor(0.),
72fDisplayHeadTime(false),
73fDisplayHeadTimeX(-0.9),
74fDisplayHeadTimeY(-0.9),
75fDisplayHeadTimeSize(24.),
76fDisplayHeadTimeRed(0.),
77fDisplayHeadTimeGreen(1.),
78fDisplayHeadTimeBlue(1.),
79fDisplayLightFront(false),
80fDisplayLightFrontX(0.),
81fDisplayLightFrontY(0.),
82fDisplayLightFrontZ(0.),
83fDisplayLightFrontT(0.),
84fDisplayLightFrontRed(0.),
85fDisplayLightFrontGreen(1.),
86fDisplayLightFrontBlue(0.),
87fPointSize (0),
88fSizeHasChanged(0)
89{
90  // Make changes to view parameters for OpenGL...
91  fVP.SetAutoRefresh(true);
92  fDefaultVP.SetAutoRefresh(true);
93  fWinSize_x = fVP.GetWindowSizeHintX();
94  fWinSize_y = fVP.GetWindowSizeHintY();
95
96  fGL2PSAction = new G4OpenGL2PSAction();
97
98  //  glClearColor (0.0, 0.0, 0.0, 0.0);
99  //  glClearDepth (1.0);
100  //  glDisable (GL_BLEND);
101  //  glDisable (GL_LINE_SMOOTH);
102  //  glDisable (GL_POLYGON_SMOOTH);
103
104}
105
106G4OpenGLViewer::~G4OpenGLViewer () {}
107
108void G4OpenGLViewer::InitializeGLView ()
109{
110  glClearColor (0.0, 0.0, 0.0, 0.0);
111  glClearDepth (1.0);
112  glDisable (GL_BLEND);
113  glDisable (GL_LINE_SMOOTH);
114  glDisable (GL_POLYGON_SMOOTH);
115
116
117void G4OpenGLViewer::ClearView () {
118#ifdef G4DEBUG_VIS_OGL
119  printf("G4OpenGLViewer::ClearView\n");
120#endif
121  glClearColor (background.GetRed(),
122                background.GetGreen(),
123                background.GetBlue(),
124                1.);
125  glClearDepth (1.0);
126  //Below line does not compile with Mesa includes.
127  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
128  glClear (GL_COLOR_BUFFER_BIT);
129  glClear (GL_DEPTH_BUFFER_BIT);
130  glClear (GL_STENCIL_BUFFER_BIT);
131#ifdef G4DEBUG_VIS_OGL
132  printf("G4OpenGLViewer::ClearView flush\n");
133#endif
134  glFlush ();
135}
136
137
138void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
139  if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
140    fWinSize_x = aWidth;
141    fWinSize_y = aHeight;
142    fSizeHasChanged = true;
143  } else {
144    fSizeHasChanged = false;
145  }
146}
147
148/**
149 * Set the viewport of the scene
150 * MAXIMUM SIZE is :
151 * GLint dims[2];
152 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
153 */
154void G4OpenGLViewer::ResizeGLView()
155{
156#ifdef G4DEBUG_VIS_OGL
157  printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
158#endif
159  // Check size
160  GLint dims[2];
161  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
162  if (fWinSize_x > (unsigned)dims[0]) {
163    G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[0] << G4endl;
164    fWinSize_x = dims[0];
165  }
166  if (fWinSize_y > (unsigned)dims[1]) {
167    G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[1] << G4endl;
168    fWinSize_y = dims[1];
169  }
170  GLsizei side = fWinSize_x;
171  if (fWinSize_y < fWinSize_x) side = fWinSize_y;
172
173  // SPECIAL CASE if fWinSize_x is even (69 for example)
174  // Ex : X: 69 Y: 26
175  // side = 26
176  // width / 2 = 21,5
177  // height / 2 = 0
178  // Should be fixed to closed : 21 0 for ex
179  // Then size must by change to :
180  // X:68 Y: 26
181
182  // SPECIAL CASE
183  if ((fWinSize_x - side)%2) {
184    //    fWinSize_x --;
185
186    side = fWinSize_x;
187    if (fWinSize_y < fWinSize_x) side = fWinSize_y;
188  }
189  if ((fWinSize_y - side)%2) {
190    //    fWinSize_y --;
191
192    side = fWinSize_x;
193    if (fWinSize_y < fWinSize_x) side = fWinSize_y;
194  }
195 
196  GLint X = (fWinSize_x - side) / 2;
197  GLint Y = (fWinSize_y - side) / 2;
198 
199#ifdef G4DEBUG_VIS_OGL
200  printf("G4OpenGLViewer::ResizeGLView X:%d Y:%d W:%d H:%d --side%d\n",(fWinSize_x - side) / 2,(fWinSize_y - side) / 2,fWinSize_x,fWinSize_y,side);
201#endif
202  glViewport(X, Y, side, side);
203  //    glViewport(0, 0, fWinSize_x,fWinSize_y); 
204 
205
206}
207
208
209void G4OpenGLViewer::SetView () {
210
211  if (!fSceneHandler.GetScene()) {
212    G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
213           << G4endl;
214    return;
215  }
216  // Calculates view representation based on extent of object being
217  // viewed and (initial) viewpoint.  (Note: it can change later due
218  // to user interaction via visualization system's GUI.)
219 
220  // Lighting.
221  GLfloat lightPosition [4];
222  lightPosition [0] = fVP.GetActualLightpointDirection().x();
223  lightPosition [1] = fVP.GetActualLightpointDirection().y();
224  lightPosition [2] = fVP.GetActualLightpointDirection().z();
225  lightPosition [3] = 0.;
226  // Light position is "true" light direction, so must come after gluLookAt.
227  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
228  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
229  glEnable (GL_LIGHT0);
230  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
231  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
232 
233  // Get radius of scene, etc.
234  // Note that this procedure properly takes into account zoom, dolly and pan.
235  const G4Point3D targetPoint
236    = fSceneHandler.GetScene()->GetStandardTargetPoint()
237    + fVP.GetCurrentTargetPoint ();
238  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
239  if(radius<=0.) radius = 1.;
240  const G4double cameraDistance = fVP.GetCameraDistance (radius);
241  const G4Point3D cameraPosition =
242    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
243  const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
244  const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
245  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius);
246  const GLdouble left   = -right;
247  const GLdouble bottom = left;
248  const GLdouble top    = right;
249 
250  // FIXME
251  ResizeGLView();
252  //SHOULD SetWindowsSizeHint()...
253
254  glMatrixMode (GL_PROJECTION); // set up Frustum.
255  glLoadIdentity();
256
257  const G4Vector3D scaleFactor = fVP.GetScaleFactor();
258  glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
259 
260  if (fVP.GetFieldHalfAngle() == 0.) {
261    glOrtho (left, right, bottom, top, pnear, pfar);
262  }
263  else {
264    glFrustum (left, right, bottom, top, pnear, pfar);
265  } 
266
267  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
268  glLoadIdentity();
269 
270  const G4Normal3D& upVector = fVP.GetUpVector (); 
271  G4Point3D gltarget;
272  if (cameraDistance > 1.e-6 * radius) {
273    gltarget = targetPoint;
274  }
275  else {
276    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
277  }
278
279  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
280  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
281             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
282             upVector.x(), upVector.y(), upVector.z());     // Up vector.
283
284  // Light position is "true" light direction, so must come after gluLookAt.
285  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
286
287  // OpenGL no longer seems to reconstruct clipped edges, so, when the
288  // BooleanProcessor is up to it, abandon this and use generic
289  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
290  // force kernel visit on change of clipping plane in
291  // G4OpenGLStoredViewer::CompareForKernelVisit.
292  if (fVP.IsSection () ) {  // pair of back to back clip planes.
293    const G4Plane3D& s = fVP.GetSectionPlane ();
294    double sArray[4];
295    sArray[0] = s.a();
296    sArray[1] = s.b();
297    sArray[2] = s.c();
298    sArray[3] = s.d() + radius * 1.e-05;
299    glClipPlane (GL_CLIP_PLANE0, sArray);
300    glEnable (GL_CLIP_PLANE0);
301    sArray[0] = -s.a();
302    sArray[1] = -s.b();
303    sArray[2] = -s.c();
304    sArray[3] = -s.d() + radius * 1.e-05;
305    glClipPlane (GL_CLIP_PLANE1, sArray);
306    glEnable (GL_CLIP_PLANE1);
307  } else {
308    glDisable (GL_CLIP_PLANE0);
309    glDisable (GL_CLIP_PLANE1);
310  }
311
312  const G4Planes& cutaways = fVP.GetCutawayPlanes();
313  size_t nPlanes = cutaways.size();
314  if (fVP.IsCutaway() &&
315      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
316      nPlanes > 0) {
317    double a[4];
318    a[0] = cutaways[0].a();
319    a[1] = cutaways[0].b();
320    a[2] = cutaways[0].c();
321    a[3] = cutaways[0].d();
322    glClipPlane (GL_CLIP_PLANE2, a);
323    glEnable (GL_CLIP_PLANE2);
324    if (nPlanes > 1) {
325      a[0] = cutaways[1].a();
326      a[1] = cutaways[1].b();
327      a[2] = cutaways[1].c();
328      a[3] = cutaways[1].d();
329      glClipPlane (GL_CLIP_PLANE3, a);
330      glEnable (GL_CLIP_PLANE3);
331    }
332    if (nPlanes > 2) {
333      a[0] = cutaways[2].a();
334      a[1] = cutaways[2].b();
335      a[2] = cutaways[2].c();
336      a[3] = cutaways[2].d();
337      glClipPlane (GL_CLIP_PLANE4, a);
338      glEnable (GL_CLIP_PLANE4);
339    }
340  } else {
341    glDisable (GL_CLIP_PLANE2);
342    glDisable (GL_CLIP_PLANE3);
343    glDisable (GL_CLIP_PLANE4);
344  }
345
346  // Background.
347  background = fVP.GetBackgroundColour ();
348
349}
350
351void G4OpenGLViewer::HaloingFirstPass () {
352 
353  //To perform haloing, first Draw all information to the depth buffer
354  //alone, using a chunky line width, and then Draw all info again, to
355  //the colour buffer, setting a thinner line width an the depth testing
356  //function to less than or equal, so if two lines cross, the one
357  //passing behind the other will not pass the depth test, and so not
358  //get rendered either side of the infront line for a short distance.
359
360  //First, disable writing to the colo(u)r buffer...
361  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
362
363  //Now enable writing to the depth buffer...
364  glDepthMask (GL_TRUE);
365  glDepthFunc (GL_LESS);
366  glClearDepth (1.0);
367
368  //Finally, set the line width to something wide...
369  glLineWidth (3.0);
370
371}
372
373void G4OpenGLViewer::HaloingSecondPass () {
374
375  //And finally, turn the colour buffer back on with a sesible line width...
376  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
377  glDepthFunc (GL_LEQUAL);
378  glLineWidth (1.0);
379
380}
381
382void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
383{
384  //G4cout << "X: " << x << ", Y: " << y << G4endl;
385  const G4int BUFSIZE = 512;
386  GLuint selectBuffer[BUFSIZE];
387  glSelectBuffer(BUFSIZE, selectBuffer);
388  glRenderMode(GL_SELECT);
389  glInitNames();
390  glPushName(0);
391  glMatrixMode(GL_PROJECTION);
392  G4double currentProjectionMatrix[16];
393  glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
394  glPushMatrix();
395  glLoadIdentity();
396  GLint viewport[4];
397  glGetIntegerv(GL_VIEWPORT, viewport);
398  // Define 5x5 pixel pick area
399  gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
400  glMultMatrixd(currentProjectionMatrix);
401  glMatrixMode(GL_MODELVIEW);
402  DrawView();
403  GLint hits = glRenderMode(GL_RENDER);
404  if (hits < 0)
405    G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4cout;
406  else if (hits > 0) {
407    //G4cout << hits << " hit(s)" << G4endl;
408    GLuint* p = selectBuffer;
409    for (GLint i = 0; i < hits; ++i) {
410      GLuint nnames = *p++;
411      *p++; //OR GLuint zmin = *p++;
412      *p++; //OR GLuint zmax = *p++;
413      //G4cout << "Hit " << i << ": " << nnames << " names"
414      //     << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
415      for (GLuint j = 0; j < nnames; ++j) {
416        GLuint name = *p++;
417        //G4cout << "Name " << j << ": PickName: " << name << G4endl;
418        std::map<GLuint, G4AttHolder*>::iterator iter =
419          fOpenGLSceneHandler.fPickMap.find(name);
420        if (iter != fOpenGLSceneHandler.fPickMap.end()) {
421          G4AttHolder* attHolder = iter->second;
422          if(attHolder && attHolder->GetAttDefs().size()) {
423            for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
424              G4cout << G4AttCheck(attHolder->GetAttValues()[i],
425                                   attHolder->GetAttDefs()[i]);
426            }
427          }
428        }
429      }
430      G4cout << G4endl;
431    }
432  }
433  glMatrixMode(GL_PROJECTION);
434  glPopMatrix();
435  glMatrixMode(GL_MODELVIEW);
436}
437
438
439
440
441GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
442 
443  GLubyte* buffer;
444  GLint swapbytes, lsbfirst, rowlength;
445  GLint skiprows, skippixels, alignment;
446  GLenum format;
447  int size;
448
449  if (inColor) {
450    format = GL_RGB;
451    size = width*height*3;
452  } else {
453    format = GL_LUMINANCE;
454    size = width*height*1;
455  }
456
457  buffer = new GLubyte[size];
458  if (buffer == NULL)
459    return NULL;
460
461  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
462  glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
463  glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
464
465  glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
466  glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
467  glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
468
469  glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
470  glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
471  glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
472
473  glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
474  glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
475  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
476
477  glReadBuffer(GL_FRONT);
478  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
479
480  glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
481  glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
482  glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
483 
484  glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
485  glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
486  glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
487 
488  return buffer;
489}
490
491void G4OpenGLViewer::printEPS() {
492  bool res;
493#ifdef G4DEBUG_VIS_OGL
494  printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
495#endif
496  if (fVectoredPs) {
497    res = printVectoredEPS();
498  } else {
499    res = printNonVectoredEPS();
500  }
501  if (res == false) {
502    G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl;
503  } else {
504    G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl;
505  }
506}
507
508bool G4OpenGLViewer::printVectoredEPS() {
509  return printGl2PS();
510}
511
512bool G4OpenGLViewer::printNonVectoredEPS () {
513
514  int width = 0;
515  int height = 0;
516
517  if (fPrintSizeX == 0) {
518    width = fWinSize_x;
519  } else {
520    width = fPrintSizeX;
521  }
522  if (fPrintSizeY == 0) {
523    height = fWinSize_y;
524  } else {
525    height = fPrintSizeY;
526  }
527
528#ifdef G4DEBUG_VIS_OGL
529  printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour);
530#endif
531  FILE* fp;
532  GLubyte* pixels;
533  GLubyte* curpix;
534  int components, pos, i;
535
536  pixels = grabPixels (fPrintColour, width, height);
537
538  if (pixels == NULL) {
539      G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
540    return false;
541  }
542  if (fPrintColour) {
543    components = 3;
544  } else {
545    components = 1;
546  }
547 
548  fp = fopen (fPrintFilename.c_str(), "w");
549  if (fp == NULL) {
550    G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
551    return false;
552  }
553 
554  fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
555  fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
556  fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
557  fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
558  fprintf (fp, "%%%%EndComments\n");
559  fprintf (fp, "gsave\n");
560  fprintf (fp, "/bwproc {\n");
561  fprintf (fp, "    rgbproc\n");
562  fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
563  fprintf (fp, "    5 -1 roll {\n");
564  fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
565  fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
566  fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
567  fprintf (fp, "    { 2 1 roll } ifelse\n");
568  fprintf (fp, "    }forall\n");
569  fprintf (fp, "    pop pop pop\n");
570  fprintf (fp, "} def\n");
571  fprintf (fp, "systemdict /colorimage known not {\n");
572  fprintf (fp, "   /colorimage {\n");
573  fprintf (fp, "       pop\n");
574  fprintf (fp, "       pop\n");
575  fprintf (fp, "       /rgbproc exch def\n");
576  fprintf (fp, "       { bwproc } image\n");
577  fprintf (fp, "   }  def\n");
578  fprintf (fp, "} if\n");
579  fprintf (fp, "/picstr %d string def\n", width * components);
580  fprintf (fp, "%d %d scale\n", width, height);
581  fprintf (fp, "%d %d %d\n", width, height, 8);
582  fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
583  fprintf (fp, "{currentfile picstr readhexstring pop}\n");
584  fprintf (fp, "false %d\n", components);
585  fprintf (fp, "colorimage\n");
586 
587  curpix = (GLubyte*) pixels;
588  pos = 0;
589  for (i = width*height*components; i>0; i--) {
590    fprintf (fp, "%02hx ", *(curpix++));
591    if (++pos >= 32) {
592      fprintf (fp, "\n");
593      pos = 0;
594    }
595  }
596  if (pos)
597    fprintf (fp, "\n");
598
599  fprintf (fp, "grestore\n");
600  fprintf (fp, "showpage\n");
601  delete pixels;
602  fclose (fp);
603
604  // Reset for next time (useful is size change)
605  fPrintSizeX = 0;
606  fPrintSizeY = 0;
607
608  return true;
609}
610
611
612bool G4OpenGLViewer::printGl2PS() {
613
614  int width = 0;
615  int height = 0;
616
617  if (fPrintSizeX == 0) {
618    width = fWinSize_x;
619  } else {
620    width = fPrintSizeX;
621  }
622  if (fPrintSizeY == 0) {
623    height = fWinSize_y;
624  } else {
625    height = fPrintSizeY;
626  }
627
628  if (!fGL2PSAction) return false;
629
630  fGL2PSAction->setFileName(fPrintFilename.c_str());
631  // try to resize
632  int X = fWinSize_x;
633  int Y = fWinSize_y;
634
635  fWinSize_x = width;
636  fWinSize_y = height;
637  ResizeGLView();
638  if (fGL2PSAction->enableFileWriting()) {
639
640    // By default, we choose the line width (trajectories...)
641    fGL2PSAction->setLineWidth(1);
642    // By default, we choose the point size (markers...)
643    fGL2PSAction->setPointSize(2);
644
645    DrawView ();
646    fGL2PSAction->disableFileWriting();
647  }
648
649  fWinSize_x = X;
650  fWinSize_y = Y;
651  ResizeGLView();
652
653  // Reset for next time (useful is size change)
654  fPrintSizeX = 0;
655  fPrintSizeY = 0;
656
657  return true;
658}
659
660unsigned int G4OpenGLViewer::getWinWidth() {
661  return fWinSize_x;
662}
663
664unsigned int G4OpenGLViewer::getWinHeight() {
665  return fWinSize_y;
666}
667
668G4bool G4OpenGLViewer::sizeHasChanged() {
669  return fSizeHasChanged;
670}
671
672GLdouble G4OpenGLViewer::getSceneNearWidth()
673{
674  const G4Point3D targetPoint
675    = fSceneHandler.GetScene()->GetStandardTargetPoint()
676    + fVP.GetCurrentTargetPoint ();
677  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
678  if(radius<=0.) radius = 1.;
679  const G4double cameraDistance = fVP.GetCameraDistance (radius);
680  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
681  return 2 * fVP.GetFrontHalfHeight (pnear, radius);
682}
683
684GLdouble G4OpenGLViewer::getSceneFarWidth()
685{
686  const G4Point3D targetPoint
687    = fSceneHandler.GetScene()->GetStandardTargetPoint()
688    + fVP.GetCurrentTargetPoint ();
689  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
690  if(radius<=0.) radius = 1.;
691  const G4double cameraDistance = fVP.GetCameraDistance (radius);
692  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
693  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
694  return 2 * fVP.GetFrontHalfHeight (pfar, radius);
695}
696
697
698GLdouble G4OpenGLViewer::getSceneDepth()
699{
700  const G4Point3D targetPoint
701    = fSceneHandler.GetScene()->GetStandardTargetPoint()
702    + fVP.GetCurrentTargetPoint ();
703  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
704  if(radius<=0.) radius = 1.;
705  const G4double cameraDistance = fVP.GetCameraDistance (radius);
706  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
707  return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
708}
709
710
711
712void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
713{
714
715  G4Vector3D vp;
716  G4Vector3D up;
717 
718  G4Vector3D xprime;
719  G4Vector3D yprime;
720  G4Vector3D zprime;
721 
722  G4double delta_alpha;
723  G4double delta_theta;
724 
725  G4Vector3D new_vp;
726  G4Vector3D new_up;
727 
728  G4double cosalpha;
729  G4double sinalpha;
730 
731  G4Vector3D a1;
732  G4Vector3D a2;
733  G4Vector3D delta;
734  G4Vector3D viewPoint;
735
736   
737  //phi spin stuff here
738 
739  vp = fVP.GetViewpointDirection ().unit ();
740  up = fVP.GetUpVector ().unit ();
741 
742  yprime = (up.cross(vp)).unit();
743  zprime = (vp.cross(yprime)).unit();
744 
745  if (fVP.GetLightsMoveWithCamera()) {
746    delta_alpha = dy * deltaRotation;
747    delta_theta = -dx * deltaRotation;
748  } else {
749    delta_alpha = -dy * deltaRotation;
750    delta_theta = dx * deltaRotation;
751  }   
752 
753  delta_alpha *= deg;
754  delta_theta *= deg;
755 
756  new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
757 
758  // to avoid z rotation flipping
759  // to allow more than 360° rotation
760
761  const G4Point3D targetPoint
762    = fSceneHandler.GetScene()->GetStandardTargetPoint()
763    + fVP.GetCurrentTargetPoint ();
764  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
765  if(radius<=0.) radius = 1.;
766  const G4double cameraDistance = fVP.GetCameraDistance (radius);
767  const G4Point3D cameraPosition =
768    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
769
770  if (fVP.GetLightsMoveWithCamera()) {
771    new_up = (new_vp.cross(yprime)).unit();
772    if (new_vp.z()*vp.z() <0) {
773      new_up.set(new_up.x(),-new_up.y(),new_up.z());
774    }
775  } else {
776    new_up = up;
777    if (new_vp.z()*vp.z() <0) {
778      new_up.set(new_up.x(),-new_up.y(),new_up.z());
779    }
780  }
781  fVP.SetUpVector(new_up);
782  ////////////////
783  // Rotates by fixed azimuthal angle delta_theta.
784 
785  cosalpha = new_up.dot (new_vp.unit());
786  sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
787  yprime = (new_up.cross (new_vp.unit())).unit ();
788  xprime = yprime.cross (new_up);
789  // Projection of vp on plane perpendicular to up...
790  a1 = sinalpha * xprime;
791  // Required new projection...
792  a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
793  // Required Increment vector...
794  delta = a2 - a1;
795  // So new viewpoint is...
796  viewPoint = new_vp.unit() + delta;
797 
798  fVP.SetViewAndLights (viewPoint);
799}
800
801#endif
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