source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1111

Last change on this file since 1111 was 1105, checked in by garnier, 16 years ago

modif mineure

  • Property svn:mime-type set to text/cpp
File size: 24.6 KB
Line 
1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.57 2009/08/19 13:28:10 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),
59fPrintColour (true),
60fVectoredPs (true),
61fOpenGLSceneHandler(scene),
62background (G4Colour(0.,0.,0.)),
63transparency_enabled (true),
64antialiasing_enabled (false),
65haloing_enabled (false),
66fStartTime(-DBL_MAX),
67fEndTime(DBL_MAX),
68fFadeFactor(0.),
69fDisplayHeadTime(false),
70fDisplayHeadTimeX(-0.9),
71fDisplayHeadTimeY(-0.9),
72fDisplayHeadTimeSize(24.),
73fDisplayHeadTimeRed(0.),
74fDisplayHeadTimeGreen(1.),
75fDisplayHeadTimeBlue(1.),
76fDisplayLightFront(false),
77fDisplayLightFrontX(0.),
78fDisplayLightFrontY(0.),
79fDisplayLightFrontZ(0.),
80fDisplayLightFrontT(0.),
81fDisplayLightFrontRed(0.),
82fDisplayLightFrontGreen(1.),
83fDisplayLightFrontBlue(0.),
84fPrintSizeX(-1),
85fPrintSizeY(-1),
86fPrintFilename ("G4OpenGL"),
87fPrintFilenameIndex(0),
88fPointSize (0),
89fSizeHasChanged(0)
90{
91 // Make changes to view parameters for OpenGL...
92 fVP.SetAutoRefresh(true);
93 fDefaultVP.SetAutoRefresh(true);
94
95 fGL2PSAction = new G4OpenGL2PSAction();
96
97 // glClearColor (0.0, 0.0, 0.0, 0.0);
98 // glClearDepth (1.0);
99 // glDisable (GL_BLEND);
100 // glDisable (GL_LINE_SMOOTH);
101 // glDisable (GL_POLYGON_SMOOTH);
102
103}
104
105G4OpenGLViewer::~G4OpenGLViewer () {}
106
107void G4OpenGLViewer::InitializeGLView ()
108{
109#ifdef G4DEBUG_VIS_OGL
110 printf("G4OpenGLViewer::InitializeGLView\n");
111#endif
112 glClearColor (0.0, 0.0, 0.0, 0.0);
113 glClearDepth (1.0);
114 glDisable (GL_BLEND);
115 glDisable (GL_LINE_SMOOTH);
116 glDisable (GL_POLYGON_SMOOTH);
117
118 fWinSize_x = fVP.GetWindowSizeHintX();
119 fWinSize_y = fVP.GetWindowSizeHintY();
120#ifdef G4DEBUG_VIS_OGL
121 printf("G4OpenGLViewer::InitializeGLView END\n");
122#endif
123}
124
125void G4OpenGLViewer::ClearView () {
126#ifdef G4DEBUG_VIS_OGL
127 printf("G4OpenGLViewer::ClearView\n");
128#endif
129 glClearColor (background.GetRed(),
130 background.GetGreen(),
131 background.GetBlue(),
132 1.);
133 glClearDepth (1.0);
134 //Below line does not compile with Mesa includes.
135 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
136 glClear (GL_COLOR_BUFFER_BIT);
137 glClear (GL_DEPTH_BUFFER_BIT);
138 glClear (GL_STENCIL_BUFFER_BIT);
139#ifdef G4DEBUG_VIS_OGL
140 printf("G4OpenGLViewer::ClearView flush\n");
141#endif
142 glFlush ();
143}
144
145
146void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
147 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
148 fWinSize_x = aWidth;
149 fWinSize_y = aHeight;
150 fSizeHasChanged = true;
151 } else {
152 fSizeHasChanged = false;
153 }
154}
155
156/**
157 * Set the viewport of the scene
158 * MAXIMUM SIZE is :
159 * GLint dims[2];
160 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
161 */
162void G4OpenGLViewer::ResizeGLView()
163{
164#ifdef G4DEBUG_VIS_OGL
165 printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
166#endif
167 // Check size
168 GLint dims[2];
169 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
170 if (fWinSize_x > (unsigned)dims[0]) {
171 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
172 fWinSize_x = dims[0];
173 }
174 if (fWinSize_y > (unsigned)dims[1]) {
175 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
176 fWinSize_y = dims[1];
177 }
178 GLsizei side = fWinSize_x;
179 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
180
181 // SPECIAL CASE if fWinSize_x is even (69 for example)
182 // Ex : X: 69 Y: 26
183 // side = 26
184 // width / 2 = 21,5
185 // height / 2 = 0
186 // Should be fixed to closed : 21 0 for ex
187 // Then size must by change to :
188 // X:68 Y: 26
189
190 // SPECIAL CASE
191 if ((fWinSize_x - side)%2) {
192 // fWinSize_x --;
193
194 side = fWinSize_x;
195 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
196 }
197 if ((fWinSize_y - side)%2) {
198 // fWinSize_y --;
199
200 side = fWinSize_x;
201 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
202 }
203
204 GLint X = (fWinSize_x - side) / 2;
205 GLint Y = (fWinSize_y - side) / 2;
206
207#ifdef G4DEBUG_VIS_OGL
208 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);
209#endif
210 glViewport(X, Y, side, side);
211 // glViewport(0, 0, fWinSize_x,fWinSize_y);
212
213
214}
215
216
217void G4OpenGLViewer::SetView () {
218
219 if (!fSceneHandler.GetScene()) {
220 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
221 << G4endl;
222 return;
223 }
224 // Calculates view representation based on extent of object being
225 // viewed and (initial) viewpoint. (Note: it can change later due
226 // to user interaction via visualization system's GUI.)
227
228 // Lighting.
229 GLfloat lightPosition [4];
230 lightPosition [0] = fVP.GetActualLightpointDirection().x();
231 lightPosition [1] = fVP.GetActualLightpointDirection().y();
232 lightPosition [2] = fVP.GetActualLightpointDirection().z();
233 lightPosition [3] = 0.;
234 // Light position is "true" light direction, so must come after gluLookAt.
235 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
236 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
237 glEnable (GL_LIGHT0);
238 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
239 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
240
241 // Get radius of scene, etc.
242 // Note that this procedure properly takes into account zoom, dolly and pan.
243 const G4Point3D targetPoint
244 = fSceneHandler.GetScene()->GetStandardTargetPoint()
245 + fVP.GetCurrentTargetPoint ();
246 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
247 if(radius<=0.) radius = 1.;
248 const G4double cameraDistance = fVP.GetCameraDistance (radius);
249 const G4Point3D cameraPosition =
250 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
251 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
252 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
253 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
254 const GLdouble left = -right;
255 const GLdouble bottom = left;
256 const GLdouble top = right;
257
258 // FIXME
259 ResizeGLView();
260 //SHOULD SetWindowsSizeHint()...
261
262 glMatrixMode (GL_PROJECTION); // set up Frustum.
263 glLoadIdentity();
264
265 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
266 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
267
268 if (fVP.GetFieldHalfAngle() == 0.) {
269 glOrtho (left, right, bottom, top, pnear, pfar);
270 }
271 else {
272 glFrustum (left, right, bottom, top, pnear, pfar);
273 }
274
275 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
276 glLoadIdentity();
277
278 const G4Normal3D& upVector = fVP.GetUpVector ();
279 G4Point3D gltarget;
280 if (cameraDistance > 1.e-6 * radius) {
281 gltarget = targetPoint;
282 }
283 else {
284 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
285 }
286
287 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
288 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
289 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
290 upVector.x(), upVector.y(), upVector.z()); // Up vector.
291
292 // Light position is "true" light direction, so must come after gluLookAt.
293 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
294
295 // OpenGL no longer seems to reconstruct clipped edges, so, when the
296 // BooleanProcessor is up to it, abandon this and use generic
297 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
298 // force kernel visit on change of clipping plane in
299 // G4OpenGLStoredViewer::CompareForKernelVisit.
300 if (fVP.IsSection () ) { // pair of back to back clip planes.
301 const G4Plane3D& s = fVP.GetSectionPlane ();
302 double sArray[4];
303 sArray[0] = s.a();
304 sArray[1] = s.b();
305 sArray[2] = s.c();
306 sArray[3] = s.d() + radius * 1.e-05;
307 glClipPlane (GL_CLIP_PLANE0, sArray);
308 glEnable (GL_CLIP_PLANE0);
309 sArray[0] = -s.a();
310 sArray[1] = -s.b();
311 sArray[2] = -s.c();
312 sArray[3] = -s.d() + radius * 1.e-05;
313 glClipPlane (GL_CLIP_PLANE1, sArray);
314 glEnable (GL_CLIP_PLANE1);
315 } else {
316 glDisable (GL_CLIP_PLANE0);
317 glDisable (GL_CLIP_PLANE1);
318 }
319
320 const G4Planes& cutaways = fVP.GetCutawayPlanes();
321 size_t nPlanes = cutaways.size();
322 if (fVP.IsCutaway() &&
323 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
324 nPlanes > 0) {
325 double a[4];
326 a[0] = cutaways[0].a();
327 a[1] = cutaways[0].b();
328 a[2] = cutaways[0].c();
329 a[3] = cutaways[0].d();
330 glClipPlane (GL_CLIP_PLANE2, a);
331 glEnable (GL_CLIP_PLANE2);
332 if (nPlanes > 1) {
333 a[0] = cutaways[1].a();
334 a[1] = cutaways[1].b();
335 a[2] = cutaways[1].c();
336 a[3] = cutaways[1].d();
337 glClipPlane (GL_CLIP_PLANE3, a);
338 glEnable (GL_CLIP_PLANE3);
339 }
340 if (nPlanes > 2) {
341 a[0] = cutaways[2].a();
342 a[1] = cutaways[2].b();
343 a[2] = cutaways[2].c();
344 a[3] = cutaways[2].d();
345 glClipPlane (GL_CLIP_PLANE4, a);
346 glEnable (GL_CLIP_PLANE4);
347 }
348 } else {
349 glDisable (GL_CLIP_PLANE2);
350 glDisable (GL_CLIP_PLANE3);
351 glDisable (GL_CLIP_PLANE4);
352 }
353
354 // Background.
355 background = fVP.GetBackgroundColour ();
356
357}
358
359void G4OpenGLViewer::HaloingFirstPass () {
360
361 //To perform haloing, first Draw all information to the depth buffer
362 //alone, using a chunky line width, and then Draw all info again, to
363 //the colour buffer, setting a thinner line width an the depth testing
364 //function to less than or equal, so if two lines cross, the one
365 //passing behind the other will not pass the depth test, and so not
366 //get rendered either side of the infront line for a short distance.
367
368 //First, disable writing to the colo(u)r buffer...
369 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
370
371 //Now enable writing to the depth buffer...
372 glDepthMask (GL_TRUE);
373 glDepthFunc (GL_LESS);
374 glClearDepth (1.0);
375
376 //Finally, set the line width to something wide...
377 glLineWidth (3.0);
378
379}
380
381void G4OpenGLViewer::HaloingSecondPass () {
382
383 //And finally, turn the colour buffer back on with a sesible line width...
384 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
385 glDepthFunc (GL_LEQUAL);
386 glLineWidth (1.0);
387
388}
389
390void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
391{
392 //G4cout << "X: " << x << ", Y: " << y << G4endl;
393 const G4int BUFSIZE = 512;
394 GLuint selectBuffer[BUFSIZE];
395 glSelectBuffer(BUFSIZE, selectBuffer);
396 glRenderMode(GL_SELECT);
397 glInitNames();
398 glPushName(0);
399 glMatrixMode(GL_PROJECTION);
400 G4double currentProjectionMatrix[16];
401 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
402 glPushMatrix();
403 glLoadIdentity();
404 GLint viewport[4];
405 glGetIntegerv(GL_VIEWPORT, viewport);
406 // Define 5x5 pixel pick area
407 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
408 glMultMatrixd(currentProjectionMatrix);
409 glMatrixMode(GL_MODELVIEW);
410 DrawView();
411 GLint hits = glRenderMode(GL_RENDER);
412 if (hits < 0)
413 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
414 else if (hits > 0) {
415 //G4cout << hits << " hit(s)" << G4endl;
416 GLuint* p = selectBuffer;
417 for (GLint i = 0; i < hits; ++i) {
418 GLuint nnames = *p++;
419 *p++; //OR GLuint zmin = *p++;
420 *p++; //OR GLuint zmax = *p++;
421 //G4cout << "Hit " << i << ": " << nnames << " names"
422 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
423 for (GLuint j = 0; j < nnames; ++j) {
424 GLuint name = *p++;
425 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
426 std::map<GLuint, G4AttHolder*>::iterator iter =
427 fOpenGLSceneHandler.fPickMap.find(name);
428 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
429 G4AttHolder* attHolder = iter->second;
430 if(attHolder && attHolder->GetAttDefs().size()) {
431 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
432 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
433 attHolder->GetAttDefs()[i]);
434 }
435 }
436 }
437 }
438 G4cout << G4endl;
439 }
440 }
441 glMatrixMode(GL_PROJECTION);
442 glPopMatrix();
443 glMatrixMode(GL_MODELVIEW);
444}
445
446
447
448
449GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
450
451 GLubyte* buffer;
452 GLint swapbytes, lsbfirst, rowlength;
453 GLint skiprows, skippixels, alignment;
454 GLenum format;
455 int size;
456
457 if (inColor) {
458 format = GL_RGB;
459 size = width*height*3;
460 } else {
461 format = GL_LUMINANCE;
462 size = width*height*1;
463 }
464
465 buffer = new GLubyte[size];
466 if (buffer == NULL)
467 return NULL;
468
469 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
470 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
471 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
472
473 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
474 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
475 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
476
477 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
478 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
479 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
480
481 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
482 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
483 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
484
485 glReadBuffer(GL_FRONT);
486 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
487
488 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
489 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
490 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
491
492 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
493 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
494 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
495
496 return buffer;
497}
498
499void G4OpenGLViewer::printEPS() {
500 bool res;
501#ifdef G4DEBUG_VIS_OGL
502 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
503#endif
504 if (fVectoredPs) {
505 res = printVectoredEPS();
506 } else {
507 res = printNonVectoredEPS();
508 }
509 if (res == false) {
510 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
511 } else {
512 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
513 }
514
515 // increment index if necessary
516 if ( fPrintFilenameIndex != -1) {
517 fPrintFilenameIndex++;
518 }
519
520}
521
522bool G4OpenGLViewer::printVectoredEPS() {
523 return printGl2PS();
524}
525
526bool G4OpenGLViewer::printNonVectoredEPS () {
527
528 int width = getRealPrintSizeX();
529 int height = getRealPrintSizeY();
530
531#ifdef G4DEBUG_VIS_OGL
532 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour);
533#endif
534 FILE* fp;
535 GLubyte* pixels;
536 GLubyte* curpix;
537 int components, pos, i;
538
539 pixels = grabPixels (fPrintColour, width, height);
540
541 if (pixels == NULL) {
542 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
543 return false;
544 }
545 if (fPrintColour) {
546 components = 3;
547 } else {
548 components = 1;
549 }
550 std::string name = getRealPrintFilename();
551 fp = fopen (name.c_str(), "w");
552 if (fp == NULL) {
553 G4cerr << "Can't open filename " << name.c_str() << G4endl;
554 return false;
555 }
556
557 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
558 fprintf (fp, "%%%%Title: %s\n", name.c_str());
559 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
560 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
561 fprintf (fp, "%%%%EndComments\n");
562 fprintf (fp, "gsave\n");
563 fprintf (fp, "/bwproc {\n");
564 fprintf (fp, " rgbproc\n");
565 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
566 fprintf (fp, " 5 -1 roll {\n");
567 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
568 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
569 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
570 fprintf (fp, " { 2 1 roll } ifelse\n");
571 fprintf (fp, " }forall\n");
572 fprintf (fp, " pop pop pop\n");
573 fprintf (fp, "} def\n");
574 fprintf (fp, "systemdict /colorimage known not {\n");
575 fprintf (fp, " /colorimage {\n");
576 fprintf (fp, " pop\n");
577 fprintf (fp, " pop\n");
578 fprintf (fp, " /rgbproc exch def\n");
579 fprintf (fp, " { bwproc } image\n");
580 fprintf (fp, " } def\n");
581 fprintf (fp, "} if\n");
582 fprintf (fp, "/picstr %d string def\n", width * components);
583 fprintf (fp, "%d %d scale\n", width, height);
584 fprintf (fp, "%d %d %d\n", width, height, 8);
585 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
586 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
587 fprintf (fp, "false %d\n", components);
588 fprintf (fp, "colorimage\n");
589
590 curpix = (GLubyte*) pixels;
591 pos = 0;
592 for (i = width*height*components; i>0; i--) {
593 fprintf (fp, "%02hx ", *(curpix++));
594 if (++pos >= 32) {
595 fprintf (fp, "\n");
596 pos = 0;
597 }
598 }
599 if (pos)
600 fprintf (fp, "\n");
601
602 fprintf (fp, "grestore\n");
603 fprintf (fp, "showpage\n");
604 delete pixels;
605 fclose (fp);
606
607 // Reset for next time (useful is size change)
608 // fPrintSizeX = -1;
609 // fPrintSizeY = -1;
610
611 return true;
612}
613
614
615bool G4OpenGLViewer::printGl2PS() {
616
617 int width = getRealPrintSizeX();
618 int height = getRealPrintSizeY();
619
620 if (!fGL2PSAction) return false;
621
622 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
623 // try to resize
624 int X = fWinSize_x;
625 int Y = fWinSize_y;
626
627 fWinSize_x = width;
628 fWinSize_y = height;
629 ResizeGLView();
630 if (fGL2PSAction->enableFileWriting()) {
631
632 // By default, we choose the line width (trajectories...)
633 fGL2PSAction->setLineWidth(1);
634 // By default, we choose the point size (markers...)
635 fGL2PSAction->setPointSize(2);
636
637 DrawView ();
638 fGL2PSAction->disableFileWriting();
639 }
640
641 fWinSize_x = X;
642 fWinSize_y = Y;
643 ResizeGLView();
644
645 // Reset for next time (useful is size change)
646 // fPrintSizeX = 0;
647 // fPrintSizeY = 0;
648
649 return true;
650}
651
652unsigned int G4OpenGLViewer::getWinWidth() {
653 return fWinSize_x;
654}
655
656unsigned int G4OpenGLViewer::getWinHeight() {
657 return fWinSize_y;
658}
659
660G4bool G4OpenGLViewer::sizeHasChanged() {
661 return fSizeHasChanged;
662}
663
664G4int G4OpenGLViewer::getRealPrintSizeX() {
665 if (fPrintSizeX == -1) {
666 return fWinSize_x;
667 }
668 GLint dims[2];
669 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
670 if (fPrintSizeX > dims[0]){
671 return dims[0];
672 }
673 if (fPrintSizeX < -1){
674 return 0;
675 }
676 return fPrintSizeX;
677}
678
679G4int G4OpenGLViewer::getRealPrintSizeY() {
680 if (fPrintSizeY == -1) {
681 return fWinSize_y;
682 }
683 GLint dims[2];
684 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
685 if (fPrintSizeY > dims[1]){
686 return dims[1];
687 }
688 if (fPrintSizeY < -1){
689 return 0;
690 }
691 return fPrintSizeY;
692}
693
694void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
695 fPrintSizeX = X;
696 fPrintSizeY = Y;
697}
698
699void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
700 if (name != "") {
701 fPrintFilename = name;
702 } else {
703 fPrintFilename = "G4OpenGL"; // by default
704 }
705 if (inc) {
706 fPrintFilenameIndex=0;
707 } else {
708 fPrintFilenameIndex=-1;
709 }
710}
711
712std::string G4OpenGLViewer::getRealPrintFilename() {
713 std::string temp = fPrintFilename;
714 if (fPrintFilenameIndex != -1) {
715 temp += std::string("_");
716 std::ostringstream os;
717 os << fPrintFilenameIndex;
718 std::string nb_str = os.str();
719 temp += nb_str;
720 }
721 temp += ".eps";
722 return temp;
723}
724
725GLdouble G4OpenGLViewer::getSceneNearWidth()
726{
727 const G4Point3D targetPoint
728 = fSceneHandler.GetScene()->GetStandardTargetPoint()
729 + fVP.GetCurrentTargetPoint ();
730 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
731 if(radius<=0.) radius = 1.;
732 const G4double cameraDistance = fVP.GetCameraDistance (radius);
733 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
734 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
735}
736
737GLdouble G4OpenGLViewer::getSceneFarWidth()
738{
739 const G4Point3D targetPoint
740 = fSceneHandler.GetScene()->GetStandardTargetPoint()
741 + fVP.GetCurrentTargetPoint ();
742 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
743 if(radius<=0.) radius = 1.;
744 const G4double cameraDistance = fVP.GetCameraDistance (radius);
745 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
746 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
747 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
748}
749
750
751GLdouble G4OpenGLViewer::getSceneDepth()
752{
753 const G4Point3D targetPoint
754 = fSceneHandler.GetScene()->GetStandardTargetPoint()
755 + fVP.GetCurrentTargetPoint ();
756 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
757 if(radius<=0.) radius = 1.;
758 const G4double cameraDistance = fVP.GetCameraDistance (radius);
759 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
760 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
761}
762
763
764
765void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
766{
767
768 G4Vector3D vp;
769 G4Vector3D up;
770
771 G4Vector3D xprime;
772 G4Vector3D yprime;
773 G4Vector3D zprime;
774
775 G4double delta_alpha;
776 G4double delta_theta;
777
778 G4Vector3D new_vp;
779 G4Vector3D new_up;
780
781 G4double cosalpha;
782 G4double sinalpha;
783
784 G4Vector3D a1;
785 G4Vector3D a2;
786 G4Vector3D delta;
787 G4Vector3D viewPoint;
788
789
790 //phi spin stuff here
791
792 vp = fVP.GetViewpointDirection ().unit ();
793 up = fVP.GetUpVector ().unit ();
794
795 yprime = (up.cross(vp)).unit();
796 zprime = (vp.cross(yprime)).unit();
797
798 if (fVP.GetLightsMoveWithCamera()) {
799 delta_alpha = dy * deltaRotation;
800 delta_theta = -dx * deltaRotation;
801 } else {
802 delta_alpha = -dy * deltaRotation;
803 delta_theta = dx * deltaRotation;
804 }
805
806 delta_alpha *= deg;
807 delta_theta *= deg;
808
809 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
810
811 // to avoid z rotation flipping
812 // to allow more than 360° rotation
813
814 const G4Point3D targetPoint
815 = fSceneHandler.GetScene()->GetStandardTargetPoint()
816 + fVP.GetCurrentTargetPoint ();
817 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
818 if(radius<=0.) radius = 1.;
819 const G4double cameraDistance = fVP.GetCameraDistance (radius);
820 const G4Point3D cameraPosition =
821 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
822
823 if (fVP.GetLightsMoveWithCamera()) {
824 new_up = (new_vp.cross(yprime)).unit();
825 if (new_vp.z()*vp.z() <0) {
826 new_up.set(new_up.x(),-new_up.y(),new_up.z());
827 }
828 } else {
829 new_up = up;
830 if (new_vp.z()*vp.z() <0) {
831 new_up.set(new_up.x(),-new_up.y(),new_up.z());
832 }
833 }
834 fVP.SetUpVector(new_up);
835 ////////////////
836 // Rotates by fixed azimuthal angle delta_theta.
837
838 cosalpha = new_up.dot (new_vp.unit());
839 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
840 yprime = (new_up.cross (new_vp.unit())).unit ();
841 xprime = yprime.cross (new_up);
842 // Projection of vp on plane perpendicular to up...
843 a1 = sinalpha * xprime;
844 // Required new projection...
845 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
846 // Required Increment vector...
847 delta = a2 - a1;
848 // So new viewpoint is...
849 viewPoint = new_vp.unit() + delta;
850
851 fVP.SetViewAndLights (viewPoint);
852}
853
854#endif
Note: See TracBrowser for help on using the repository browser.