source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc@ 1141

Last change on this file since 1141 was 1137, checked in by garnier, 16 years ago

en cours de debug

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.59 2009/10/20 12:47:45 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 glClearColor (0.0, 0.0, 0.0, 0.0);
110 glClearDepth (1.0);
111 glDisable (GL_BLEND);
112 glDisable (GL_LINE_SMOOTH);
113 glDisable (GL_POLYGON_SMOOTH);
114
115#ifdef G4DEBUG_VIS_OGL
116 printf("G4OpenGLViewer::InitializeGLView %d %d \n",fVP.GetWindowSizeHintX(),fVP.GetWindowSizeHintY());
117#endif
118 fWinSize_x = fVP.GetWindowSizeHintX();
119 fWinSize_y = fVP.GetWindowSizeHintY();
120}
121
122void G4OpenGLViewer::ClearView () {
123#ifdef G4DEBUG_VIS_OGL
124 printf("G4OpenGLViewer::ClearView\n");
125#endif
126 glClearColor (background.GetRed(),
127 background.GetGreen(),
128 background.GetBlue(),
129 1.);
130 glClearDepth (1.0);
131 //Below line does not compile with Mesa includes.
132 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
133 glClear (GL_COLOR_BUFFER_BIT);
134 glClear (GL_DEPTH_BUFFER_BIT);
135 glClear (GL_STENCIL_BUFFER_BIT);
136#ifdef G4DEBUG_VIS_OGL
137 printf("G4OpenGLViewer::ClearView flush\n");
138#endif
139 glFlush ();
140}
141
142
143void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
144 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
145 fWinSize_x = aWidth;
146 fWinSize_y = aHeight;
147 fSizeHasChanged = true;
148 } else {
149 fSizeHasChanged = false;
150 }
151}
152
153/**
154 * Set the viewport of the scene
155 * MAXIMUM SIZE is :
156 * GLint dims[2];
157 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
158 */
159void G4OpenGLViewer::ResizeGLView()
160{
161#ifdef G4DEBUG_VIS_OGL
162 printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
163#endif
164 // Check size
165 GLint dims[2];
166 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
167 if (fWinSize_x > (unsigned)dims[0]) {
168 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
169 fWinSize_x = dims[0];
170 }
171 if (fWinSize_y > (unsigned)dims[1]) {
172 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
173 fWinSize_y = dims[1];
174 }
175 GLsizei side = fWinSize_x;
176 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
177
178 // SPECIAL CASE if fWinSize_x is even (69 for example)
179 // Ex : X: 69 Y: 26
180 // side = 26
181 // width / 2 = 21,5
182 // height / 2 = 0
183 // Should be fixed to closed : 21 0 for ex
184 // Then size must by change to :
185 // X:68 Y: 26
186
187 // SPECIAL CASE
188 if ((fWinSize_x - side)%2) {
189 // fWinSize_x --;
190
191 side = fWinSize_x;
192 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
193 }
194 if ((fWinSize_y - side)%2) {
195 // fWinSize_y --;
196
197 side = fWinSize_x;
198 if (fWinSize_y < fWinSize_x) side = fWinSize_y;
199 }
200
201 GLint X = (fWinSize_x - side) / 2;
202 GLint Y = (fWinSize_y - side) / 2;
203
204#ifdef G4DEBUG_VIS_OGL
205 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);
206#endif
207 glViewport(X, Y, side, side);
208 // glViewport(0, 0, fWinSize_x,fWinSize_y);
209
210
211}
212
213
214void G4OpenGLViewer::SetView () {
215
216 if (!fSceneHandler.GetScene()) {
217 G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
218 << G4endl;
219 return;
220 }
221 // Calculates view representation based on extent of object being
222 // viewed and (initial) viewpoint. (Note: it can change later due
223 // to user interaction via visualization system's GUI.)
224
225 // Lighting.
226 GLfloat lightPosition [4];
227 lightPosition [0] = fVP.GetActualLightpointDirection().x();
228 lightPosition [1] = fVP.GetActualLightpointDirection().y();
229 lightPosition [2] = fVP.GetActualLightpointDirection().z();
230 lightPosition [3] = 0.;
231 // Light position is "true" light direction, so must come after gluLookAt.
232 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
233 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
234 glEnable (GL_LIGHT0);
235 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
236 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
237
238 // Get radius of scene, etc.
239 // Note that this procedure properly takes into account zoom, dolly and pan.
240 const G4Point3D targetPoint
241 = fSceneHandler.GetScene()->GetStandardTargetPoint()
242 + fVP.GetCurrentTargetPoint ();
243 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
244 if(radius<=0.) radius = 1.;
245 const G4double cameraDistance = fVP.GetCameraDistance (radius);
246 const G4Point3D cameraPosition =
247 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
248 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
249 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
250 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
251 const GLdouble left = -right;
252 const GLdouble bottom = left;
253 const GLdouble top = right;
254
255 // FIXME
256 ResizeGLView();
257 //SHOULD SetWindowsSizeHint()...
258
259 glMatrixMode (GL_PROJECTION); // set up Frustum.
260 glLoadIdentity();
261
262 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
263 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
264
265 if (fVP.GetFieldHalfAngle() == 0.) {
266 glOrtho (left, right, bottom, top, pnear, pfar);
267 }
268 else {
269 glFrustum (left, right, bottom, top, pnear, pfar);
270 }
271
272 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
273 glLoadIdentity();
274
275 const G4Normal3D& upVector = fVP.GetUpVector ();
276 G4Point3D gltarget;
277 if (cameraDistance > 1.e-6 * radius) {
278 gltarget = targetPoint;
279 }
280 else {
281 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
282 }
283
284 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
285 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
286 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
287 upVector.x(), upVector.y(), upVector.z()); // Up vector.
288
289 // Light position is "true" light direction, so must come after gluLookAt.
290 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
291
292 // OpenGL no longer seems to reconstruct clipped edges, so, when the
293 // BooleanProcessor is up to it, abandon this and use generic
294 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
295 // force kernel visit on change of clipping plane in
296 // G4OpenGLStoredViewer::CompareForKernelVisit.
297 if (fVP.IsSection () ) { // pair of back to back clip planes.
298 const G4Plane3D& s = fVP.GetSectionPlane ();
299 double sArray[4];
300 sArray[0] = s.a();
301 sArray[1] = s.b();
302 sArray[2] = s.c();
303 sArray[3] = s.d() + radius * 1.e-05;
304 glClipPlane (GL_CLIP_PLANE0, sArray);
305 glEnable (GL_CLIP_PLANE0);
306 sArray[0] = -s.a();
307 sArray[1] = -s.b();
308 sArray[2] = -s.c();
309 sArray[3] = -s.d() + radius * 1.e-05;
310 glClipPlane (GL_CLIP_PLANE1, sArray);
311 glEnable (GL_CLIP_PLANE1);
312 } else {
313 glDisable (GL_CLIP_PLANE0);
314 glDisable (GL_CLIP_PLANE1);
315 }
316
317 const G4Planes& cutaways = fVP.GetCutawayPlanes();
318 size_t nPlanes = cutaways.size();
319 if (fVP.IsCutaway() &&
320 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
321 nPlanes > 0) {
322 double a[4];
323 a[0] = cutaways[0].a();
324 a[1] = cutaways[0].b();
325 a[2] = cutaways[0].c();
326 a[3] = cutaways[0].d();
327 glClipPlane (GL_CLIP_PLANE2, a);
328 glEnable (GL_CLIP_PLANE2);
329 if (nPlanes > 1) {
330 a[0] = cutaways[1].a();
331 a[1] = cutaways[1].b();
332 a[2] = cutaways[1].c();
333 a[3] = cutaways[1].d();
334 glClipPlane (GL_CLIP_PLANE3, a);
335 glEnable (GL_CLIP_PLANE3);
336 }
337 if (nPlanes > 2) {
338 a[0] = cutaways[2].a();
339 a[1] = cutaways[2].b();
340 a[2] = cutaways[2].c();
341 a[3] = cutaways[2].d();
342 glClipPlane (GL_CLIP_PLANE4, a);
343 glEnable (GL_CLIP_PLANE4);
344 }
345 } else {
346 glDisable (GL_CLIP_PLANE2);
347 glDisable (GL_CLIP_PLANE3);
348 glDisable (GL_CLIP_PLANE4);
349 }
350
351 // Background.
352 background = fVP.GetBackgroundColour ();
353
354}
355
356void G4OpenGLViewer::HaloingFirstPass () {
357
358 //To perform haloing, first Draw all information to the depth buffer
359 //alone, using a chunky line width, and then Draw all info again, to
360 //the colour buffer, setting a thinner line width an the depth testing
361 //function to less than or equal, so if two lines cross, the one
362 //passing behind the other will not pass the depth test, and so not
363 //get rendered either side of the infront line for a short distance.
364
365 //First, disable writing to the colo(u)r buffer...
366 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
367
368 //Now enable writing to the depth buffer...
369 glDepthMask (GL_TRUE);
370 glDepthFunc (GL_LESS);
371 glClearDepth (1.0);
372
373 //Finally, set the line width to something wide...
374 glLineWidth (3.0);
375
376}
377
378void G4OpenGLViewer::HaloingSecondPass () {
379
380 //And finally, turn the colour buffer back on with a sesible line width...
381 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
382 glDepthFunc (GL_LEQUAL);
383 glLineWidth (1.0);
384
385}
386
387void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
388{
389 //G4cout << "X: " << x << ", Y: " << y << G4endl;
390 const G4int BUFSIZE = 512;
391 GLuint selectBuffer[BUFSIZE];
392 glSelectBuffer(BUFSIZE, selectBuffer);
393 glRenderMode(GL_SELECT);
394 glInitNames();
395 glPushName(0);
396 glMatrixMode(GL_PROJECTION);
397 G4double currentProjectionMatrix[16];
398 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
399 glPushMatrix();
400 glLoadIdentity();
401 GLint viewport[4];
402 glGetIntegerv(GL_VIEWPORT, viewport);
403 // Define 5x5 pixel pick area
404 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
405 glMultMatrixd(currentProjectionMatrix);
406 glMatrixMode(GL_MODELVIEW);
407 DrawView();
408 GLint hits = glRenderMode(GL_RENDER);
409 if (hits < 0)
410 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
411 else if (hits > 0) {
412 //G4cout << hits << " hit(s)" << G4endl;
413 GLuint* p = selectBuffer;
414 for (GLint i = 0; i < hits; ++i) {
415 GLuint nnames = *p++;
416 *p++; //OR GLuint zmin = *p++;
417 *p++; //OR GLuint zmax = *p++;
418 //G4cout << "Hit " << i << ": " << nnames << " names"
419 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
420 for (GLuint j = 0; j < nnames; ++j) {
421 GLuint name = *p++;
422 //G4cout << "Name " << j << ": PickName: " << name << G4endl;
423 std::map<GLuint, G4AttHolder*>::iterator iter =
424 fOpenGLSceneHandler.fPickMap.find(name);
425 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
426 G4AttHolder* attHolder = iter->second;
427 if(attHolder && attHolder->GetAttDefs().size()) {
428 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
429 G4cout << G4AttCheck(attHolder->GetAttValues()[i],
430 attHolder->GetAttDefs()[i]);
431 }
432 }
433 }
434 }
435 G4cout << G4endl;
436 }
437 }
438 glMatrixMode(GL_PROJECTION);
439 glPopMatrix();
440 glMatrixMode(GL_MODELVIEW);
441}
442
443
444
445
446GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
447
448 GLubyte* buffer;
449 GLint swapbytes, lsbfirst, rowlength;
450 GLint skiprows, skippixels, alignment;
451 GLenum format;
452 int size;
453
454 if (inColor) {
455 format = GL_RGB;
456 size = width*height*3;
457 } else {
458 format = GL_LUMINANCE;
459 size = width*height*1;
460 }
461
462 buffer = new GLubyte[size];
463 if (buffer == NULL)
464 return NULL;
465
466 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
467 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
468 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
469
470 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
471 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
472 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
473
474 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
475 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
476 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
477
478 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
479 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
480 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
481
482 glReadBuffer(GL_FRONT);
483 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
484
485 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
486 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
487 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
488
489 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
490 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
491 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
492
493 return buffer;
494}
495
496void G4OpenGLViewer::printEPS() {
497 bool res;
498#ifdef G4DEBUG_VIS_OGL
499 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
500#endif
501
502 // Change the LC_NUMERIC value in order to have "." separtor and not ","
503 // This case is only useful for French, Canadien...
504 char *oldLocale = strdup(setlocale(LC_NUMERIC,NULL));
505 setlocale(LC_NUMERIC,"C");
506
507 if (fVectoredPs) {
508 res = printVectoredEPS();
509 } else {
510 res = printNonVectoredEPS();
511 }
512
513 // restore the local
514 if (oldLocale) {
515 setlocale(LC_NUMERIC,oldLocale);
516 free(oldLocale);
517 }
518
519 if (res == false) {
520 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
521 } else {
522 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
523 }
524
525 // increment index if necessary
526 if ( fPrintFilenameIndex != -1) {
527 fPrintFilenameIndex++;
528 }
529
530}
531
532bool G4OpenGLViewer::printVectoredEPS() {
533 return printGl2PS();
534}
535
536bool G4OpenGLViewer::printNonVectoredEPS () {
537
538 int width = getRealPrintSizeX();
539 int height = getRealPrintSizeY();
540
541#ifdef G4DEBUG_VIS_OGL
542 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour);
543#endif
544 FILE* fp;
545 GLubyte* pixels;
546 GLubyte* curpix;
547 int components, pos, i;
548
549 pixels = grabPixels (fPrintColour, width, height);
550
551 if (pixels == NULL) {
552 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
553 return false;
554 }
555 if (fPrintColour) {
556 components = 3;
557 } else {
558 components = 1;
559 }
560 std::string name = getRealPrintFilename();
561 fp = fopen (name.c_str(), "w");
562 if (fp == NULL) {
563 G4cerr << "Can't open filename " << name.c_str() << G4endl;
564 return false;
565 }
566
567 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
568 fprintf (fp, "%%%%Title: %s\n", name.c_str());
569 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
570 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
571 fprintf (fp, "%%%%EndComments\n");
572 fprintf (fp, "gsave\n");
573 fprintf (fp, "/bwproc {\n");
574 fprintf (fp, " rgbproc\n");
575 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
576 fprintf (fp, " 5 -1 roll {\n");
577 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
578 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
579 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
580 fprintf (fp, " { 2 1 roll } ifelse\n");
581 fprintf (fp, " }forall\n");
582 fprintf (fp, " pop pop pop\n");
583 fprintf (fp, "} def\n");
584 fprintf (fp, "systemdict /colorimage known not {\n");
585 fprintf (fp, " /colorimage {\n");
586 fprintf (fp, " pop\n");
587 fprintf (fp, " pop\n");
588 fprintf (fp, " /rgbproc exch def\n");
589 fprintf (fp, " { bwproc } image\n");
590 fprintf (fp, " } def\n");
591 fprintf (fp, "} if\n");
592 fprintf (fp, "/picstr %d string def\n", width * components);
593 fprintf (fp, "%d %d scale\n", width, height);
594 fprintf (fp, "%d %d %d\n", width, height, 8);
595 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
596 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
597 fprintf (fp, "false %d\n", components);
598 fprintf (fp, "colorimage\n");
599
600 curpix = (GLubyte*) pixels;
601 pos = 0;
602 for (i = width*height*components; i>0; i--) {
603 fprintf (fp, "%02hx ", *(curpix++));
604 if (++pos >= 32) {
605 fprintf (fp, "\n");
606 pos = 0;
607 }
608 }
609 if (pos)
610 fprintf (fp, "\n");
611
612 fprintf (fp, "grestore\n");
613 fprintf (fp, "showpage\n");
614 delete pixels;
615 fclose (fp);
616
617 // Reset for next time (useful is size change)
618 // fPrintSizeX = -1;
619 // fPrintSizeY = -1;
620
621 return true;
622}
623
624
625bool G4OpenGLViewer::printGl2PS() {
626
627 int width = getRealPrintSizeX();
628 int height = getRealPrintSizeY();
629
630 if (!fGL2PSAction) return false;
631
632 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
633 // try to resize
634 int X = fWinSize_x;
635 int Y = fWinSize_y;
636
637 fWinSize_x = width;
638 fWinSize_y = height;
639 ResizeGLView();
640 if (fGL2PSAction->enableFileWriting()) {
641
642 // By default, we choose the line width (trajectories...)
643 fGL2PSAction->setLineWidth(1);
644 // By default, we choose the point size (markers...)
645 fGL2PSAction->setPointSize(2);
646
647 DrawView ();
648 fGL2PSAction->disableFileWriting();
649 }
650
651 fWinSize_x = X;
652 fWinSize_y = Y;
653 ResizeGLView();
654
655 // Reset for next time (useful is size change)
656 // fPrintSizeX = 0;
657 // fPrintSizeY = 0;
658
659 return true;
660}
661
662unsigned int G4OpenGLViewer::getWinWidth() {
663 return fWinSize_x;
664}
665
666unsigned int G4OpenGLViewer::getWinHeight() {
667 return fWinSize_y;
668}
669
670G4bool G4OpenGLViewer::sizeHasChanged() {
671 return fSizeHasChanged;
672}
673
674G4int G4OpenGLViewer::getRealPrintSizeX() {
675 if (fPrintSizeX == -1) {
676 return fWinSize_x;
677 }
678 GLint dims[2];
679 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
680 if (fPrintSizeX > dims[0]){
681 return dims[0];
682 }
683 if (fPrintSizeX < -1){
684 return 0;
685 }
686 return fPrintSizeX;
687}
688
689G4int G4OpenGLViewer::getRealPrintSizeY() {
690 if (fPrintSizeY == -1) {
691 return fWinSize_y;
692 }
693 GLint dims[2];
694 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
695 if (fPrintSizeY > dims[1]){
696 return dims[1];
697 }
698 if (fPrintSizeY < -1){
699 return 0;
700 }
701 return fPrintSizeY;
702}
703
704void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
705 fPrintSizeX = X;
706 fPrintSizeY = Y;
707}
708
709void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
710 if (name != "") {
711 fPrintFilename = name;
712 } else {
713 fPrintFilename = "G4OpenGL"; // by default
714 }
715 if (inc) {
716 fPrintFilenameIndex=0;
717 } else {
718 fPrintFilenameIndex=-1;
719 }
720}
721
722std::string G4OpenGLViewer::getRealPrintFilename() {
723 std::string temp = fPrintFilename;
724 if (fPrintFilenameIndex != -1) {
725 temp += std::string("_");
726 std::ostringstream os;
727 os << fPrintFilenameIndex;
728 std::string nb_str = os.str();
729 temp += nb_str;
730 }
731 temp += ".eps";
732 return temp;
733}
734
735GLdouble G4OpenGLViewer::getSceneNearWidth()
736{
737 const G4Point3D targetPoint
738 = fSceneHandler.GetScene()->GetStandardTargetPoint()
739 + fVP.GetCurrentTargetPoint ();
740 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
741 if(radius<=0.) radius = 1.;
742 const G4double cameraDistance = fVP.GetCameraDistance (radius);
743 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
744 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
745}
746
747GLdouble G4OpenGLViewer::getSceneFarWidth()
748{
749 const G4Point3D targetPoint
750 = fSceneHandler.GetScene()->GetStandardTargetPoint()
751 + fVP.GetCurrentTargetPoint ();
752 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
753 if(radius<=0.) radius = 1.;
754 const G4double cameraDistance = fVP.GetCameraDistance (radius);
755 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
756 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
757 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
758}
759
760
761GLdouble G4OpenGLViewer::getSceneDepth()
762{
763 const G4Point3D targetPoint
764 = fSceneHandler.GetScene()->GetStandardTargetPoint()
765 + fVP.GetCurrentTargetPoint ();
766 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
767 if(radius<=0.) radius = 1.;
768 const G4double cameraDistance = fVP.GetCameraDistance (radius);
769 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
770 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
771}
772
773
774
775void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
776{
777 if (!fSceneHandler.GetScene()) {
778 return;
779 }
780
781 G4Vector3D vp;
782 G4Vector3D up;
783
784 G4Vector3D xprime;
785 G4Vector3D yprime;
786 G4Vector3D zprime;
787
788 G4double delta_alpha;
789 G4double delta_theta;
790
791 G4Vector3D new_vp;
792 G4Vector3D new_up;
793
794 G4double cosalpha;
795 G4double sinalpha;
796
797 G4Vector3D a1;
798 G4Vector3D a2;
799 G4Vector3D delta;
800 G4Vector3D viewPoint;
801
802
803 //phi spin stuff here
804
805 vp = fVP.GetViewpointDirection ().unit ();
806 up = fVP.GetUpVector ().unit ();
807
808 yprime = (up.cross(vp)).unit();
809 zprime = (vp.cross(yprime)).unit();
810
811 if (fVP.GetLightsMoveWithCamera()) {
812 delta_alpha = dy * deltaRotation;
813 delta_theta = -dx * deltaRotation;
814 } else {
815 delta_alpha = -dy * deltaRotation;
816 delta_theta = dx * deltaRotation;
817 }
818
819 delta_alpha *= deg;
820 delta_theta *= deg;
821
822 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
823
824 // to avoid z rotation flipping
825 // to allow more than 360° rotation
826
827 const G4Point3D targetPoint
828 = fSceneHandler.GetScene()->GetStandardTargetPoint()
829 + fVP.GetCurrentTargetPoint ();
830 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
831 if(radius<=0.) radius = 1.;
832 const G4double cameraDistance = fVP.GetCameraDistance (radius);
833 const G4Point3D cameraPosition =
834 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
835
836 if (fVP.GetLightsMoveWithCamera()) {
837 new_up = (new_vp.cross(yprime)).unit();
838 if (new_vp.z()*vp.z() <0) {
839 new_up.set(new_up.x(),-new_up.y(),new_up.z());
840 }
841 } else {
842 new_up = up;
843 if (new_vp.z()*vp.z() <0) {
844 new_up.set(new_up.x(),-new_up.y(),new_up.z());
845 }
846 }
847 fVP.SetUpVector(new_up);
848 ////////////////
849 // Rotates by fixed azimuthal angle delta_theta.
850
851 cosalpha = new_up.dot (new_vp.unit());
852 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
853 yprime = (new_up.cross (new_vp.unit())).unit ();
854 xprime = yprime.cross (new_up);
855 // Projection of vp on plane perpendicular to up...
856 a1 = sinalpha * xprime;
857 // Required new projection...
858 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
859 // Required Increment vector...
860 delta = a2 - a1;
861 // So new viewpoint is...
862 viewPoint = new_vp.unit() + delta;
863
864 fVP.SetViewAndLights (viewPoint);
865}
866
867#endif
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