source: trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc @ 1332

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25//
26//
27// $Id: G4OpenGLViewer.cc,v 1.62 2010/05/11 10:22:37 allison 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  //  if (fVP != NULL) {
116    fWinSize_x = fVP.GetWindowSizeHintX();
117    fWinSize_y = fVP.GetWindowSizeHintY();
118    //  }
119
120
121void G4OpenGLViewer::ClearView () {
122#ifdef G4DEBUG_VIS_OGL
123  printf("G4OpenGLViewer::ClearView\n");
124#endif
125  glClearColor (background.GetRed(),
126                background.GetGreen(),
127                background.GetBlue(),
128                1.);
129  glClearDepth (1.0);
130  //Below line does not compile with Mesa includes.
131  //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
132  glClear (GL_COLOR_BUFFER_BIT);
133  glClear (GL_DEPTH_BUFFER_BIT);
134  glClear (GL_STENCIL_BUFFER_BIT);
135#ifdef G4DEBUG_VIS_OGL
136  printf("G4OpenGLViewer::ClearView flush\n");
137#endif
138  glFlush ();
139}
140
141
142void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
143  if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
144    fWinSize_x = aWidth;
145    fWinSize_y = aHeight;
146    fSizeHasChanged = true;
147  } else {
148    fSizeHasChanged = false;
149  }
150}
151
152/**
153 * Set the viewport of the scene
154 * MAXIMUM SIZE is :
155 * GLint dims[2];
156 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
157 */
158void G4OpenGLViewer::ResizeGLView()
159{
160#ifdef G4DEBUG_VIS_OGL
161  printf("G4OpenGLViewer::ResizeGLView %d %d &:%d\n",fWinSize_x,fWinSize_y,this);
162#endif
163  // Check size
164  GLint dims[2];
165  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
166
167  if ((dims[0] !=0 ) && (dims[1] !=0)) {
168
169    if (fWinSize_x > (unsigned)dims[0]) {
170      G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[0] << G4endl;
171      fWinSize_x = dims[0];
172    }
173    if (fWinSize_y > (unsigned)dims[1]) {
174      G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<<  dims[1] << G4endl;
175      fWinSize_y = dims[1];
176    }
177  }
178   
179  glViewport(0, 0, fWinSize_x,fWinSize_y);
180
181#ifdef G4DEBUG_VIS_OGL
182  printf("G4OpenGLViewer::ResizeGLView END %d %d &:%d\n",fWinSize_x,fWinSize_y,this);
183#endif
184 
185}
186
187
188void G4OpenGLViewer::SetView () {
189
190  if (!fSceneHandler.GetScene()) {
191    return;
192  }
193#ifdef G4DEBUG_VIS_OGL
194  printf("G4OpenGLViewer::SetView\n");
195#endif
196  // Calculates view representation based on extent of object being
197  // viewed and (initial) viewpoint.  (Note: it can change later due
198  // to user interaction via visualization system's GUI.)
199 
200  // Lighting.
201  GLfloat lightPosition [4];
202  lightPosition [0] = fVP.GetActualLightpointDirection().x();
203  lightPosition [1] = fVP.GetActualLightpointDirection().y();
204  lightPosition [2] = fVP.GetActualLightpointDirection().z();
205  lightPosition [3] = 0.;
206  // Light position is "true" light direction, so must come after gluLookAt.
207  GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
208  GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
209  glEnable (GL_LIGHT0);
210  glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
211  glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
212 
213  G4double ratioX = 1;
214  G4double ratioY = 1;
215  if (fWinSize_y > fWinSize_x) {
216    ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
217  }
218  if (fWinSize_x > fWinSize_y) {
219    ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
220  }
221 
222  // Get radius of scene, etc.
223  // Note that this procedure properly takes into account zoom, dolly and pan.
224  const G4Point3D targetPoint
225    = fSceneHandler.GetScene()->GetStandardTargetPoint()
226    + fVP.GetCurrentTargetPoint ();
227  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
228  if(radius<=0.) radius = 1.;
229  const G4double cameraDistance = fVP.GetCameraDistance (radius);
230  const G4Point3D cameraPosition =
231    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
232  const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
233  const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
234  const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
235  const GLdouble left   = -right;
236  const GLdouble top    = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
237  const GLdouble bottom = -top;
238 
239  // FIXME
240  ResizeGLView();
241  //SHOULD SetWindowsSizeHint()...
242
243  glMatrixMode (GL_PROJECTION); // set up Frustum.
244  glLoadIdentity();
245
246  const G4Vector3D scaleFactor = fVP.GetScaleFactor();
247  glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
248 
249  if (fVP.GetFieldHalfAngle() == 0.) {
250    glOrtho (left, right, bottom, top, pnear, pfar);
251  }
252  else {
253    glFrustum (left, right, bottom, top, pnear, pfar);
254  } 
255
256  glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
257  glLoadIdentity();
258 
259  const G4Normal3D& upVector = fVP.GetUpVector (); 
260  G4Point3D gltarget;
261  if (cameraDistance > 1.e-6 * radius) {
262    gltarget = targetPoint;
263  }
264  else {
265    gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
266  }
267
268  const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
269  gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
270             gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
271             upVector.x(), upVector.y(), upVector.z());     // Up vector.
272
273  // Light position is "true" light direction, so must come after gluLookAt.
274  glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
275
276  // OpenGL no longer seems to reconstruct clipped edges, so, when the
277  // BooleanProcessor is up to it, abandon this and use generic
278  // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
279  // force kernel visit on change of clipping plane in
280  // G4OpenGLStoredViewer::CompareForKernelVisit.
281  //if (fVP.IsSection () ) {  // pair of back to back clip planes.
282  if (false) {  // pair of back to back clip planes.
283    const G4Plane3D& s = fVP.GetSectionPlane ();
284    double sArray[4];
285    sArray[0] = s.a();
286    sArray[1] = s.b();
287    sArray[2] = s.c();
288    sArray[3] = s.d() + radius * 1.e-05;
289    glClipPlane (GL_CLIP_PLANE0, sArray);
290    glEnable (GL_CLIP_PLANE0);
291    sArray[0] = -s.a();
292    sArray[1] = -s.b();
293    sArray[2] = -s.c();
294    sArray[3] = -s.d() + radius * 1.e-05;
295    glClipPlane (GL_CLIP_PLANE1, sArray);
296    glEnable (GL_CLIP_PLANE1);
297  } else {
298    glDisable (GL_CLIP_PLANE0);
299    glDisable (GL_CLIP_PLANE1);
300  }
301
302  const G4Planes& cutaways = fVP.GetCutawayPlanes();
303  size_t nPlanes = cutaways.size();
304  //if (fVP.IsCutaway() &&
305  if (false &&
306      fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
307      nPlanes > 0) {
308    double a[4];
309    a[0] = cutaways[0].a();
310    a[1] = cutaways[0].b();
311    a[2] = cutaways[0].c();
312    a[3] = cutaways[0].d();
313    glClipPlane (GL_CLIP_PLANE2, a);
314    glEnable (GL_CLIP_PLANE2);
315    if (nPlanes > 1) {
316      a[0] = cutaways[1].a();
317      a[1] = cutaways[1].b();
318      a[2] = cutaways[1].c();
319      a[3] = cutaways[1].d();
320      glClipPlane (GL_CLIP_PLANE3, a);
321      glEnable (GL_CLIP_PLANE3);
322    }
323    if (nPlanes > 2) {
324      a[0] = cutaways[2].a();
325      a[1] = cutaways[2].b();
326      a[2] = cutaways[2].c();
327      a[3] = cutaways[2].d();
328      glClipPlane (GL_CLIP_PLANE4, a);
329      glEnable (GL_CLIP_PLANE4);
330    }
331  } else {
332    glDisable (GL_CLIP_PLANE2);
333    glDisable (GL_CLIP_PLANE3);
334    glDisable (GL_CLIP_PLANE4);
335  }
336
337  // Background.
338  background = fVP.GetBackgroundColour ();
339
340#ifdef G4DEBUG_VIS_OGL
341  printf("G4OpenGLViewer::SetView END\n");
342#endif
343}
344
345void G4OpenGLViewer::HaloingFirstPass () {
346 
347  //To perform haloing, first Draw all information to the depth buffer
348  //alone, using a chunky line width, and then Draw all info again, to
349  //the colour buffer, setting a thinner line width an the depth testing
350  //function to less than or equal, so if two lines cross, the one
351  //passing behind the other will not pass the depth test, and so not
352  //get rendered either side of the infront line for a short distance.
353
354  //First, disable writing to the colo(u)r buffer...
355  glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
356
357  //Now enable writing to the depth buffer...
358  glDepthMask (GL_TRUE);
359  glDepthFunc (GL_LESS);
360  glClearDepth (1.0);
361
362  //Finally, set the line width to something wide...
363  glLineWidth (3.0);
364
365}
366
367void G4OpenGLViewer::HaloingSecondPass () {
368
369  //And finally, turn the colour buffer back on with a sesible line width...
370  glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
371  glDepthFunc (GL_LEQUAL);
372  glLineWidth (1.0);
373
374}
375
376void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
377{
378  //G4cout << "X: " << x << ", Y: " << y << G4endl;
379  const G4int BUFSIZE = 512;
380  GLuint selectBuffer[BUFSIZE];
381  glSelectBuffer(BUFSIZE, selectBuffer);
382  glRenderMode(GL_SELECT);
383  glInitNames();
384  glPushName(0);
385  glMatrixMode(GL_PROJECTION);
386  G4double currentProjectionMatrix[16];
387  glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
388  glPushMatrix();
389  glLoadIdentity();
390  GLint viewport[4];
391  glGetIntegerv(GL_VIEWPORT, viewport);
392  // Define 5x5 pixel pick area
393  gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
394  glMultMatrixd(currentProjectionMatrix);
395  glMatrixMode(GL_MODELVIEW);
396  DrawView();
397  GLint hits = glRenderMode(GL_RENDER);
398  if (hits < 0)
399    G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4endl;
400  else if (hits > 0) {
401    //G4cout << hits << " hit(s)" << G4endl;
402    GLuint* p = selectBuffer;
403    for (GLint i = 0; i < hits; ++i) {
404      GLuint nnames = *p++;
405      p++; //OR GLuint zmin = *p++;
406      p++; //OR GLuint zmax = *p++;
407      //G4cout << "Hit " << i << ": " << nnames << " names"
408      //     << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
409      for (GLuint j = 0; j < nnames; ++j) {
410        GLuint name = *p++;
411        //G4cout << "Name " << j << ": PickName: " << name << G4endl;
412        std::map<GLuint, G4AttHolder*>::iterator iter =
413          fOpenGLSceneHandler.fPickMap.find(name);
414        if (iter != fOpenGLSceneHandler.fPickMap.end()) {
415          G4AttHolder* attHolder = iter->second;
416          if(attHolder && attHolder->GetAttDefs().size()) {
417            for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
418              G4cout << G4AttCheck(attHolder->GetAttValues()[i],
419                                   attHolder->GetAttDefs()[i]);
420            }
421          }
422        }
423      }
424      G4cout << G4endl;
425    }
426  }
427  glMatrixMode(GL_PROJECTION);
428  glPopMatrix();
429  glMatrixMode(GL_MODELVIEW);
430}
431
432
433
434
435GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
436 
437  GLubyte* buffer;
438  GLint swapbytes, lsbfirst, rowlength;
439  GLint skiprows, skippixels, alignment;
440  GLenum format;
441  int size;
442
443  if (inColor) {
444    format = GL_RGB;
445    size = width*height*3;
446  } else {
447    format = GL_LUMINANCE;
448    size = width*height*1;
449  }
450
451  buffer = new GLubyte[size];
452  if (buffer == NULL)
453    return NULL;
454
455  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
456  glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
457  glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
458
459  glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
460  glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
461  glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
462
463  glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
464  glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
465  glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
466
467  glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
468  glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
469  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
470
471  glReadBuffer(GL_FRONT);
472  glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
473
474  glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
475  glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
476  glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
477 
478  glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
479  glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
480  glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
481 
482  return buffer;
483}
484
485void G4OpenGLViewer::printEPS() {
486  bool res;
487#ifdef G4DEBUG_VIS_OGL
488  printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
489#endif
490
491  // Change the LC_NUMERIC value in order to have "." separtor and not ","
492  // This case is only useful for French, Canadien...
493  char* oldLocale = (char*)(malloc(strlen(setlocale(LC_NUMERIC,NULL))+1));
494  if(oldLocale!=NULL) strcpy(oldLocale,setlocale(LC_NUMERIC,NULL));
495  setlocale(LC_NUMERIC,"C");
496
497  if (fVectoredPs) {
498    res = printVectoredEPS();
499  } else {
500    res = printNonVectoredEPS();
501  }
502
503  // restore the local
504  if (oldLocale) {
505    setlocale(LC_NUMERIC,oldLocale);
506    free(oldLocale);
507  }
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#ifdef G4DEBUG_VIS_OGL
521  printf("G4OpenGLViewer::printEPS END\n");
522#endif
523}
524
525bool G4OpenGLViewer::printVectoredEPS() {
526  return printGl2PS();
527}
528
529bool G4OpenGLViewer::printNonVectoredEPS () {
530
531  int width = getRealPrintSizeX();
532  int height = getRealPrintSizeY();
533
534#ifdef G4DEBUG_VIS_OGL
535  printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour,fWinSize_x,fWinSize_y);
536#endif
537  FILE* fp;
538  GLubyte* pixels;
539  GLubyte* curpix;
540  int components, pos, i;
541
542  pixels = grabPixels (fPrintColour, width, height);
543
544  if (pixels == NULL) {
545      G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
546    return false;
547  }
548  if (fPrintColour) {
549    components = 3;
550  } else {
551    components = 1;
552  }
553  std::string name = getRealPrintFilename();
554  fp = fopen (name.c_str(), "w");
555  if (fp == NULL) {
556    G4cerr << "Can't open filename " << name.c_str() << G4endl;
557    return false;
558  }
559 
560  fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
561  fprintf (fp, "%%%%Title: %s\n", name.c_str());
562  fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
563  fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
564  fprintf (fp, "%%%%EndComments\n");
565  fprintf (fp, "gsave\n");
566  fprintf (fp, "/bwproc {\n");
567  fprintf (fp, "    rgbproc\n");
568  fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
569  fprintf (fp, "    5 -1 roll {\n");
570  fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
571  fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
572  fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
573  fprintf (fp, "    { 2 1 roll } ifelse\n");
574  fprintf (fp, "    }forall\n");
575  fprintf (fp, "    pop pop pop\n");
576  fprintf (fp, "} def\n");
577  fprintf (fp, "systemdict /colorimage known not {\n");
578  fprintf (fp, "   /colorimage {\n");
579  fprintf (fp, "       pop\n");
580  fprintf (fp, "       pop\n");
581  fprintf (fp, "       /rgbproc exch def\n");
582  fprintf (fp, "       { bwproc } image\n");
583  fprintf (fp, "   }  def\n");
584  fprintf (fp, "} if\n");
585  fprintf (fp, "/picstr %d string def\n", width * components);
586  fprintf (fp, "%d %d scale\n", width, height);
587  fprintf (fp, "%d %d %d\n", width, height, 8);
588  fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
589  fprintf (fp, "{currentfile picstr readhexstring pop}\n");
590  fprintf (fp, "false %d\n", components);
591  fprintf (fp, "colorimage\n");
592 
593  curpix = (GLubyte*) pixels;
594  pos = 0;
595  for (i = width*height*components; i>0; i--) {
596    fprintf (fp, "%02hx ", *(curpix++));
597    if (++pos >= 32) {
598      fprintf (fp, "\n");
599      pos = 0;
600    }
601  }
602  if (pos)
603    fprintf (fp, "\n");
604
605  fprintf (fp, "grestore\n");
606  fprintf (fp, "showpage\n");
607  delete pixels;
608  fclose (fp);
609
610  // Reset for next time (useful is size change)
611  //  fPrintSizeX = -1;
612  //  fPrintSizeY = -1;
613
614  return true;
615}
616
617
618bool G4OpenGLViewer::printGl2PS() {
619
620  int width = getRealPrintSizeX();
621  int height = getRealPrintSizeY();
622
623  if (!fGL2PSAction) return false;
624
625  fGL2PSAction->setFileName(getRealPrintFilename().c_str());
626  // try to resize
627  int X = fWinSize_x;
628  int Y = fWinSize_y;
629
630  fWinSize_x = width;
631  fWinSize_y = height;
632  // Laurent G. 16/03/10 : Not the good way to do.
633  // We should draw in a new offscreen context instead of
634  // resizing and drawing in current window...
635  // This should be solve when we will do an offscreen method
636  // to render OpenGL
637  // See :
638  // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
639  // http://www.songho.ca/opengl/gl_fbo.html
640
641  ResizeGLView();
642  if (fGL2PSAction->enableFileWriting()) {
643
644    // Set the viewport
645    //    fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY()); 
646    // By default, we choose the line width (trajectories...)
647    fGL2PSAction->setLineWidth(1);
648    // By default, we choose the point size (markers...)
649    fGL2PSAction->setPointSize(2);
650
651    DrawView ();
652    fGL2PSAction->disableFileWriting();
653  }
654
655  fWinSize_x = X;
656  fWinSize_y = Y;
657  ResizeGLView();
658  DrawView ();
659
660  // Reset for next time (useful is size change)
661  //  fPrintSizeX = 0;
662  //  fPrintSizeY = 0;
663
664  return true;
665}
666
667unsigned int G4OpenGLViewer::getWinWidth() {
668  return fWinSize_x;
669}
670
671unsigned int G4OpenGLViewer::getWinHeight() {
672  return fWinSize_y;
673}
674
675G4bool G4OpenGLViewer::sizeHasChanged() {
676  return fSizeHasChanged;
677}
678
679G4int G4OpenGLViewer::getRealPrintSizeX() {
680  if (fPrintSizeX == -1) {
681    return fWinSize_x;
682  }
683  GLint dims[2];
684  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
685
686  // L.Garnier 01-2010: Some problems with mac 10.6
687  if ((dims[0] !=0 ) && (dims[1] !=0)) {
688    if (fPrintSizeX > dims[0]){
689      return dims[0];
690    }
691  }
692  if (fPrintSizeX < -1){
693    return 0;
694  }
695  return fPrintSizeX;
696}
697
698G4int G4OpenGLViewer::getRealPrintSizeY() {
699  if (fPrintSizeY == -1) {
700    return fWinSize_y;
701  }
702  GLint dims[2];
703  glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
704
705  // L.Garnier 01-2010: Some problems with mac 10.6
706  if ((dims[0] !=0 ) && (dims[1] !=0)) {
707    if (fPrintSizeY > dims[1]){
708      return dims[1];
709    }
710  }
711  if (fPrintSizeY < -1){
712    return 0;
713  }
714  return fPrintSizeY;
715}
716
717void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
718  fPrintSizeX = X;
719  fPrintSizeY = Y;
720}
721
722void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
723  if (name != "") {
724    fPrintFilename = name;
725  } else {
726    fPrintFilename = "G4OpenGL";  // by default
727  }
728  if (inc) {
729    fPrintFilenameIndex=0;
730  } else {
731    fPrintFilenameIndex=-1;
732  }
733}
734
735std::string G4OpenGLViewer::getRealPrintFilename() {
736  std::string temp = fPrintFilename;
737  if (fPrintFilenameIndex != -1) {
738    temp += std::string("_");
739    std::ostringstream os;
740    os << fPrintFilenameIndex;
741    std::string nb_str = os.str();
742    temp += nb_str;
743  }
744  temp += ".eps";
745  return temp;
746}
747
748GLdouble G4OpenGLViewer::getSceneNearWidth()
749{
750  if (!fSceneHandler.GetScene()) {
751    return 0;
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 2 * fVP.GetFrontHalfHeight (pnear, radius);
761}
762
763GLdouble G4OpenGLViewer::getSceneFarWidth()
764{
765  if (!fSceneHandler.GetScene()) {
766    return 0;
767  }
768  const G4Point3D targetPoint
769    = fSceneHandler.GetScene()->GetStandardTargetPoint()
770    + fVP.GetCurrentTargetPoint ();
771  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
772  if(radius<=0.) radius = 1.;
773  const G4double cameraDistance = fVP.GetCameraDistance (radius);
774  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
775  const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
776  return 2 * fVP.GetFrontHalfHeight (pfar, radius);
777}
778
779
780GLdouble G4OpenGLViewer::getSceneDepth()
781{
782  if (!fSceneHandler.GetScene()) {
783    return 0;
784  }
785  const G4Point3D targetPoint
786    = fSceneHandler.GetScene()->GetStandardTargetPoint()
787    + fVP.GetCurrentTargetPoint ();
788  G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
789  if(radius<=0.) radius = 1.;
790  const G4double cameraDistance = fVP.GetCameraDistance (radius);
791  const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
792  return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
793}
794
795
796
797void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
798{
799  if (!fSceneHandler.GetScene()) {
800    return;
801  }
802
803  G4Vector3D vp;
804  G4Vector3D up;
805 
806  G4Vector3D xprime;
807  G4Vector3D yprime;
808  G4Vector3D zprime;
809 
810  G4double delta_alpha;
811  G4double delta_theta;
812 
813  G4Vector3D new_vp;
814  G4Vector3D new_up;
815 
816  G4double cosalpha;
817  G4double sinalpha;
818 
819  G4Vector3D a1;
820  G4Vector3D a2;
821  G4Vector3D delta;
822  G4Vector3D viewPoint;
823
824   
825  //phi spin stuff here
826 
827
828#ifdef G4DEBUG_VIS_OGL
829  printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, deltaRotation);
830#endif
831
832  vp = fVP.GetViewpointDirection ().unit ();
833  up = fVP.GetUpVector ().unit ();
834 
835#ifdef G4DEBUG_VIS_OGL
836  printf("G4OpenGLViewer::rotateScene     vp: %f %f %f\n",vp.x(),vp.y(),vp.z());
837#endif
838  yprime = (up.cross(vp)).unit();
839  zprime = (vp.cross(yprime)).unit();
840 
841  if (fVP.GetLightsMoveWithCamera()) {
842    delta_alpha = dy * deltaRotation;
843    delta_theta = -dx * deltaRotation;
844  } else {
845    delta_alpha = -dy * deltaRotation;
846    delta_theta = dx * deltaRotation;
847  }   
848 
849  delta_alpha *= deg;
850  delta_theta *= deg;
851 
852  new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
853 
854  // to avoid z rotation flipping
855  // to allow more than 360° rotation
856
857  //   const G4Point3D targetPoint
858  //     = fSceneHandler.GetScene()->GetStandardTargetPoint()
859  //     + fVP.GetCurrentTargetPoint ();
860  //   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
861  //   if(radius<=0.) radius = 1.;
862  //  const G4double cameraDistance = fVP.GetCameraDistance (radius);
863  //  const G4Point3D cameraPosition =
864  //    targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
865
866  if (fVP.GetLightsMoveWithCamera()) {
867#ifdef G4DEBUG_VIS_OGL
868  printf("G4OpenGLViewer::rotateScene GetLightsMoveWithCamera: %f \n",new_vp.z()*vp.z());
869#endif
870    new_up = (new_vp.cross(yprime)).unit();
871    if (new_vp.z()*vp.z() <0) {
872#ifdef G4DEBUG_VIS_OGL
873      printf("G4OpenGLViewer::rotateScene  R_____________________________________________\n");
874#endif
875      new_up.set(new_up.x(),-new_up.y(),new_up.z());
876    }
877  } else {
878#ifdef G4DEBUG_VIS_OGL
879    printf("G4OpenGLViewer::rotateScene : %f \n",new_vp.z()*vp.z());
880#endif
881    new_up = up;
882    if (new_vp.z()*vp.z() <0) {
883#ifdef G4DEBUG_VIS_OGL
884      printf("G4OpenGLViewer::rotateScene  X_____________________________________________\n");
885#endif
886      new_up.set(new_up.x(),-new_up.y(),new_up.z());
887    }
888  }
889  fVP.SetUpVector(new_up);
890  ////////////////
891  // Rotates by fixed azimuthal angle delta_theta.
892 
893  cosalpha = new_up.dot (new_vp.unit());
894  sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
895  yprime = (new_up.cross (new_vp.unit())).unit ();
896  xprime = yprime.cross (new_up);
897  // Projection of vp on plane perpendicular to up...
898  a1 = sinalpha * xprime;
899  // Required new projection...
900  a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
901  // Required Increment vector...
902  delta = a2 - a1;
903  // So new viewpoint is...
904
905  viewPoint = new_vp.unit() + delta;
906
907#ifdef G4DEBUG_VIS_OGL
908  printf("G4OpenGLViewer::rotateScene     up: %f %f %f\n",up.x(),up.y(),up.z());
909  printf("G4OpenGLViewer::rotateScene new up: %f %f %f\n",new_up.x(),new_up.y(),new_up.z());
910  printf("G4OpenGLViewer::rotateScene new vp: %f %f %f delta:%f %f %f\n",new_vp.x(),new_vp.y(),new_vp.z(),delta.x(),delta.y(),delta.z());
911#endif
912 
913
914  fVP.SetViewAndLights (viewPoint);
915
916
917}
918
919
920void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy,G4double deltaRotation)
921{
922  if (!fSceneHandler.GetScene()) {
923    return;
924  }
925
926  G4Vector3D vp;
927  G4Vector3D up;
928 
929  G4Vector3D xprime;
930  G4Vector3D yprime;
931  G4Vector3D zprime;
932 
933  G4double delta_alpha;
934  G4double delta_theta;
935 
936  G4Vector3D new_vp;
937  G4Vector3D new_up;
938 
939  G4double cosalpha;
940  G4double sinalpha;
941 
942  G4Vector3D a1;
943  G4Vector3D a2;
944  G4Vector3D delta;
945  G4Vector3D viewPoint;
946
947   
948  //phi spin stuff here
949 
950
951#ifdef G4DEBUG_VIS_OGL
952  printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, deltaRotation);
953#endif
954
955  vp = fVP.GetViewpointDirection ().unit();
956  up = fVP.GetUpVector ().unit();
957
958
959
960  G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(),
961                             up.z()*vp.x()-up.x()*vp.z(),
962                             up.x()*vp.y()-up.y()*vp.x());
963  G4long zPrimeVectorX = up.y()*vp.z()-up.z()*vp.y();
964  G4long zPrimeVectorY = up.z()*vp.x()-up.x()*vp.z();
965  G4long zPrimeVectorZ = up.x()*vp.y()-up.y()*vp.x();
966
967  viewPoint = vp/deltaRotation + (zPrimeVector*dx - up*dy) ;
968  new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(),
969                       viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(),
970                       viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x());
971
972  G4long new_upLenLong = sqrt((G4long)new_up.x()*(G4long)new_up.x()+(G4long)new_up.y()*(G4long)new_up.y()+(G4long)new_up.z()*(G4long)new_up.z());
973  //  new_up = new_up/new_upLenLong;
974  //  G4double new_upLenDouble = new_up.x()*new_up.x()+new_up.y()*new_up.y()+new_up.z()*new_up.z();
975
976  G4Vector3D new_upDiv = G4Vector3D((G4double)(new_up.x()/new_upLenLong),
977                                    (G4double)(new_up.y()/new_upLenLong),
978                                    (G4double)(new_up.z()/new_upLenLong));
979
980  G4Vector3D new_upPrec = G4Vector3D(((G4double)(((G4long)viewPoint.y()*(G4long)zPrimeVector.z()
981                                                  -(G4long)viewPoint.z()*(G4long)zPrimeVector.y())/new_upLenLong)),
982                                     ((G4double)(((G4long)viewPoint.z()*(G4long)zPrimeVector.x()
983                                                  -(G4long)viewPoint.x()*(G4long)zPrimeVector.z())/new_upLenLong)),
984                                     ((G4double)(((G4long)viewPoint.x()*(G4long)zPrimeVector.y()
985                                                  -(G4long)viewPoint.y()*(G4long)zPrimeVector.x())/new_upLenLong)));
986  G4Vector3D new_upUnit = new_up.unit();
987 
988 
989#ifdef G4DEBUG_VIS_OGL
990  printf("G4OpenGLViewer::rotateScene     up: %.10lf %.10lf %.10lf len:%.10lf lenLong:%.10lf %f\n",up.x(),up.y(),up.z(), up.mag(),new_upLenLong,new_upLenLong);
991  printf("G4OpenGLViewer::rotateScene NEW new up UNIT / %.10lf %.10lf %.10lf\n",new_upUnit.x(),new_upUnit.y(),new_upUnit.z());
992  printf("G4OpenGLViewer::rotateScene NEW new up Prec: %.10lf %.10lf %.10lf\n",new_upPrec.x(),(viewPoint.z()*zPrimeVectorX-viewPoint.x()*zPrimeVectorZ),new_upPrec.z());
993  printf("G4OpenGLViewer::rotateScene NEW new up Div: %.10lf %.10lf %.10lf\n",new_upDiv.x(),new_upDiv.y(),new_upDiv.z());
994  printf("G4OpenGLViewer::rotateScene     vp: %f %f %f\n",vp.x(),vp.y(),vp.z());
995
996  viewPoint = viewPoint*deltaRotation;
997
998  printf("G4OpenGLViewer::rotateScene NEW --new vp: %f %f %f\n",viewPoint.x(),viewPoint.y(),viewPoint.z());
999#endif
1000
1001   fVP.SetUpVector(new_upUnit);
1002   fVP.SetViewAndLights (viewPoint);
1003}
1004
1005#endif
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