| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: G4OpenGLViewer.cc,v 1.50 2009/03/05 16:36:13 lgarnier Exp $
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| 28 | // GEANT4 tag $Name: $
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| 29 | //
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| 30 | //
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| 31 | // Andrew Walkden 27th March 1996
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| 32 | // OpenGL view - opens window, hard copy, etc.
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| 33 |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER
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| 35 |
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| 36 | #include "G4ios.hh"
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| 37 | #include "G4OpenGLViewer.hh"
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| 38 | #include "G4OpenGLSceneHandler.hh"
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| 39 | #include "G4OpenGLTransform3D.hh"
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| 40 | #include "G4OpenGL2PSAction.hh"
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| 41 |
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| 42 | #include "G4Scene.hh"
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| 43 | #include "G4VisExtent.hh"
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| 44 | #include "G4LogicalVolume.hh"
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| 45 | #include "G4VSolid.hh"
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| 46 | #include "G4Point3D.hh"
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| 47 | #include "G4Normal3D.hh"
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| 48 | #include "G4Plane3D.hh"
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| 49 | #include "G4AttHolder.hh"
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| 50 | #include "G4AttCheck.hh"
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| 51 |
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| 52 | // GL2PS
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| 53 | #include "Geant4_gl2ps.h"
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| 54 |
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| 55 | #include <sstream>
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| 56 |
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| 57 | G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
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| 58 | G4VViewer (scene, -1),
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| 59 | fPrintFilename ("G4OpenGL.eps"),
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| 60 | fPrintColour (true),
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| 61 | fVectoredPs (true),
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| 62 | fPrintSizeX(0),
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| 63 | fPrintSizeY(0),
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| 64 | fOpenGLSceneHandler(scene),
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| 65 | background (G4Colour(0.,0.,0.)),
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| 66 | transparency_enabled (true),
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| 67 | antialiasing_enabled (false),
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| 68 | haloing_enabled (false),
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| 69 | fStartTime(-DBL_MAX),
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| 70 | fEndTime(DBL_MAX),
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| 71 | fFadeFactor(0.),
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| 72 | fDisplayHeadTime(false),
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| 73 | fDisplayHeadTimeX(-0.9),
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| 74 | fDisplayHeadTimeY(-0.9),
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| 75 | fDisplayHeadTimeSize(24.),
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| 76 | fDisplayHeadTimeRed(0.),
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| 77 | fDisplayHeadTimeGreen(1.),
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| 78 | fDisplayHeadTimeBlue(1.),
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| 79 | fDisplayLightFront(false),
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| 80 | fDisplayLightFrontX(0.),
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| 81 | fDisplayLightFrontY(0.),
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| 82 | fDisplayLightFrontZ(0.),
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| 83 | fDisplayLightFrontT(0.),
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| 84 | fDisplayLightFrontRed(0.),
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| 85 | fDisplayLightFrontGreen(1.),
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| 86 | fDisplayLightFrontBlue(0.),
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| 87 | fPointSize (0)
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| 88 | {
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| 89 | // Make changes to view parameters for OpenGL...
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| 90 | fVP.SetAutoRefresh(true);
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| 91 | fDefaultVP.SetAutoRefresh(true);
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| 92 | fWinSize_x = fVP.GetWindowSizeHintX();
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| 93 | fWinSize_y = fVP.GetWindowSizeHintY();
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| 94 |
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| 95 | fGL2PSAction = new G4OpenGL2PSAction();
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| 96 |
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| 97 | // glClearColor (0.0, 0.0, 0.0, 0.0);
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| 98 | // glClearDepth (1.0);
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| 99 | // glDisable (GL_BLEND);
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| 100 | // glDisable (GL_LINE_SMOOTH);
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| 101 | // glDisable (GL_POLYGON_SMOOTH);
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| 102 |
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| 103 | }
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| 104 |
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| 105 | G4OpenGLViewer::~G4OpenGLViewer () {}
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| 106 |
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| 107 | void G4OpenGLViewer::InitializeGLView ()
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| 108 | {
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| 109 | glClearColor (0.0, 0.0, 0.0, 0.0);
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| 110 | glClearDepth (1.0);
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| 111 | glDisable (GL_BLEND);
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| 112 | glDisable (GL_LINE_SMOOTH);
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| 113 | glDisable (GL_POLYGON_SMOOTH);
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| 114 | }
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| 115 |
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| 116 | void G4OpenGLViewer::ClearView () {
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| 117 | printf("G4OpenGLViewer::ClearView\n");
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| 118 | glClearColor (background.GetRed(),
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| 119 | background.GetGreen(),
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| 120 | background.GetBlue(),
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| 121 | 1.);
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| 122 | glClearDepth (1.0);
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| 123 | //Below line does not compile with Mesa includes.
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| 124 | //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 125 | glClear (GL_COLOR_BUFFER_BIT);
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| 126 | glClear (GL_DEPTH_BUFFER_BIT);
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| 127 | glClear (GL_STENCIL_BUFFER_BIT);
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| 128 | glFlush ();
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| 129 | }
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| 130 |
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| 131 |
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| 132 | /**
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| 133 | * Set the viewport of the scene
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| 134 | * MAXIMUM SIZE is :
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| 135 | * GLint dims[2];
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| 136 | * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
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| 137 | */
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| 138 | void G4OpenGLViewer::ResizeGLView()
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| 139 | {
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| 140 | printf("G4OpenGLViewer::ResizeGLView %d %d\n",fWinSize_x,fWinSize_y);
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| 141 | // Check size
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| 142 | GLint dims[2];
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| 143 | glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
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| 144 | if (fWinSize_x > (unsigned)dims[0]) {
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| 145 | G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl;
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| 146 | fWinSize_x = dims[0];
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| 147 | }
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| 148 | if (fWinSize_y > (unsigned)dims[1]) {
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| 149 | G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl;
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| 150 | fWinSize_y = dims[1];
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| 151 | }
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| 152 | GLsizei side = fWinSize_x;
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| 153 | if (fWinSize_y < fWinSize_x) side = fWinSize_y;
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| 154 |
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| 155 | // SPECIAL CASE if fWinSize_x is even (69 for example)
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| 156 | // Ex : X: 69 Y: 26
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| 157 | // side = 26
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| 158 | // width / 2 = 21,5
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| 159 | // height / 2 = 0
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| 160 | // Should be fixed to closed : 21 0 for ex
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| 161 | // Then size must by change to :
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| 162 | // X:68 Y: 26
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| 163 |
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| 164 | // SPECIAL CASE
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| 165 | if ((fWinSize_x - side)%2) {
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| 166 | // fWinSize_x --;
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| 167 |
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| 168 | side = fWinSize_x;
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| 169 | if (fWinSize_y < fWinSize_x) side = fWinSize_y;
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| 170 | }
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| 171 | if ((fWinSize_y - side)%2) {
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| 172 | // fWinSize_y --;
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| 173 |
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| 174 | side = fWinSize_x;
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| 175 | if (fWinSize_y < fWinSize_x) side = fWinSize_y;
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| 176 | }
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| 177 |
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| 178 | GLint X = (fWinSize_x - side) / 2;
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| 179 | GLint Y = (fWinSize_y - side) / 2;
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| 180 |
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| 181 | 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);
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| 182 | glViewport(X, Y, side, side);
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| 183 | // glViewport(0, 0, fWinSize_x,fWinSize_y);
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| 184 |
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| 185 |
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| 186 | }
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| 187 |
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| 188 |
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| 189 | void G4OpenGLViewer::SetView () {
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| 190 |
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| 191 | if (!fSceneHandler.GetScene()) {
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| 192 | G4cerr << "G4OpenGLStoredViewer: Creating a Viewer without a scene is not allowed. \nPlease use /vis/scene/create before /vis/open/.... "
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| 193 | << G4endl;
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| 194 | return;
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| 195 | }
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| 196 | // Calculates view representation based on extent of object being
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| 197 | // viewed and (initial) viewpoint. (Note: it can change later due
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| 198 | // to user interaction via visualization system's GUI.)
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| 199 |
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| 200 | // Lighting.
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| 201 | GLfloat lightPosition [4];
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| 202 | lightPosition [0] = fVP.GetActualLightpointDirection().x();
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| 203 | lightPosition [1] = fVP.GetActualLightpointDirection().y();
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| 204 | lightPosition [2] = fVP.GetActualLightpointDirection().z();
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| 205 | lightPosition [3] = 0.;
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| 206 | // Light position is "true" light direction, so must come after gluLookAt.
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| 207 | GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
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| 208 | GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
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| 209 | glEnable (GL_LIGHT0);
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| 210 | glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
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| 211 | glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
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| 212 |
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| 213 | // Get radius of scene, etc.
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| 214 | // Note that this procedure properly takes into account zoom, dolly and pan.
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| 215 | const G4Point3D targetPoint
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| 216 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
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| 217 | + fVP.GetCurrentTargetPoint ();
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| 218 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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| 219 | if(radius<=0.) radius = 1.;
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| 220 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
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| 221 | const G4Point3D cameraPosition =
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| 222 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
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| 223 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
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| 224 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
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| 225 | const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
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| 226 | const GLdouble left = -right;
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| 227 | const GLdouble bottom = left;
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| 228 | const GLdouble top = right;
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| 229 |
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| 230 | // FIXME
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| 231 | ResizeGLView();
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| 232 | //SHOULD SetWindowsSizeHint()...
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| 233 |
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| 234 | glMatrixMode (GL_PROJECTION); // set up Frustum.
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| 235 | glLoadIdentity();
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| 236 |
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| 237 | const G4Vector3D scaleFactor = fVP.GetScaleFactor();
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| 238 | glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
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| 239 |
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| 240 | if (fVP.GetFieldHalfAngle() == 0.) {
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| 241 | glOrtho (left, right, bottom, top, pnear, pfar);
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| 242 | }
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| 243 | else {
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| 244 | glFrustum (left, right, bottom, top, pnear, pfar);
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| 245 | }
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| 246 |
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| 247 | glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
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| 248 | glLoadIdentity();
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| 249 |
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| 250 | const G4Normal3D& upVector = fVP.GetUpVector ();
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| 251 | G4Point3D gltarget;
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| 252 | if (cameraDistance > 1.e-6 * radius) {
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| 253 | gltarget = targetPoint;
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| 254 | }
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| 255 | else {
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| 256 | gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
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| 257 | }
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| 258 |
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| 259 | const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
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| 260 | gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
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| 261 | gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
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| 262 | upVector.x(), upVector.y(), upVector.z()); // Up vector.
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| 263 |
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| 264 | // Light position is "true" light direction, so must come after gluLookAt.
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| 265 | glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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| 266 |
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| 267 | // OpenGL no longer seems to reconstruct clipped edges, so, when the
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| 268 | // BooleanProcessor is up to it, abandon this and use generic
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| 269 | // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
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| 270 | // force kernel visit on change of clipping plane in
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| 271 | // G4OpenGLStoredViewer::CompareForKernelVisit.
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| 272 | if (fVP.IsSection () ) { // pair of back to back clip planes.
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| 273 | const G4Plane3D& s = fVP.GetSectionPlane ();
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| 274 | double sArray[4];
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| 275 | sArray[0] = s.a();
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| 276 | sArray[1] = s.b();
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| 277 | sArray[2] = s.c();
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| 278 | sArray[3] = s.d() + radius * 1.e-05;
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| 279 | glClipPlane (GL_CLIP_PLANE0, sArray);
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| 280 | glEnable (GL_CLIP_PLANE0);
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| 281 | sArray[0] = -s.a();
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| 282 | sArray[1] = -s.b();
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| 283 | sArray[2] = -s.c();
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| 284 | sArray[3] = -s.d() + radius * 1.e-05;
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| 285 | glClipPlane (GL_CLIP_PLANE1, sArray);
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| 286 | glEnable (GL_CLIP_PLANE1);
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| 287 | } else {
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| 288 | glDisable (GL_CLIP_PLANE0);
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| 289 | glDisable (GL_CLIP_PLANE1);
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| 290 | }
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| 291 |
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| 292 | const G4Planes& cutaways = fVP.GetCutawayPlanes();
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| 293 | size_t nPlanes = cutaways.size();
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| 294 | if (fVP.IsCutaway() &&
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| 295 | fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
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| 296 | nPlanes > 0) {
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| 297 | double a[4];
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| 298 | a[0] = cutaways[0].a();
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| 299 | a[1] = cutaways[0].b();
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| 300 | a[2] = cutaways[0].c();
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| 301 | a[3] = cutaways[0].d();
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| 302 | glClipPlane (GL_CLIP_PLANE2, a);
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| 303 | glEnable (GL_CLIP_PLANE2);
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| 304 | if (nPlanes > 1) {
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| 305 | a[0] = cutaways[1].a();
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| 306 | a[1] = cutaways[1].b();
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| 307 | a[2] = cutaways[1].c();
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| 308 | a[3] = cutaways[1].d();
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| 309 | glClipPlane (GL_CLIP_PLANE3, a);
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| 310 | glEnable (GL_CLIP_PLANE3);
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| 311 | }
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| 312 | if (nPlanes > 2) {
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| 313 | a[0] = cutaways[2].a();
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| 314 | a[1] = cutaways[2].b();
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| 315 | a[2] = cutaways[2].c();
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| 316 | a[3] = cutaways[2].d();
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| 317 | glClipPlane (GL_CLIP_PLANE4, a);
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| 318 | glEnable (GL_CLIP_PLANE4);
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| 319 | }
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| 320 | } else {
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| 321 | glDisable (GL_CLIP_PLANE2);
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| 322 | glDisable (GL_CLIP_PLANE3);
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| 323 | glDisable (GL_CLIP_PLANE4);
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| 324 | }
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| 325 |
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| 326 | // Background.
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| 327 | background = fVP.GetBackgroundColour ();
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| 328 |
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| 329 | }
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| 330 |
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| 331 | void G4OpenGLViewer::HaloingFirstPass () {
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| 332 |
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| 333 | //To perform haloing, first Draw all information to the depth buffer
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| 334 | //alone, using a chunky line width, and then Draw all info again, to
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| 335 | //the colour buffer, setting a thinner line width an the depth testing
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| 336 | //function to less than or equal, so if two lines cross, the one
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| 337 | //passing behind the other will not pass the depth test, and so not
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| 338 | //get rendered either side of the infront line for a short distance.
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| 339 |
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| 340 | //First, disable writing to the colo(u)r buffer...
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| 341 | glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 342 |
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| 343 | //Now enable writing to the depth buffer...
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| 344 | glDepthMask (GL_TRUE);
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| 345 | glDepthFunc (GL_LESS);
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| 346 | glClearDepth (1.0);
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| 347 |
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| 348 | //Finally, set the line width to something wide...
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| 349 | glLineWidth (3.0);
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| 350 |
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| 351 | }
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| 352 |
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| 353 | void G4OpenGLViewer::HaloingSecondPass () {
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| 354 |
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| 355 | //And finally, turn the colour buffer back on with a sesible line width...
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| 356 | glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 357 | glDepthFunc (GL_LEQUAL);
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| 358 | glLineWidth (1.0);
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| 359 |
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| 360 | }
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| 361 |
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| 362 | void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
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| 363 | {
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| 364 | //G4cout << "X: " << x << ", Y: " << y << G4endl;
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| 365 | const G4int BUFSIZE = 512;
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| 366 | GLuint selectBuffer[BUFSIZE];
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| 367 | glSelectBuffer(BUFSIZE, selectBuffer);
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| 368 | glRenderMode(GL_SELECT);
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| 369 | glInitNames();
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| 370 | glPushName(0);
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| 371 | glMatrixMode(GL_PROJECTION);
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| 372 | G4double currentProjectionMatrix[16];
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| 373 | glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
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| 374 | glPushMatrix();
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| 375 | glLoadIdentity();
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| 376 | GLint viewport[4];
|
|---|
| 377 | glGetIntegerv(GL_VIEWPORT, viewport);
|
|---|
| 378 | // Define 5x5 pixel pick area
|
|---|
| 379 | gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
|
|---|
| 380 | glMultMatrixd(currentProjectionMatrix);
|
|---|
| 381 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 382 | DrawView();
|
|---|
| 383 | GLint hits = glRenderMode(GL_RENDER);
|
|---|
| 384 | if (hits < 0)
|
|---|
| 385 | G4cout << "Too many hits. Zoom in to reduce overlaps." << G4cout;
|
|---|
| 386 | else if (hits > 0) {
|
|---|
| 387 | //G4cout << hits << " hit(s)" << G4endl;
|
|---|
| 388 | GLuint* p = selectBuffer;
|
|---|
| 389 | for (GLint i = 0; i < hits; ++i) {
|
|---|
| 390 | GLuint nnames = *p++;
|
|---|
| 391 | *p++; //OR GLuint zmin = *p++;
|
|---|
| 392 | *p++; //OR GLuint zmax = *p++;
|
|---|
| 393 | //G4cout << "Hit " << i << ": " << nnames << " names"
|
|---|
| 394 | // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
|
|---|
| 395 | for (GLuint j = 0; j < nnames; ++j) {
|
|---|
| 396 | GLuint name = *p++;
|
|---|
| 397 | //G4cout << "Name " << j << ": PickName: " << name << G4endl;
|
|---|
| 398 | std::map<GLuint, G4AttHolder*>::iterator iter =
|
|---|
| 399 | fOpenGLSceneHandler.fPickMap.find(name);
|
|---|
| 400 | if (iter != fOpenGLSceneHandler.fPickMap.end()) {
|
|---|
| 401 | G4AttHolder* attHolder = iter->second;
|
|---|
| 402 | if(attHolder && attHolder->GetAttDefs().size()) {
|
|---|
| 403 | for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) {
|
|---|
| 404 | G4cout << G4AttCheck(attHolder->GetAttValues()[i],
|
|---|
| 405 | attHolder->GetAttDefs()[i]);
|
|---|
| 406 | }
|
|---|
| 407 | }
|
|---|
| 408 | }
|
|---|
| 409 | }
|
|---|
| 410 | G4cout << G4endl;
|
|---|
| 411 | }
|
|---|
| 412 | }
|
|---|
| 413 | glMatrixMode(GL_PROJECTION);
|
|---|
| 414 | glPopMatrix();
|
|---|
| 415 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 416 | }
|
|---|
| 417 |
|
|---|
| 418 |
|
|---|
| 419 |
|
|---|
| 420 |
|
|---|
| 421 | GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
|
|---|
| 422 |
|
|---|
| 423 | GLubyte* buffer;
|
|---|
| 424 | GLint swapbytes, lsbfirst, rowlength;
|
|---|
| 425 | GLint skiprows, skippixels, alignment;
|
|---|
| 426 | GLenum format;
|
|---|
| 427 | int size;
|
|---|
| 428 |
|
|---|
| 429 | if (inColor) {
|
|---|
| 430 | format = GL_RGB;
|
|---|
| 431 | size = width*height*3;
|
|---|
| 432 | } else {
|
|---|
| 433 | format = GL_LUMINANCE;
|
|---|
| 434 | size = width*height*1;
|
|---|
| 435 | }
|
|---|
| 436 |
|
|---|
| 437 | buffer = new GLubyte[size];
|
|---|
| 438 | if (buffer == NULL)
|
|---|
| 439 | return NULL;
|
|---|
| 440 |
|
|---|
| 441 | glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
|
|---|
| 442 | glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
|
|---|
| 443 | glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
|
|---|
| 444 |
|
|---|
| 445 | glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
|
|---|
| 446 | glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
|
|---|
| 447 | glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
|
|---|
| 448 |
|
|---|
| 449 | glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
|
|---|
| 450 | glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
|
|---|
| 451 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
|
|---|
| 452 |
|
|---|
| 453 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
|
|---|
| 454 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
|
|---|
| 455 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
|
|---|
| 456 |
|
|---|
| 457 | glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
|
|---|
| 458 |
|
|---|
| 459 | glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
|
|---|
| 460 | glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
|
|---|
| 461 | glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
|
|---|
| 462 |
|
|---|
| 463 | glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
|
|---|
| 464 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
|
|---|
| 465 | glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
|
|---|
| 466 |
|
|---|
| 467 | return buffer;
|
|---|
| 468 | }
|
|---|
| 469 |
|
|---|
| 470 | void G4OpenGLViewer::printEPS() {
|
|---|
| 471 | bool res;
|
|---|
| 472 | #ifdef G4DEBUG_VIS_OGL
|
|---|
| 473 | printf("G4OpenGLViewer::printEPS file:%s Vec:%d\n",fPrintFilename.c_str(),fVectoredPs);
|
|---|
| 474 | #endif
|
|---|
| 475 | if (fVectoredPs) {
|
|---|
| 476 | res = printVectoredEPS();
|
|---|
| 477 | } else {
|
|---|
| 478 | res = printNonVectoredEPS();
|
|---|
| 479 | }
|
|---|
| 480 | if (res == false) {
|
|---|
| 481 | G4cerr << "Error while saving file... "<<fPrintFilename.c_str()<< G4endl;
|
|---|
| 482 | } else {
|
|---|
| 483 | G4cout << "File "<<fPrintFilename.c_str()<<" has been saved " << G4endl;
|
|---|
| 484 | }
|
|---|
| 485 | }
|
|---|
| 486 |
|
|---|
| 487 | bool G4OpenGLViewer::printVectoredEPS() {
|
|---|
| 488 | return printGl2PS();
|
|---|
| 489 | }
|
|---|
| 490 |
|
|---|
| 491 | bool G4OpenGLViewer::printNonVectoredEPS () {
|
|---|
| 492 |
|
|---|
| 493 | int width = 0;
|
|---|
| 494 | int height = 0;
|
|---|
| 495 |
|
|---|
| 496 | if (fPrintSizeX == 0) {
|
|---|
| 497 | width = fWinSize_x;
|
|---|
| 498 | } else {
|
|---|
| 499 | width = fPrintSizeX;
|
|---|
| 500 | }
|
|---|
| 501 | if (fPrintSizeY == 0) {
|
|---|
| 502 | height = fWinSize_y;
|
|---|
| 503 | } else {
|
|---|
| 504 | height = fPrintSizeY;
|
|---|
| 505 | }
|
|---|
| 506 |
|
|---|
| 507 | #ifdef G4DEBUG_VIS_OGL
|
|---|
| 508 | printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d\n",fPrintFilename.c_str(),fVectoredPs,width,height,fPrintColour);
|
|---|
| 509 | #endif
|
|---|
| 510 | FILE* fp;
|
|---|
| 511 | GLubyte* pixels;
|
|---|
| 512 | GLubyte* curpix;
|
|---|
| 513 | int components, pos, i;
|
|---|
| 514 |
|
|---|
| 515 | pixels = grabPixels (fPrintColour, width, height);
|
|---|
| 516 |
|
|---|
| 517 | if (pixels == NULL) {
|
|---|
| 518 | G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
|
|---|
| 519 | return false;
|
|---|
| 520 | }
|
|---|
| 521 | if (fPrintColour) {
|
|---|
| 522 | components = 3;
|
|---|
| 523 | } else {
|
|---|
| 524 | components = 1;
|
|---|
| 525 | }
|
|---|
| 526 |
|
|---|
| 527 | fp = fopen (fPrintFilename.c_str(), "w");
|
|---|
| 528 | if (fp == NULL) {
|
|---|
| 529 | G4cerr << "Can't open filename " << fPrintFilename.c_str() << G4endl;
|
|---|
| 530 | return false;
|
|---|
| 531 | }
|
|---|
| 532 |
|
|---|
| 533 | fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
|
|---|
| 534 | fprintf (fp, "%%%%Title: %s\n", fPrintFilename.c_str());
|
|---|
| 535 | fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
|
|---|
| 536 | fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
|
|---|
| 537 | fprintf (fp, "%%%%EndComments\n");
|
|---|
| 538 | fprintf (fp, "gsave\n");
|
|---|
| 539 | fprintf (fp, "/bwproc {\n");
|
|---|
| 540 | fprintf (fp, " rgbproc\n");
|
|---|
| 541 | fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
|
|---|
| 542 | fprintf (fp, " 5 -1 roll {\n");
|
|---|
| 543 | fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
|
|---|
| 544 | fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
|
|---|
| 545 | fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
|
|---|
| 546 | fprintf (fp, " { 2 1 roll } ifelse\n");
|
|---|
| 547 | fprintf (fp, " }forall\n");
|
|---|
| 548 | fprintf (fp, " pop pop pop\n");
|
|---|
| 549 | fprintf (fp, "} def\n");
|
|---|
| 550 | fprintf (fp, "systemdict /colorimage known not {\n");
|
|---|
| 551 | fprintf (fp, " /colorimage {\n");
|
|---|
| 552 | fprintf (fp, " pop\n");
|
|---|
| 553 | fprintf (fp, " pop\n");
|
|---|
| 554 | fprintf (fp, " /rgbproc exch def\n");
|
|---|
| 555 | fprintf (fp, " { bwproc } image\n");
|
|---|
| 556 | fprintf (fp, " } def\n");
|
|---|
| 557 | fprintf (fp, "} if\n");
|
|---|
| 558 | fprintf (fp, "/picstr %d string def\n", width * components);
|
|---|
| 559 | fprintf (fp, "%d %d scale\n", width, height);
|
|---|
| 560 | fprintf (fp, "%d %d %d\n", width, height, 8);
|
|---|
| 561 | fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
|
|---|
| 562 | fprintf (fp, "{currentfile picstr readhexstring pop}\n");
|
|---|
| 563 | fprintf (fp, "false %d\n", components);
|
|---|
| 564 | fprintf (fp, "colorimage\n");
|
|---|
| 565 |
|
|---|
| 566 | curpix = (GLubyte*) pixels;
|
|---|
| 567 | pos = 0;
|
|---|
| 568 | for (i = width*height*components; i>0; i--) {
|
|---|
| 569 | fprintf (fp, "%02hx ", *(curpix++));
|
|---|
| 570 | if (++pos >= 32) {
|
|---|
| 571 | fprintf (fp, "\n");
|
|---|
| 572 | pos = 0;
|
|---|
| 573 | }
|
|---|
| 574 | }
|
|---|
| 575 | if (pos)
|
|---|
| 576 | fprintf (fp, "\n");
|
|---|
| 577 |
|
|---|
| 578 | fprintf (fp, "grestore\n");
|
|---|
| 579 | fprintf (fp, "showpage\n");
|
|---|
| 580 | delete pixels;
|
|---|
| 581 | fclose (fp);
|
|---|
| 582 |
|
|---|
| 583 | // Reset for next time (useful is size change)
|
|---|
| 584 | fPrintSizeX = 0;
|
|---|
| 585 | fPrintSizeY = 0;
|
|---|
| 586 |
|
|---|
| 587 | return true;
|
|---|
| 588 | }
|
|---|
| 589 |
|
|---|
| 590 |
|
|---|
| 591 | bool G4OpenGLViewer::printGl2PS() {
|
|---|
| 592 |
|
|---|
| 593 | int width = 0;
|
|---|
| 594 | int height = 0;
|
|---|
| 595 |
|
|---|
| 596 | if (fPrintSizeX == 0) {
|
|---|
| 597 | width = fWinSize_x;
|
|---|
| 598 | } else {
|
|---|
| 599 | width = fPrintSizeX;
|
|---|
| 600 | }
|
|---|
| 601 | if (fPrintSizeY == 0) {
|
|---|
| 602 | height = fWinSize_y;
|
|---|
| 603 | } else {
|
|---|
| 604 | height = fPrintSizeY;
|
|---|
| 605 | }
|
|---|
| 606 |
|
|---|
| 607 | if (!fGL2PSAction) return false;
|
|---|
| 608 |
|
|---|
| 609 |
|
|---|
| 610 | fGL2PSAction->setFileName(fPrintFilename.c_str());
|
|---|
| 611 | // try to resize
|
|---|
| 612 | int X = fWinSize_x;
|
|---|
| 613 | int Y = fWinSize_y;
|
|---|
| 614 |
|
|---|
| 615 | fWinSize_x = width;
|
|---|
| 616 | fWinSize_y = height;
|
|---|
| 617 |
|
|---|
| 618 | ResizeGLView();
|
|---|
| 619 | if (fGL2PSAction->enableFileWriting()) {
|
|---|
| 620 |
|
|---|
| 621 | // By default, we choose the line width (trajectories...)
|
|---|
| 622 | fGL2PSAction->setLineWidth(1);
|
|---|
| 623 | // By default, we choose the point size (markers...)
|
|---|
| 624 | fGL2PSAction->setPointSize(2);
|
|---|
| 625 |
|
|---|
| 626 | DrawView ();
|
|---|
| 627 | fGL2PSAction->disableFileWriting();
|
|---|
| 628 | }
|
|---|
| 629 |
|
|---|
| 630 | fWinSize_x = X;
|
|---|
| 631 | fWinSize_y = Y;
|
|---|
| 632 | ResizeGLView();
|
|---|
| 633 |
|
|---|
| 634 | // Reset for next time (useful is size change)
|
|---|
| 635 | fPrintSizeX = 0;
|
|---|
| 636 | fPrintSizeY = 0;
|
|---|
| 637 |
|
|---|
| 638 | return true;
|
|---|
| 639 | }
|
|---|
| 640 |
|
|---|
| 641 | GLdouble G4OpenGLViewer::getSceneNearWidth()
|
|---|
| 642 | {
|
|---|
| 643 | const G4Point3D targetPoint
|
|---|
| 644 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 645 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 646 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 647 | if(radius<=0.) radius = 1.;
|
|---|
| 648 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 649 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 650 | return 2 * fVP.GetFrontHalfHeight (pnear, radius);
|
|---|
| 651 | }
|
|---|
| 652 |
|
|---|
| 653 | GLdouble G4OpenGLViewer::getSceneFarWidth()
|
|---|
| 654 | {
|
|---|
| 655 | const G4Point3D targetPoint
|
|---|
| 656 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 657 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 658 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 659 | if(radius<=0.) radius = 1.;
|
|---|
| 660 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 661 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 662 | const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
|
|---|
| 663 | return 2 * fVP.GetFrontHalfHeight (pfar, radius);
|
|---|
| 664 | }
|
|---|
| 665 |
|
|---|
| 666 |
|
|---|
| 667 | GLdouble G4OpenGLViewer::getSceneDepth()
|
|---|
| 668 | {
|
|---|
| 669 | const G4Point3D targetPoint
|
|---|
| 670 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 671 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 672 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 673 | if(radius<=0.) radius = 1.;
|
|---|
| 674 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 675 | const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
|---|
| 676 | return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
|
|---|
| 677 | }
|
|---|
| 678 |
|
|---|
| 679 |
|
|---|
| 680 |
|
|---|
| 681 | void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation)
|
|---|
| 682 | {
|
|---|
| 683 |
|
|---|
| 684 | G4Vector3D vp;
|
|---|
| 685 | G4Vector3D up;
|
|---|
| 686 |
|
|---|
| 687 | G4Vector3D xprime;
|
|---|
| 688 | G4Vector3D yprime;
|
|---|
| 689 | G4Vector3D zprime;
|
|---|
| 690 |
|
|---|
| 691 | G4double delta_alpha;
|
|---|
| 692 | G4double delta_theta;
|
|---|
| 693 |
|
|---|
| 694 | G4Vector3D new_vp;
|
|---|
| 695 | G4Vector3D new_up;
|
|---|
| 696 |
|
|---|
| 697 | G4double cosalpha;
|
|---|
| 698 | G4double sinalpha;
|
|---|
| 699 |
|
|---|
| 700 | G4Vector3D a1;
|
|---|
| 701 | G4Vector3D a2;
|
|---|
| 702 | G4Vector3D delta;
|
|---|
| 703 | G4Vector3D viewPoint;
|
|---|
| 704 |
|
|---|
| 705 |
|
|---|
| 706 | //phi spin stuff here
|
|---|
| 707 |
|
|---|
| 708 | vp = fVP.GetViewpointDirection ().unit ();
|
|---|
| 709 | up = fVP.GetUpVector ().unit ();
|
|---|
| 710 |
|
|---|
| 711 | yprime = (up.cross(vp)).unit();
|
|---|
| 712 | zprime = (vp.cross(yprime)).unit();
|
|---|
| 713 |
|
|---|
| 714 | if (fVP.GetLightsMoveWithCamera()) {
|
|---|
| 715 | delta_alpha = dy * deltaRotation;
|
|---|
| 716 | delta_theta = -dx * deltaRotation;
|
|---|
| 717 | } else {
|
|---|
| 718 | delta_alpha = -dy * deltaRotation;
|
|---|
| 719 | delta_theta = dx * deltaRotation;
|
|---|
| 720 | }
|
|---|
| 721 |
|
|---|
| 722 | delta_alpha *= deg;
|
|---|
| 723 | delta_theta *= deg;
|
|---|
| 724 |
|
|---|
| 725 | new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
|
|---|
| 726 |
|
|---|
| 727 | // to avoid z rotation flipping
|
|---|
| 728 | // to allow more than 360° rotation
|
|---|
| 729 |
|
|---|
| 730 | const G4Point3D targetPoint
|
|---|
| 731 | = fSceneHandler.GetScene()->GetStandardTargetPoint()
|
|---|
| 732 | + fVP.GetCurrentTargetPoint ();
|
|---|
| 733 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
|---|
| 734 | if(radius<=0.) radius = 1.;
|
|---|
| 735 | const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
|---|
| 736 | const G4Point3D cameraPosition =
|
|---|
| 737 | targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
|
|---|
| 738 |
|
|---|
| 739 | if (fVP.GetLightsMoveWithCamera()) {
|
|---|
| 740 | new_up = (new_vp.cross(yprime)).unit();
|
|---|
| 741 | if (new_vp.z()*vp.z() <0) {
|
|---|
| 742 | new_up.set(new_up.x(),-new_up.y(),new_up.z());
|
|---|
| 743 | }
|
|---|
| 744 | } else {
|
|---|
| 745 | new_up = up;
|
|---|
| 746 | if (new_vp.z()*vp.z() <0) {
|
|---|
| 747 | new_up.set(new_up.x(),-new_up.y(),new_up.z());
|
|---|
| 748 | }
|
|---|
| 749 | }
|
|---|
| 750 | fVP.SetUpVector(new_up);
|
|---|
| 751 | ////////////////
|
|---|
| 752 | // Rotates by fixed azimuthal angle delta_theta.
|
|---|
| 753 |
|
|---|
| 754 | cosalpha = new_up.dot (new_vp.unit());
|
|---|
| 755 | sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
|
|---|
| 756 | yprime = (new_up.cross (new_vp.unit())).unit ();
|
|---|
| 757 | xprime = yprime.cross (new_up);
|
|---|
| 758 | // Projection of vp on plane perpendicular to up...
|
|---|
| 759 | a1 = sinalpha * xprime;
|
|---|
| 760 | // Required new projection...
|
|---|
| 761 | a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
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| 762 | // Required Increment vector...
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| 763 | delta = a2 - a1;
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| 764 | // So new viewpoint is...
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| 765 | viewPoint = new_vp.unit() + delta;
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| 766 |
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| 767 | fVP.SetViewAndLights (viewPoint);
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| 768 | }
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| 769 |
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| 770 | #endif
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