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Please see the license in the file << 14 // * use. * 16 // * for the full disclaimer and the limitatio << 17 // * 15 // * * 18 // * This code implementation is the result << 16 // * This code implementation is the intellectual property of the * 19 // * technical work of the GEANT4 collaboratio << 17 // * GEANT4 collaboration. * 20 // * By using, copying, modifying or distri << 18 // * By copying, distributing or modifying the Program (or any work * 21 // * any work based on the software) you ag << 19 // * based on the Program) you indicate your acceptance of this * 22 // * use in resulting scientific publicati << 20 // * statement, and all its terms. * 23 // * acceptance of all terms of the Geant4 Sof << 24 // ******************************************* 21 // ******************************************************************** 25 // 22 // 26 // 23 // >> 24 // $Id: G4OpenGLImmediateSceneHandler.cc,v 1.13 2005/06/02 17:43:46 allison Exp $ >> 25 // GEANT4 tag $Name: geant4-07-01 $ 27 // 26 // 28 // 27 // 29 // Andrew Walkden 10th February 1997 28 // Andrew Walkden 10th February 1997 30 // OpenGL immediate scene - draws immediately 29 // OpenGL immediate scene - draws immediately to buffer 31 // (saving space on 30 // (saving space on server). 32 31 33 #include "G4OpenGLImmediateSceneHandler.hh" << 32 #ifdef G4VIS_BUILD_OPENGL_DRIVER >> 33 >> 34 // Included here - problems with HP compiler if not before other includes? >> 35 #include "G4NURBS.hh" 34 36 >> 37 // Here follows a special for Mesa, the OpenGL emulator. Does not affect >> 38 // other OpenGL's, as far as I'm aware. John Allison 18/9/96. >> 39 #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ >> 40 // Also seems to be required for HP's CC and AIX xlC, at least. >> 41 >> 42 #include "G4OpenGLSceneHandler.hh" 35 #include "G4OpenGLViewer.hh" 43 #include "G4OpenGLViewer.hh" 36 #include "G4OpenGLTransform3D.hh" 44 #include "G4OpenGLTransform3D.hh" >> 45 #include "G4Point3D.hh" >> 46 #include "G4Normal3D.hh" >> 47 #include "G4Transform3D.hh" 37 #include "G4Polyline.hh" 48 #include "G4Polyline.hh" 38 #include "G4Polymarker.hh" << 39 #include "G4Text.hh" 49 #include "G4Text.hh" 40 #include "G4Circle.hh" 50 #include "G4Circle.hh" 41 #include "G4Square.hh" 51 #include "G4Square.hh" 42 #include "G4Polyhedron.hh" 52 #include "G4Polyhedron.hh" 43 #include "G4AttHolder.hh" << 53 #include "G4VisAttributes.hh" 44 54 45 #include <typeinfo> << 55 #include "G4OpenGLImmediateSceneHandler.hh" 46 56 47 G4OpenGLImmediateSceneHandler::G4OpenGLImmedia << 57 G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system, 48 (G4VGraphicsSystem& system,const G4String& nam << 58 const G4String& name): 49 G4OpenGLSceneHandler (system, fSceneIdCount+ << 59 G4OpenGLSceneHandler (system, fSceneIdCount++, name) 50 {} 60 {} 51 61 52 G4OpenGLImmediateSceneHandler::~G4OpenGLImmedi 62 G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler () 53 {} 63 {} 54 64 55 #include <iomanip> 65 #include <iomanip> 56 66 57 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 58 { << 59 return AddPrimitivePreambleInternal(visibl << 60 } << 61 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 62 { << 63 return AddPrimitivePreambleInternal(visible, << 64 } << 65 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 66 { << 67 return AddPrimitivePreambleInternal(visible, << 68 } << 69 << 70 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 71 { << 72 // Get applicable vis attributes for all pri << 73 fpVisAttribs = fpViewer->GetApplicableVisAtt << 74 const G4Colour& c = GetColour (); << 75 G4double opacity = c.GetAlpha (); << 76 << 77 G4bool transparency_enabled = true; << 78 G4bool isMarkerNotHidden = true; << 79 G4OpenGLViewer* pViewer = dynamic_cast<G4Ope << 80 if (pViewer) { << 81 transparency_enabled = pViewer->transparen << 82 isMarkerNotHidden = pViewer->fVP.IsMarkerN << 83 } << 84 << 85 G4bool isMarkerOrPolyline = isMarker || isPo << 86 G4bool treatAsTransparent = transparency_ena << 87 G4bool treatAsNotHidden = isMarkerNotHidden << 88 << 89 if (fProcessing2D) glDisable (GL_DEPTH_TEST) << 90 else { << 91 if (isMarkerOrPolyline && isMarkerNotHidde << 92 glDisable (GL_DEPTH_TEST); << 93 else {glEnable (GL_DEPTH_TEST); glDepthFun << 94 } << 95 << 96 if (fThreePassCapable) { << 97 << 98 // Ensure transparent objects are drawn op << 99 // non-hidden markers. The problem of ble << 100 // is quite a tricky one - see History of << 101 if (!(fSecondPassForTransparency || fThird << 102 // First pass... << 103 if (treatAsTransparent) { // Request pa << 104 fSecondPassForTransparencyRequested = << 105 } << 106 if (treatAsNotHidden) { // Request pa << 107 fThirdPassForNonHiddenMarkersRequested << 108 } << 109 // On first pass, transparent objects an << 110 if (treatAsTransparent || treatAsNotHidd << 111 return false; << 112 } << 113 } << 114 << 115 // On second pass, only transparent object << 116 if (fSecondPassForTransparency) { << 117 if (!treatAsTransparent) { << 118 return false; << 119 } << 120 } << 121 << 122 // On third pass, only non-hidden markers << 123 if (fThirdPassForNonHiddenMarkers) { << 124 if (!treatAsNotHidden) { << 125 return false; << 126 } << 127 } << 128 } // fThreePassCapable << 129 << 130 // Loads G4Atts for picking... << 131 if (fpViewer->GetViewParameters().IsPicking( << 132 glLoadName(++fPickName); << 133 G4AttHolder* holder = new G4AttHolder; << 134 LoadAtts(visible, holder); << 135 fPickMap[fPickName] = holder; << 136 } << 137 << 138 if (transparency_enabled) { << 139 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlu << 140 } else { << 141 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlu << 142 } << 143 << 144 return true; << 145 } << 146 << 147 void G4OpenGLImmediateSceneHandler::AddPrimiti << 148 { << 149 G4bool furtherprocessing = AddPrimitivePream << 150 if (furtherprocessing) { << 151 G4OpenGLSceneHandler::AddPrimitive(polylin << 152 } << 153 } << 154 << 155 void G4OpenGLImmediateSceneHandler::AddPrimiti << 156 { << 157 G4bool furtherprocessing = AddPrimitivePream << 158 if (furtherprocessing) { << 159 G4OpenGLSceneHandler::AddPrimitive(polymar << 160 } << 161 } << 162 << 163 void G4OpenGLImmediateSceneHandler::AddPrimiti << 164 { << 165 // Note: colour is still handled in << 166 // G4OpenGLSceneHandler::AddPrimitive(const << 167 G4bool furtherprocessing = AddPrimitivePream << 168 if (furtherprocessing) { << 169 G4OpenGLSceneHandler::AddPrimitive(text); << 170 } << 171 } << 172 << 173 void G4OpenGLImmediateSceneHandler::AddPrimiti << 174 { << 175 G4bool furtherprocessing = AddPrimitivePream << 176 if (furtherprocessing) { << 177 G4OpenGLSceneHandler::AddPrimitive(circle) << 178 } << 179 } << 180 << 181 void G4OpenGLImmediateSceneHandler::AddPrimiti << 182 { << 183 G4bool furtherprocessing = AddPrimitivePream << 184 if (furtherprocessing) { << 185 G4OpenGLSceneHandler::AddPrimitive(square) << 186 } << 187 } << 188 << 189 void G4OpenGLImmediateSceneHandler::AddPrimiti << 190 { << 191 // Note: colour is still handled in << 192 // G4OpenGLSceneHandler::AddPrimitive(const << 193 G4bool furtherprocessing = AddPrimitivePream << 194 if (furtherprocessing) { << 195 G4OpenGLSceneHandler::AddPrimitive(polyhed << 196 } << 197 } << 198 << 199 void G4OpenGLImmediateSceneHandler::BeginPrimi 67 void G4OpenGLImmediateSceneHandler::BeginPrimitives 200 (const G4Transform3D& objectTransformation) << 68 (const G4Transform3D& objectTransformation) { 201 { << 69 G4VSceneHandler::BeginPrimitives (objectTransformation); 202 G4OpenGLSceneHandler::BeginPrimitives (objec << 203 << 204 G4OpenGLTransform3D oglt (objectTransformati << 205 << 206 glPushMatrix(); 70 glPushMatrix(); >> 71 G4OpenGLTransform3D oglt (objectTransformation); 207 72 208 /*************************** Check matrix. 73 /*************************** Check matrix. 209 const GLdouble* m = oglt.GetGLMatrix (); 74 const GLdouble* m = oglt.GetGLMatrix (); 210 G4cout << "G4OpenGLTransform3D matrix:"; 75 G4cout << "G4OpenGLTransform3D matrix:"; 211 for (int i = 0; i < 16; i++) { 76 for (int i = 0; i < 16; i++) { 212 if ((i % 4) == 0) G4cout << '\n'; 77 if ((i % 4) == 0) G4cout << '\n'; 213 G4cout << std::setw (15) << m[i]; 78 G4cout << std::setw (15) << m[i]; 214 } 79 } 215 G4cout << G4endl; 80 G4cout << G4endl; 216 *****************************************/ 81 *****************************************/ 217 82 218 glMultMatrixd (oglt.GetGLMatrix ()); 83 glMultMatrixd (oglt.GetGLMatrix ()); 219 } 84 } 220 85 221 void G4OpenGLImmediateSceneHandler::EndPrimiti << 86 void G4OpenGLImmediateSceneHandler::EndPrimitives () { 222 { << 223 glPopMatrix(); 87 glPopMatrix(); 224 << 88 if (fReadyForTransients) { 225 // See all primitives immediately... At lea << 89 glFlush (); 226 ScaledFlush(); << 227 << 228 G4OpenGLSceneHandler::EndPrimitives (); << 229 } << 230 << 231 void G4OpenGLImmediateSceneHandler::BeginPrimi << 232 (const G4Transform3D& objectTransformation) << 233 { << 234 G4OpenGLSceneHandler::BeginPrimitives2D(obje << 235 << 236 // Push current 3D world matrices and load i << 237 // coordinates... << 238 glMatrixMode (GL_PROJECTION); << 239 glPushMatrix(); << 240 glLoadIdentity(); << 241 G4OpenGLViewer* pViewer = dynamic_cast<G4Ope << 242 if (pViewer) { << 243 pViewer->g4GlOrtho (-1., 1., -1., 1., -G4O << 244 } 90 } 245 glMatrixMode (GL_MODELVIEW); << 91 G4VSceneHandler::EndPrimitives (); 246 glPushMatrix(); << 247 glLoadIdentity(); << 248 G4OpenGLTransform3D oglt (objectTransformati << 249 glMultMatrixd (oglt.GetGLMatrix ()); << 250 glDisable(GL_DEPTH_TEST); // But see parent << 251 glDisable (GL_LIGHTING); // some cases, we << 252 } << 253 << 254 void G4OpenGLImmediateSceneHandler::EndPrimiti << 255 { << 256 // Pop current 3D world matrices back again. << 257 glMatrixMode (GL_PROJECTION); << 258 glPopMatrix(); << 259 glMatrixMode (GL_MODELVIEW); << 260 glPopMatrix(); << 261 << 262 // See all primitives immediately... At lea << 263 ScaledFlush(); << 264 << 265 G4OpenGLSceneHandler::EndPrimitives2D (); << 266 } 92 } 267 93 268 void G4OpenGLImmediateSceneHandler::BeginModel 94 void G4OpenGLImmediateSceneHandler::BeginModeling () { 269 G4VSceneHandler::BeginModeling(); 95 G4VSceneHandler::BeginModeling(); 270 } 96 } 271 97 272 void G4OpenGLImmediateSceneHandler::EndModelin 98 void G4OpenGLImmediateSceneHandler::EndModeling () { 273 G4VSceneHandler::EndModeling (); 99 G4VSceneHandler::EndModeling (); 274 } 100 } 275 101 276 void G4OpenGLImmediateSceneHandler::ClearTrans << 102 void G4OpenGLImmediateSceneHandler::ClearTransientStore () { 277 { << 103 278 // Nothing to do except redraw the scene rea << 104 G4VSceneHandler::ClearTransientStore (); >> 105 >> 106 // Make sure screen corresponds to graphical database... 279 if (fpViewer) { 107 if (fpViewer) { 280 fpViewer -> SetView (); 108 fpViewer -> SetView (); 281 fpViewer -> ClearView (); 109 fpViewer -> ClearView (); 282 fpViewer -> DrawView (); 110 fpViewer -> DrawView (); 283 } 111 } 284 } 112 } 285 113 286 G4int G4OpenGLImmediateSceneHandler::fSceneIdC 114 G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; >> 115 >> 116 #endif 287 117