Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLSceneHandler.cc

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Diff markup

Differences between /visualization/OpenGL/src/G4OpenGLSceneHandler.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLSceneHandler.cc (Version 6.1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                    <<   3 // * DISCLAIMER                                                       *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th <<   5 // * The following disclaimer summarizes all the specific disclaimers *
  6 // * the Geant4 Collaboration.  It is provided <<   6 // * of contributors to this software. The specific disclaimers,which *
  7 // * conditions of the Geant4 Software License <<   7 // * govern, are listed with their locations in:                      *
  8 // * LICENSE and available at  http://cern.ch/ <<   8 // *   http://cern.ch/geant4/license                                  *
  9 // * include a list of copyright holders.      << 
 10 // *                                                9 // *                                                                  *
 11 // * Neither the authors of this software syst     10 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     11 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     12 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     13 // * regarding  this  software system or assume any liability for its *
 15 // * use.  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: G4OpenGLSceneHandler.cc,v 1.18 2003/06/10 17:13:33 gcosmo Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-05-02-patch-01 $
 27 //                                                 26 //
 28 //                                             <<  27 // 
 29 // Andrew Walkden  27th March 1996                 28 // Andrew Walkden  27th March 1996
 30 // OpenGL stored scene - creates OpenGL displa     29 // OpenGL stored scene - creates OpenGL display lists.
 31 // OpenGL immediate scene - draws immediately      30 // OpenGL immediate scene - draws immediately to buffer
 32 //                           (saving space on      31 //                           (saving space on server).
 33                                                    32 
                                                   >>  33 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  34 
                                                   >>  35 // Included here - problems with HP compiler if not before other includes?
                                                   >>  36 #include "G4NURBS.hh"
 34                                                    37 
 35 #  include "G4OpenGLSceneHandler.hh"           <<  38 // Here follows a special for Mesa, the OpenGL emulator.  Does not affect
 36 #  include "G4OpenGLViewer.hh"                 <<  39 // other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
 37 #  include "G4OpenGLTransform3D.hh"            <<  40 #define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
 38 #  include "G4Point3D.hh"                      <<  41 // Also seems to be required for HP's CC and AIX xlC, at least.
 39 #  include "G4Normal3D.hh"                     <<  42 
 40 #  include "G4Transform3D.hh"                  <<  43 #include "G4OpenGLSceneHandler.hh"
 41 #  include "G4Polyline.hh"                     <<  44 #include "G4OpenGLViewer.hh"
 42 #  include "G4Polymarker.hh"                   <<  45 #include "G4OpenGLTransform3D.hh"
 43 #  include "G4Text.hh"                         <<  46 #include "G4Point3D.hh"
 44 #  include "G4Circle.hh"                       <<  47 #include "G4Normal3D.hh"
 45 #  include "G4Square.hh"                       <<  48 #include "G4Transform3D.hh"
 46 #  include "G4VMarker.hh"                      <<  49 #include "G4Polyline.hh"
 47 #  include "G4Polyhedron.hh"                   <<  50 #include "G4Text.hh"
 48 #  include "G4VisAttributes.hh"                <<  51 #include "G4Circle.hh"
 49 #  include "G4PhysicalVolumeModel.hh"          <<  52 #include "G4Square.hh"
 50 #  include "G4VPhysicalVolume.hh"              <<  53 #include "G4VMarker.hh"
 51 #  include "G4LogicalVolume.hh"                <<  54 #include "G4Polyhedron.hh"
 52 #  include "G4VSolid.hh"                       <<  55 #include "G4VisAttributes.hh"
 53 #  include "G4Scene.hh"                        <<  56 
 54 #  include "G4VisExtent.hh"                    <<  57 G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4VGraphicsSystem& system,
 55 #  include "G4AttHolder.hh"                    <<  58             G4int id,
 56 #  include "G4PhysicalConstants.hh"            <<  59             const G4String& name):
 57 #  include "G4RunManager.hh"                   <<  60 G4VSceneHandler (system, id, name)
 58 #  include "G4Run.hh"                          <<  61 {
 59 #  include "G4RunManagerFactory.hh"            <<  62   initialize_hlr = true;
 60 #  include "G4Mesh.hh"                         <<  63   //  glPolygonOffset (1.0, 2);
 61 #  include "G4PseudoScene.hh"                  <<  64 }
 62 #  include "G4VisManager.hh"                   <<  65 
                                                   >>  66 G4OpenGLSceneHandler::~G4OpenGLSceneHandler ()
                                                   >>  67 {
                                                   >>  68   ClearStore ();
                                                   >>  69 }
 63                                                    70 
 64 const GLubyte G4OpenGLSceneHandler::fStippleMa     71 const GLubyte G4OpenGLSceneHandler::fStippleMaskHashed [128] = {
 65   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         72   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 66   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         73   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 67   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         74   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 68   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         75   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 69   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         76   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 70   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         77   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 71   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         78   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 72   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         79   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 73   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         80   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 74   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         81   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 75   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         82   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 76   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         83   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 77   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         84   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 78   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         85   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 79   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,         86   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,
 80   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55          87   0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
 81 };                                                 88 };
 82                                                    89 
 83 G4OpenGLSceneHandler::G4OpenGLSceneHandler (G4 <<  90 //Method for handling G4Polyline objects (from tracking or wireframe).
 84                                             G4 << 
 85                                             co << 
 86 G4VSceneHandler (system, id, name),            << 
 87 fPickName(0),                                  << 
 88 fThreePassCapable(false),                      << 
 89 fSecondPassForTransparencyRequested(false),    << 
 90 fSecondPassForTransparency(false),             << 
 91 fThirdPassForNonHiddenMarkersRequested(false), << 
 92 fThirdPassForNonHiddenMarkers(false),          << 
 93 fEdgeFlag(true)                                << 
 94 {                                              << 
 95 }                                              << 
 96                                                << 
 97 G4OpenGLSceneHandler::~G4OpenGLSceneHandler () << 
 98 {                                              << 
 99   ClearStore ();                               << 
100 }                                              << 
101                                                << 
102 void G4OpenGLSceneHandler::ClearAndDestroyAtts << 
103 {                                              << 
104   std::map<GLuint, G4AttHolder*>::iterator i;  << 
105   for (i = fPickMap.begin(); i != fPickMap.end << 
106   fPickMap.clear();                            << 
107 }                                              << 
108                                                << 
109 G4int G4OpenGLSceneHandler::fEntitiesFlushInte << 
110 G4OpenGLSceneHandler::FlushAction              << 
111 G4OpenGLSceneHandler::fFlushAction = G4OpenGLS << 
112                                                << 
113 void G4OpenGLSceneHandler::ScaledFlush()       << 
114 {                                              << 
115   if (fReadyForTransients) {                   << 
116                                                << 
117     // Drawing transients, e.g., trajectories. << 
118                                                << 
119     if (!fpScene) {                            << 
120       // No scene - shouldn't happen           << 
121       glFlush();                               << 
122       return;                                  << 
123     }                                          << 
124     // Get event from modeling parameters      << 
125     if (!fpModel) {                            << 
126       // No model - shouldn't happen           << 
127       glFlush();                               << 
128       return;                                  << 
129     }                                          << 
130     const G4ModelingParameters* modelingParame << 
131     fpModel->GetModelingParameters();          << 
132     if (!modelingParameters) {                 << 
133       // No modeling parameters - shouldn't ha << 
134       glFlush();                               << 
135       return;                                  << 
136     }                                          << 
137     const G4Event* thisEvent = modelingParamet << 
138     if (!thisEvent) {                          << 
139       // No event, so not in event loop.       << 
140       if (fFlushAction == endOfEvent) {        << 
141         fFlushAction = endOfRun;               << 
142       } else if (fFlushAction == NthEvent) {   << 
143         fFlushAction = NthPrimitive;           << 
144       }                                        << 
145     }                                          << 
146     G4RunManager* runMan = G4RunManagerFactory << 
147     if (!runMan) {                             << 
148       // No run manager - shouldn't happen     << 
149       glFlush();                               << 
150       return;                                  << 
151     }                                          << 
152     const G4Run* thisRun = runMan->GetCurrentR << 
153     if (!thisRun) {                            << 
154       // No run, so not in event loop.         << 
155       if (fFlushAction == endOfRun) {          << 
156         fFlushAction = NthPrimitive;           << 
157       } else if (fFlushAction == NthEvent) {   << 
158         fFlushAction = NthPrimitive;           << 
159       }                                        << 
160     }                                          << 
161                                                << 
162     switch (fFlushAction) {                    << 
163       case endOfEvent:                         << 
164         // If "/vis/scene/endOfEventAction ref << 
165         // end of run anyway, so only scale if << 
166         if (!fpScene->GetRefreshAtEndOfEvent() << 
167           // But if "/vis/scene/endOfEventActi << 
168           // called until end of run, so we ha << 
169           // Get event from modeling parameter << 
170           G4int thisEventID = thisEvent->GetEv << 
171           static G4int lastEventID = 0;        << 
172           if (thisEventID != lastEventID) {    << 
173             glFlush();                         << 
174             lastEventID = thisEventID;         << 
175           }                                    << 
176         }                                      << 
177         break;                                 << 
178       case endOfRun:                           << 
179         // If "/vis/scene/endOfRunAction refre << 
180         // end of run anyway, so only scale if << 
181         if (!fpScene->GetRefreshAtEndOfRun())  << 
182           // If "/vis/scene/endOfRunAction acc << 
183           // so we have to watch for a new run << 
184           G4int thisRunID = thisRun->GetRunID( << 
185           static G4int lastRunID = 0;          << 
186           if (thisRunID != lastRunID) {        << 
187             glFlush();                         << 
188             lastRunID = thisRunID;             << 
189           }                                    << 
190         }                                      << 
191         break;                                 << 
192       case eachPrimitive:                      << 
193         // This is equivalent to numeric with  << 
194         fEntitiesFlushInterval = 1;            << 
195   [[fallthrough]];  // Fall through to NthPrim << 
196       case NthPrimitive:                       << 
197       { // Encapsulate in scope {} brackets to << 
198         static G4int primitivesWaitingToBeFlus << 
199         primitivesWaitingToBeFlushed++;        << 
200         if (primitivesWaitingToBeFlushed < fEn << 
201         glFlush();                             << 
202         primitivesWaitingToBeFlushed = 0;      << 
203         break;                                 << 
204       }                                        << 
205       case NthEvent:                           << 
206         // If "/vis/scene/endOfEventAction ref << 
207         // end of event anyway, so only scale  << 
208         if (!fpScene->GetRefreshAtEndOfEvent() << 
209           G4int thisEventID = thisEvent->GetEv << 
210           static G4int lastEventID = 0;        << 
211           if (thisEventID != lastEventID) {    << 
212             static G4int eventsWaitingToBeFlus << 
213             eventsWaitingToBeFlushed++;        << 
214             if (eventsWaitingToBeFlushed < fEn << 
215             glFlush();                         << 
216             eventsWaitingToBeFlushed = 0;      << 
217             lastEventID = thisEventID;         << 
218           }                                    << 
219         }                                      << 
220         break;                                 << 
221       case never:                              << 
222         break;                                 << 
223       default:                                 << 
224         break;                                 << 
225     }                                          << 
226                                                << 
227   }                                            << 
228                                                << 
229   else                                         << 
230                                                << 
231   {                                            << 
232                                                << 
233     // For run duration model drawing (detecto << 
234     // Immediate mode: a huge speed up is obta << 
235     // Stored mode: no discernable difference  << 
236     //   back buffer and then swapped.         << 
237     // So eachPrimitive and NthPrimitive make  << 
238     // endOfRun are treated as "no action", i. << 
239     // as happens anyway, when drawing is comp << 
240                                                << 
241     switch (fFlushAction) {                    << 
242       case endOfEvent:                         << 
243         break;                                 << 
244       case endOfRun:                           << 
245         break;                                 << 
246       case eachPrimitive:                      << 
247         // This is equivalent to NthPrimitive  << 
248         fEntitiesFlushInterval = 1;            << 
249   [[fallthrough]];  // Fall through to NthPrim << 
250       case NthPrimitive:                       << 
251       { // Encapsulate in scope {} brackets to << 
252         static G4int primitivesWaitingToBeFlus << 
253         primitivesWaitingToBeFlushed++;        << 
254         if (primitivesWaitingToBeFlushed < fEn << 
255         glFlush();                             << 
256         primitivesWaitingToBeFlushed = 0;      << 
257         break;                                 << 
258       }                                        << 
259       case NthEvent:                           << 
260         break;                                 << 
261       case never:                              << 
262         break;                                 << 
263       default:                                 << 
264         break;                                 << 
265     }                                          << 
266                                                << 
267   }                                            << 
268 }                                              << 
269                                                << 
270 void G4OpenGLSceneHandler::ProcessScene()      << 
271 {                                              << 
272   fThreePassCapable = true;                    << 
273                                                << 
274   G4VSceneHandler::ProcessScene();             << 
275                                                << 
276   // Repeat if required...                     << 
277   if (fSecondPassForTransparencyRequested) {   << 
278     fSecondPassForTransparency = true;         << 
279     G4VSceneHandler::ProcessScene();           << 
280     fSecondPassForTransparency = false;        << 
281     fSecondPassForTransparencyRequested = fals << 
282   }                                            << 
283                                                << 
284   // And again if required...                  << 
285   if (fThirdPassForNonHiddenMarkersRequested)  << 
286     fThirdPassForNonHiddenMarkers = true;      << 
287     G4VSceneHandler::ProcessScene();           << 
288     fThirdPassForNonHiddenMarkers = false;     << 
289     fThirdPassForNonHiddenMarkersRequested = f << 
290   }                                            << 
291                                                << 
292   fThreePassCapable = false;                   << 
293 }                                              << 
294                                                << 
295 void G4OpenGLSceneHandler::PreAddSolid         << 
296 (const G4Transform3D& objectTransformation,    << 
297  const G4VisAttributes& visAttribs)            << 
298 {                                              << 
299   G4VSceneHandler::PreAddSolid (objectTransfor << 
300 }                                              << 
301                                                << 
302 void G4OpenGLSceneHandler::BeginPrimitives     << 
303 (const G4Transform3D& objectTransformation)    << 
304 {                                              << 
305   G4VSceneHandler::BeginPrimitives (objectTran << 
306 }                                              << 
307                                                << 
308 void G4OpenGLSceneHandler::EndPrimitives ()    << 
309 {                                              << 
310   G4VSceneHandler::EndPrimitives ();           << 
311 }                                              << 
312                                                << 
313 void G4OpenGLSceneHandler::BeginPrimitives2D   << 
314 (const G4Transform3D& objectTransformation)    << 
315 {                                              << 
316   G4VSceneHandler::BeginPrimitives2D (objectTr << 
317 }                                              << 
318                                                << 
319 void G4OpenGLSceneHandler::EndPrimitives2D ()  << 
320 {                                              << 
321   G4VSceneHandler::EndPrimitives2D ();         << 
322 }                                              << 
323                                                << 
324 G4DisplacedSolid* G4OpenGLSceneHandler::Create << 
325 {                                              << 
326   return G4VSceneHandler::CreateSectionSolid() << 
327   // If clipping done in G4OpenGLViewer::SetVi << 
328   // return 0;                                 << 
329   // Note: if you change this, you must also c << 
330   // G4OpenGLStoredViewer::CompareForKernelVis << 
331 }                                              << 
332                                                << 
333 G4DisplacedSolid* G4OpenGLSceneHandler::Create << 
334 {                                              << 
335   // return G4VSceneHandler::CreateCutawaySoli << 
336   // If cutaway done in G4OpenGLViewer::SetVie << 
337   return 0;                                    << 
338   // Note: if you change this, you must also c << 
339   // G4OpenGLStoredViewer::CompareForKernelVis << 
340 }                                              << 
341                                                << 
342 void G4OpenGLSceneHandler::AddPrimitive (const     91 void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
343 {                                                  92 {
344   std::size_t nPoints = line.size ();          <<  93   G4int nPoints = line.size ();
345   if (nPoints <= 0) return;                        94   if (nPoints <= 0) return;
346                                                    95 
347   // Note: colour and depth test treated in su <<  96   const G4Colour& c = GetColour (line);
                                                   >>  97   glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
348                                                    98 
349   glDisable (GL_LIGHTING);                     <<  99   if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
350                                                << 100     glDisable (GL_DEPTH_TEST);
351   G4double lineWidth = GetLineWidth(fpVisAttri << 101   else glEnable (GL_DEPTH_TEST);
352   // Need access to method in G4OpenGLViewer.  << 
353   // work with a virtual base class, so use dy << 
354   // test the outcome since viewer is guarante << 
355   // G4OpenGLViewer, but test it anyway to kee << 
356   G4OpenGLViewer* pGLViewer = dynamic_cast<G4O << 
357   if (pGLViewer) pGLViewer->ChangeLineWidth(li << 
358                                                   102 
359   fEdgeFlag = true;                            << 103   glDisable (GL_LIGHTING);
360   glBegin (GL_LINE_STRIP);                        104   glBegin (GL_LINE_STRIP);
361   // No ned glEdgeFlag for lines :             << 105 
362   // Boundary and nonboundary edge flags on ve << 106   for (G4int iPoint = 0; iPoint < nPoints; iPoint++) {
363                                                << 
364   //  glEdgeFlag (GL_TRUE);                    << 
365   for (std::size_t iPoint = 0; iPoint < nPoint << 
366   G4double x, y, z;                               107   G4double x, y, z;
367     x = line[iPoint].x();                         108     x = line[iPoint].x(); 
368     y = line[iPoint].y();                         109     y = line[iPoint].y();
369     z = line[iPoint].z();                         110     z = line[iPoint].z();
370     glVertex3d (x, y, z);                         111     glVertex3d (x, y, z);
371   }                                               112   }
372   glEnd ();                                       113   glEnd ();
373 }                                                 114 }
374                                                   115 
375 void G4OpenGLSceneHandler::AddPrimitive (const << 116 void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
376 {                                              << 
377   if (polymarker.size() == 0) {                << 
378     return;                                    << 
379   }                                            << 
380                                                   117 
381   // Note: colour and depth test treated in su << 118   static G4int callCount (0);
                                                   >> 119   ++callCount;
382                                                   120 
383   glDisable (GL_LIGHTING);                     << 
384                                                << 
385   MarkerSizeType sizeType;                        121   MarkerSizeType sizeType;
386   G4double size = GetMarkerSize(polymarker, si << 122   G4double size = GetMarkerSize (text, sizeType);
387                                                << 123   G4ThreeVector position (*fpObjectTransformation * text.GetPosition ());
388   // Need access to method in G4OpenGLViewer.  << 124   if (callCount <= 10 || callCount%100 == 0) {
389   // work with a virtual base class, so use dy << 125     G4cout <<
390   // test the outcome since viewer is guarante << 126       "G4OpenGLSceneHandler::AddPrimitive (const G4Text&) call count "
391   // G4OpenGLViewer, but test it anyway to kee << 127      << callCount <<
392   G4OpenGLViewer* pGLViewer = dynamic_cast<G4O << 128       "\n  Not implemented yet.  Called with text \""
393   if (!pGLViewer) return;                      << 129      << text.GetText ()
394                                                << 130      << "\"\n  at " << position
395   if (sizeType == world) {  // Size specified  << 131      << ", size " << size
396     G4double lineWidth = GetLineWidth(fpVisAtt << 132      << ", offsets " << text.GetXOffset () << ", " << text.GetYOffset ()
397     pGLViewer->ChangeLineWidth(lineWidth);     << 133      << ", type " << G4int(sizeType)
398                                                << 134      << G4endl;
399     G4VMarker::FillStyle style = polymarker.Ge << 
400                                                << 
401     // G4bool filled = false;  Not actually us << 
402     static G4bool hashedWarned = false;        << 
403                                                << 
404     switch (style) {                           << 
405       case G4VMarker::noFill:                  << 
406         glPolygonMode (GL_FRONT_AND_BACK, GL_L << 
407         glEdgeFlag (GL_TRUE);                  << 
408         //filled = false;                      << 
409         break;                                 << 
410       case G4VMarker::hashed:                  << 
411         if (!hashedWarned) {                   << 
412           G4cout << "Hashed fill style in G4Op << 
413           << "\n  Not implemented.  Using G4VM << 
414           << G4endl;                           << 
415           hashedWarned = true;                 << 
416         }                                      << 
417         // Maybe use                           << 
418         //glPolygonStipple (fStippleMaskHashed << 
419   [[fallthrough]];   // Drop through to filled << 
420       case G4VMarker::filled:                  << 
421         glPolygonMode (GL_FRONT_AND_BACK, GL_F << 
422         //filled = true;                       << 
423         break;                                 << 
424     }                                          << 
425   }                                               135   }
426                                                << 136 }
427   // Draw...                                   << 
428   if (sizeType == world) {  // Size specified  << 
429                                                   137 
430     G4int nSides;                              << 138 void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
431     G4double startPhi;                         << 139   glEnable (GL_POINT_SMOOTH);
432     switch (polymarker.GetMarkerType()) {      << 140   AddCircleSquare (circle, 24);
433     default:                                   << 141 }
434     case G4Polymarker::dots:                   << 
435         size = 1.;                             << 
436   [[fallthrough]];  // Fall through to circles << 
437     case G4Polymarker::circles:                << 
438       nSides = GetNoOfSides(fpVisAttribs);     << 
439       startPhi = 0.;                           << 
440       break;                                   << 
441     case G4Polymarker::squares:                << 
442       nSides = 4;                              << 
443       startPhi = -pi / 4.;                     << 
444       break;                                   << 
445     }                                          << 
446                                                   142 
447     const G4Vector3D& viewpointDirection =     << 143 void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
448       fpViewer -> GetViewParameters().GetViewp << 144   glDisable (GL_POINT_SMOOTH);
449     const G4Vector3D& up = fpViewer->GetViewPa << 145   AddCircleSquare (square, 4);
450     const G4double dPhi = twopi / nSides;      << 146 }
451     const G4double radius = size / 2.;         << 
452     G4Vector3D start = radius * (up.cross(view << 
453     G4double phi;                              << 
454     G4int i;                                   << 
455     for (size_t iPoint = 0; iPoint < polymarke << 
456       fEdgeFlag = true;                        << 
457       glBegin (GL_POLYGON);                    << 
458       for (i = 0, phi = startPhi; i < nSides;  << 
459   G4Vector3D r = start; r.rotate(phi, viewpoin << 
460   G4Vector3D p = polymarker[iPoint] + r;       << 
461   glVertex3d (p.x(), p.y(), p.z());            << 
462       }                                        << 
463       glEnd ();                                << 
464     }                                          << 
465                                                   147 
466   } else { // Size specified in screen (window << 148 void G4OpenGLSceneHandler::AddCircleSquare
                                                   >> 149 (const G4VMarker& marker,
                                                   >> 150  G4int nSides) {
467                                                   151 
468     pGLViewer->ChangePointSize(size);          << 152   const G4Colour& c = GetColour (marker);
                                                   >> 153   glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
                                                   >> 154   
                                                   >> 155   if (fpViewer -> GetViewParameters ().IsMarkerNotHidden ())
                                                   >> 156     glDisable (GL_DEPTH_TEST);
                                                   >> 157   else glEnable (GL_DEPTH_TEST);
                                                   >> 158   
                                                   >> 159   glDisable (GL_LIGHTING);
                                                   >> 160   
                                                   >> 161   G4VMarker::FillStyle style = marker.GetFillStyle();
                                                   >> 162   
                                                   >> 163   switch (style) {
                                                   >> 164   case G4VMarker::noFill: 
                                                   >> 165     glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
                                                   >> 166     break;
                                                   >> 167     
                                                   >> 168   case G4VMarker::hashed:
                                                   >> 169     /*
                                                   >> 170     G4cout << "Hashed fill style in G4OpenGLSceneHandler."
                                                   >> 171      << "\n  Not implemented.  Using G4VMarker::filled."
                                                   >> 172      << G4endl;
                                                   >> 173     */
                                                   >> 174     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
                                                   >> 175     glPolygonStipple (fStippleMaskHashed);
                                                   >> 176     // See also:
                                                   >> 177     //   if (style == G4VMarker::filled || style == G4VMarker::hashed)...
                                                   >> 178     // (twice) below.
                                                   >> 179     break;
                                                   >> 180     
                                                   >> 181   case G4VMarker::filled:
                                                   >> 182     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
                                                   >> 183     break;
                                                   >> 184     
                                                   >> 185   default:
                                                   >> 186     G4cout << "Unrecognised fill style in G4OpenGLSceneHandler."
                                                   >> 187      << "\n  Using G4VMarker::filled."
                                                   >> 188      << G4endl;
                                                   >> 189     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
                                                   >> 190     break;
                                                   >> 191     
                                                   >> 192   }
469                                                   193 
470     //Antialiasing only for circles            << 194   // A few useful quantities...
471     switch (polymarker.GetMarkerType()) {      << 195   G4Point3D centre = marker.GetPosition();
472     default:                                   << 196   G4bool userSpecified = (marker.GetWorldSize() || marker.GetScreenSize());
473     case G4Polymarker::dots:                   << 197   const G4VMarker& def = fpViewer -> GetViewParameters().GetDefaultMarker();
474     case G4Polymarker::circles:                << 198   const G4Vector3D& viewpointDirection =
475       glEnable (GL_POINT_SMOOTH); break;       << 199     fpViewer -> GetViewParameters().GetViewpointDirection();
476     case G4Polymarker::squares:                << 200   const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
477       glDisable (GL_POINT_SMOOTH); break;      << 201   G4double scale = fpViewer -> GetViewParameters().GetGlobalMarkerScale();
478     }                                          << 202   G4double size = scale *
479     glBegin (GL_POINTS);                       << 203     userSpecified ? marker.GetWorldSize() : def.GetWorldSize();
480     for (size_t iPoint = 0; iPoint < polymarke << 204 
481       G4Point3D centre = polymarker[iPoint];   << 205   // Find "size" of marker in world space (but see note below)...
482       glVertex3d(centre.x(),centre.y(),centre. << 206   G4double worldSize;
483     }                                          << 207   if (size) {  // Size specified in world coordinates.
484     glEnd();                                   << 208     worldSize = size;
                                                   >> 209   }
                                                   >> 210   else { // Size specified in screen (window) coordinates.
                                                   >> 211 
                                                   >> 212     // Find window coordinates of centre...
                                                   >> 213     GLdouble modelMatrix[16];
                                                   >> 214     glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
                                                   >> 215     G4double projectionMatrix[16];
                                                   >> 216     glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
                                                   >> 217     GLint viewport[4];
                                                   >> 218     glGetIntegerv(GL_VIEWPORT,viewport);
                                                   >> 219     GLdouble winx, winy, winz;
                                                   >> 220     gluProject(centre.x(), centre.y(), centre.z(),
                                                   >> 221          modelMatrix, projectionMatrix, viewport,
                                                   >> 222          &winx, &winy, &winz);
                                                   >> 223 
                                                   >> 224     // Determine ratio window:world...
                                                   >> 225     const G4Vector3D inScreen = (up.cross(viewpointDirection)).unit();
                                                   >> 226     const G4Vector3D p = centre + inScreen;
                                                   >> 227     GLdouble winDx, winDy, winDz;
                                                   >> 228     gluProject(p.x(), p.y(), p.z(),
                                                   >> 229                modelMatrix, projectionMatrix, viewport,
                                                   >> 230                &winDx, &winDy, &winDz);
                                                   >> 231     G4double winWorldRatio = sqrt(pow(winx - winDx, 2) +
                                                   >> 232           pow(winy - winDy, 2));
                                                   >> 233     G4double winSize = scale *
                                                   >> 234       userSpecified ? marker.GetScreenSize() : def.GetScreenSize();
                                                   >> 235     worldSize = winSize / winWorldRatio;
485   }                                               236   }
486 }                                              << 
487                                                   237 
488 void G4OpenGLSceneHandler::AddPrimitive (const << 238   // Draw...
489   // Pass to specific viewer via virtual funct << 239   DrawXYPolygon (worldSize, centre, nSides);
490   G4OpenGLViewer* pGLViewer = dynamic_cast<G4O << 
491   if (pGLViewer) pGLViewer->DrawText(text);    << 
492 }                                                 240 }
493                                                   241 
494 void G4OpenGLSceneHandler::AddPrimitive (const << 242 /***************************************************
495   G4Polymarker oneCircle(circle);              << 243 Note: We have to do it this way round so that when a global
496   oneCircle.push_back(circle.GetPosition());   << 244 transformation is applied, such as with /vis/viewer/set/viewpoint,
497   oneCircle.SetMarkerType(G4Polymarker::circle << 245 the markers follow the world coordinates without having to
498   // Call this AddPrimitive to avoid re-doing  << 246 recreate the display lists.  The down side is that the markers
499   G4OpenGLSceneHandler::AddPrimitive(oneCircle << 247 rotate.  The only way to avoid this is to play with the modelview
                                                   >> 248 and projection matrices of OpenGL - which I need to think about.
                                                   >> 249 For future reference, here is the code to draw in window
                                                   >> 250 coordinates; its down side is that markers do not follow global
                                                   >> 251 transformations.  Some clever stuff is needed.
                                                   >> 252 
                                                   >> 253   ...
                                                   >> 254   // Find window coordinates of centre...
                                                   >> 255   GLdouble modelMatrix[16];
                                                   >> 256   glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
                                                   >> 257   G4double projectionMatrix[16];
                                                   >> 258   glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
                                                   >> 259   GLint viewport[4];
                                                   >> 260   glGetIntegerv(GL_VIEWPORT,viewport);
                                                   >> 261   GLdouble winx, winy, winz;
                                                   >> 262   gluProject(centre.x(), centre.y(), centre.z(),
                                                   >> 263              modelMatrix, projectionMatrix, viewport,
                                                   >> 264              &winx, &winy, &winz);
                                                   >> 265 
                                                   >> 266   // Find window size...
                                                   >> 267   G4double winSize;
                                                   >> 268   if (size) {  // Size specified in world coordinates.
                                                   >> 269     // Determine size in window coordinates...
                                                   >> 270     (Note: improve this by using an inScreen vector as above.)
                                                   >> 271     GLdouble winx1, winy1, winz1;
                                                   >> 272     gluProject(centre.x() + size, centre.y() + size, centre.z() + size,
                                                   >> 273                modelMatrix, projectionMatrix, viewport,
                                                   >> 274                &winx1, &winy1, &winz1);
                                                   >> 275     winSize = sqrt((pow(winx - winx1, 2) +
                                                   >> 276                     pow(winy - winy1, 2) +
                                                   >> 277                     pow(winz - winz1, 2)) / 3.);
                                                   >> 278   }
                                                   >> 279   else {
                                                   >> 280     winSize = scale *
                                                   >> 281       userSpecified ? marker.GetScreenSize() : def.GetScreenSize();
                                                   >> 282   }
                                                   >> 283 
                                                   >> 284   // Prepare to draw in window coordinates...
                                                   >> 285   glMatrixMode (GL_PROJECTION);
                                                   >> 286   glPushMatrix();
                                                   >> 287   glLoadIdentity();
                                                   >> 288   gluOrtho2D(GLdouble(viewport[0]),
                                                   >> 289              GLdouble(viewport[0] + viewport[2]),
                                                   >> 290              GLdouble(viewport[1]),
                                                   >> 291              GLdouble(viewport[1] + viewport[3]));
                                                   >> 292   glMatrixMode (GL_MODELVIEW);
                                                   >> 293   glPushMatrix();
                                                   >> 294   glLoadIdentity();
                                                   >> 295 
                                                   >> 296   // Draw in window coordinates...
                                                   >> 297   DrawScreenPolygon (winSize, G4Point3D(winx, winy, winz), nSides);
                                                   >> 298 
                                                   >> 299   // Re-instate matrices...
                                                   >> 300   glMatrixMode (GL_PROJECTION);
                                                   >> 301   glPopMatrix();
                                                   >> 302   glMatrixMode (GL_MODELVIEW);
                                                   >> 303   glPopMatrix();
                                                   >> 304   ...
                                                   >> 305 
                                                   >> 306 void G4OpenGLSceneHandler::DrawScreenPolygon
                                                   >> 307 (G4double size,
                                                   >> 308  const G4Point3D& centre,
                                                   >> 309  G4int nSides) {
                                                   >> 310   glBegin (GL_POLYGON);
                                                   >> 311   const G4double dPhi = 2. * M_PI / nSides;
                                                   >> 312   const G4double r = size / 2.;
                                                   >> 313   G4double phi;
                                                   >> 314   G4int i;
                                                   >> 315   for (i = 0, phi = -dPhi / 2.; i < nSides; i++, phi += dPhi) {
                                                   >> 316     G4double x, y, z;
                                                   >> 317     x = centre.x() + r * cos(phi);
                                                   >> 318     y = centre.y() + r * sin(phi);
                                                   >> 319     z = centre.z();
                                                   >> 320     glVertex3d (x, y, z);
                                                   >> 321   }
                                                   >> 322   glEnd ();
500 }                                                 323 }
                                                   >> 324 **********************************************/
501                                                   325 
502 void G4OpenGLSceneHandler::AddPrimitive (const << 326 void G4OpenGLSceneHandler::DrawXYPolygon
503   G4Polymarker oneSquare(square);              << 327 (G4double size,
504   oneSquare.push_back(square.GetPosition());   << 328  const G4Point3D& centre,
505   oneSquare.SetMarkerType(G4Polymarker::square << 329  G4int nSides) {
506   // Call this AddPrimitive to avoid re-doing  << 330   const G4Vector3D& viewpointDirection =
507   G4OpenGLSceneHandler::AddPrimitive(oneSquare << 331     fpViewer -> GetViewParameters().GetViewpointDirection();
                                                   >> 332   const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
                                                   >> 333   const G4double dPhi = 2. * M_PI / nSides;
                                                   >> 334   const G4double radius = size / 2.;
                                                   >> 335   G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
                                                   >> 336   G4double phi;
                                                   >> 337   G4int i;
                                                   >> 338   glBegin (GL_POLYGON);
                                                   >> 339   for (i = 0, phi = -dPhi / 2.; i < nSides; i++, phi += dPhi) {
                                                   >> 340     G4Vector3D r = start; r.rotate(phi, viewpointDirection);
                                                   >> 341     G4Vector3D p = centre + r;
                                                   >> 342     glVertex3d (p.x(), p.y(), p.z());
                                                   >> 343   }
                                                   >> 344   glEnd ();
508 }                                                 345 }
509                                                   346 
510 //Method for handling G4Polyhedron objects for    347 //Method for handling G4Polyhedron objects for drawing solids.
511 void G4OpenGLSceneHandler::AddPrimitive (const    348 void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
512                                                   349 
513   // Assume all facets are planar convex quadr << 350   //Assume all facets are convex quadrilaterals.
514   // Draw each facet individually              << 351   //Draw each G4Facet individually
515                                                   352   
516   if (polyhedron.GetNoFacets() == 0) return;      353   if (polyhedron.GetNoFacets() == 0) return;
517                                                   354 
518   // Need access to data in G4OpenGLViewer.  s << 355   G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (polyhedron);
519   // with a virtual base class, so use dynamic << 356   
520   G4OpenGLViewer* pGLViewer = dynamic_cast<G4O << 357   //Get colour, etc..
521   if (!pGLViewer) return;                      << 358   const G4Colour& c = GetColour (polyhedron);
522                                                << 359   
523   // Get view parameters that the user can for << 
524   // attributes, thereby over-riding the curre << 
525   G4ViewParameters::DrawingStyle drawing_style << 
526                                                << 
527   // Note that in stored mode, because this ca << 
528   //  list, it is the colour _at the time of_  << 
529   //  even if the colour is changed, for examp << 
530   //  window, current_colour does not change.  << 
531   GLfloat* painting_colour;                    << 
532   GLfloat clear_colour[4];                     << 
533   GLfloat current_colour[4];                   << 
534   glGetFloatv (GL_CURRENT_COLOR, current_colou << 
535                                                << 
536   G4bool isTransparent = false;                << 
537   if (current_colour[3] < 1.) {  // This objec << 
538     isTransparent = true;                      << 
539   }                                            << 
540                                                << 
541   if  (drawing_style == G4ViewParameters::hlr) << 
542     // This is the colour used to paint surfac << 
543     glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_c << 
544     painting_colour = clear_colour;            << 
545   } else {  // drawing_style == G4ViewParamete << 
546     painting_colour = current_colour;          << 
547   }                                            << 
548                                                << 
549   G4double lineWidth = GetLineWidth(fpVisAttri << 
550   pGLViewer->ChangeLineWidth(lineWidth);       << 
551                                                << 
552   G4bool isAuxEdgeVisible = GetAuxEdgeVisible  << 
553                                                << 
554   G4bool clipping = pGLViewer->fVP.IsSection() << 
555                                                << 
556   // Lighting disabled unless otherwise reques << 
557   glDisable (GL_LIGHTING);                     << 
558                                                << 
559   switch (drawing_style) {                        360   switch (drawing_style) {
560   case (G4ViewParameters::hlhsr):              << 361     
561     // Set up as for hidden line removal but p << 362     //  case (G4ViewParameters::hlhsr):
562   case (G4ViewParameters::hlr):                << 363     //    cout << "Hidden edge not implememented in G4OpenGL.\n"
563     glEnable (GL_STENCIL_TEST);                << 364     // << "Using hidden surface removal." << G4endl;
564     // The stencil buffer is cleared in G4Open << 365     
565     // The procedure below leaves it clear.    << 
566     glStencilFunc (GL_ALWAYS, 0, 1);           << 
567     glStencilOp (GL_INVERT, GL_INVERT, GL_INVE << 
568     glEnable (GL_DEPTH_TEST);                  << 
569     glDepthFunc (GL_LEQUAL);                   << 
570     if (isTransparent) {                       << 
571       // Transparent...                        << 
572       glColorMaterial(GL_FRONT_AND_BACK, GL_AM << 
573       glEnable(GL_COLOR_MATERIAL);             << 
574       //glDisable (GL_CULL_FACE);              << 
575       glPolygonMode (GL_FRONT_AND_BACK, GL_LIN << 
576     } else {                                   << 
577       // Opaque...                             << 
578       if (clipping) {                          << 
579         glColorMaterial(GL_FRONT_AND_BACK, GL_ << 
580         glEnable(GL_COLOR_MATERIAL);           << 
581   //glDisable (GL_CULL_FACE);                  << 
582   glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);  << 
583       } else {                                 << 
584         glColorMaterial(GL_FRONT, GL_AMBIENT_A << 
585         glEnable(GL_COLOR_MATERIAL);           << 
586   //glEnable (GL_CULL_FACE);                   << 
587   //glCullFace (GL_BACK);                      << 
588   glPolygonMode (GL_FRONT, GL_LINE);           << 
589       }                                        << 
590     }                                          << 
591     break;                                     << 
592   case (G4ViewParameters::hsr):                   366   case (G4ViewParameters::hsr):
593     glEnable (GL_DEPTH_TEST);                  << 367     {
594     glDepthFunc (GL_LEQUAL);                   << 368       glPolygonMode (GL_FRONT, GL_FILL);
595     if (isTransparent) {                       << 369       glCullFace (GL_BACK); 
596       // Transparent...                        << 370       //glEnable (GL_CULL_FACE);
597       glDepthMask (GL_FALSE);  // Make depth b << 371       glEnable (GL_LIGHTING);
598       glColorMaterial(GL_FRONT_AND_BACK, GL_AM << 372       glEnable (GL_DEPTH_TEST);
599       glEnable(GL_COLOR_MATERIAL);             << 373       GLfloat materialColour [4];
600       //glDisable (GL_CULL_FACE);              << 374       materialColour [0] = c.GetRed ();
601       glPolygonMode (GL_FRONT_AND_BACK, GL_FIL << 375       materialColour [1] = c.GetGreen ();
602     } else {                                   << 376       materialColour [2] = c.GetBlue ();
603       // Opaque...                             << 377       materialColour [3] = 1.0;
604       glDepthMask (GL_TRUE);  // Make depth bu << 378       glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
605       if (clipping) {                          << 
606         glColorMaterial(GL_FRONT_AND_BACK, GL_ << 
607         glEnable(GL_COLOR_MATERIAL);           << 
608   //glDisable (GL_CULL_FACE);                  << 
609   glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);  << 
610       } else {                                 << 
611         glColorMaterial(GL_FRONT, GL_AMBIENT_A << 
612         glEnable(GL_COLOR_MATERIAL);           << 
613         //glEnable (GL_CULL_FACE);             << 
614   //glCullFace (GL_BACK);                      << 
615   glPolygonMode (GL_FRONT, GL_FILL);           << 
616       }                                        << 
617     }                                          << 
618     if (!fProcessing2D) glEnable (GL_LIGHTING) << 
619       break;                                      379       break;
                                                   >> 380     }
                                                   >> 381     
                                                   >> 382   case (G4ViewParameters::hlr):
                                                   >> 383     if (initialize_hlr) {
                                                   >> 384       glEnable (GL_STENCIL_TEST);
                                                   >> 385       glClear (GL_STENCIL_BUFFER_BIT);
                                                   >> 386       glStencilFunc (GL_ALWAYS, 0, 1);
                                                   >> 387       glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
                                                   >> 388       glGetDoublev (GL_COLOR_CLEAR_VALUE, clear_colour);
                                                   >> 389       initialize_hlr = false;
                                                   >> 390       //      glEnable (GL_POLYGON_OFFSET_FILL);
                                                   >> 391     }
                                                   >> 392       glDepthFunc (GL_LESS);    
                                                   >> 393     //drop through to wireframe for first pass...
                                                   >> 394     
620   case (G4ViewParameters::wireframe):             395   case (G4ViewParameters::wireframe):
                                                   >> 396     
621   default:                                        397   default:
622     glEnable (GL_DEPTH_TEST);                  << 
623     glDepthFunc (GL_LEQUAL);    //??? was GL_A << 
624     //glDisable (GL_CULL_FACE);                << 
625     glPolygonMode (GL_FRONT_AND_BACK, GL_LINE)    398     glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
                                                   >> 399     glDisable (GL_CULL_FACE);
                                                   >> 400     glDisable (GL_LIGHTING);
                                                   >> 401     glEnable (GL_DEPTH_TEST);
                                                   >> 402     glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
626     break;                                        403     break;
627   }                                            << 404   } 
628                                                << 405   
629   //Loop through all the facets...             << 
630   fEdgeFlag = true;                            << 
631   glBegin (GL_QUADS);                             406   glBegin (GL_QUADS);
632   glEdgeFlag (GL_TRUE);                        << 407   
                                                   >> 408   //Loop through all the facets...
633   G4bool notLastFace;                             409   G4bool notLastFace;
                                                   >> 410   G4Normal3D SurfaceUnitNormal;
634   do {                                            411   do {
635                                                << 412     
636     //First, find vertices, edgeflags and norm << 413     //First, find surface normal for the facet...
637     G4Point3D vertex[4];                       << 414     notLastFace = polyhedron.GetNextUnitNormal (SurfaceUnitNormal);
638     G4int edgeFlag[4];                         << 415     glNormal3d(SurfaceUnitNormal.x(), SurfaceUnitNormal.y(),
639     G4Normal3D normals[4];                     << 416          SurfaceUnitNormal.z());
640     G4int nEdges;                              << 417     
641     notLastFace = polyhedron.GetNextFacet(nEdg << 
642                                                << 
643     //Loop through the four edges of each G4Fa    418     //Loop through the four edges of each G4Facet...
644     for(G4int edgeCount = 0; edgeCount < nEdge << 419     G4bool notLastEdge;
                                                   >> 420     G4Point3D vertex[4];
                                                   >> 421     G4int edgeFlag[4], lastEdgeFlag (true);
                                                   >> 422     edgeFlag[0] = G4int (true);
                                                   >> 423     G4int edgeCount = 0;
                                                   >> 424     glEdgeFlag (GL_TRUE);
                                                   >> 425     do {
                                                   >> 426       notLastEdge = polyhedron.GetNextVertex (vertex[edgeCount], 
                                                   >> 427                 edgeFlag[edgeCount]);
645       // Check to see if edge is visible or no    428       // Check to see if edge is visible or not...
646       if (isAuxEdgeVisible) {                  << 429       if (edgeFlag[edgeCount] != lastEdgeFlag) {
647   edgeFlag[edgeCount] = 1;                     << 430   lastEdgeFlag = edgeFlag[edgeCount];
648       }                                        << 431   if (edgeFlag[edgeCount]) {
649       if (edgeFlag[edgeCount] > 0) {           << 432     glEdgeFlag (GL_TRUE);
650         if (fEdgeFlag != true) {               << 433   } else {
651           glEdgeFlag (GL_TRUE);                << 434     glEdgeFlag (GL_FALSE);
652           fEdgeFlag = true;                    << 435   }
653         }                                      << 
654       } else {                                 << 
655         if (fEdgeFlag != false) {              << 
656           glEdgeFlag (GL_FALSE);               << 
657           fEdgeFlag = false;                   << 
658         }                                      << 
659       }                                           436       }
660       glNormal3d (normals[edgeCount].x(),      << 
661       normals[edgeCount].y(),                  << 
662       normals[edgeCount].z());                 << 
663       glVertex3d (vertex[edgeCount].x(),          437       glVertex3d (vertex[edgeCount].x(), 
664       vertex[edgeCount].y(),                      438       vertex[edgeCount].y(),
665       vertex[edgeCount].z());                     439       vertex[edgeCount].z());
666     }                                          << 440       edgeCount++;
667                                                << 441     } while (notLastEdge);
668     // HepPolyhedron produces triangles too; i << 442     while (edgeCount < 4) {  // duplicate last real vertex.
669     // vertex identical to first...            << 443       vertex[edgeCount] = vertex[edgeCount-1];
670     if (nEdges == 3) {                         << 
671       G4int edgeCount = 3;                     << 
672       normals[edgeCount] = normals[0];         << 
673       vertex[edgeCount] = vertex[0];           << 
674       edgeFlag[edgeCount] = -1;                << 
675       if (fEdgeFlag != false) {                << 
676         glEdgeFlag (GL_FALSE);                 << 
677         fEdgeFlag = false;                     << 
678       }                                        << 
679                                                << 
680       glNormal3d (normals[edgeCount].x(),      << 
681       normals[edgeCount].y(),                  << 
682       normals[edgeCount].z());                 << 
683       glVertex3d (vertex[edgeCount].x(),          444       glVertex3d (vertex[edgeCount].x(),
684       vertex[edgeCount].y(),                      445       vertex[edgeCount].y(), 
685       vertex[edgeCount].z());                     446       vertex[edgeCount].z());
                                                   >> 447       edgeCount++;
686     }                                             448     }
687     // Trap situation where number of edges is << 
688     if (nEdges > 4) {                          << 
689       G4cerr <<                                << 
690   "G4OpenGLSceneHandler::AddPrimitive(G4Polyhe << 
691   "\n   G4Polyhedron facet with " << nEdges << << 
692     }                                          << 
693                                                << 
694                                                   449     
695     // Do it all over again (twice) for hlr... << 450     //do it all over again for hlr 2nd pass...
696     if  (drawing_style == G4ViewParameters::hl << 451     if  (drawing_style == G4ViewParameters::hlr) {
697    drawing_style == G4ViewParameters::hlhsr) { << 452       glEnd();
698                                                << 
699       glDisable(GL_COLOR_MATERIAL); // Revert  << 
700       glEnd ();  // Placed here to balance glB << 
701                                                   453       
702       // state changes below, then glBegin aga << 454       //glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, clear_colour);
703      // having glBegin/End pairs *inside* loop << 
704      // usual case of no hidden line removal.  << 
705                                                << 
706       // Lighting disabled unless otherwise re << 
707       glDisable (GL_LIGHTING);                 << 
708                                                << 
709       // Draw through stencil...               << 
710       glStencilFunc (GL_EQUAL, 0, 1);             455       glStencilFunc (GL_EQUAL, 0, 1);
711       glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);    456       glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
712       if (drawing_style == G4ViewParameters::h << 457       glPolygonMode (GL_FRONT, GL_FILL);
713   if (!fProcessing2D) glEnable (GL_LIGHTING);  << 458       glColor4dv (clear_colour);
714       }                                        << 459       edgeCount=0;
715       glEnable (GL_DEPTH_TEST);                << 460       
716       glDepthFunc (GL_LEQUAL);                 << 
717       if (isTransparent) {                     << 
718   // Transparent...                            << 
719   glDepthMask (GL_FALSE);  // Make depth buffe << 
720   //glDisable (GL_CULL_FACE);                  << 
721   glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);  << 
722       } else {                                 << 
723   // Opaque...                                 << 
724   glDepthMask (GL_TRUE);  // Make depth buffer << 
725   if (clipping) {                              << 
726     //glDisable (GL_CULL_FACE);                << 
727     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL) << 
728   } else {                                     << 
729     //glEnable (GL_CULL_FACE);                 << 
730     //glCullFace (GL_BACK);                    << 
731     glPolygonMode (GL_FRONT, GL_FILL);         << 
732   }                                            << 
733       }                                        << 
734       if  (drawing_style == G4ViewParameters:: << 
735   if (isTransparent) {                         << 
736     // Transparent - don't paint...            << 
737     goto end_of_drawing_through_stencil;       << 
738   }                                            << 
739       }                                        << 
740       if (isTransparent) {                     << 
741   // Transparent...                            << 
742   glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_ << 
743       } else {                                 << 
744   // Opaque...                                 << 
745   glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFU << 
746       }                                        << 
747       glColor4fv (painting_colour);            << 
748       glBegin (GL_QUADS);                         461       glBegin (GL_QUADS);
749       glEdgeFlag (GL_TRUE);                    << 462       do {
750       fEdgeFlag = true;                        << 463   if (edgeFlag[edgeCount] != lastEdgeFlag) {
751                                                << 464     lastEdgeFlag = edgeFlag[edgeCount];
752       for (int edgeCount = 0; edgeCount < 4; + << 465     if (edgeFlag[edgeCount]) {
753         if (edgeFlag[edgeCount] > 0) {         << 466       glEdgeFlag (GL_TRUE);
754           if (fEdgeFlag != true) {             << 467     } else {
755             glEdgeFlag (GL_TRUE);              << 468       glEdgeFlag (GL_FALSE);
756             fEdgeFlag = true;                  << 469     }
757           }                                    << 470   }
758         } else {                               << 471   glVertex3d (vertex[edgeCount].x(), 
759           if (fEdgeFlag != false) {            << 472         vertex[edgeCount].y(),
760             glEdgeFlag (GL_FALSE);             << 473         vertex[edgeCount].z());
761             fEdgeFlag = false;                 << 474       } while (++edgeCount < 4);
762           }                                    << 475       glEnd();
763         }                                      << 476       
764         glNormal3d (normals[edgeCount].x(),    << 477       //and once more to reset the stencil bits...
765                     normals[edgeCount].y(),    << 
766                     normals[edgeCount].z());   << 
767         glVertex3d (vertex[edgeCount].x(),     << 
768                     vertex[edgeCount].y(),     << 
769                     vertex[edgeCount].z());    << 
770       }                                        << 
771       glEnd ();                                << 
772     end_of_drawing_through_stencil:            << 
773                                                << 
774       // and once more to reset the stencil bi << 
775       glStencilFunc (GL_ALWAYS, 0, 1);            478       glStencilFunc (GL_ALWAYS, 0, 1);
776       glStencilOp (GL_INVERT, GL_INVERT, GL_IN    479       glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT);
777       glDepthFunc (GL_LEQUAL);  // to make sur << 480       glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
778       if (isTransparent) {                     << 481       glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
779   // Transparent...                            << 482       edgeCount=0;
780   //glDisable (GL_CULL_FACE);                  << 483       
781   glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);  << 484       glBegin(GL_QUADS);
782       } else {                                 << 485       do {
783   // Opaque...                                 << 486         if (edgeFlag[edgeCount] != lastEdgeFlag) {
784   if (clipping) {                              << 487           lastEdgeFlag = edgeFlag[edgeCount];
785     //glDisable (GL_CULL_FACE);                << 488           if (edgeFlag[edgeCount]) {
786     glPolygonMode (GL_FRONT_AND_BACK, GL_LINE) << 489             glEdgeFlag (GL_TRUE);
787   } else {                                     << 490           } else {
788     //glEnable (GL_CULL_FACE);                 << 491             glEdgeFlag (GL_FALSE);
789     //glCullFace (GL_BACK);                    << 492           }
790     glPolygonMode (GL_FRONT, GL_LINE);         << 493         }
791   }                                            << 494         glVertex3d (vertex[edgeCount].x(), 
792       }                                        << 495               vertex[edgeCount].y(),
793       glDisable (GL_LIGHTING);                 << 496               vertex[edgeCount].z());
794       glColor4fv (current_colour);             << 497       } while (++edgeCount < 4);
795       fEdgeFlag = true;                        << 498       
796       glBegin (GL_QUADS);                      << 499     } 
797       glEdgeFlag (GL_TRUE);                    << 500     
798       fEdgeFlag = true;                        << 
799       for (int edgeCount = 0; edgeCount < 4; + << 
800         if (edgeFlag[edgeCount] > 0) {         << 
801           if (fEdgeFlag != true) {             << 
802             glEdgeFlag (GL_TRUE);              << 
803             fEdgeFlag = true;                  << 
804           }                                    << 
805         } else {                               << 
806           if (fEdgeFlag != false) {            << 
807             glEdgeFlag (GL_FALSE);             << 
808             fEdgeFlag = false;                 << 
809           }                                    << 
810         }                                      << 
811         glNormal3d (normals[edgeCount].x(),    << 
812                     normals[edgeCount].y(),    << 
813                     normals[edgeCount].z());   << 
814         glVertex3d (vertex[edgeCount].x(),     << 
815                     vertex[edgeCount].y(),     << 
816                     vertex[edgeCount].z());    << 
817       }                                        << 
818       glEnd ();                                << 
819                                                << 
820       glDepthFunc (GL_LEQUAL);   // Revert for << 
821       fEdgeFlag = true;                        << 
822       glBegin (GL_QUADS);      // Ready for ne << 
823       glEdgeFlag (GL_TRUE);                    << 
824       fEdgeFlag = true;                        << 
825       // says it ignores incomplete            << 
826       // quadrilaterals, so final empty        << 
827       // glBegin/End sequence should be OK.    << 
828     }                                          << 
829   } while (notLastFace);                          501   } while (notLastFace);  
830                                                   502   
831   glEnd ();                                       503   glEnd ();
832   glDisable (GL_STENCIL_TEST);  // Revert to d << 
833   glDepthMask (GL_TRUE);        // Revert to d << 
834   glDisable (GL_LIGHTING);      // Revert to d << 
835 }                                              << 
836                                                   504 
837 void G4OpenGLSceneHandler::AddCompound(const G << 
838   G4VSceneHandler::AddCompound(traj);  // For  << 
839 }                                                 505 }
840                                                   506 
841 void G4OpenGLSceneHandler::AddCompound(const G << 507 //Method for handling G4NURBS objects for drawing solids.
842   G4VSceneHandler::AddCompound(hit);  // For n << 508 //Knots and Ctrl Pnts MUST be arrays of GLfloats.
843 }                                              << 509 void G4OpenGLSceneHandler::AddPrimitive (const G4NURBS& nurb) {
                                                   >> 510 
                                                   >> 511   GLUnurbsObj *gl_nurb;
                                                   >> 512   gl_nurb = gluNewNurbsRenderer ();
                                                   >> 513 
                                                   >> 514   GLfloat *u_knot_array, *u_knot_array_ptr;
                                                   >> 515   u_knot_array = u_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::U)];
                                                   >> 516   G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
                                                   >> 517   while (u_iterator.pick (u_knot_array_ptr++));
                                                   >> 518 
                                                   >> 519   GLfloat *v_knot_array, *v_knot_array_ptr;
                                                   >> 520   v_knot_array = v_knot_array_ptr = new GLfloat [nurb.GetnbrKnots(G4NURBS::V)];
                                                   >> 521   G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
                                                   >> 522   while (v_iterator.pick (v_knot_array_ptr++));
                                                   >> 523 
                                                   >> 524   GLfloat *ctrl_pnt_array, *ctrl_pnt_array_ptr;
                                                   >> 525   ctrl_pnt_array = ctrl_pnt_array_ptr =
                                                   >> 526     new GLfloat [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC];
                                                   >> 527   G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
                                                   >> 528   while (c_p_iterator.pick (ctrl_pnt_array_ptr++));
844                                                   529 
845 void G4OpenGLSceneHandler::AddCompound(const G << 530   const G4Colour& c = GetColour (nurb);
846   G4VSceneHandler::AddCompound(digi);  // For  << 
847 }                                              << 
848                                                   531 
849 void G4OpenGLSceneHandler::AddCompound(const G << 532   switch (GetDrawingStyle(nurb)) {
850   G4VSceneHandler::AddCompound(hits);  // For  << 533 
                                                   >> 534   case (G4ViewParameters::hlhsr):
                                                   >> 535     //    G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
                                                   >> 536     // << "Using hidden surface removal." << G4endl;
                                                   >> 537   case (G4ViewParameters::hsr):
                                                   >> 538     {
                                                   >> 539       glEnable (GL_LIGHTING);
                                                   >> 540       glEnable (GL_DEPTH_TEST);
                                                   >> 541       glEnable (GL_AUTO_NORMAL);
                                                   >> 542       glEnable (GL_NORMALIZE);
                                                   >> 543       gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_FILL);
                                                   >> 544       gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
                                                   >> 545       GLfloat materialColour [4];
                                                   >> 546       materialColour [0] = c.GetRed ();
                                                   >> 547       materialColour [1] = c.GetGreen ();
                                                   >> 548       materialColour [2] = c.GetBlue ();
                                                   >> 549       materialColour [3] = 1.0;
                                                   >> 550       glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColour);
                                                   >> 551       break;
                                                   >> 552     }
                                                   >> 553   case (G4ViewParameters::hlr):
                                                   >> 554     //    G4cout << "Hidden line removal not implememented in G4OpenGL.\n"
                                                   >> 555     // << "Using wireframe." << G4endl;
                                                   >> 556   case (G4ViewParameters::wireframe):
                                                   >> 557   default:
                                                   >> 558     glDisable (GL_LIGHTING);
                                                   >> 559 //    glDisable (GL_DEPTH_TEST);
                                                   >> 560     glEnable (GL_DEPTH_TEST);
                                                   >> 561     glDisable (GL_AUTO_NORMAL);
                                                   >> 562     glDisable (GL_NORMALIZE);
                                                   >> 563     gluNurbsProperty (gl_nurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
                                                   >> 564     gluNurbsProperty (gl_nurb, GLU_SAMPLING_TOLERANCE, 50.0);
                                                   >> 565     glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
                                                   >> 566     break;
                                                   >> 567   } 
                                                   >> 568 
                                                   >> 569   gluBeginSurface (gl_nurb);
                                                   >> 570   G4int u_stride = 4;
                                                   >> 571   G4int v_stride = nurb.GetnbrCtrlPts(G4NURBS::U) * 4;
                                                   >> 572 
                                                   >> 573   gluNurbsSurface (gl_nurb, 
                                                   >> 574        nurb.GetnbrKnots (G4NURBS::U), (GLfloat*)u_knot_array, 
                                                   >> 575        nurb.GetnbrKnots (G4NURBS::V), (GLfloat*)v_knot_array,
                                                   >> 576        u_stride,
                                                   >> 577        v_stride,  
                                                   >> 578        ctrl_pnt_array,
                                                   >> 579        nurb.GetUorder (),
                                                   >> 580        nurb.GetVorder (), 
                                                   >> 581        GL_MAP2_VERTEX_4);
                                                   >> 582   
                                                   >> 583   gluEndSurface (gl_nurb);
                                                   >> 584 
                                                   >> 585   delete [] u_knot_array;  // These should be allocated with smart allocators
                                                   >> 586   delete [] v_knot_array;  // to avoid memory explosion.
                                                   >> 587   delete [] ctrl_pnt_array;
                                                   >> 588 
                                                   >> 589   gluDeleteNurbsRenderer (gl_nurb);
851 }                                                 590 }
852                                                   591 
853 void G4OpenGLSceneHandler::AddCompound(const G << 592 void G4OpenGLSceneHandler::AddThis(const G4VTrajectory& traj) {
854   G4VSceneHandler::AddCompound(hits);  // For  << 593   G4VSceneHandler::AddThis(traj);  // For now.
855 }                                                 594 }
856                                                   595 
857 void G4OpenGLSceneHandler::AddCompound(const G << 596 void G4OpenGLSceneHandler::AddThis(const G4VHit& hit) {
858   StandardSpecialMeshRendering(mesh);          << 597   G4VSceneHandler::AddThis(hit);  // For now.
859 }                                                 598 }
                                                   >> 599 
                                                   >> 600 #endif
860                                                   601