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1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: G4OpenGLStoredSceneHandler.cc 66373 2012-12-18 09:41:34Z gcosmo $ 27 // 28 // 28 // 29 // 29 // Andrew Walkden 10th February 1997 30 // Andrew Walkden 10th February 1997 30 // OpenGL stored scene - creates OpenGL displa 31 // OpenGL stored scene - creates OpenGL display lists. 31 32 >> 33 #ifdef G4VIS_BUILD_OPENGL_DRIVER >> 34 32 #include "G4OpenGLStoredSceneHandler.hh" 35 #include "G4OpenGLStoredSceneHandler.hh" 33 36 34 #include "G4PhysicalVolumeModel.hh" 37 #include "G4PhysicalVolumeModel.hh" 35 #include "G4LogicalVolumeModel.hh" 38 #include "G4LogicalVolumeModel.hh" 36 #include "G4VPhysicalVolume.hh" 39 #include "G4VPhysicalVolume.hh" 37 #include "G4LogicalVolume.hh" 40 #include "G4LogicalVolume.hh" 38 #include "G4Polyline.hh" 41 #include "G4Polyline.hh" 39 #include "G4Polymarker.hh" 42 #include "G4Polymarker.hh" 40 #include "G4Text.hh" 43 #include "G4Text.hh" 41 #include "G4Circle.hh" 44 #include "G4Circle.hh" 42 #include "G4Square.hh" 45 #include "G4Square.hh" 43 #include "G4Polyhedron.hh" 46 #include "G4Polyhedron.hh" 44 #include "G4AttHolder.hh" 47 #include "G4AttHolder.hh" 45 #include "G4OpenGLTransform3D.hh" 48 #include "G4OpenGLTransform3D.hh" 46 #include "G4OpenGLViewer.hh" 49 #include "G4OpenGLViewer.hh" 47 #include "G4AttHolder.hh" 50 #include "G4AttHolder.hh" 48 51 49 #include <typeinfo> 52 #include <typeinfo> 50 53 51 G4int G4OpenGLStoredSceneHandler::fSceneIdCoun << 52 << 53 G4int G4OpenGLStoredSceneHandler::fDisplayLis << 54 << 55 G4OpenGLStoredSceneHandler::PO::PO(): 54 G4OpenGLStoredSceneHandler::PO::PO(): 56 fDisplayListId(0), 55 fDisplayListId(0), 57 fPickName(0), 56 fPickName(0), 58 fpG4TextPlus(0), 57 fpG4TextPlus(0), 59 fMarkerOrPolyline(false) 58 fMarkerOrPolyline(false) 60 {} 59 {} 61 60 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope 61 G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po): 63 fDisplayListId(po.fDisplayListId), 62 fDisplayListId(po.fDisplayListId), 64 fTransform(po.fTransform), 63 fTransform(po.fTransform), 65 fPickName(po.fPickName), 64 fPickName(po.fPickName), 66 fColour(po.fColour), 65 fColour(po.fColour), 67 fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus 66 fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0), 68 fMarkerOrPolyline(po.fMarkerOrPolyline) 67 fMarkerOrPolyline(po.fMarkerOrPolyline) 69 {} 68 {} 70 69 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c 70 G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr): 72 fDisplayListId(id), 71 fDisplayListId(id), 73 fTransform(tr), 72 fTransform(tr), 74 fPickName(0), 73 fPickName(0), 75 fpG4TextPlus(0), 74 fpG4TextPlus(0), 76 fMarkerOrPolyline(false) 75 fMarkerOrPolyline(false) 77 {} 76 {} 78 77 79 G4OpenGLStoredSceneHandler::PO::~PO() 78 G4OpenGLStoredSceneHandler::PO::~PO() 80 { 79 { 81 delete fpG4TextPlus; 80 delete fpG4TextPlus; 82 } 81 } 83 82 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored 83 G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator= 85 (const G4OpenGLStoredSceneHandler::PO& rhs) 84 (const G4OpenGLStoredSceneHandler::PO& rhs) 86 { 85 { 87 if (&rhs == this) return *this; 86 if (&rhs == this) return *this; 88 fDisplayListId = rhs.fDisplayListId; 87 fDisplayListId = rhs.fDisplayListId; 89 fTransform = rhs.fTransform; 88 fTransform = rhs.fTransform; 90 fPickName = rhs.fPickName; 89 fPickName = rhs.fPickName; 91 fColour = rhs.fColour; 90 fColour = rhs.fColour; 92 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP 91 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0; 93 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 92 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 94 return *this; 93 return *this; 95 } 94 } 96 95 97 G4OpenGLStoredSceneHandler::TO::TO(): 96 G4OpenGLStoredSceneHandler::TO::TO(): 98 fDisplayListId(0), 97 fDisplayListId(0), 99 fPickName(0), 98 fPickName(0), 100 fStartTime(-G4VisAttributes::fVeryLongTime), << 99 fStartTime(-DBL_MAX), 101 fEndTime(G4VisAttributes::fVeryLongTime), << 100 fEndTime(DBL_MAX), 102 fpG4TextPlus(0), 101 fpG4TextPlus(0), 103 fMarkerOrPolyline(false) 102 fMarkerOrPolyline(false) 104 {} 103 {} 105 104 106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope 105 G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to): 107 fDisplayListId(to.fDisplayListId), 106 fDisplayListId(to.fDisplayListId), 108 fTransform(to.fTransform), 107 fTransform(to.fTransform), 109 fPickName(to.fPickName), 108 fPickName(to.fPickName), 110 fStartTime(to.fStartTime), 109 fStartTime(to.fStartTime), 111 fEndTime(to.fEndTime), 110 fEndTime(to.fEndTime), 112 fColour(to.fColour), 111 fColour(to.fColour), 113 fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus 112 fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0), 114 fMarkerOrPolyline(to.fMarkerOrPolyline) 113 fMarkerOrPolyline(to.fMarkerOrPolyline) 115 {} 114 {} 116 115 117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c 116 G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr): 118 fDisplayListId(id), 117 fDisplayListId(id), 119 fTransform(tr), 118 fTransform(tr), 120 fPickName(0), 119 fPickName(0), 121 fStartTime(-G4VisAttributes::fVeryLongTime), << 120 fStartTime(-DBL_MAX), 122 fEndTime(G4VisAttributes::fVeryLongTime), << 121 fEndTime(DBL_MAX), 123 fpG4TextPlus(0), 122 fpG4TextPlus(0), 124 fMarkerOrPolyline(false) 123 fMarkerOrPolyline(false) 125 {} 124 {} 126 125 127 G4OpenGLStoredSceneHandler::TO::~TO() 126 G4OpenGLStoredSceneHandler::TO::~TO() 128 { 127 { 129 delete fpG4TextPlus; 128 delete fpG4TextPlus; 130 } 129 } 131 130 132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored 131 G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator= 133 (const G4OpenGLStoredSceneHandler::TO& rhs) 132 (const G4OpenGLStoredSceneHandler::TO& rhs) 134 { 133 { 135 if (&rhs == this) return *this; 134 if (&rhs == this) return *this; 136 fDisplayListId = rhs.fDisplayListId; 135 fDisplayListId = rhs.fDisplayListId; 137 fTransform = rhs.fTransform; 136 fTransform = rhs.fTransform; 138 fPickName = rhs.fPickName; 137 fPickName = rhs.fPickName; 139 fStartTime = rhs.fStartTime; 138 fStartTime = rhs.fStartTime; 140 fEndTime = rhs.fEndTime; 139 fEndTime = rhs.fEndTime; 141 fColour = rhs.fColour; 140 fColour = rhs.fColour; 142 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP 141 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0; 143 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 142 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 144 return *this; 143 return *this; 145 } 144 } 146 145 147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen 146 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler 148 (G4VGraphicsSystem& system, 147 (G4VGraphicsSystem& system, 149 const G4String& name): 148 const G4String& name): 150 G4OpenGLSceneHandler (system, fSceneIdCount++, 149 G4OpenGLSceneHandler (system, fSceneIdCount++, name), 151 fDoNotUseDisplayList(false), << 152 fTopPODL (0) 150 fTopPODL (0) 153 {} 151 {} 154 152 155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce 153 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () 156 {} 154 {} 157 155 158 void G4OpenGLStoredSceneHandler::BeginPrimitiv 156 void G4OpenGLStoredSceneHandler::BeginPrimitives 159 (const G4Transform3D& objectTransformation) 157 (const G4Transform3D& objectTransformation) 160 { 158 { 161 G4OpenGLSceneHandler::BeginPrimitives (objec 159 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); 162 if (fReadyForTransients) glDrawBuffer (GL_FR 160 if (fReadyForTransients) glDrawBuffer (GL_FRONT); 163 // Display list setup moved to AddPrimitiveP 161 // Display list setup moved to AddPrimitivePreamble. See notes there. 164 } 162 } 165 163 166 void G4OpenGLStoredSceneHandler::EndPrimitives 164 void G4OpenGLStoredSceneHandler::EndPrimitives () 167 { 165 { 168 // See all primitives immediately... At lea 166 // See all primitives immediately... At least soon... 169 ScaledFlush(); 167 ScaledFlush(); 170 glDrawBuffer (GL_BACK); 168 glDrawBuffer (GL_BACK); 171 G4OpenGLSceneHandler::EndPrimitives (); 169 G4OpenGLSceneHandler::EndPrimitives (); 172 } 170 } 173 171 174 void G4OpenGLStoredSceneHandler::BeginPrimitiv 172 void G4OpenGLStoredSceneHandler::BeginPrimitives2D 175 (const G4Transform3D& objectTransformation) 173 (const G4Transform3D& objectTransformation) 176 { 174 { 177 G4OpenGLSceneHandler::BeginPrimitives2D(obje 175 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); 178 if (fReadyForTransients) glDrawBuffer (GL_FR 176 if (fReadyForTransients) glDrawBuffer (GL_FRONT); 179 } 177 } 180 178 181 void G4OpenGLStoredSceneHandler::EndPrimitives 179 void G4OpenGLStoredSceneHandler::EndPrimitives2D () 182 { 180 { 183 // See all primitives immediately... At lea 181 // See all primitives immediately... At least soon... 184 ScaledFlush(); 182 ScaledFlush(); 185 glDrawBuffer (GL_BACK); 183 glDrawBuffer (GL_BACK); 186 G4OpenGLSceneHandler::EndPrimitives2D (); 184 G4OpenGLSceneHandler::EndPrimitives2D (); 187 } 185 } 188 186 189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 187 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) 190 { << 191 return AddPrimitivePreambleInternal(visible, << 192 } << 193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 194 { << 195 return AddPrimitivePreambleInternal(visible, << 196 } << 197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 198 { << 199 return AddPrimitivePreambleInternal(visible, << 200 } << 201 << 202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 203 (const G4Visible& visible, bool isMarker, bool << 204 { 188 { 205 // Get applicable vis attributes for all primi << 189 const G4Colour& c = GetColour (visible); 206 fpVisAttribs = fpViewer->GetApplicableVisAtt << 207 const G4Colour& c = GetColour (); << 208 G4double opacity = c.GetAlpha (); 190 G4double opacity = c.GetAlpha (); 209 191 210 G4bool transparency_enabled = true; 192 G4bool transparency_enabled = true; 211 G4bool isMarkerNotHidden = true; 193 G4bool isMarkerNotHidden = true; 212 G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 194 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); 213 if (pOGLViewer) { << 195 if (pViewer) { 214 transparency_enabled = pOGLViewer->transpa << 196 transparency_enabled = pViewer->transparency_enabled; 215 isMarkerNotHidden = pOGLViewer->fVP.IsMark << 197 isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden(); >> 198 } >> 199 >> 200 G4bool isMarker = false; >> 201 try { >> 202 (void) dynamic_cast<const G4VMarker&>(visible); >> 203 isMarker = true; >> 204 } >> 205 catch (std::bad_cast) {} >> 206 >> 207 G4bool isPolyline = false; >> 208 try { >> 209 (void) dynamic_cast<const G4Polyline&>(visible); >> 210 isPolyline = true; 216 } 211 } >> 212 catch (std::bad_cast) {} 217 213 218 G4bool isTransparent = opacity < 1.; 214 G4bool isTransparent = opacity < 1.; 219 G4bool isMarkerOrPolyline = isMarker || isPo 215 G4bool isMarkerOrPolyline = isMarker || isPolyline; 220 G4bool treatAsTransparent = transparency_ena 216 G4bool treatAsTransparent = transparency_enabled && isTransparent; 221 G4bool treatAsNotHidden = isMarkerNotHidden 217 G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline; 222 218 223 if (fProcessing2D) glDisable (GL_DEPTH_TEST) 219 if (fProcessing2D) glDisable (GL_DEPTH_TEST); 224 else { 220 else { 225 if (isMarkerOrPolyline && isMarkerNotHidde 221 if (isMarkerOrPolyline && isMarkerNotHidden) 226 glDisable (GL_DEPTH_TEST); 222 glDisable (GL_DEPTH_TEST); 227 else {glEnable (GL_DEPTH_TEST); glDepthFun 223 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);} 228 } 224 } 229 225 230 if (fThreePassCapable) { 226 if (fThreePassCapable) { 231 227 232 // Ensure transparent objects are drawn *a << 228 // Ensure transparent objects are drawn opaque ones and before 233 // non-hidden markers. The problem of ble 229 // non-hidden markers. The problem of blending/transparency/alpha 234 // is quite a tricky one - see History of 230 // is quite a tricky one - see History of opengl-V07-01-01/2/3. 235 if (!(fSecondPassForTransparency || fThird 231 if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) { 236 // First pass... 232 // First pass... 237 if (treatAsTransparent) { // Request pa 233 if (treatAsTransparent) { // Request pass for transparent objects... 238 fSecondPassForTransparencyRequested = 234 fSecondPassForTransparencyRequested = true; 239 } 235 } 240 if (treatAsNotHidden) { // Request pa 236 if (treatAsNotHidden) { // Request pass for non-hidden markers... 241 fThirdPassForNonHiddenMarkersRequested 237 fThirdPassForNonHiddenMarkersRequested = true; 242 } 238 } 243 // On first pass, transparent objects an 239 // On first pass, transparent objects and non-hidden markers are not drawn... 244 if (treatAsTransparent || treatAsNotHidd 240 if (treatAsTransparent || treatAsNotHidden) { 245 return false; // No further processin 241 return false; // No further processing. 246 } 242 } 247 } 243 } 248 244 249 // On second pass, only transparent object 245 // On second pass, only transparent objects are drawn... 250 if (fSecondPassForTransparency) { 246 if (fSecondPassForTransparency) { 251 if (!treatAsTransparent) { 247 if (!treatAsTransparent) { 252 return false; // No further processin 248 return false; // No further processing. 253 } 249 } 254 } 250 } 255 251 256 // On third pass, only non-hidden markers 252 // On third pass, only non-hidden markers are drawn... 257 if (fThirdPassForNonHiddenMarkers) { 253 if (fThirdPassForNonHiddenMarkers) { 258 if (!treatAsNotHidden) { 254 if (!treatAsNotHidden) { 259 return false; // No further processin 255 return false; // No further processing. >> 256 260 } 257 } 261 } 258 } 262 } // fThreePassCapable 259 } // fThreePassCapable 263 260 264 // Loads G4Atts for picking... 261 // Loads G4Atts for picking... 265 G4bool isPicking = false; 262 G4bool isPicking = false; 266 if (fpViewer->GetViewParameters().IsPicking( 263 if (fpViewer->GetViewParameters().IsPicking()) { 267 isPicking = true; 264 isPicking = true; 268 glLoadName(++fPickName); 265 glLoadName(++fPickName); 269 G4AttHolder* holder = new G4AttHolder; 266 G4AttHolder* holder = new G4AttHolder; 270 LoadAtts(visible, holder); 267 LoadAtts(visible, holder); 271 fPickMap[fPickName] = holder; 268 fPickMap[fPickName] = holder; 272 } 269 } >> 270 >> 271 // Can we re-use a display list? >> 272 const G4VSolid* pSolid = 0; >> 273 G4PhysicalVolumeModel* pPVModel = >> 274 dynamic_cast<G4PhysicalVolumeModel*>(fpModel); >> 275 if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size()) >> 276 // Touchables have been modified - don't risk re-using display list. >> 277 goto end_of_display_list_reuse_test; >> 278 if (pPVModel) { >> 279 // Check that it isn't a G4LogicalVolumeModel (which is a sub-class of >> 280 // G4PhysicalVolumeModel). >> 281 G4LogicalVolumeModel* pLVModel = >> 282 dynamic_cast<G4LogicalVolumeModel*>(pPVModel); >> 283 if (pLVModel) >> 284 // Logical volume model - don't re-use. >> 285 goto end_of_display_list_reuse_test; >> 286 // If part of the geometry hierarchy, i.e., from a >> 287 // G4PhysicalVolumeModel, check if a display list already exists for >> 288 // this solid, re-use it if possible. We could be smarter, and >> 289 // recognise repeated branches of the geometry hierarchy, for >> 290 // example. But this algorithm should be secure, I think... >> 291 pSolid = pPVModel->GetCurrentPV()->GetLogicalVolume()->GetSolid(); >> 292 EAxis axis = kRho; >> 293 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); >> 294 if (pCurrentPV -> IsReplicated ()) { >> 295 G4int nReplicas; >> 296 G4double width; >> 297 G4double offset; >> 298 G4bool consuming; >> 299 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); >> 300 } >> 301 // Provided it is not parametrised (because if so, the >> 302 // solid's parameters might have been changed)... >> 303 if (!(pCurrentPV -> IsParameterised ()) && >> 304 // Provided it is not replicated radially (because if so, the >> 305 // solid's parameters will have been changed)... >> 306 !(pCurrentPV -> IsReplicated () && axis == kRho) && >> 307 // ...and if the solid has already been rendered... >> 308 (fSolidMap.find (pSolid) != fSolidMap.end ())) { >> 309 fDisplayListId = fSolidMap [pSolid]; >> 310 PO po(fDisplayListId,fObjectTransformation); >> 311 if (isPicking) po.fPickName = fPickName; >> 312 po.fColour = c; >> 313 po.fMarkerOrPolyline = isMarkerOrPolyline; >> 314 fPOList.push_back(po); >> 315 // No need to test if gl commands are used (result of >> 316 // ExtraPOProcessing) because we have already decided they will >> 317 // not, at least not here. Also, pass a dummy G4Visible since >> 318 // not relevant for G4PhysicalVolumeModel. >> 319 (void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1); >> 320 return false; // No further processing. >> 321 } >> 322 } >> 323 end_of_display_list_reuse_test: 273 324 274 // Because of our need to control colour of 325 // Because of our need to control colour of transients (display by 275 // time fading), display lists may only cove 326 // time fading), display lists may only cover a single primitive. 276 // So display list setup is here. 327 // So display list setup is here. 277 << 328 278 if (fDoNotUseDisplayList) { << 329 if (fMemoryForDisplayLists) { 279 << 280 glPushMatrix(); << 281 G4OpenGLTransform3D oglt (fObjectTransform << 282 glMultMatrixd (oglt.GetGLMatrix ()); << 283 if (transparency_enabled) { << 284 glColor4d(c.GetRed(),c.GetGreen(),c.GetB << 285 } else { << 286 glColor3d(c.GetRed(),c.GetGreen(),c.GetB << 287 } << 288 << 289 } else { << 290 << 291 fDisplayListId = glGenLists (1); 330 fDisplayListId = glGenLists (1); 292 if (glGetError() == GL_OUT_OF_MEMORY) { << 331 if (glGetError() == GL_OUT_OF_MEMORY || 293 static G4int errorCount = 0; << 332 fDisplayListId > fDisplayListLimit) { 294 if (errorCount < 5) { << 333 G4cout << 295 errorCount++; << 334 "********************* WARNING! ********************" 296 G4ExceptionDescription ed; << 335 "\n* Display list limit reached in OpenGL." 297 ed << << 336 "\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable." 298 "Error attempting to create an OpenGL << 337 "\n* Current limit: " << fDisplayListLimit << 299 "\nCurrent display list id: " << fDisp << 338 ". Change with \"/vis/ogl/set/displayListLimit\"." 300 "\nMaybe out of memory?"; << 339 "\n***************************************************" 301 G4Exception << 340 << G4endl; 302 ("G4OpenGLStoredSceneHandler::AddPrimi << 341 fMemoryForDisplayLists = false; 303 JustWarning,ed); << 304 } << 305 return false; << 306 } 342 } >> 343 } >> 344 >> 345 if (pSolid) fSolidMap [pSolid] = fDisplayListId; >> 346 >> 347 if (fMemoryForDisplayLists) { 307 if (fReadyForTransients) { 348 if (fReadyForTransients) { 308 TO to(fDisplayListId, fObjectTransformat 349 TO to(fDisplayListId, fObjectTransformation); 309 if (isPicking) to.fPickName = fPickName; 350 if (isPicking) to.fPickName = fPickName; 310 to.fColour = c; 351 to.fColour = c; 311 to.fStartTime = fpVisAttribs->GetStartTi << 352 const G4VisAttributes* pVA = 312 to.fEndTime = fpVisAttribs->GetEndTime() << 353 fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); >> 354 to.fStartTime = pVA->GetStartTime(); >> 355 to.fEndTime = pVA->GetEndTime(); 313 to.fMarkerOrPolyline = isMarkerOrPolylin 356 to.fMarkerOrPolyline = isMarkerOrPolyline; 314 fTOList.push_back(to); 357 fTOList.push_back(to); 315 // For transient objects, colour, transf 358 // For transient objects, colour, transformation, are kept in 316 // the TO, so should *not* be in the dis 359 // the TO, so should *not* be in the display list. As mentioned 317 // above, in some cases (display-by-time 360 // above, in some cases (display-by-time fading) we need to have 318 // independent control of colour. But f 361 // independent control of colour. But for now transform and set 319 // colour for immediate display. 362 // colour for immediate display. 320 glPushMatrix(); 363 glPushMatrix(); 321 G4OpenGLTransform3D oglt (fObjectTransfo 364 G4OpenGLTransform3D oglt (fObjectTransformation); 322 glMultMatrixd (oglt.GetGLMatrix ()); 365 glMultMatrixd (oglt.GetGLMatrix ()); 323 if (transparency_enabled) { 366 if (transparency_enabled) { 324 glColor4d(c.GetRed(),c.GetGreen(),c.Ge 367 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); 325 } else { 368 } else { 326 glColor3d(c.GetRed(),c.GetGreen(),c.Ge 369 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); 327 } 370 } 328 (void) ExtraTOProcessing(visible, fTOLis 371 (void) ExtraTOProcessing(visible, fTOList.size() - 1); 329 // Ignore return value of the above. If 372 // Ignore return value of the above. If this visible does not use 330 // gl commands, a display list is create 373 // gl commands, a display list is created that is empty and not 331 // used. 374 // used. 332 glNewList (fDisplayListId, GL_COMPILE_AN 375 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); 333 } else { 376 } else { 334 PO po(fDisplayListId, fObjectTransformat 377 PO po(fDisplayListId, fObjectTransformation); 335 if (isPicking) po.fPickName = fPickName; 378 if (isPicking) po.fPickName = fPickName; 336 po.fColour = c; 379 po.fColour = c; 337 po.fMarkerOrPolyline = isMarkerOrPolylin 380 po.fMarkerOrPolyline = isMarkerOrPolyline; 338 fPOList.push_back(po); 381 fPOList.push_back(po); 339 // For permanent objects, colour is kept 382 // For permanent objects, colour is kept in the PO, so should 340 // *not* be in the display list. This i 383 // *not* be in the display list. This is so that sub-classes 341 // may implement colour modifications ac 384 // may implement colour modifications according to their own 342 // criteria, e.g., scene tree slider in << 385 // criteria, e.g., scen tree slider in Qt. But for now set 343 // colour for immediate display. 386 // colour for immediate display. 344 if (transparency_enabled) { 387 if (transparency_enabled) { 345 glColor4d(c.GetRed(),c.GetGreen(),c.Ge 388 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); 346 } else { 389 } else { 347 glColor3d(c.GetRed(),c.GetGreen(),c.Ge 390 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); 348 } 391 } 349 G4bool usesGLCommands = ExtraPOProcessin 392 G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1); 350 // Transients are displayed as they come 393 // Transients are displayed as they come (GL_COMPILE_AND_EXECUTE 351 // above) but persistents are compiled i 394 // above) but persistents are compiled into display lists 352 // (GL_COMPILE only) and then drawn from 395 // (GL_COMPILE only) and then drawn from the display lists with 353 // their fObjectTransformation as stored 396 // their fObjectTransformation as stored in fPOList. Thus, 354 // there is no need to do glMultMatrixd 397 // there is no need to do glMultMatrixd here. If 355 // ExtraPOProcessing says the visible ob 398 // ExtraPOProcessing says the visible object does not use gl 356 // commands, simply return and abandon f 399 // commands, simply return and abandon further processing. It 357 // is assumed that all relevant informat 400 // is assumed that all relevant information is kept in the 358 // POList. 401 // POList. 359 if (!usesGLCommands) return false; 402 if (!usesGLCommands) return false; 360 glNewList (fDisplayListId, GL_COMPILE); 403 glNewList (fDisplayListId, GL_COMPILE); 361 } 404 } >> 405 } else { // Out of memory (or being used when display lists not required). >> 406 glDrawBuffer (GL_FRONT); >> 407 glPushMatrix(); >> 408 G4OpenGLTransform3D oglt (fObjectTransformation); >> 409 glMultMatrixd (oglt.GetGLMatrix ()); >> 410 if (transparency_enabled) { >> 411 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); >> 412 } else { >> 413 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); >> 414 } 362 } 415 } 363 416 364 if (fProcessing2D) { 417 if (fProcessing2D) { 365 // Push current 3D world matrices and load 418 // Push current 3D world matrices and load identity to define screen 366 // coordinates... 419 // coordinates... 367 glMatrixMode (GL_PROJECTION); 420 glMatrixMode (GL_PROJECTION); 368 glPushMatrix(); 421 glPushMatrix(); 369 glLoadIdentity(); 422 glLoadIdentity(); 370 if (pOGLViewer) { << 423 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); 371 pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 372 } << 373 glMatrixMode (GL_MODELVIEW); 424 glMatrixMode (GL_MODELVIEW); 374 glPushMatrix(); 425 glPushMatrix(); 375 glLoadIdentity(); 426 glLoadIdentity(); 376 G4OpenGLTransform3D oglt (fObjectTransform 427 G4OpenGLTransform3D oglt (fObjectTransformation); 377 glMultMatrixd (oglt.GetGLMatrix ()); 428 glMultMatrixd (oglt.GetGLMatrix ()); 378 glDisable (GL_LIGHTING); << 429 glDisable(GL_DEPTH_TEST); // But see parent scene handler!! In 379 } else { << 430 glDisable (GL_LIGHTING); // some cases, we need to re-iterate this. 380 if (isMarker) { << 381 glDisable (GL_LIGHTING); << 382 } else { << 383 glEnable (GL_LIGHTING); << 384 } << 385 } 431 } 386 432 387 return true; 433 return true; 388 } 434 } 389 435 390 void G4OpenGLStoredSceneHandler::AddPrimitiveP 436 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() 391 { 437 { 392 if (fProcessing2D) { 438 if (fProcessing2D) { 393 // Pop current 3D world matrices back agai 439 // Pop current 3D world matrices back again... 394 glMatrixMode (GL_PROJECTION); 440 glMatrixMode (GL_PROJECTION); 395 glPopMatrix(); 441 glPopMatrix(); 396 glMatrixMode (GL_MODELVIEW); 442 glMatrixMode (GL_MODELVIEW); 397 glPopMatrix(); 443 glPopMatrix(); 398 } 444 } 399 445 400 // if ((glGetError() == GL_TABLE_TOO_LARGE) 446 // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? 401 if (glGetError() == GL_OUT_OF_MEMORY) { // 447 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 402 G4cerr << << 448 G4cout << 403 "ERROR: G4OpenGLStoredSceneHandler::AddP 449 "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure" 404 " to allocate display List for fTopPODL 450 " to allocate display List for fTopPODL - try OpenGL Immediated mode." 405 << G4endl; 451 << G4endl; 406 } 452 } 407 if (!fDoNotUseDisplayList) { << 453 if (fMemoryForDisplayLists) { 408 glEndList(); 454 glEndList(); 409 if (glGetError() == GL_OUT_OF_MEMORY) { / 455 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 410 G4cerr << << 456 G4cout << 411 "ERROR: G4OpenGLStoredSceneHandler::Ad 457 "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure" 412 " to allocate display List for fTopPODL - t 458 " to allocate display List for fTopPODL - try OpenGL Immediated mode." 413 << G4endl; 459 << G4endl; 414 } 460 } 415 } 461 } 416 if (fReadyForTransients || fDoNotUseDisplayL << 462 if (fReadyForTransients || !fMemoryForDisplayLists) { 417 glPopMatrix(); 463 glPopMatrix(); 418 } 464 } 419 } 465 } 420 466 421 void G4OpenGLStoredSceneHandler::AddPrimitive 467 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) 422 { 468 { 423 G4bool furtherprocessing = AddPrimitivePream 469 G4bool furtherprocessing = AddPrimitivePreamble(polyline); 424 if (furtherprocessing) { 470 if (furtherprocessing) { 425 G4OpenGLSceneHandler::AddPrimitive(polylin 471 G4OpenGLSceneHandler::AddPrimitive(polyline); 426 AddPrimitivePostamble(); 472 AddPrimitivePostamble(); 427 } 473 } 428 } 474 } 429 475 430 void G4OpenGLStoredSceneHandler::AddPrimitive 476 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) 431 { 477 { 432 G4bool furtherprocessing = AddPrimitivePream 478 G4bool furtherprocessing = AddPrimitivePreamble(polymarker); 433 if (furtherprocessing) { 479 if (furtherprocessing) { 434 G4OpenGLSceneHandler::AddPrimitive(polymar 480 G4OpenGLSceneHandler::AddPrimitive(polymarker); 435 AddPrimitivePostamble(); 481 AddPrimitivePostamble(); 436 } 482 } 437 } 483 } 438 484 439 void G4OpenGLStoredSceneHandler::AddPrimitive 485 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) 440 { 486 { 441 // Note: colour is still handled in 487 // Note: colour is still handled in 442 // G4OpenGLSceneHandler::AddPrimitive(const 488 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still 443 // gets into the display list 489 // gets into the display list 444 G4bool furtherprocessing = AddPrimitivePream 490 G4bool furtherprocessing = AddPrimitivePreamble(text); 445 if (furtherprocessing) { 491 if (furtherprocessing) { 446 G4OpenGLSceneHandler::AddPrimitive(text); 492 G4OpenGLSceneHandler::AddPrimitive(text); 447 AddPrimitivePostamble(); 493 AddPrimitivePostamble(); 448 } 494 } 449 } 495 } 450 496 451 void G4OpenGLStoredSceneHandler::AddPrimitive 497 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) 452 { 498 { 453 G4bool furtherprocessing = AddPrimitivePream 499 G4bool furtherprocessing = AddPrimitivePreamble(circle); 454 if (furtherprocessing) { 500 if (furtherprocessing) { 455 G4OpenGLSceneHandler::AddPrimitive(circle) 501 G4OpenGLSceneHandler::AddPrimitive(circle); 456 AddPrimitivePostamble(); 502 AddPrimitivePostamble(); 457 } 503 } 458 } 504 } 459 505 460 void G4OpenGLStoredSceneHandler::AddPrimitive 506 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) 461 { 507 { 462 G4bool furtherprocessing = AddPrimitivePream 508 G4bool furtherprocessing = AddPrimitivePreamble(square); 463 if (furtherprocessing) { 509 if (furtherprocessing) { 464 G4OpenGLSceneHandler::AddPrimitive(square) 510 G4OpenGLSceneHandler::AddPrimitive(square); 465 AddPrimitivePostamble(); 511 AddPrimitivePostamble(); 466 } 512 } 467 } 513 } 468 514 >> 515 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) >> 516 { >> 517 // Let base class split into primitives. >> 518 G4OpenGLSceneHandler::AddPrimitive(scale); >> 519 } >> 520 469 void G4OpenGLStoredSceneHandler::AddPrimitive 521 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) 470 { 522 { 471 // Note: colour is still handled in 523 // Note: colour is still handled in 472 // G4OpenGLSceneHandler::AddPrimitive(const 524 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still 473 // gets into the display list 525 // gets into the display list 474 G4bool furtherprocessing = AddPrimitivePream 526 G4bool furtherprocessing = AddPrimitivePreamble(polyhedron); 475 if (furtherprocessing) { 527 if (furtherprocessing) { 476 G4OpenGLSceneHandler::AddPrimitive(polyhed 528 G4OpenGLSceneHandler::AddPrimitive(polyhedron); 477 AddPrimitivePostamble(); 529 AddPrimitivePostamble(); 478 } 530 } 479 } 531 } 480 532 481 void G4OpenGLStoredSceneHandler::BeginModeling 533 void G4OpenGLStoredSceneHandler::BeginModeling () { 482 G4VSceneHandler::BeginModeling(); 534 G4VSceneHandler::BeginModeling(); 483 /* Debug... 535 /* Debug... 484 fDisplayListId = glGenLists (1); 536 fDisplayListId = glGenLists (1); 485 G4cout << "OGL::fDisplayListId (start): " << 537 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; 486 */ 538 */ 487 } 539 } 488 540 489 void G4OpenGLStoredSceneHandler::EndModeling ( 541 void G4OpenGLStoredSceneHandler::EndModeling () { 490 // Make a List which calls the other lists. 542 // Make a List which calls the other lists. 491 fTopPODL = glGenLists (1); 543 fTopPODL = glGenLists (1); 492 if (glGetError() == GL_OUT_OF_MEMORY) { // 544 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? 493 G4cerr << << 545 G4cout << 494 "ERROR: G4OpenGLStoredSceneHandler::EndM 546 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 495 " display List for fTopPODL - try OpenG 547 " display List for fTopPODL - try OpenGL Immediated mode." 496 << G4endl; 548 << G4endl; 497 } else { 549 } else { 498 550 499 glNewList (fTopPODL, GL_COMPILE); { 551 glNewList (fTopPODL, GL_COMPILE); { 500 for (size_t i = 0; i < fPOList.size (); 552 for (size_t i = 0; i < fPOList.size (); i++) { 501 glPushMatrix(); 553 glPushMatrix(); 502 G4OpenGLTransform3D oglt (fPOList[i].fTransf 554 G4OpenGLTransform3D oglt (fPOList[i].fTransform); 503 glMultMatrixd (oglt.GetGLMatrix ()); 555 glMultMatrixd (oglt.GetGLMatrix ()); 504 if (fpViewer->GetViewParameters().IsPicking( 556 if (fpViewer->GetViewParameters().IsPicking()) 505 glLoadName(fPOList[i].fPickName); 557 glLoadName(fPOList[i].fPickName); 506 glCallList (fPOList[i].fDisplayListId); 558 glCallList (fPOList[i].fDisplayListId); 507 glPopMatrix(); 559 glPopMatrix(); 508 } 560 } 509 } 561 } 510 glEndList (); 562 glEndList (); 511 563 512 if (glGetError() == GL_OUT_OF_MEMORY) { / 564 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 513 G4cerr << << 565 G4cout << 514 "ERROR: G4OpenGLStoredSceneHandler::En 566 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 515 " display List for fTopPODL - try Ope 567 " display List for fTopPODL - try OpenGL Immediated mode." 516 << G4endl; 568 << G4endl; 517 } 569 } 518 } 570 } 519 571 520 G4VSceneHandler::EndModeling (); 572 G4VSceneHandler::EndModeling (); 521 } 573 } 522 574 523 void G4OpenGLStoredSceneHandler::ClearStore () 575 void G4OpenGLStoredSceneHandler::ClearStore () { 524 576 525 //G4cout << "G4OpenGLStoredSceneHandler::Cle 577 //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl; 526 578 527 G4VSceneHandler::ClearStore (); // Sets nee 579 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. 528 580 529 // Delete OpenGL permanent display lists. 581 // Delete OpenGL permanent display lists. 530 for (size_t i = 0; i < fPOList.size (); i++) 582 for (size_t i = 0; i < fPOList.size (); i++) 531 glDeleteLists (fPOList[i].fDisplayListId, 583 glDeleteLists (fPOList[i].fDisplayListId, 1); 532 if (fTopPODL) glDeleteLists (fTopPODL, 1); 584 if (fTopPODL) glDeleteLists (fTopPODL, 1); 533 fTopPODL = 0; 585 fTopPODL = 0; 534 586 535 // Clear other lists, dictionary, etc. 587 // Clear other lists, dictionary, etc. 536 fPOList.clear (); 588 fPOList.clear (); 537 fSolidMap.clear (); 589 fSolidMap.clear (); 538 ClearAndDestroyAtts(); 590 ClearAndDestroyAtts(); 539 591 540 // ...and clear transient store... 592 // ...and clear transient store... 541 for (size_t i = 0; i < fTOList.size (); i++) 593 for (size_t i = 0; i < fTOList.size (); i++) 542 glDeleteLists(fTOList[i].fDisplayListId, 1 594 glDeleteLists(fTOList[i].fDisplayListId, 1); 543 fTOList.clear (); 595 fTOList.clear (); >> 596 >> 597 fMemoryForDisplayLists = true; 544 } 598 } 545 599 546 void G4OpenGLStoredSceneHandler::ClearTransien 600 void G4OpenGLStoredSceneHandler::ClearTransientStore () 547 { 601 { 548 //G4cout << "G4OpenGLStoredSceneHandler::Cle 602 //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl; 549 603 550 // Delete OpenGL transient display lists and 604 // Delete OpenGL transient display lists and Transient Objects themselves. 551 for (size_t i = 0; i < fTOList.size (); i++) 605 for (size_t i = 0; i < fTOList.size (); i++) 552 glDeleteLists(fTOList[i].fDisplayListId, 1 606 glDeleteLists(fTOList[i].fDisplayListId, 1); 553 fTOList.clear (); 607 fTOList.clear (); 554 608 >> 609 fMemoryForDisplayLists = true; >> 610 555 // Redraw the scene ready for the next event 611 // Redraw the scene ready for the next event. 556 if (fpViewer) { 612 if (fpViewer) { 557 fpViewer -> SetView (); 613 fpViewer -> SetView (); 558 fpViewer -> ClearView (); 614 fpViewer -> ClearView (); 559 fpViewer -> DrawView (); 615 fpViewer -> DrawView (); 560 } 616 } 561 } 617 } >> 618 >> 619 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; >> 620 >> 621 G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0; >> 622 G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true; >> 623 G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000; >> 624 >> 625 #endif 562 626