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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 99312 2016-09-13 09:47:18Z 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 54 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; 52 55 53 G4int G4OpenGLStoredSceneHandler::fDisplayLis 56 G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0; >> 57 G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true; >> 58 G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000; 54 59 55 G4OpenGLStoredSceneHandler::PO::PO(): 60 G4OpenGLStoredSceneHandler::PO::PO(): 56 fDisplayListId(0), 61 fDisplayListId(0), 57 fPickName(0), 62 fPickName(0), 58 fpG4TextPlus(0), 63 fpG4TextPlus(0), 59 fMarkerOrPolyline(false) 64 fMarkerOrPolyline(false) 60 {} 65 {} 61 66 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope 67 G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po): 63 fDisplayListId(po.fDisplayListId), 68 fDisplayListId(po.fDisplayListId), 64 fTransform(po.fTransform), 69 fTransform(po.fTransform), 65 fPickName(po.fPickName), 70 fPickName(po.fPickName), 66 fColour(po.fColour), 71 fColour(po.fColour), 67 fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus 72 fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0), 68 fMarkerOrPolyline(po.fMarkerOrPolyline) 73 fMarkerOrPolyline(po.fMarkerOrPolyline) 69 {} 74 {} 70 75 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c 76 G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr): 72 fDisplayListId(id), 77 fDisplayListId(id), 73 fTransform(tr), 78 fTransform(tr), 74 fPickName(0), 79 fPickName(0), 75 fpG4TextPlus(0), 80 fpG4TextPlus(0), 76 fMarkerOrPolyline(false) 81 fMarkerOrPolyline(false) 77 {} 82 {} 78 83 79 G4OpenGLStoredSceneHandler::PO::~PO() 84 G4OpenGLStoredSceneHandler::PO::~PO() 80 { 85 { 81 delete fpG4TextPlus; 86 delete fpG4TextPlus; 82 } 87 } 83 88 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored 89 G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator= 85 (const G4OpenGLStoredSceneHandler::PO& rhs) 90 (const G4OpenGLStoredSceneHandler::PO& rhs) 86 { 91 { 87 if (&rhs == this) return *this; 92 if (&rhs == this) return *this; 88 fDisplayListId = rhs.fDisplayListId; 93 fDisplayListId = rhs.fDisplayListId; 89 fTransform = rhs.fTransform; 94 fTransform = rhs.fTransform; 90 fPickName = rhs.fPickName; 95 fPickName = rhs.fPickName; 91 fColour = rhs.fColour; 96 fColour = rhs.fColour; 92 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP 97 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0; 93 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 98 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 94 return *this; 99 return *this; 95 } 100 } 96 101 97 G4OpenGLStoredSceneHandler::TO::TO(): 102 G4OpenGLStoredSceneHandler::TO::TO(): 98 fDisplayListId(0), 103 fDisplayListId(0), 99 fPickName(0), 104 fPickName(0), 100 fStartTime(-G4VisAttributes::fVeryLongTime), << 105 fStartTime(-DBL_MAX), 101 fEndTime(G4VisAttributes::fVeryLongTime), << 106 fEndTime(DBL_MAX), 102 fpG4TextPlus(0), 107 fpG4TextPlus(0), 103 fMarkerOrPolyline(false) 108 fMarkerOrPolyline(false) 104 {} 109 {} 105 110 106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope 111 G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to): 107 fDisplayListId(to.fDisplayListId), 112 fDisplayListId(to.fDisplayListId), 108 fTransform(to.fTransform), 113 fTransform(to.fTransform), 109 fPickName(to.fPickName), 114 fPickName(to.fPickName), 110 fStartTime(to.fStartTime), 115 fStartTime(to.fStartTime), 111 fEndTime(to.fEndTime), 116 fEndTime(to.fEndTime), 112 fColour(to.fColour), 117 fColour(to.fColour), 113 fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus 118 fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0), 114 fMarkerOrPolyline(to.fMarkerOrPolyline) 119 fMarkerOrPolyline(to.fMarkerOrPolyline) 115 {} 120 {} 116 121 117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c 122 G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr): 118 fDisplayListId(id), 123 fDisplayListId(id), 119 fTransform(tr), 124 fTransform(tr), 120 fPickName(0), 125 fPickName(0), 121 fStartTime(-G4VisAttributes::fVeryLongTime), << 126 fStartTime(-DBL_MAX), 122 fEndTime(G4VisAttributes::fVeryLongTime), << 127 fEndTime(DBL_MAX), 123 fpG4TextPlus(0), 128 fpG4TextPlus(0), 124 fMarkerOrPolyline(false) 129 fMarkerOrPolyline(false) 125 {} 130 {} 126 131 127 G4OpenGLStoredSceneHandler::TO::~TO() 132 G4OpenGLStoredSceneHandler::TO::~TO() 128 { 133 { 129 delete fpG4TextPlus; 134 delete fpG4TextPlus; 130 } 135 } 131 136 132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored 137 G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator= 133 (const G4OpenGLStoredSceneHandler::TO& rhs) 138 (const G4OpenGLStoredSceneHandler::TO& rhs) 134 { 139 { 135 if (&rhs == this) return *this; 140 if (&rhs == this) return *this; 136 fDisplayListId = rhs.fDisplayListId; 141 fDisplayListId = rhs.fDisplayListId; 137 fTransform = rhs.fTransform; 142 fTransform = rhs.fTransform; 138 fPickName = rhs.fPickName; 143 fPickName = rhs.fPickName; 139 fStartTime = rhs.fStartTime; 144 fStartTime = rhs.fStartTime; 140 fEndTime = rhs.fEndTime; 145 fEndTime = rhs.fEndTime; 141 fColour = rhs.fColour; 146 fColour = rhs.fColour; 142 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP 147 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0; 143 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 148 fMarkerOrPolyline = rhs.fMarkerOrPolyline; 144 return *this; 149 return *this; 145 } 150 } 146 151 147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen 152 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler 148 (G4VGraphicsSystem& system, 153 (G4VGraphicsSystem& system, 149 const G4String& name): 154 const G4String& name): 150 G4OpenGLSceneHandler (system, fSceneIdCount++, 155 G4OpenGLSceneHandler (system, fSceneIdCount++, name), 151 fDoNotUseDisplayList(false), << 152 fTopPODL (0) 156 fTopPODL (0) 153 {} 157 {} 154 158 155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce 159 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () 156 {} 160 {} 157 161 158 void G4OpenGLStoredSceneHandler::BeginPrimitiv 162 void G4OpenGLStoredSceneHandler::BeginPrimitives 159 (const G4Transform3D& objectTransformation) 163 (const G4Transform3D& objectTransformation) 160 { 164 { 161 G4OpenGLSceneHandler::BeginPrimitives (objec 165 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); 162 if (fReadyForTransients) glDrawBuffer (GL_FR 166 if (fReadyForTransients) glDrawBuffer (GL_FRONT); 163 // Display list setup moved to AddPrimitiveP 167 // Display list setup moved to AddPrimitivePreamble. See notes there. 164 } 168 } 165 169 166 void G4OpenGLStoredSceneHandler::EndPrimitives 170 void G4OpenGLStoredSceneHandler::EndPrimitives () 167 { 171 { 168 // See all primitives immediately... At lea 172 // See all primitives immediately... At least soon... 169 ScaledFlush(); 173 ScaledFlush(); 170 glDrawBuffer (GL_BACK); 174 glDrawBuffer (GL_BACK); 171 G4OpenGLSceneHandler::EndPrimitives (); 175 G4OpenGLSceneHandler::EndPrimitives (); 172 } 176 } 173 177 174 void G4OpenGLStoredSceneHandler::BeginPrimitiv 178 void G4OpenGLStoredSceneHandler::BeginPrimitives2D 175 (const G4Transform3D& objectTransformation) 179 (const G4Transform3D& objectTransformation) 176 { 180 { 177 G4OpenGLSceneHandler::BeginPrimitives2D(obje 181 G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); 178 if (fReadyForTransients) glDrawBuffer (GL_FR 182 if (fReadyForTransients) glDrawBuffer (GL_FRONT); 179 } 183 } 180 184 181 void G4OpenGLStoredSceneHandler::EndPrimitives 185 void G4OpenGLStoredSceneHandler::EndPrimitives2D () 182 { 186 { 183 // See all primitives immediately... At lea 187 // See all primitives immediately... At least soon... 184 ScaledFlush(); 188 ScaledFlush(); 185 glDrawBuffer (GL_BACK); 189 glDrawBuffer (GL_BACK); 186 G4OpenGLSceneHandler::EndPrimitives2D (); 190 G4OpenGLSceneHandler::EndPrimitives2D (); 187 } 191 } 188 192 189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv 193 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4VMarker& visible) 190 { 194 { 191 return AddPrimitivePreambleInternal(visible, 195 return AddPrimitivePreambleInternal(visible, true, false); 192 } 196 } 193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv 197 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyline& visible) 194 { 198 { 195 return AddPrimitivePreambleInternal(visible, 199 return AddPrimitivePreambleInternal(visible, false, true); 196 } 200 } 197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv 201 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible) 198 { 202 { 199 return AddPrimitivePreambleInternal(visible, 203 return AddPrimitivePreambleInternal(visible, false, false); 200 } 204 } 201 205 202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 206 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline) 203 (const G4Visible& visible, bool isMarker, bool << 204 { 207 { 205 // Get applicable vis attributes for all primi 208 // Get applicable vis attributes for all primitives. 206 fpVisAttribs = fpViewer->GetApplicableVisAtt 209 fpVisAttribs = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); 207 const G4Colour& c = GetColour (); 210 const G4Colour& c = GetColour (); 208 G4double opacity = c.GetAlpha (); 211 G4double opacity = c.GetAlpha (); 209 212 210 G4bool transparency_enabled = true; 213 G4bool transparency_enabled = true; 211 G4bool isMarkerNotHidden = true; 214 G4bool isMarkerNotHidden = true; 212 G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 215 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); 213 if (pOGLViewer) { << 216 if (pViewer) { 214 transparency_enabled = pOGLViewer->transpa << 217 transparency_enabled = pViewer->transparency_enabled; 215 isMarkerNotHidden = pOGLViewer->fVP.IsMark << 218 isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden(); 216 } 219 } 217 220 218 G4bool isTransparent = opacity < 1.; 221 G4bool isTransparent = opacity < 1.; 219 G4bool isMarkerOrPolyline = isMarker || isPo 222 G4bool isMarkerOrPolyline = isMarker || isPolyline; 220 G4bool treatAsTransparent = transparency_ena 223 G4bool treatAsTransparent = transparency_enabled && isTransparent; 221 G4bool treatAsNotHidden = isMarkerNotHidden 224 G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline; 222 225 223 if (fProcessing2D) glDisable (GL_DEPTH_TEST) 226 if (fProcessing2D) glDisable (GL_DEPTH_TEST); 224 else { 227 else { 225 if (isMarkerOrPolyline && isMarkerNotHidde 228 if (isMarkerOrPolyline && isMarkerNotHidden) 226 glDisable (GL_DEPTH_TEST); 229 glDisable (GL_DEPTH_TEST); 227 else {glEnable (GL_DEPTH_TEST); glDepthFun 230 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);} 228 } 231 } 229 232 230 if (fThreePassCapable) { 233 if (fThreePassCapable) { 231 234 232 // Ensure transparent objects are drawn *a << 235 // Ensure transparent objects are drawn opaque ones and before 233 // non-hidden markers. The problem of ble 236 // non-hidden markers. The problem of blending/transparency/alpha 234 // is quite a tricky one - see History of 237 // is quite a tricky one - see History of opengl-V07-01-01/2/3. 235 if (!(fSecondPassForTransparency || fThird 238 if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) { 236 // First pass... 239 // First pass... 237 if (treatAsTransparent) { // Request pa 240 if (treatAsTransparent) { // Request pass for transparent objects... 238 fSecondPassForTransparencyRequested = 241 fSecondPassForTransparencyRequested = true; 239 } 242 } 240 if (treatAsNotHidden) { // Request pa 243 if (treatAsNotHidden) { // Request pass for non-hidden markers... 241 fThirdPassForNonHiddenMarkersRequested 244 fThirdPassForNonHiddenMarkersRequested = true; 242 } 245 } 243 // On first pass, transparent objects an 246 // On first pass, transparent objects and non-hidden markers are not drawn... 244 if (treatAsTransparent || treatAsNotHidd 247 if (treatAsTransparent || treatAsNotHidden) { 245 return false; // No further processin 248 return false; // No further processing. 246 } 249 } 247 } 250 } 248 251 249 // On second pass, only transparent object 252 // On second pass, only transparent objects are drawn... 250 if (fSecondPassForTransparency) { 253 if (fSecondPassForTransparency) { 251 if (!treatAsTransparent) { 254 if (!treatAsTransparent) { 252 return false; // No further processin 255 return false; // No further processing. 253 } 256 } 254 } 257 } 255 258 256 // On third pass, only non-hidden markers 259 // On third pass, only non-hidden markers are drawn... 257 if (fThirdPassForNonHiddenMarkers) { 260 if (fThirdPassForNonHiddenMarkers) { 258 if (!treatAsNotHidden) { 261 if (!treatAsNotHidden) { 259 return false; // No further processin 262 return false; // No further processing. >> 263 260 } 264 } 261 } 265 } 262 } // fThreePassCapable 266 } // fThreePassCapable 263 267 264 // Loads G4Atts for picking... 268 // Loads G4Atts for picking... 265 G4bool isPicking = false; 269 G4bool isPicking = false; 266 if (fpViewer->GetViewParameters().IsPicking( 270 if (fpViewer->GetViewParameters().IsPicking()) { 267 isPicking = true; 271 isPicking = true; 268 glLoadName(++fPickName); 272 glLoadName(++fPickName); 269 G4AttHolder* holder = new G4AttHolder; 273 G4AttHolder* holder = new G4AttHolder; 270 LoadAtts(visible, holder); 274 LoadAtts(visible, holder); 271 fPickMap[fPickName] = holder; 275 fPickMap[fPickName] = holder; 272 } 276 } >> 277 >> 278 // Can we re-use a display list? >> 279 const G4VSolid* pSolid = 0; >> 280 G4PhysicalVolumeModel* pPVModel = >> 281 dynamic_cast<G4PhysicalVolumeModel*>(fpModel); >> 282 if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size()) >> 283 // Touchables have been modified - don't risk re-using display list. >> 284 goto end_of_display_list_reuse_test; >> 285 if (pPVModel) { >> 286 // Check that it isn't a G4LogicalVolumeModel (which is a sub-class of >> 287 // G4PhysicalVolumeModel). >> 288 G4LogicalVolumeModel* pLVModel = >> 289 dynamic_cast<G4LogicalVolumeModel*>(pPVModel); >> 290 if (pLVModel) >> 291 // Logical volume model - don't re-use. >> 292 goto end_of_display_list_reuse_test; >> 293 // If part of the geometry hierarchy, i.e., from a >> 294 // G4PhysicalVolumeModel, check if a display list already exists for >> 295 // this solid, re-use it if possible. We could be smarter, and >> 296 // recognise repeated branches of the geometry hierarchy, for >> 297 // example. But this algorithm should be secure, I think... >> 298 G4VPhysicalVolume* pPV = pPVModel->GetCurrentPV(); >> 299 if (!pPV) >> 300 // It's probably a dummy model, e.g., for a user-drawn hit? >> 301 goto end_of_display_list_reuse_test; >> 302 G4LogicalVolume* pLV = pPV->GetLogicalVolume(); >> 303 if (!pLV) >> 304 // Dummy model again? >> 305 goto end_of_display_list_reuse_test; >> 306 pSolid = pLV->GetSolid(); >> 307 EAxis axis = kRho; >> 308 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); >> 309 if (pCurrentPV -> IsReplicated ()) { >> 310 G4int nReplicas; >> 311 G4double width; >> 312 G4double offset; >> 313 G4bool consuming; >> 314 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); >> 315 } >> 316 // Provided it is not parametrised (because if so, the >> 317 // solid's parameters might have been changed)... >> 318 if (!(pCurrentPV -> IsParameterised ()) && >> 319 // Provided it is not replicated radially (because if so, the >> 320 // solid's parameters will have been changed)... >> 321 !(pCurrentPV -> IsReplicated () && axis == kRho) && >> 322 // ...and if the solid has already been rendered... >> 323 (fSolidMap.find (pSolid) != fSolidMap.end ())) { >> 324 fDisplayListId = fSolidMap [pSolid]; >> 325 PO po(fDisplayListId,fObjectTransformation); >> 326 if (isPicking) po.fPickName = fPickName; >> 327 po.fColour = c; >> 328 po.fMarkerOrPolyline = isMarkerOrPolyline; >> 329 fPOList.push_back(po); >> 330 // No need to test if gl commands are used (result of >> 331 // ExtraPOProcessing) because we have already decided they will >> 332 // not, at least not here. Also, pass a dummy G4Visible since >> 333 // not relevant for G4PhysicalVolumeModel. >> 334 (void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1); >> 335 return false; // No further processing. >> 336 } >> 337 } >> 338 end_of_display_list_reuse_test: 273 339 274 // Because of our need to control colour of 340 // Because of our need to control colour of transients (display by 275 // time fading), display lists may only cove 341 // time fading), display lists may only cover a single primitive. 276 // So display list setup is here. 342 // So display list setup is here. 277 << 343 278 if (fDoNotUseDisplayList) { << 344 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); 345 fDisplayListId = glGenLists (1); 292 if (glGetError() == GL_OUT_OF_MEMORY) { << 346 if (glGetError() == GL_OUT_OF_MEMORY || 293 static G4int errorCount = 0; << 347 fDisplayListId > fDisplayListLimit) { 294 if (errorCount < 5) { << 348 G4cout << 295 errorCount++; << 349 "********************* WARNING! ********************" 296 G4ExceptionDescription ed; << 350 "\n* Display list limit reached in OpenGL." 297 ed << << 351 "\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable." 298 "Error attempting to create an OpenGL << 352 "\n* Current limit: " << fDisplayListLimit << 299 "\nCurrent display list id: " << fDisp << 353 ". Change with \"/vis/ogl/set/displayListLimit\"." 300 "\nMaybe out of memory?"; << 354 "\n***************************************************" 301 G4Exception << 355 << G4endl; 302 ("G4OpenGLStoredSceneHandler::AddPrimi << 356 fMemoryForDisplayLists = false; 303 JustWarning,ed); << 304 } << 305 return false; << 306 } 357 } >> 358 } >> 359 >> 360 if (pSolid) fSolidMap [pSolid] = fDisplayListId; >> 361 >> 362 if (fMemoryForDisplayLists) { 307 if (fReadyForTransients) { 363 if (fReadyForTransients) { 308 TO to(fDisplayListId, fObjectTransformat 364 TO to(fDisplayListId, fObjectTransformation); 309 if (isPicking) to.fPickName = fPickName; 365 if (isPicking) to.fPickName = fPickName; 310 to.fColour = c; 366 to.fColour = c; 311 to.fStartTime = fpVisAttribs->GetStartTi 367 to.fStartTime = fpVisAttribs->GetStartTime(); 312 to.fEndTime = fpVisAttribs->GetEndTime() 368 to.fEndTime = fpVisAttribs->GetEndTime(); 313 to.fMarkerOrPolyline = isMarkerOrPolylin 369 to.fMarkerOrPolyline = isMarkerOrPolyline; 314 fTOList.push_back(to); 370 fTOList.push_back(to); 315 // For transient objects, colour, transf 371 // For transient objects, colour, transformation, are kept in 316 // the TO, so should *not* be in the dis 372 // the TO, so should *not* be in the display list. As mentioned 317 // above, in some cases (display-by-time 373 // above, in some cases (display-by-time fading) we need to have 318 // independent control of colour. But f 374 // independent control of colour. But for now transform and set 319 // colour for immediate display. 375 // colour for immediate display. 320 glPushMatrix(); 376 glPushMatrix(); 321 G4OpenGLTransform3D oglt (fObjectTransfo 377 G4OpenGLTransform3D oglt (fObjectTransformation); 322 glMultMatrixd (oglt.GetGLMatrix ()); 378 glMultMatrixd (oglt.GetGLMatrix ()); 323 if (transparency_enabled) { 379 if (transparency_enabled) { 324 glColor4d(c.GetRed(),c.GetGreen(),c.Ge 380 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); 325 } else { 381 } else { 326 glColor3d(c.GetRed(),c.GetGreen(),c.Ge 382 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); 327 } 383 } 328 (void) ExtraTOProcessing(visible, fTOLis 384 (void) ExtraTOProcessing(visible, fTOList.size() - 1); 329 // Ignore return value of the above. If 385 // Ignore return value of the above. If this visible does not use 330 // gl commands, a display list is create 386 // gl commands, a display list is created that is empty and not 331 // used. 387 // used. 332 glNewList (fDisplayListId, GL_COMPILE_AN 388 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); 333 } else { 389 } else { 334 PO po(fDisplayListId, fObjectTransformat 390 PO po(fDisplayListId, fObjectTransformation); 335 if (isPicking) po.fPickName = fPickName; 391 if (isPicking) po.fPickName = fPickName; 336 po.fColour = c; 392 po.fColour = c; 337 po.fMarkerOrPolyline = isMarkerOrPolylin 393 po.fMarkerOrPolyline = isMarkerOrPolyline; 338 fPOList.push_back(po); 394 fPOList.push_back(po); 339 // For permanent objects, colour is kept 395 // For permanent objects, colour is kept in the PO, so should 340 // *not* be in the display list. This i 396 // *not* be in the display list. This is so that sub-classes 341 // may implement colour modifications ac 397 // may implement colour modifications according to their own 342 // criteria, e.g., scene tree slider in << 398 // criteria, e.g., scen tree slider in Qt. But for now set 343 // colour for immediate display. 399 // colour for immediate display. 344 if (transparency_enabled) { 400 if (transparency_enabled) { 345 glColor4d(c.GetRed(),c.GetGreen(),c.Ge 401 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); 346 } else { 402 } else { 347 glColor3d(c.GetRed(),c.GetGreen(),c.Ge 403 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); 348 } 404 } 349 G4bool usesGLCommands = ExtraPOProcessin 405 G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1); 350 // Transients are displayed as they come 406 // Transients are displayed as they come (GL_COMPILE_AND_EXECUTE 351 // above) but persistents are compiled i 407 // above) but persistents are compiled into display lists 352 // (GL_COMPILE only) and then drawn from 408 // (GL_COMPILE only) and then drawn from the display lists with 353 // their fObjectTransformation as stored 409 // their fObjectTransformation as stored in fPOList. Thus, 354 // there is no need to do glMultMatrixd 410 // there is no need to do glMultMatrixd here. If 355 // ExtraPOProcessing says the visible ob 411 // ExtraPOProcessing says the visible object does not use gl 356 // commands, simply return and abandon f 412 // commands, simply return and abandon further processing. It 357 // is assumed that all relevant informat 413 // is assumed that all relevant information is kept in the 358 // POList. 414 // POList. 359 if (!usesGLCommands) return false; 415 if (!usesGLCommands) return false; 360 glNewList (fDisplayListId, GL_COMPILE); 416 glNewList (fDisplayListId, GL_COMPILE); 361 } 417 } >> 418 } else { // Out of memory (or being used when display lists not required). >> 419 glDrawBuffer (GL_FRONT); >> 420 glPushMatrix(); >> 421 G4OpenGLTransform3D oglt (fObjectTransformation); >> 422 glMultMatrixd (oglt.GetGLMatrix ()); >> 423 if (transparency_enabled) { >> 424 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); >> 425 } else { >> 426 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); >> 427 } 362 } 428 } 363 429 364 if (fProcessing2D) { 430 if (fProcessing2D) { 365 // Push current 3D world matrices and load 431 // Push current 3D world matrices and load identity to define screen 366 // coordinates... 432 // coordinates... 367 glMatrixMode (GL_PROJECTION); 433 glMatrixMode (GL_PROJECTION); 368 glPushMatrix(); 434 glPushMatrix(); 369 glLoadIdentity(); 435 glLoadIdentity(); 370 if (pOGLViewer) { << 436 if (pViewer) { 371 pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 437 pViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); 372 } 438 } 373 glMatrixMode (GL_MODELVIEW); 439 glMatrixMode (GL_MODELVIEW); 374 glPushMatrix(); 440 glPushMatrix(); 375 glLoadIdentity(); 441 glLoadIdentity(); 376 G4OpenGLTransform3D oglt (fObjectTransform 442 G4OpenGLTransform3D oglt (fObjectTransformation); 377 glMultMatrixd (oglt.GetGLMatrix ()); 443 glMultMatrixd (oglt.GetGLMatrix ()); 378 glDisable (GL_LIGHTING); 444 glDisable (GL_LIGHTING); 379 } else { 445 } else { 380 if (isMarker) { << 446 glEnable (GL_LIGHTING); 381 glDisable (GL_LIGHTING); << 382 } else { << 383 glEnable (GL_LIGHTING); << 384 } << 385 } 447 } 386 448 387 return true; 449 return true; 388 } 450 } 389 451 390 void G4OpenGLStoredSceneHandler::AddPrimitiveP 452 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() 391 { 453 { 392 if (fProcessing2D) { 454 if (fProcessing2D) { 393 // Pop current 3D world matrices back agai 455 // Pop current 3D world matrices back again... 394 glMatrixMode (GL_PROJECTION); 456 glMatrixMode (GL_PROJECTION); 395 glPopMatrix(); 457 glPopMatrix(); 396 glMatrixMode (GL_MODELVIEW); 458 glMatrixMode (GL_MODELVIEW); 397 glPopMatrix(); 459 glPopMatrix(); 398 } 460 } 399 461 400 // if ((glGetError() == GL_TABLE_TOO_LARGE) 462 // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? 401 if (glGetError() == GL_OUT_OF_MEMORY) { // 463 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 402 G4cerr << 464 G4cerr << 403 "ERROR: G4OpenGLStoredSceneHandler::AddP 465 "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure" 404 " to allocate display List for fTopPODL 466 " to allocate display List for fTopPODL - try OpenGL Immediated mode." 405 << G4endl; 467 << G4endl; 406 } 468 } 407 if (!fDoNotUseDisplayList) { << 469 if (fMemoryForDisplayLists) { 408 glEndList(); 470 glEndList(); 409 if (glGetError() == GL_OUT_OF_MEMORY) { / 471 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 410 G4cerr << 472 G4cerr << 411 "ERROR: G4OpenGLStoredSceneHandler::Ad 473 "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure" 412 " to allocate display List for fTopPODL - t 474 " to allocate display List for fTopPODL - try OpenGL Immediated mode." 413 << G4endl; 475 << G4endl; 414 } 476 } 415 } 477 } 416 if (fReadyForTransients || fDoNotUseDisplayL << 478 if (fReadyForTransients || !fMemoryForDisplayLists) { 417 glPopMatrix(); 479 glPopMatrix(); 418 } 480 } 419 } 481 } 420 482 421 void G4OpenGLStoredSceneHandler::AddPrimitive 483 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) 422 { 484 { 423 G4bool furtherprocessing = AddPrimitivePream 485 G4bool furtherprocessing = AddPrimitivePreamble(polyline); 424 if (furtherprocessing) { 486 if (furtherprocessing) { 425 G4OpenGLSceneHandler::AddPrimitive(polylin 487 G4OpenGLSceneHandler::AddPrimitive(polyline); 426 AddPrimitivePostamble(); 488 AddPrimitivePostamble(); 427 } 489 } 428 } 490 } 429 491 430 void G4OpenGLStoredSceneHandler::AddPrimitive 492 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) 431 { 493 { 432 G4bool furtherprocessing = AddPrimitivePream 494 G4bool furtherprocessing = AddPrimitivePreamble(polymarker); 433 if (furtherprocessing) { 495 if (furtherprocessing) { 434 G4OpenGLSceneHandler::AddPrimitive(polymar 496 G4OpenGLSceneHandler::AddPrimitive(polymarker); 435 AddPrimitivePostamble(); 497 AddPrimitivePostamble(); 436 } 498 } 437 } 499 } 438 500 439 void G4OpenGLStoredSceneHandler::AddPrimitive 501 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) 440 { 502 { 441 // Note: colour is still handled in 503 // Note: colour is still handled in 442 // G4OpenGLSceneHandler::AddPrimitive(const 504 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still 443 // gets into the display list 505 // gets into the display list 444 G4bool furtherprocessing = AddPrimitivePream 506 G4bool furtherprocessing = AddPrimitivePreamble(text); 445 if (furtherprocessing) { 507 if (furtherprocessing) { 446 G4OpenGLSceneHandler::AddPrimitive(text); 508 G4OpenGLSceneHandler::AddPrimitive(text); 447 AddPrimitivePostamble(); 509 AddPrimitivePostamble(); 448 } 510 } 449 } 511 } 450 512 451 void G4OpenGLStoredSceneHandler::AddPrimitive 513 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) 452 { 514 { 453 G4bool furtherprocessing = AddPrimitivePream 515 G4bool furtherprocessing = AddPrimitivePreamble(circle); 454 if (furtherprocessing) { 516 if (furtherprocessing) { 455 G4OpenGLSceneHandler::AddPrimitive(circle) 517 G4OpenGLSceneHandler::AddPrimitive(circle); 456 AddPrimitivePostamble(); 518 AddPrimitivePostamble(); 457 } 519 } 458 } 520 } 459 521 460 void G4OpenGLStoredSceneHandler::AddPrimitive 522 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) 461 { 523 { 462 G4bool furtherprocessing = AddPrimitivePream 524 G4bool furtherprocessing = AddPrimitivePreamble(square); 463 if (furtherprocessing) { 525 if (furtherprocessing) { 464 G4OpenGLSceneHandler::AddPrimitive(square) 526 G4OpenGLSceneHandler::AddPrimitive(square); 465 AddPrimitivePostamble(); 527 AddPrimitivePostamble(); 466 } 528 } 467 } 529 } 468 530 >> 531 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) >> 532 { >> 533 // Let base class split into primitives. >> 534 G4OpenGLSceneHandler::AddPrimitive(scale); >> 535 } >> 536 469 void G4OpenGLStoredSceneHandler::AddPrimitive 537 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) 470 { 538 { 471 // Note: colour is still handled in 539 // Note: colour is still handled in 472 // G4OpenGLSceneHandler::AddPrimitive(const 540 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still 473 // gets into the display list 541 // gets into the display list 474 G4bool furtherprocessing = AddPrimitivePream 542 G4bool furtherprocessing = AddPrimitivePreamble(polyhedron); 475 if (furtherprocessing) { 543 if (furtherprocessing) { 476 G4OpenGLSceneHandler::AddPrimitive(polyhed 544 G4OpenGLSceneHandler::AddPrimitive(polyhedron); 477 AddPrimitivePostamble(); 545 AddPrimitivePostamble(); 478 } 546 } 479 } 547 } 480 548 481 void G4OpenGLStoredSceneHandler::BeginModeling 549 void G4OpenGLStoredSceneHandler::BeginModeling () { 482 G4VSceneHandler::BeginModeling(); 550 G4VSceneHandler::BeginModeling(); 483 /* Debug... 551 /* Debug... 484 fDisplayListId = glGenLists (1); 552 fDisplayListId = glGenLists (1); 485 G4cout << "OGL::fDisplayListId (start): " << 553 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; 486 */ 554 */ 487 } 555 } 488 556 489 void G4OpenGLStoredSceneHandler::EndModeling ( 557 void G4OpenGLStoredSceneHandler::EndModeling () { 490 // Make a List which calls the other lists. 558 // Make a List which calls the other lists. 491 fTopPODL = glGenLists (1); 559 fTopPODL = glGenLists (1); 492 if (glGetError() == GL_OUT_OF_MEMORY) { // 560 if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? 493 G4cerr << 561 G4cerr << 494 "ERROR: G4OpenGLStoredSceneHandler::EndM 562 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 495 " display List for fTopPODL - try OpenG 563 " display List for fTopPODL - try OpenGL Immediated mode." 496 << G4endl; 564 << G4endl; 497 } else { 565 } else { 498 566 499 glNewList (fTopPODL, GL_COMPILE); { 567 glNewList (fTopPODL, GL_COMPILE); { 500 for (size_t i = 0; i < fPOList.size (); 568 for (size_t i = 0; i < fPOList.size (); i++) { 501 glPushMatrix(); 569 glPushMatrix(); 502 G4OpenGLTransform3D oglt (fPOList[i].fTransf 570 G4OpenGLTransform3D oglt (fPOList[i].fTransform); 503 glMultMatrixd (oglt.GetGLMatrix ()); 571 glMultMatrixd (oglt.GetGLMatrix ()); 504 if (fpViewer->GetViewParameters().IsPicking( 572 if (fpViewer->GetViewParameters().IsPicking()) 505 glLoadName(fPOList[i].fPickName); 573 glLoadName(fPOList[i].fPickName); 506 glCallList (fPOList[i].fDisplayListId); 574 glCallList (fPOList[i].fDisplayListId); 507 glPopMatrix(); 575 glPopMatrix(); 508 } 576 } 509 } 577 } 510 glEndList (); 578 glEndList (); 511 579 512 if (glGetError() == GL_OUT_OF_MEMORY) { / 580 if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? 513 G4cerr << 581 G4cerr << 514 "ERROR: G4OpenGLStoredSceneHandler::En 582 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 515 " display List for fTopPODL - try Ope 583 " display List for fTopPODL - try OpenGL Immediated mode." 516 << G4endl; 584 << G4endl; 517 } 585 } 518 } 586 } 519 587 520 G4VSceneHandler::EndModeling (); 588 G4VSceneHandler::EndModeling (); 521 } 589 } 522 590 523 void G4OpenGLStoredSceneHandler::ClearStore () 591 void G4OpenGLStoredSceneHandler::ClearStore () { 524 592 525 //G4cout << "G4OpenGLStoredSceneHandler::Cle 593 //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl; 526 594 527 G4VSceneHandler::ClearStore (); // Sets nee 595 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. 528 596 529 // Delete OpenGL permanent display lists. 597 // Delete OpenGL permanent display lists. 530 for (size_t i = 0; i < fPOList.size (); i++) 598 for (size_t i = 0; i < fPOList.size (); i++) 531 glDeleteLists (fPOList[i].fDisplayListId, 599 glDeleteLists (fPOList[i].fDisplayListId, 1); 532 if (fTopPODL) glDeleteLists (fTopPODL, 1); 600 if (fTopPODL) glDeleteLists (fTopPODL, 1); 533 fTopPODL = 0; 601 fTopPODL = 0; 534 602 535 // Clear other lists, dictionary, etc. 603 // Clear other lists, dictionary, etc. 536 fPOList.clear (); 604 fPOList.clear (); 537 fSolidMap.clear (); 605 fSolidMap.clear (); 538 ClearAndDestroyAtts(); 606 ClearAndDestroyAtts(); 539 607 540 // ...and clear transient store... 608 // ...and clear transient store... 541 for (size_t i = 0; i < fTOList.size (); i++) 609 for (size_t i = 0; i < fTOList.size (); i++) 542 glDeleteLists(fTOList[i].fDisplayListId, 1 610 glDeleteLists(fTOList[i].fDisplayListId, 1); 543 fTOList.clear (); 611 fTOList.clear (); >> 612 >> 613 fMemoryForDisplayLists = true; 544 } 614 } 545 615 546 void G4OpenGLStoredSceneHandler::ClearTransien 616 void G4OpenGLStoredSceneHandler::ClearTransientStore () 547 { 617 { 548 //G4cout << "G4OpenGLStoredSceneHandler::Cle 618 //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl; 549 619 550 // Delete OpenGL transient display lists and 620 // Delete OpenGL transient display lists and Transient Objects themselves. 551 for (size_t i = 0; i < fTOList.size (); i++) 621 for (size_t i = 0; i < fTOList.size (); i++) 552 glDeleteLists(fTOList[i].fDisplayListId, 1 622 glDeleteLists(fTOList[i].fDisplayListId, 1); 553 fTOList.clear (); 623 fTOList.clear (); 554 624 >> 625 fMemoryForDisplayLists = true; >> 626 555 // Redraw the scene ready for the next event 627 // Redraw the scene ready for the next event. 556 if (fpViewer) { 628 if (fpViewer) { 557 fpViewer -> SetView (); 629 fpViewer -> SetView (); 558 fpViewer -> ClearView (); 630 fpViewer -> ClearView (); 559 fpViewer -> DrawView (); 631 fpViewer -> DrawView (); 560 } 632 } 561 } 633 } >> 634 >> 635 >> 636 #endif 562 637