Geant4 Cross Reference |
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: G4OpenGLStoredSceneHandler.cc,v 1.23 2005/09/29 14:27:03 allison Exp $ >> 25 // GEANT4 tag $Name: geant4-08-00 $ 27 // 26 // 28 // 27 // 29 // Andrew Walkden 10th February 1997 28 // Andrew Walkden 10th February 1997 30 // OpenGL stored scene - creates OpenGL displa 29 // OpenGL stored scene - creates OpenGL display lists. 31 30 32 #include "G4OpenGLStoredSceneHandler.hh" << 31 #ifdef G4VIS_BUILD_OPENGL_DRIVER 33 << 34 #include "G4PhysicalVolumeModel.hh" << 35 #include "G4LogicalVolumeModel.hh" << 36 #include "G4VPhysicalVolume.hh" << 37 #include "G4LogicalVolume.hh" << 38 #include "G4Polyline.hh" << 39 #include "G4Polymarker.hh" << 40 #include "G4Text.hh" << 41 #include "G4Circle.hh" << 42 #include "G4Square.hh" << 43 #include "G4Polyhedron.hh" << 44 #include "G4AttHolder.hh" << 45 #include "G4OpenGLTransform3D.hh" << 46 #include "G4OpenGLViewer.hh" << 47 #include "G4AttHolder.hh" << 48 << 49 #include <typeinfo> << 50 << 51 G4int G4OpenGLStoredSceneHandler::fSceneIdCoun << 52 << 53 G4int G4OpenGLStoredSceneHandler::fDisplayLis << 54 << 55 G4OpenGLStoredSceneHandler::PO::PO(): << 56 fDisplayListId(0), << 57 fPickName(0), << 58 fpG4TextPlus(0), << 59 fMarkerOrPolyline(false) << 60 {} << 61 << 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope << 63 fDisplayListId(po.fDisplayListId), << 64 fTransform(po.fTransform), << 65 fPickName(po.fPickName), << 66 fColour(po.fColour), << 67 fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus << 68 fMarkerOrPolyline(po.fMarkerOrPolyline) << 69 {} << 70 << 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c << 72 fDisplayListId(id), << 73 fTransform(tr), << 74 fPickName(0), << 75 fpG4TextPlus(0), << 76 fMarkerOrPolyline(false) << 77 {} << 78 << 79 G4OpenGLStoredSceneHandler::PO::~PO() << 80 { << 81 delete fpG4TextPlus; << 82 } << 83 << 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored << 85 (const G4OpenGLStoredSceneHandler::PO& rhs) << 86 { << 87 if (&rhs == this) return *this; << 88 fDisplayListId = rhs.fDisplayListId; << 89 fTransform = rhs.fTransform; << 90 fPickName = rhs.fPickName; << 91 fColour = rhs.fColour; << 92 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP << 93 fMarkerOrPolyline = rhs.fMarkerOrPolyline; << 94 return *this; << 95 } << 96 32 97 G4OpenGLStoredSceneHandler::TO::TO(): << 33 // Included here - problems with HP compiler if not before other includes? 98 fDisplayListId(0), << 34 #include "G4NURBS.hh" 99 fPickName(0), << 100 fStartTime(-G4VisAttributes::fVeryLongTime), << 101 fEndTime(G4VisAttributes::fVeryLongTime), << 102 fpG4TextPlus(0), << 103 fMarkerOrPolyline(false) << 104 {} << 105 35 106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope << 36 // Here follows a special for Mesa, the OpenGL emulator. Does not affect 107 fDisplayListId(to.fDisplayListId), << 37 // other OpenGL's, as far as I'm aware. John Allison 18/9/96. 108 fTransform(to.fTransform), << 38 #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ 109 fPickName(to.fPickName), << 39 // Also seems to be required for HP's CC and AIX xlC, at least. 110 fStartTime(to.fStartTime), << 111 fEndTime(to.fEndTime), << 112 fColour(to.fColour), << 113 fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus << 114 fMarkerOrPolyline(to.fMarkerOrPolyline) << 115 {} << 116 << 117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c << 118 fDisplayListId(id), << 119 fTransform(tr), << 120 fPickName(0), << 121 fStartTime(-G4VisAttributes::fVeryLongTime), << 122 fEndTime(G4VisAttributes::fVeryLongTime), << 123 fpG4TextPlus(0), << 124 fMarkerOrPolyline(false) << 125 {} << 126 40 127 G4OpenGLStoredSceneHandler::TO::~TO() << 41 #include "G4OpenGLStoredSceneHandler.hh" 128 { << 129 delete fpG4TextPlus; << 130 } << 131 42 132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored << 43 #include "G4OpenGLViewerDataStore.hh" 133 (const G4OpenGLStoredSceneHandler::TO& rhs) << 44 #include "G4VPhysicalVolume.hh" 134 { << 45 #include "G4LogicalVolume.hh" 135 if (&rhs == this) return *this; << 136 fDisplayListId = rhs.fDisplayListId; << 137 fTransform = rhs.fTransform; << 138 fPickName = rhs.fPickName; << 139 fStartTime = rhs.fStartTime; << 140 fEndTime = rhs.fEndTime; << 141 fColour = rhs.fColour; << 142 fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP << 143 fMarkerOrPolyline = rhs.fMarkerOrPolyline; << 144 return *this; << 145 } << 146 46 147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen << 47 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, 148 (G4VGraphicsSystem& system, << 48 const G4String& name): 149 const G4String& name): << 150 G4OpenGLSceneHandler (system, fSceneIdCount++, 49 G4OpenGLSceneHandler (system, fSceneIdCount++, name), 151 fDoNotUseDisplayList(false), << 50 fMemoryForDisplayLists (true), 152 fTopPODL (0) 51 fTopPODL (0) 153 {} 52 {} 154 53 155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce 54 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () 156 {} 55 {} 157 56 158 void G4OpenGLStoredSceneHandler::BeginPrimitiv 57 void G4OpenGLStoredSceneHandler::BeginPrimitives 159 (const G4Transform3D& objectTransformation) << 58 (const G4Transform3D& objectTransformation) { 160 { << 161 G4OpenGLSceneHandler::BeginPrimitives (objec << 162 if (fReadyForTransients) glDrawBuffer (GL_FR << 163 // Display list setup moved to AddPrimitiveP << 164 } << 165 << 166 void G4OpenGLStoredSceneHandler::EndPrimitives << 167 { << 168 // See all primitives immediately... At lea << 169 ScaledFlush(); << 170 glDrawBuffer (GL_BACK); << 171 G4OpenGLSceneHandler::EndPrimitives (); << 172 } << 173 << 174 void G4OpenGLStoredSceneHandler::BeginPrimitiv << 175 (const G4Transform3D& objectTransformation) << 176 { << 177 G4OpenGLSceneHandler::BeginPrimitives2D(obje << 178 if (fReadyForTransients) glDrawBuffer (GL_FR << 179 } << 180 << 181 void G4OpenGLStoredSceneHandler::EndPrimitives << 182 { << 183 // See all primitives immediately... At lea << 184 ScaledFlush(); << 185 glDrawBuffer (GL_BACK); << 186 G4OpenGLSceneHandler::EndPrimitives2D (); << 187 } << 188 << 189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 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 { << 205 // Get applicable vis attributes for all primi << 206 fpVisAttribs = fpViewer->GetApplicableVisAtt << 207 const G4Colour& c = GetColour (); << 208 G4double opacity = c.GetAlpha (); << 209 << 210 G4bool transparency_enabled = true; << 211 G4bool isMarkerNotHidden = true; << 212 G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 213 if (pOGLViewer) { << 214 transparency_enabled = pOGLViewer->transpa << 215 isMarkerNotHidden = pOGLViewer->fVP.IsMark << 216 } << 217 << 218 G4bool isTransparent = opacity < 1.; << 219 G4bool isMarkerOrPolyline = isMarker || isPo << 220 G4bool treatAsTransparent = transparency_ena << 221 G4bool treatAsNotHidden = isMarkerNotHidden << 222 << 223 if (fProcessing2D) glDisable (GL_DEPTH_TEST) << 224 else { << 225 if (isMarkerOrPolyline && isMarkerNotHidde << 226 glDisable (GL_DEPTH_TEST); << 227 else {glEnable (GL_DEPTH_TEST); glDepthFun << 228 } << 229 << 230 if (fThreePassCapable) { << 231 << 232 // Ensure transparent objects are drawn *a << 233 // non-hidden markers. The problem of ble << 234 // is quite a tricky one - see History of << 235 if (!(fSecondPassForTransparency || fThird << 236 // First pass... << 237 if (treatAsTransparent) { // Request pa << 238 fSecondPassForTransparencyRequested = << 239 } << 240 if (treatAsNotHidden) { // Request pa << 241 fThirdPassForNonHiddenMarkersRequested << 242 } << 243 // On first pass, transparent objects an << 244 if (treatAsTransparent || treatAsNotHidd << 245 return false; // No further processin << 246 } << 247 } << 248 << 249 // On second pass, only transparent object << 250 if (fSecondPassForTransparency) { << 251 if (!treatAsTransparent) { << 252 return false; // No further processin << 253 } << 254 } << 255 << 256 // On third pass, only non-hidden markers << 257 if (fThirdPassForNonHiddenMarkers) { << 258 if (!treatAsNotHidden) { << 259 return false; // No further processin << 260 } << 261 } << 262 } // fThreePassCapable << 263 59 264 // Loads G4Atts for picking... << 60 G4VSceneHandler::BeginPrimitives (objectTransformation); 265 G4bool isPicking = false; << 266 if (fpViewer->GetViewParameters().IsPicking( << 267 isPicking = true; << 268 glLoadName(++fPickName); << 269 G4AttHolder* holder = new G4AttHolder; << 270 LoadAtts(visible, holder); << 271 fPickMap[fPickName] = holder; << 272 } << 273 << 274 // Because of our need to control colour of << 275 // time fading), display lists may only cove << 276 // So display list setup is here. << 277 << 278 if (fDoNotUseDisplayList) { << 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 61 >> 62 if (fMemoryForDisplayLists) { 291 fDisplayListId = glGenLists (1); 63 fDisplayListId = glGenLists (1); 292 if (glGetError() == GL_OUT_OF_MEMORY) { << 64 if (!fDisplayListId) { // Could pre-allocate? 293 static G4int errorCount = 0; << 65 G4cout << "********************* WARNING! ********************\n" 294 if (errorCount < 5) { << 66 <<"Unable to allocate any more display lists in OpenGL.\n " 295 errorCount++; << 67 << " Continuing drawing in IMMEDIATE MODE.\n" 296 G4ExceptionDescription ed; << 68 << "***************************************************" << G4endl; 297 ed << << 69 fMemoryForDisplayLists = false; 298 "Error attempting to create an OpenGL << 299 "\nCurrent display list id: " << fDisp << 300 "\nMaybe out of memory?"; << 301 G4Exception << 302 ("G4OpenGLStoredSceneHandler::AddPrimi << 303 JustWarning,ed); << 304 } << 305 return false; << 306 } 70 } >> 71 } >> 72 if (fMemoryForDisplayLists) { 307 if (fReadyForTransients) { 73 if (fReadyForTransients) { 308 TO to(fDisplayListId, fObjectTransformat << 74 fTODLList.push_back (fDisplayListId); 309 if (isPicking) to.fPickName = fPickName; << 75 fTODLTransformList.push_back (objectTransformation); 310 to.fColour = c; << 76 glDrawBuffer (GL_FRONT); 311 to.fStartTime = fpVisAttribs->GetStartTi << 312 to.fEndTime = fpVisAttribs->GetEndTime() << 313 to.fMarkerOrPolyline = isMarkerOrPolylin << 314 fTOList.push_back(to); << 315 // For transient objects, colour, transf << 316 // the TO, so should *not* be in the dis << 317 // above, in some cases (display-by-time << 318 // independent control of colour. But f << 319 // colour for immediate display. << 320 glPushMatrix(); 77 glPushMatrix(); 321 G4OpenGLTransform3D oglt (fObjectTransfo << 78 G4OpenGLTransform3D oglt (objectTransformation); 322 glMultMatrixd (oglt.GetGLMatrix ()); 79 glMultMatrixd (oglt.GetGLMatrix ()); 323 if (transparency_enabled) { << 324 glColor4d(c.GetRed(),c.GetGreen(),c.Ge << 325 } else { << 326 glColor3d(c.GetRed(),c.GetGreen(),c.Ge << 327 } << 328 (void) ExtraTOProcessing(visible, fTOLis << 329 // Ignore return value of the above. If << 330 // gl commands, a display list is create << 331 // used. << 332 glNewList (fDisplayListId, GL_COMPILE_AN 80 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); 333 } else { << 334 PO po(fDisplayListId, fObjectTransformat << 335 if (isPicking) po.fPickName = fPickName; << 336 po.fColour = c; << 337 po.fMarkerOrPolyline = isMarkerOrPolylin << 338 fPOList.push_back(po); << 339 // For permanent objects, colour is kept << 340 // *not* be in the display list. This i << 341 // may implement colour modifications ac << 342 // criteria, e.g., scene tree slider in << 343 // colour for immediate display. << 344 if (transparency_enabled) { << 345 glColor4d(c.GetRed(),c.GetGreen(),c.Ge << 346 } else { << 347 glColor3d(c.GetRed(),c.GetGreen(),c.Ge << 348 } << 349 G4bool usesGLCommands = ExtraPOProcessin << 350 // Transients are displayed as they come << 351 // above) but persistents are compiled i << 352 // (GL_COMPILE only) and then drawn from << 353 // their fObjectTransformation as stored << 354 // there is no need to do glMultMatrixd << 355 // ExtraPOProcessing says the visible ob << 356 // commands, simply return and abandon f << 357 // is assumed that all relevant informat << 358 // POList. << 359 if (!usesGLCommands) return false; << 360 glNewList (fDisplayListId, GL_COMPILE); << 361 } 81 } 362 } << 82 else { 363 << 83 fPODLList.push_back (fDisplayListId); 364 if (fProcessing2D) { << 84 fPODLTransformList.push_back (objectTransformation); 365 // Push current 3D world matrices and load << 85 glNewList (fDisplayListId, GL_COMPILE); 366 // coordinates... << 367 glMatrixMode (GL_PROJECTION); << 368 glPushMatrix(); << 369 glLoadIdentity(); << 370 if (pOGLViewer) { << 371 pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 372 } 86 } 373 glMatrixMode (GL_MODELVIEW); << 87 } else { >> 88 glDrawBuffer (GL_FRONT); 374 glPushMatrix(); 89 glPushMatrix(); 375 glLoadIdentity(); << 90 G4OpenGLTransform3D oglt (objectTransformation); 376 G4OpenGLTransform3D oglt (fObjectTransform << 377 glMultMatrixd (oglt.GetGLMatrix ()); 91 glMultMatrixd (oglt.GetGLMatrix ()); 378 glDisable (GL_LIGHTING); << 379 } else { << 380 if (isMarker) { << 381 glDisable (GL_LIGHTING); << 382 } else { << 383 glEnable (GL_LIGHTING); << 384 } << 385 } 92 } 386 << 387 return true; << 388 } 93 } 389 94 390 void G4OpenGLStoredSceneHandler::AddPrimitiveP << 95 void G4OpenGLStoredSceneHandler::EndPrimitives () { 391 { << 96 if (fMemoryForDisplayLists) { 392 if (fProcessing2D) { << 393 // Pop current 3D world matrices back agai << 394 glMatrixMode (GL_PROJECTION); << 395 glPopMatrix(); << 396 glMatrixMode (GL_MODELVIEW); << 397 glPopMatrix(); << 398 } << 399 << 400 // if ((glGetError() == GL_TABLE_TOO_LARGE) << 401 if (glGetError() == GL_OUT_OF_MEMORY) { // << 402 G4cerr << << 403 "ERROR: G4OpenGLStoredSceneHandler::AddP << 404 " to allocate display List for fTopPODL << 405 << G4endl; << 406 } << 407 if (!fDoNotUseDisplayList) { << 408 glEndList(); 97 glEndList(); 409 if (glGetError() == GL_OUT_OF_MEMORY) { / << 410 G4cerr << << 411 "ERROR: G4OpenGLStoredSceneHandler::Ad << 412 " to allocate display List for fTopPODL - t << 413 << G4endl; << 414 } << 415 } 98 } 416 if (fReadyForTransients || fDoNotUseDisplayL << 99 if (fReadyForTransients || !fMemoryForDisplayLists) { 417 glPopMatrix(); 100 glPopMatrix(); >> 101 glFlush (); >> 102 glDrawBuffer (GL_BACK); 418 } 103 } 419 } << 104 G4VSceneHandler::EndPrimitives (); 420 << 421 void G4OpenGLStoredSceneHandler::AddPrimitive << 422 { << 423 G4bool furtherprocessing = AddPrimitivePream << 424 if (furtherprocessing) { << 425 G4OpenGLSceneHandler::AddPrimitive(polylin << 426 AddPrimitivePostamble(); << 427 } << 428 } << 429 << 430 void G4OpenGLStoredSceneHandler::AddPrimitive << 431 { << 432 G4bool furtherprocessing = AddPrimitivePream << 433 if (furtherprocessing) { << 434 G4OpenGLSceneHandler::AddPrimitive(polymar << 435 AddPrimitivePostamble(); << 436 } << 437 } << 438 << 439 void G4OpenGLStoredSceneHandler::AddPrimitive << 440 { << 441 // Note: colour is still handled in << 442 // G4OpenGLSceneHandler::AddPrimitive(const << 443 // gets into the display list << 444 G4bool furtherprocessing = AddPrimitivePream << 445 if (furtherprocessing) { << 446 G4OpenGLSceneHandler::AddPrimitive(text); << 447 AddPrimitivePostamble(); << 448 } << 449 } << 450 << 451 void G4OpenGLStoredSceneHandler::AddPrimitive << 452 { << 453 G4bool furtherprocessing = AddPrimitivePream << 454 if (furtherprocessing) { << 455 G4OpenGLSceneHandler::AddPrimitive(circle) << 456 AddPrimitivePostamble(); << 457 } << 458 } << 459 << 460 void G4OpenGLStoredSceneHandler::AddPrimitive << 461 { << 462 G4bool furtherprocessing = AddPrimitivePream << 463 if (furtherprocessing) { << 464 G4OpenGLSceneHandler::AddPrimitive(square) << 465 AddPrimitivePostamble(); << 466 } << 467 } << 468 << 469 void G4OpenGLStoredSceneHandler::AddPrimitive << 470 { << 471 // Note: colour is still handled in << 472 // G4OpenGLSceneHandler::AddPrimitive(const << 473 // gets into the display list << 474 G4bool furtherprocessing = AddPrimitivePream << 475 if (furtherprocessing) { << 476 G4OpenGLSceneHandler::AddPrimitive(polyhed << 477 AddPrimitivePostamble(); << 478 } << 479 } 105 } 480 106 481 void G4OpenGLStoredSceneHandler::BeginModeling 107 void G4OpenGLStoredSceneHandler::BeginModeling () { 482 G4VSceneHandler::BeginModeling(); 108 G4VSceneHandler::BeginModeling(); 483 /* Debug... << 109 ClearStore(); // ...and all that goes with it. 484 fDisplayListId = glGenLists (1); << 485 G4cout << "OGL::fDisplayListId (start): " << << 486 */ << 487 } 110 } 488 111 489 void G4OpenGLStoredSceneHandler::EndModeling ( 112 void G4OpenGLStoredSceneHandler::EndModeling () { 490 // Make a List which calls the other lists. 113 // Make a List which calls the other lists. 491 fTopPODL = glGenLists (1); 114 fTopPODL = glGenLists (1); 492 if (glGetError() == GL_OUT_OF_MEMORY) { // << 115 if (!fTopPODL) { 493 G4cerr << << 116 G4cout << 494 "ERROR: G4OpenGLStoredSceneHandler::EndM 117 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 495 " display List for fTopPODL - try OpenG 118 " display List for fTopPODL - try OpenGL Immediated mode." 496 << G4endl; 119 << G4endl; 497 } else { << 120 } 498 << 121 else { 499 glNewList (fTopPODL, GL_COMPILE); { 122 glNewList (fTopPODL, GL_COMPILE); { 500 for (size_t i = 0; i < fPOList.size (); << 123 for (size_t i = 0; i < fPODLList.size (); i++) { 501 glPushMatrix(); 124 glPushMatrix(); 502 G4OpenGLTransform3D oglt (fPOList[i].fTransf << 125 G4OpenGLTransform3D oglt (fPODLTransformList [i]); 503 glMultMatrixd (oglt.GetGLMatrix ()); 126 glMultMatrixd (oglt.GetGLMatrix ()); 504 if (fpViewer->GetViewParameters().IsPicking( << 127 glCallList (fPODLList[i]); 505 glLoadName(fPOList[i].fPickName); << 506 glCallList (fPOList[i].fDisplayListId); << 507 glPopMatrix(); 128 glPopMatrix(); 508 } 129 } 509 } 130 } 510 glEndList (); 131 glEndList (); 511 << 512 if (glGetError() == GL_OUT_OF_MEMORY) { / << 513 G4cerr << << 514 "ERROR: G4OpenGLStoredSceneHandler::En << 515 " display List for fTopPODL - try Ope << 516 << G4endl; << 517 } << 518 } 132 } 519 133 520 G4VSceneHandler::EndModeling (); 134 G4VSceneHandler::EndModeling (); 521 } 135 } 522 136 523 void G4OpenGLStoredSceneHandler::ClearStore () 137 void G4OpenGLStoredSceneHandler::ClearStore () { 524 138 525 //G4cout << "G4OpenGLStoredSceneHandler::Cle << 526 << 527 G4VSceneHandler::ClearStore (); // Sets nee 139 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. 528 140 >> 141 size_t i; >> 142 529 // Delete OpenGL permanent display lists. 143 // Delete OpenGL permanent display lists. 530 for (size_t i = 0; i < fPOList.size (); i++) << 144 for (i = 0; i < fPODLList.size (); i++) { 531 glDeleteLists (fPOList[i].fDisplayListId, << 145 if (fPODLList [i]) { >> 146 glDeleteLists (fPODLList [i], 1); >> 147 } else { >> 148 G4cerr << "Warning : NULL display List in fPODLList." << G4endl; >> 149 } >> 150 } >> 151 532 if (fTopPODL) glDeleteLists (fTopPODL, 1); 152 if (fTopPODL) glDeleteLists (fTopPODL, 1); 533 fTopPODL = 0; 153 fTopPODL = 0; 534 154 535 // Clear other lists, dictionary, etc. 155 // Clear other lists, dictionary, etc. 536 fPOList.clear (); << 156 fPODLList.clear (); >> 157 fPODLTransformList.clear (); 537 fSolidMap.clear (); 158 fSolidMap.clear (); 538 ClearAndDestroyAtts(); << 539 159 540 // ...and clear transient store... 160 // ...and clear transient store... 541 for (size_t i = 0; i < fTOList.size (); i++) << 161 for (i = 0; i < fTODLList.size (); i++) { 542 glDeleteLists(fTOList[i].fDisplayListId, 1 << 162 if (fTODLList [i]) { 543 fTOList.clear (); << 163 glDeleteLists (fTODLList [i], 1); >> 164 } else { >> 165 G4cerr << "Warning : NULL display List in fTODLList." << G4endl; >> 166 } >> 167 } >> 168 fTODLList.clear (); >> 169 fTODLTransformList.clear (); 544 } 170 } 545 171 546 void G4OpenGLStoredSceneHandler::ClearTransien << 172 void G4OpenGLStoredSceneHandler::ClearTransientStore () { 547 { << 173 548 //G4cout << "G4OpenGLStoredSceneHandler::Cle << 174 G4VSceneHandler::ClearTransientStore (); 549 << 175 550 // Delete OpenGL transient display lists and << 176 size_t i; 551 for (size_t i = 0; i < fTOList.size (); i++) << 552 glDeleteLists(fTOList[i].fDisplayListId, 1 << 553 fTOList.clear (); << 554 177 555 // Redraw the scene ready for the next event << 178 // Delete OpenGL transient display lists. >> 179 for (i = 0; i < fTODLList.size (); i++) { >> 180 if (fTODLList [i]) { >> 181 glDeleteLists (fTODLList [i], 1); >> 182 } else { >> 183 G4cerr << "Warning : NULL display List in fTODLList." << G4endl; >> 184 } >> 185 } >> 186 >> 187 // Clear other lists, dictionary, etc. >> 188 fTODLList.clear (); >> 189 fTODLTransformList.clear (); >> 190 >> 191 // Make sure screen corresponds to graphical database... 556 if (fpViewer) { 192 if (fpViewer) { 557 fpViewer -> SetView (); 193 fpViewer -> SetView (); 558 fpViewer -> ClearView (); 194 fpViewer -> ClearView (); 559 fpViewer -> DrawView (); 195 fpViewer -> DrawView (); 560 } 196 } 561 } 197 } >> 198 >> 199 void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) { >> 200 if (fReadyForTransients) { >> 201 // Always draw transient solids, e.g., hits represented as solids. >> 202 // (As we have no control over the order of drawing of transient >> 203 // objects, we cannot do anything about transparent ones, as >> 204 // below, so always draw them.) >> 205 G4VSceneHandler::RequestPrimitives (solid); >> 206 } >> 207 else { >> 208 >> 209 // For non-transient (run-duration) objects, ensure transparent >> 210 // objects are drawn last. The problem of >> 211 // blending/transparency/alpha is quite a tricky one - see History >> 212 // of opengl-V07-01-01/2/3. >> 213 // Get vis attributes - pick up defaults if none. >> 214 const G4VisAttributes* pVA = >> 215 fpViewer -> GetApplicableVisAttributes(fpVisAttribs); >> 216 const G4Colour& c = pVA -> GetColour (); >> 217 G4double opacity = c.GetAlpha (); >> 218 if (!fSecondPass) { >> 219 G4bool transparency_enabled = >> 220 G4OpenGLViewerDataStore::GetTransparencyEnabled(fpViewer); >> 221 if (transparency_enabled && opacity < 1.) { >> 222 // On first pass, transparent objects are not drawn, but flag is set... >> 223 fSecondPassRequested = true; >> 224 return; >> 225 } >> 226 } >> 227 // On second pass, opaque objects are not drwan... >> 228 if (fSecondPass && opacity >= 1.) return; >> 229 >> 230 // If a display list already exists for this solid, re-use it if >> 231 // possible. We could be smarter, and recognise repeated branches >> 232 // of the geometry hierarchy, for example. But this a;gorithm >> 233 // should be secure, I think... >> 234 const G4VSolid* pSolid = &solid; >> 235 if (fpCurrentPV && >> 236 // Provided it is not replicated (because if so, the solid's >> 237 // parameters might have been changed)... >> 238 !(fpCurrentPV -> IsReplicated ()) && >> 239 // ...and if the solid has already been rendered... >> 240 (fSolidMap.find (pSolid) != fSolidMap.end ())) { >> 241 fDisplayListId = fSolidMap [pSolid]; >> 242 fPODLList.push_back (fDisplayListId); >> 243 fPODLTransformList.push_back (*fpObjectTransformation); >> 244 } >> 245 else { >> 246 G4VSceneHandler::RequestPrimitives (solid); >> 247 fSolidMap [pSolid] = fDisplayListId; >> 248 } >> 249 } >> 250 } >> 251 >> 252 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; >> 253 >> 254 #endif 562 255