Geant4 Cross Reference

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Geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc

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Differences between /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 8.3.p1)


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 26 //                                                 26 //
                                                   >>  27 // $Id: G4OpenGLStoredSceneHandler.cc,v 1.32 2007/02/08 14:01:55 allison Exp $
                                                   >>  28 // GEANT4 tag $Name: geant4-08-03-patch-01 $
 27 //                                                 29 //
 28 //                                                 30 // 
 29 // Andrew Walkden  10th February 1997              31 // Andrew Walkden  10th February 1997
 30 // OpenGL stored scene - creates OpenGL displa     32 // OpenGL stored scene - creates OpenGL display lists.
 31                                                    33 
                                                   >>  34 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  35 
                                                   >>  36 // Included here - problems with HP compiler if not before other includes?
                                                   >>  37 #include "G4NURBS.hh"
                                                   >>  38 
                                                   >>  39 // Here follows a special for Mesa, the OpenGL emulator.  Does not affect
                                                   >>  40 // other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
                                                   >>  41 #define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
                                                   >>  42 // Also seems to be required for HP's CC and AIX xlC, at least.
                                                   >>  43 
 32 #include "G4OpenGLStoredSceneHandler.hh"           44 #include "G4OpenGLStoredSceneHandler.hh"
 33                                                    45 
 34 #include "G4PhysicalVolumeModel.hh"                46 #include "G4PhysicalVolumeModel.hh"
 35 #include "G4LogicalVolumeModel.hh"             << 
 36 #include "G4VPhysicalVolume.hh"                    47 #include "G4VPhysicalVolume.hh"
 37 #include "G4LogicalVolume.hh"                  << 
 38 #include "G4Polyline.hh"                           48 #include "G4Polyline.hh"
 39 #include "G4Polymarker.hh"                         49 #include "G4Polymarker.hh"
 40 #include "G4Text.hh"                           << 
 41 #include "G4Circle.hh"                             50 #include "G4Circle.hh"
 42 #include "G4Square.hh"                             51 #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                                                    52 
 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope <<  53 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
 63   fDisplayListId(po.fDisplayListId),           <<  54             const G4String& name):
 64   fTransform(po.fTransform),                   <<  55 G4OpenGLSceneHandler (system, fSceneIdCount++, name),
 65   fPickName(po.fPickName),                     <<  56 fMemoryForDisplayLists (true),
 66   fColour(po.fColour),                         <<  57 fAddPrimitivePreambleNestingDepth (0),
 67   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus <<  58 fTopPODL (0)
 68   fMarkerOrPolyline(po.fMarkerOrPolyline)      << 
 69 {}                                                 59 {}
 70                                                    60 
 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c <<  61 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
 72   fDisplayListId(id),                          << 
 73   fTransform(tr),                              << 
 74   fPickName(0),                                << 
 75   fpG4TextPlus(0),                             << 
 76   fMarkerOrPolyline(false)                     << 
 77 {}                                                 62 {}
 78                                                    63 
 79 G4OpenGLStoredSceneHandler::PO::~PO()          <<  64 void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
 80 {                                                  65 {
 81   delete fpG4TextPlus;                         <<  66   // Track nesting depth to avoid recursive calls, for example, from a
 82 }                                              <<  67   // G4Polymarker that invokes a G4Circle...
                                                   >>  68   fAddPrimitivePreambleNestingDepth++;
                                                   >>  69   if (fAddPrimitivePreambleNestingDepth > 1) return;
 83                                                    70 
 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored <<  71   const G4Colour& c = GetColour (visible);
 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                                                << 
 97 G4OpenGLStoredSceneHandler::TO::TO():          << 
 98   fDisplayListId(0),                           << 
 99   fPickName(0),                                << 
100   fStartTime(-G4VisAttributes::fVeryLongTime), << 
101   fEndTime(G4VisAttributes::fVeryLongTime),    << 
102   fpG4TextPlus(0),                             << 
103   fMarkerOrPolyline(false)                     << 
104 {}                                             << 
105                                                << 
106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope << 
107   fDisplayListId(to.fDisplayListId),           << 
108   fTransform(to.fTransform),                   << 
109   fPickName(to.fPickName),                     << 
110   fStartTime(to.fStartTime),                   << 
111   fEndTime(to.fEndTime),                       << 
112   fColour(to.fColour),                         << 
113   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus << 
114   fMarkerOrPolyline(to.fMarkerOrPolyline)      << 
115 {}                                             << 
116                                                    72 
117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c <<  73   if (fMemoryForDisplayLists && fReadyForTransients) {
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                                                    74 
127 G4OpenGLStoredSceneHandler::TO::~TO()          <<  75     TO& to = fTOList.back();  // Transient object information.
128 {                                              << 
129   delete fpG4TextPlus;                         << 
130 }                                              << 
131                                                    76 
132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored <<  77     // Get vis attributes - pick up defaults if none.
133   (const G4OpenGLStoredSceneHandler::TO& rhs)  <<  78     const G4VisAttributes* pVA =
134 {                                              <<  79       fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
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                                                    80 
147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen <<  81     // Get time information from vis attributes.
148 (G4VGraphicsSystem& system,                    <<  82     to.fStartTime = pVA->GetStartTime();
149  const G4String& name):                        <<  83     to.fEndTime = pVA->GetEndTime();
150 G4OpenGLSceneHandler (system, fSceneIdCount++, << 
151 fDoNotUseDisplayList(false),                   << 
152 fTopPODL (0)                                   << 
153 {}                                             << 
154                                                    84 
155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce <<  85     // Keep colour out of (already started) display list so that it
156 {}                                             <<  86     // can be applied independently.
                                                   >>  87     glEndList();
                                                   >>  88     glDeleteLists(fDisplayListId, 1);
                                                   >>  89     to.fColour = c;
                                                   >>  90     glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
                                                   >>  91     glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
                                                   >>  92       
                                                   >>  93   } else {
157                                                    94 
158 void G4OpenGLStoredSceneHandler::BeginPrimitiv <<  95     // Make sure colour is set in other cases.
159 (const G4Transform3D& objectTransformation)    <<  96     glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
160 {                                              <<  97   }
161   G4OpenGLSceneHandler::BeginPrimitives (objec << 
162   if (fReadyForTransients) glDrawBuffer (GL_FR << 
163   // Display list setup moved to AddPrimitiveP << 
164 }                                                  98 }
165                                                    99 
166 void G4OpenGLStoredSceneHandler::EndPrimitives << 100 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
167 {                                                 101 {
168   // See all primitives immediately...  At lea << 102   fAddPrimitivePreambleNestingDepth--;
169   ScaledFlush();                               << 
170   glDrawBuffer (GL_BACK);                      << 
171   G4OpenGLSceneHandler::EndPrimitives ();      << 
172 }                                                 103 }
173                                                   104 
174 void G4OpenGLStoredSceneHandler::BeginPrimitiv << 105 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
175 (const G4Transform3D& objectTransformation)    << 
176 {                                                 106 {
177   G4OpenGLSceneHandler::BeginPrimitives2D(obje << 107   AddPrimitivePreamble(polyline);
178   if (fReadyForTransients) glDrawBuffer (GL_FR << 108   G4OpenGLSceneHandler::AddPrimitive(polyline);
                                                   >> 109   AddPrimitivePostamble();
179 }                                                 110 }
180                                                   111 
181 void G4OpenGLStoredSceneHandler::EndPrimitives << 112 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
182 {                                                 113 {
183   // See all primitives immediately...  At lea << 114   AddPrimitivePreamble(circle);
184   ScaledFlush();                               << 115   G4OpenGLSceneHandler::AddPrimitive(circle);
185   glDrawBuffer (GL_BACK);                      << 116   AddPrimitivePostamble();
186   G4OpenGLSceneHandler::EndPrimitives2D ();    << 
187 }                                                 117 }
188                                                   118 
189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 119 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
190 {                                              << 
191   return AddPrimitivePreambleInternal(visible, << 
192 }                                              << 
193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 
194 {                                              << 
195   return AddPrimitivePreambleInternal(visible, << 
196 }                                              << 
197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 
198 {                                                 120 {
199   return AddPrimitivePreambleInternal(visible, << 121   AddPrimitivePreamble(square);
                                                   >> 122   G4OpenGLSceneHandler::AddPrimitive(square);
                                                   >> 123   AddPrimitivePostamble();
200 }                                                 124 }
201                                                   125 
202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 126 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
203 (const G4Visible& visible, bool isMarker, bool << 
204 {                                                 127 {
205 // Get applicable vis attributes for all primi << 128   AddPrimitivePreamble(polymarker);
206   fpVisAttribs = fpViewer->GetApplicableVisAtt << 129   G4OpenGLSceneHandler::AddPrimitive(polymarker);
207   const G4Colour& c = GetColour ();            << 130   AddPrimitivePostamble();
208   G4double opacity = c.GetAlpha ();            << 131 }
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                                                   132 
230   if (fThreePassCapable) {                     << 133 void G4OpenGLStoredSceneHandler::BeginPrimitives
231                                                << 134 (const G4Transform3D& objectTransformation) {
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                                                   135   
264   // Loads G4Atts for picking...               << 136   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                                                   137 
                                                   >> 138   if (fMemoryForDisplayLists) {
291     fDisplayListId = glGenLists (1);              139     fDisplayListId = glGenLists (1);
292     if (glGetError() == GL_OUT_OF_MEMORY) {    << 140     if (!fDisplayListId) {  // Could pre-allocate?
293       static G4int errorCount = 0;             << 141       G4cout << "********************* WARNING! ********************\n"
294       if (errorCount < 5) {                    << 142      <<"Unable to allocate any more display lists in OpenGL.\n "
295         errorCount++;                          << 143      << "      Continuing drawing in IMMEDIATE MODE.\n"
296         G4ExceptionDescription ed;             << 144      << "***************************************************" << G4endl;
297         ed <<                                  << 145       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     }                                             146     }
                                                   >> 147   }
                                                   >> 148   if (fMemoryForDisplayLists) {
307     if (fReadyForTransients) {                    149     if (fReadyForTransients) {
308       TO to(fDisplayListId, fObjectTransformat << 150       TO to(fDisplayListId, objectTransformation);
309       if (isPicking) to.fPickName = fPickName; << 
310       to.fColour = c;                          << 
311       to.fStartTime = fpVisAttribs->GetStartTi << 
312       to.fEndTime = fpVisAttribs->GetEndTime() << 
313       to.fMarkerOrPolyline = isMarkerOrPolylin << 
314       fTOList.push_back(to);                      151       fTOList.push_back(to);
315       // For transient objects, colour, transf << 152       glDrawBuffer (GL_FRONT);
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();                             153       glPushMatrix();
321       G4OpenGLTransform3D oglt (fObjectTransfo << 154       G4OpenGLTransform3D oglt (objectTransformation);
322       glMultMatrixd (oglt.GetGLMatrix ());        155       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    156       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     }                                             157     }
362   }                                            << 158     else {
363                                                << 159       fPOList.push_back(PO(fDisplayListId, objectTransformation));
364   if (fProcessing2D) {                         << 160       glNewList (fDisplayListId, GL_COMPILE);
365     // Push current 3D world matrices and load << 
366     // coordinates...                          << 
367     glMatrixMode (GL_PROJECTION);              << 
368     glPushMatrix();                            << 
369     glLoadIdentity();                          << 
370     if (pOGLViewer) {                          << 
371       pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 
372     }                                             161     }
373     glMatrixMode (GL_MODELVIEW);               << 162   } else {
                                                   >> 163     glDrawBuffer (GL_FRONT);
374     glPushMatrix();                               164     glPushMatrix();
375     glLoadIdentity();                          << 165     G4OpenGLTransform3D oglt (objectTransformation);
376     G4OpenGLTransform3D oglt (fObjectTransform << 
377     glMultMatrixd (oglt.GetGLMatrix ());          166     glMultMatrixd (oglt.GetGLMatrix ());
378     glDisable (GL_LIGHTING);                   << 
379   } else {                                     << 
380     if (isMarker) {                            << 
381       glDisable (GL_LIGHTING);                 << 
382     } else {                                   << 
383       glEnable (GL_LIGHTING);                  << 
384     }                                          << 
385   }                                               167   }
386                                                << 
387   return true;                                 << 
388 }                                                 168 }
389                                                   169 
390 void G4OpenGLStoredSceneHandler::AddPrimitiveP << 170 void G4OpenGLStoredSceneHandler::EndPrimitives () {
391 {                                              << 171   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();                                  172     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   }                                               173   }
416   if (fReadyForTransients || fDoNotUseDisplayL << 174   if (fReadyForTransients || !fMemoryForDisplayLists) {
417     glPopMatrix();                                175     glPopMatrix();
                                                   >> 176     glFlush ();
                                                   >> 177     glDrawBuffer (GL_BACK);
418   }                                               178   }
                                                   >> 179   G4VSceneHandler::EndPrimitives ();
419 }                                                 180 }
420                                                   181 
421 void G4OpenGLStoredSceneHandler::AddPrimitive  << 182 void G4OpenGLStoredSceneHandler::BeginPrimitives2D()
422 {                                                 183 {
423   G4bool furtherprocessing = AddPrimitivePream << 184   G4VSceneHandler::BeginPrimitives2D();
424   if (furtherprocessing) {                     << 
425     G4OpenGLSceneHandler::AddPrimitive(polylin << 
426     AddPrimitivePostamble();                   << 
427   }                                            << 
428 }                                              << 
429                                                   185 
430 void G4OpenGLStoredSceneHandler::AddPrimitive  << 186   if (fMemoryForDisplayLists) {
431 {                                              << 187     fDisplayListId = glGenLists (1);
432   G4bool furtherprocessing = AddPrimitivePream << 188     if (!fDisplayListId) {  // Could pre-allocate?
433   if (furtherprocessing) {                     << 189       G4cout << "********************* WARNING! ********************\n"
434     G4OpenGLSceneHandler::AddPrimitive(polymar << 190      <<"Unable to allocate any more display lists in OpenGL.\n "
435     AddPrimitivePostamble();                   << 191      << "      Continuing drawing in IMMEDIATE MODE.\n"
                                                   >> 192      << "***************************************************" << G4endl;
                                                   >> 193       fMemoryForDisplayLists = false;
                                                   >> 194     }
436   }                                               195   }
437 }                                              << 196   if (fMemoryForDisplayLists) {
438                                                << 197     if (fReadyForTransients) {
439 void G4OpenGLStoredSceneHandler::AddPrimitive  << 198       fTOList.push_back(TO(fDisplayListId));
440 {                                              << 199       glDrawBuffer (GL_FRONT);
441   // Note: colour is still handled in          << 200       glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
442   // G4OpenGLSceneHandler::AddPrimitive(const  << 201     }
443   // gets into the display list                << 202     else {
444   G4bool furtherprocessing = AddPrimitivePream << 203       fPOList.push_back(PO(fDisplayListId));
445   if (furtherprocessing) {                     << 204       glNewList (fDisplayListId, GL_COMPILE);
446     G4OpenGLSceneHandler::AddPrimitive(text);  << 205     }
447     AddPrimitivePostamble();                   << 206   } else {
                                                   >> 207     glDrawBuffer (GL_FRONT);
448   }                                               208   }
                                                   >> 209   // Push current 3D world matrices and load identity to define screen
                                                   >> 210   // coordinates...
                                                   >> 211   glMatrixMode (GL_PROJECTION);
                                                   >> 212   glPushMatrix();
                                                   >> 213   glLoadIdentity();
                                                   >> 214   glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX);
                                                   >> 215   glMatrixMode (GL_MODELVIEW);
                                                   >> 216   glPushMatrix();
                                                   >> 217   glLoadIdentity();
449 }                                                 218 }
450                                                   219 
451 void G4OpenGLStoredSceneHandler::AddPrimitive  << 220 void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
452 {                                                 221 {
453   G4bool furtherprocessing = AddPrimitivePream << 222   // Pop current 3D world matrices back again...
454   if (furtherprocessing) {                     << 223   glMatrixMode (GL_PROJECTION);
455     G4OpenGLSceneHandler::AddPrimitive(circle) << 224   glPopMatrix();
456     AddPrimitivePostamble();                   << 225   glMatrixMode (GL_MODELVIEW);
457   }                                            << 226   glPopMatrix();
458 }                                              << 
459                                                   227 
460 void G4OpenGLStoredSceneHandler::AddPrimitive  << 228   if (fMemoryForDisplayLists) {
461 {                                              << 229     glEndList();
462   G4bool furtherprocessing = AddPrimitivePream << 
463   if (furtherprocessing) {                     << 
464     G4OpenGLSceneHandler::AddPrimitive(square) << 
465     AddPrimitivePostamble();                   << 
466   }                                               230   }
467 }                                              << 231   if (fReadyForTransients || !fMemoryForDisplayLists) {
468                                                << 232     glFlush ();
469 void G4OpenGLStoredSceneHandler::AddPrimitive  << 233     glDrawBuffer (GL_BACK);
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   }                                               234   }
                                                   >> 235   G4VSceneHandler::EndPrimitives2D ();
479 }                                                 236 }
480                                                   237 
481 void G4OpenGLStoredSceneHandler::BeginModeling    238 void G4OpenGLStoredSceneHandler::BeginModeling () {
482   G4VSceneHandler::BeginModeling();               239   G4VSceneHandler::BeginModeling();
                                                   >> 240   ClearStore();  // ...and all that goes with it.
483   /* Debug...                                     241   /* Debug...
484   fDisplayListId = glGenLists (1);                242   fDisplayListId = glGenLists (1);
485   G4cout << "OGL::fDisplayListId (start): " <<    243   G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
486   */                                              244   */
487 }                                                 245 }
488                                                   246 
489 void G4OpenGLStoredSceneHandler::EndModeling (    247 void G4OpenGLStoredSceneHandler::EndModeling () {
490   // Make a List which calls the other lists.     248   // Make a List which calls the other lists.
491   fTopPODL = glGenLists (1);                      249   fTopPODL = glGenLists (1);
492   if (glGetError() == GL_OUT_OF_MEMORY) {  //  << 250   if (!fTopPODL) {
493     G4cerr <<                                  << 251     G4cout <<
494       "ERROR: G4OpenGLStoredSceneHandler::EndM    252       "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
495       "  display List for fTopPODL - try OpenG    253       "  display List for fTopPODL - try OpenGL Immediated mode."
496      << G4endl;                                   254      << G4endl;
497   } else {                                     << 255   }
498                                                << 256   else {
499     glNewList (fTopPODL, GL_COMPILE); {        << 257     glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
500       for (size_t i = 0; i < fPOList.size ();     258       for (size_t i = 0; i < fPOList.size (); i++) {
501   glPushMatrix();                                 259   glPushMatrix();
502   G4OpenGLTransform3D oglt (fPOList[i].fTransf    260   G4OpenGLTransform3D oglt (fPOList[i].fTransform);
503   glMultMatrixd (oglt.GetGLMatrix ());            261   glMultMatrixd (oglt.GetGLMatrix ());
504   if (fpViewer->GetViewParameters().IsPicking( << 
505     glLoadName(fPOList[i].fPickName);          << 
506   glCallList (fPOList[i].fDisplayListId);         262   glCallList (fPOList[i].fDisplayListId);
507   glPopMatrix();                                  263   glPopMatrix();
508       }                                           264       }
509     }                                             265     }
510     glEndList ();                                 266     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   }                                               267   }
519                                                   268 
520   G4VSceneHandler::EndModeling ();                269   G4VSceneHandler::EndModeling ();
                                                   >> 270 
                                                   >> 271   /* Debug...
                                                   >> 272   fDisplayListId = glGenLists (1);
                                                   >> 273   G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
                                                   >> 274   */
521 }                                                 275 }
522                                                   276 
523 void G4OpenGLStoredSceneHandler::ClearStore ()    277 void G4OpenGLStoredSceneHandler::ClearStore () {
524                                                   278 
525   //G4cout << "G4OpenGLStoredSceneHandler::Cle << 
526                                                << 
527   G4VSceneHandler::ClearStore ();  // Sets nee    279   G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
528                                                   280 
529   // Delete OpenGL permanent display lists.       281   // Delete OpenGL permanent display lists.
530   for (size_t i = 0; i < fPOList.size (); i++)    282   for (size_t i = 0; i < fPOList.size (); i++)
531     glDeleteLists (fPOList[i].fDisplayListId,     283     glDeleteLists (fPOList[i].fDisplayListId, 1);
532   if (fTopPODL) glDeleteLists (fTopPODL, 1);      284   if (fTopPODL) glDeleteLists (fTopPODL, 1);
533   fTopPODL = 0;                                   285   fTopPODL = 0;
534                                                   286 
535   // Clear other lists, dictionary, etc.          287   // Clear other lists, dictionary, etc.
536   fPOList.clear ();                               288   fPOList.clear ();
537   fSolidMap.clear ();                             289   fSolidMap.clear ();
538   ClearAndDestroyAtts();                       << 
539                                                   290 
540   // ...and clear transient store...              291   // ...and clear transient store...
541   for (size_t i = 0; i < fTOList.size (); i++)    292   for (size_t i = 0; i < fTOList.size (); i++)
542     glDeleteLists(fTOList[i].fDisplayListId, 1    293     glDeleteLists(fTOList[i].fDisplayListId, 1);
543   fTOList.clear ();                               294   fTOList.clear ();
544 }                                                 295 }
545                                                   296 
546 void G4OpenGLStoredSceneHandler::ClearTransien << 297 void G4OpenGLStoredSceneHandler::ClearTransientStore () {
547 {                                              << 298 
548   //G4cout << "G4OpenGLStoredSceneHandler::Cle << 299   G4VSceneHandler::ClearTransientStore ();
549                                                   300 
550   // Delete OpenGL transient display lists and    301   // Delete OpenGL transient display lists and Transient Objects themselves.
551   for (size_t i = 0; i < fTOList.size (); i++)    302   for (size_t i = 0; i < fTOList.size (); i++)
552     glDeleteLists(fTOList[i].fDisplayListId, 1    303     glDeleteLists(fTOList[i].fDisplayListId, 1);
553   fTOList.clear ();                               304   fTOList.clear ();
554                                                   305 
555   // Redraw the scene ready for the next event << 306   // Make sure screen corresponds to graphical database...
556   if (fpViewer) {                                 307   if (fpViewer) {
557     fpViewer -> SetView ();                       308     fpViewer -> SetView ();
558     fpViewer -> ClearView ();                     309     fpViewer -> ClearView ();
559     fpViewer -> DrawView ();                      310     fpViewer -> DrawView ();
560   }                                               311   }
561 }                                                 312 }
                                                   >> 313 
                                                   >> 314 void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
                                                   >> 315 {
                                                   >> 316   if (fReadyForTransients) {
                                                   >> 317     // Always draw transient solids, e.g., hits represented as solids.
                                                   >> 318     // (As we have no control over the order of drawing of transient
                                                   >> 319     // objects, we cannot do anything about transparent ones, as
                                                   >> 320     // below, so always draw them.)
                                                   >> 321     G4VSceneHandler::RequestPrimitives (solid);
                                                   >> 322     return;
                                                   >> 323   }
                                                   >> 324 
                                                   >> 325   // For non-transient (run-duration) objects, ensure transparent
                                                   >> 326   // objects are drawn last.  The problem of
                                                   >> 327   // blending/transparency/alpha is quite a tricky one - see History
                                                   >> 328   // of opengl-V07-01-01/2/3.
                                                   >> 329   // Get vis attributes - pick up defaults if none.
                                                   >> 330   const G4VisAttributes* pVA =
                                                   >> 331     fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
                                                   >> 332   const G4Colour& c = pVA -> GetColour ();
                                                   >> 333   G4double opacity = c.GetAlpha ();
                                                   >> 334 
                                                   >> 335   if (!fSecondPass) {
                                                   >> 336     G4bool transparency_enabled = true;
                                                   >> 337     G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
                                                   >> 338     if (pViewer) transparency_enabled = pViewer->transparency_enabled;
                                                   >> 339     if (transparency_enabled && opacity < 1.) {
                                                   >> 340       // On first pass, transparent objects are not drawn, but flag is set...
                                                   >> 341       fSecondPassRequested = true;
                                                   >> 342       return;
                                                   >> 343     }
                                                   >> 344   }
                                                   >> 345 
                                                   >> 346   // On second pass, opaque objects are not drwan...
                                                   >> 347   if (fSecondPass && opacity >= 1.) return;
                                                   >> 348 
                                                   >> 349   G4PhysicalVolumeModel* pPVModel =
                                                   >> 350     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
                                                   >> 351  
                                                   >> 352   if (pPVModel) {
                                                   >> 353     // If part of the geometry hierarchy, i.e., from a
                                                   >> 354     // G4PhysicalVolumeModel, check if a display list already exists for
                                                   >> 355     // this solid, re-use it if possible.  We could be smarter, and
                                                   >> 356     // recognise repeated branches of the geometry hierarchy, for
                                                   >> 357     // example.  But this algorithm should be secure, I think...
                                                   >> 358     const G4VSolid* pSolid = &solid;
                                                   >> 359     EAxis axis = kRho;
                                                   >> 360     G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
                                                   >> 361     if (pCurrentPV -> IsReplicated ()) {
                                                   >> 362       G4int nReplicas;
                                                   >> 363       G4double width;
                                                   >> 364       G4double offset;
                                                   >> 365       G4bool consuming;
                                                   >> 366       pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
                                                   >> 367     }
                                                   >> 368     // Provided it is not parametrised (because if so, the
                                                   >> 369     // solid's parameters might have been changed)...
                                                   >> 370     if (!(pCurrentPV -> IsParameterised ()) &&
                                                   >> 371   // Provided it is not replicated radially (because if so, the
                                                   >> 372   // solid's parameters will have been changed)...
                                                   >> 373   !(pCurrentPV -> IsReplicated () && axis == kRho) &&
                                                   >> 374   // ...and if the solid has already been rendered...
                                                   >> 375   (fSolidMap.find (pSolid) != fSolidMap.end ())) {
                                                   >> 376       fDisplayListId = fSolidMap [pSolid];
                                                   >> 377       fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation));
                                                   >> 378     }
                                                   >> 379     else {
                                                   >> 380       G4VSceneHandler::RequestPrimitives (solid);
                                                   >> 381       fSolidMap [pSolid] = fDisplayListId;
                                                   >> 382     }
                                                   >> 383     return;
                                                   >> 384   }
                                                   >> 385 
                                                   >> 386   // Otherwise invoke base class method...
                                                   >> 387   G4VSceneHandler::RequestPrimitives (solid);
                                                   >> 388 }
                                                   >> 389 
                                                   >> 390 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
                                                   >> 391 
                                                   >> 392 #endif
562                                                   393