Geant4 Cross Reference |
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,v 1.34 2007/04/04 16:50:27 allison Exp $ >> 28 // GEANT4 tag $Name: geant4-09-00-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" 48 #include "G4LogicalVolume.hh" 38 #include "G4Polyline.hh" 49 #include "G4Polyline.hh" 39 #include "G4Polymarker.hh" 50 #include "G4Polymarker.hh" 40 #include "G4Text.hh" 51 #include "G4Text.hh" 41 #include "G4Circle.hh" 52 #include "G4Circle.hh" 42 #include "G4Square.hh" 53 #include "G4Square.hh" 43 #include "G4Polyhedron.hh" 54 #include "G4Polyhedron.hh" 44 #include "G4AttHolder.hh" 55 #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 << 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 56 106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope << 57 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, 107 fDisplayListId(to.fDisplayListId), << 58 const G4String& name): 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 << 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 << 127 G4OpenGLStoredSceneHandler::TO::~TO() << 128 { << 129 delete fpG4TextPlus; << 130 } << 131 << 132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored << 133 (const G4OpenGLStoredSceneHandler::TO& rhs) << 134 { << 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 << 147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen << 148 (G4VGraphicsSystem& system, << 149 const G4String& name): << 150 G4OpenGLSceneHandler (system, fSceneIdCount++, 59 G4OpenGLSceneHandler (system, fSceneIdCount++, name), 151 fDoNotUseDisplayList(false), << 60 fMemoryForDisplayLists (true), 152 fTopPODL (0) << 61 fAddPrimitivePreambleNestingDepth (0), >> 62 fTopPODL (0), >> 63 fProcessing2D (false) 153 {} 64 {} 154 65 155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce 66 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () 156 {} 67 {} 157 68 158 void G4OpenGLStoredSceneHandler::BeginPrimitiv << 69 void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) 159 (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 { 70 { 168 // See all primitives immediately... At lea << 71 // Track nesting depth to avoid recursive calls, for example, from a 169 ScaledFlush(); << 72 // G4Polymarker that invokes a G4Circle... 170 glDrawBuffer (GL_BACK); << 73 fAddPrimitivePreambleNestingDepth++; 171 G4OpenGLSceneHandler::EndPrimitives (); << 74 if (fAddPrimitivePreambleNestingDepth > 1) return; 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 << 264 // Loads G4Atts for picking... << 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 75 274 // Because of our need to control colour of 76 // Because of our need to control colour of transients (display by 275 // time fading), display lists may only cove 77 // time fading), display lists may only cover a single primitive. 276 // So display list setup is here. 78 // So display list setup is here. 277 79 278 if (fDoNotUseDisplayList) { << 80 if (fpViewer->GetViewParameters().IsPicking()) { 279 << 81 fPickMap[++fPickName] = 0; 280 glPushMatrix(); << 82 } 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 83 289 } else { << 84 const G4Colour& c = GetColour (visible); 290 85 >> 86 if (fMemoryForDisplayLists) { 291 fDisplayListId = glGenLists (1); 87 fDisplayListId = glGenLists (1); 292 if (glGetError() == GL_OUT_OF_MEMORY) { << 88 if (!fDisplayListId) { // Could pre-allocate? 293 static G4int errorCount = 0; << 89 G4cout << 294 if (errorCount < 5) { << 90 "********************* WARNING! ********************" 295 errorCount++; << 91 "\nUnable to allocate any more display lists in OpenGL." 296 G4ExceptionDescription ed; << 92 "\n Continuing drawing in IMMEDIATE MODE." 297 ed << << 93 "\n***************************************************" 298 "Error attempting to create an OpenGL << 94 << G4endl; 299 "\nCurrent display list id: " << fDisp << 95 fMemoryForDisplayLists = false; 300 "\nMaybe out of memory?"; << 301 G4Exception << 302 ("G4OpenGLStoredSceneHandler::AddPrimi << 303 JustWarning,ed); << 304 } << 305 return false; << 306 } 96 } >> 97 } >> 98 if (fMemoryForDisplayLists) { 307 if (fReadyForTransients) { 99 if (fReadyForTransients) { 308 TO to(fDisplayListId, fObjectTransformat << 100 TO to(fDisplayListId, *fpObjectTransformation); 309 if (isPicking) to.fPickName = fPickName; << 101 to.fPickName = fPickName; 310 to.fColour = c; 102 to.fColour = c; 311 to.fStartTime = fpVisAttribs->GetStartTi << 103 const G4VisAttributes* pVA = 312 to.fEndTime = fpVisAttribs->GetEndTime() << 104 fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); 313 to.fMarkerOrPolyline = isMarkerOrPolylin << 105 to.fStartTime = pVA->GetStartTime(); >> 106 to.fEndTime = pVA->GetEndTime(); 314 fTOList.push_back(to); 107 fTOList.push_back(to); 315 // For transient objects, colour, transf << 108 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(); 109 glPushMatrix(); 321 G4OpenGLTransform3D oglt (fObjectTransfo << 110 G4OpenGLTransform3D oglt (*fpObjectTransformation); 322 glMultMatrixd (oglt.GetGLMatrix ()); 111 glMultMatrixd (oglt.GetGLMatrix ()); 323 if (transparency_enabled) { << 112 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); 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 113 glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); 333 } else { << 114 } 334 PO po(fDisplayListId, fObjectTransformat << 115 else { 335 if (isPicking) po.fPickName = fPickName; << 116 PO po(fDisplayListId, *fpObjectTransformation); 336 po.fColour = c; << 117 po.fPickName = fPickName; 337 po.fMarkerOrPolyline = isMarkerOrPolylin << 338 fPOList.push_back(po); 118 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); 119 glNewList (fDisplayListId, GL_COMPILE); >> 120 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); 361 } 121 } >> 122 } else { >> 123 glDrawBuffer (GL_FRONT); >> 124 glPushMatrix(); >> 125 G4OpenGLTransform3D oglt (*fpObjectTransformation); >> 126 glMultMatrixd (oglt.GetGLMatrix ()); >> 127 glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); 362 } 128 } 363 129 364 if (fProcessing2D) { 130 if (fProcessing2D) { 365 // Push current 3D world matrices and load 131 // Push current 3D world matrices and load identity to define screen 366 // coordinates... 132 // coordinates... 367 glMatrixMode (GL_PROJECTION); 133 glMatrixMode (GL_PROJECTION); 368 glPushMatrix(); 134 glPushMatrix(); 369 glLoadIdentity(); 135 glLoadIdentity(); 370 if (pOGLViewer) { << 136 glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX); 371 pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 372 } << 373 glMatrixMode (GL_MODELVIEW); 137 glMatrixMode (GL_MODELVIEW); 374 glPushMatrix(); 138 glPushMatrix(); 375 glLoadIdentity(); 139 glLoadIdentity(); 376 G4OpenGLTransform3D oglt (fObjectTransform << 377 glMultMatrixd (oglt.GetGLMatrix ()); << 378 glDisable (GL_LIGHTING); << 379 } else { << 380 if (isMarker) { << 381 glDisable (GL_LIGHTING); << 382 } else { << 383 glEnable (GL_LIGHTING); << 384 } << 385 } 140 } 386 << 387 return true; << 388 } 141 } 389 142 390 void G4OpenGLStoredSceneHandler::AddPrimitiveP 143 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() 391 { 144 { 392 if (fProcessing2D) { 145 if (fProcessing2D) { 393 // Pop current 3D world matrices back agai 146 // Pop current 3D world matrices back again... 394 glMatrixMode (GL_PROJECTION); 147 glMatrixMode (GL_PROJECTION); 395 glPopMatrix(); 148 glPopMatrix(); 396 glMatrixMode (GL_MODELVIEW); 149 glMatrixMode (GL_MODELVIEW); 397 glPopMatrix(); 150 glPopMatrix(); 398 } 151 } 399 152 400 // if ((glGetError() == GL_TABLE_TOO_LARGE) << 153 if (fMemoryForDisplayLists) { 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(); 154 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 } 155 } 416 if (fReadyForTransients || fDoNotUseDisplayL << 156 if (fReadyForTransients || !fMemoryForDisplayLists) { 417 glPopMatrix(); 157 glPopMatrix(); >> 158 glFlush (); >> 159 glDrawBuffer (GL_BACK); 418 } 160 } >> 161 fAddPrimitivePreambleNestingDepth--; 419 } 162 } 420 163 421 void G4OpenGLStoredSceneHandler::AddPrimitive 164 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) 422 { 165 { 423 G4bool furtherprocessing = AddPrimitivePream << 166 AddPrimitivePreamble(polyline); 424 if (furtherprocessing) { << 167 G4OpenGLSceneHandler::AddPrimitive(polyline); 425 G4OpenGLSceneHandler::AddPrimitive(polylin << 168 AddPrimitivePostamble(); 426 AddPrimitivePostamble(); << 427 } << 428 } 169 } 429 170 430 void G4OpenGLStoredSceneHandler::AddPrimitive 171 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) 431 { 172 { 432 G4bool furtherprocessing = AddPrimitivePream << 173 AddPrimitivePreamble(polymarker); 433 if (furtherprocessing) { << 174 G4OpenGLSceneHandler::AddPrimitive(polymarker); 434 G4OpenGLSceneHandler::AddPrimitive(polymar << 175 AddPrimitivePostamble(); 435 AddPrimitivePostamble(); << 436 } << 437 } 176 } 438 177 439 void G4OpenGLStoredSceneHandler::AddPrimitive 178 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) 440 { 179 { 441 // Note: colour is still handled in 180 // Note: colour is still handled in 442 // G4OpenGLSceneHandler::AddPrimitive(const 181 // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still 443 // gets into the display list 182 // gets into the display list 444 G4bool furtherprocessing = AddPrimitivePream << 183 AddPrimitivePreamble(text); 445 if (furtherprocessing) { << 184 G4OpenGLSceneHandler::AddPrimitive(text); 446 G4OpenGLSceneHandler::AddPrimitive(text); << 185 AddPrimitivePostamble(); 447 AddPrimitivePostamble(); << 448 } << 449 } 186 } 450 187 451 void G4OpenGLStoredSceneHandler::AddPrimitive 188 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) 452 { 189 { 453 G4bool furtherprocessing = AddPrimitivePream << 190 AddPrimitivePreamble(circle); 454 if (furtherprocessing) { << 191 G4OpenGLSceneHandler::AddPrimitive(circle); 455 G4OpenGLSceneHandler::AddPrimitive(circle) << 192 AddPrimitivePostamble(); 456 AddPrimitivePostamble(); << 457 } << 458 } 193 } 459 194 460 void G4OpenGLStoredSceneHandler::AddPrimitive 195 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) 461 { 196 { 462 G4bool furtherprocessing = AddPrimitivePream << 197 AddPrimitivePreamble(square); 463 if (furtherprocessing) { << 198 G4OpenGLSceneHandler::AddPrimitive(square); 464 G4OpenGLSceneHandler::AddPrimitive(square) << 199 AddPrimitivePostamble(); 465 AddPrimitivePostamble(); << 200 } 466 } << 201 >> 202 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) >> 203 { >> 204 // Let base class split into primitives. >> 205 G4OpenGLSceneHandler::AddPrimitive(scale); 467 } 206 } 468 207 469 void G4OpenGLStoredSceneHandler::AddPrimitive 208 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) 470 { 209 { 471 // Note: colour is still handled in 210 // Note: colour is still handled in 472 // G4OpenGLSceneHandler::AddPrimitive(const 211 // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still 473 // gets into the display list 212 // gets into the display list 474 G4bool furtherprocessing = AddPrimitivePream << 213 AddPrimitivePreamble(polyhedron); 475 if (furtherprocessing) { << 214 G4OpenGLSceneHandler::AddPrimitive(polyhedron); 476 G4OpenGLSceneHandler::AddPrimitive(polyhed << 215 AddPrimitivePostamble(); 477 AddPrimitivePostamble(); << 216 } 478 } << 217 >> 218 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) >> 219 { >> 220 // Note: colour is still handled in >> 221 // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still >> 222 // gets into the display list >> 223 AddPrimitivePreamble(nurbs); >> 224 G4OpenGLSceneHandler::AddPrimitive(nurbs); >> 225 AddPrimitivePostamble(); >> 226 } >> 227 >> 228 void G4OpenGLStoredSceneHandler::BeginPrimitives >> 229 (const G4Transform3D& objectTransformation) >> 230 { >> 231 G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); >> 232 >> 233 // Display list setup moved to AddPrimitivePreamble. See notes there. >> 234 } >> 235 >> 236 void G4OpenGLStoredSceneHandler::EndPrimitives () >> 237 { >> 238 G4OpenGLSceneHandler::EndPrimitives (); >> 239 } >> 240 >> 241 void G4OpenGLStoredSceneHandler::BeginPrimitives2D() >> 242 { >> 243 G4OpenGLSceneHandler::BeginPrimitives2D(); >> 244 fProcessing2D = true; >> 245 } >> 246 >> 247 void G4OpenGLStoredSceneHandler::EndPrimitives2D () >> 248 { >> 249 fProcessing2D = false; >> 250 G4OpenGLSceneHandler::EndPrimitives2D (); 479 } 251 } 480 252 481 void G4OpenGLStoredSceneHandler::BeginModeling 253 void G4OpenGLStoredSceneHandler::BeginModeling () { 482 G4VSceneHandler::BeginModeling(); 254 G4VSceneHandler::BeginModeling(); >> 255 ClearStore(); // ...and all that goes with it. 483 /* Debug... 256 /* Debug... 484 fDisplayListId = glGenLists (1); 257 fDisplayListId = glGenLists (1); 485 G4cout << "OGL::fDisplayListId (start): " << 258 G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; 486 */ 259 */ 487 } 260 } 488 261 489 void G4OpenGLStoredSceneHandler::EndModeling ( 262 void G4OpenGLStoredSceneHandler::EndModeling () { 490 // Make a List which calls the other lists. 263 // Make a List which calls the other lists. 491 fTopPODL = glGenLists (1); 264 fTopPODL = glGenLists (1); 492 if (glGetError() == GL_OUT_OF_MEMORY) { // << 265 if (!fTopPODL) { 493 G4cerr << << 266 G4cout << 494 "ERROR: G4OpenGLStoredSceneHandler::EndM 267 "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" 495 " display List for fTopPODL - try OpenG 268 " display List for fTopPODL - try OpenGL Immediated mode." 496 << G4endl; 269 << G4endl; 497 } else { 270 } else { 498 << 271 glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { 499 glNewList (fTopPODL, GL_COMPILE); { << 500 for (size_t i = 0; i < fPOList.size (); 272 for (size_t i = 0; i < fPOList.size (); i++) { 501 glPushMatrix(); 273 glPushMatrix(); 502 G4OpenGLTransform3D oglt (fPOList[i].fTransf 274 G4OpenGLTransform3D oglt (fPOList[i].fTransform); 503 glMultMatrixd (oglt.GetGLMatrix ()); 275 glMultMatrixd (oglt.GetGLMatrix ()); 504 if (fpViewer->GetViewParameters().IsPicking( 276 if (fpViewer->GetViewParameters().IsPicking()) 505 glLoadName(fPOList[i].fPickName); 277 glLoadName(fPOList[i].fPickName); 506 glCallList (fPOList[i].fDisplayListId); 278 glCallList (fPOList[i].fDisplayListId); 507 glPopMatrix(); 279 glPopMatrix(); 508 } 280 } 509 } 281 } 510 glEndList (); 282 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 } 283 } 519 284 520 G4VSceneHandler::EndModeling (); 285 G4VSceneHandler::EndModeling (); >> 286 >> 287 /* Debug... >> 288 fDisplayListId = glGenLists (1); >> 289 G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; >> 290 */ 521 } 291 } 522 292 523 void G4OpenGLStoredSceneHandler::ClearStore () 293 void G4OpenGLStoredSceneHandler::ClearStore () { 524 294 525 //G4cout << "G4OpenGLStoredSceneHandler::Cle << 526 << 527 G4VSceneHandler::ClearStore (); // Sets nee 295 G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. 528 296 529 // Delete OpenGL permanent display lists. 297 // Delete OpenGL permanent display lists. 530 for (size_t i = 0; i < fPOList.size (); i++) 298 for (size_t i = 0; i < fPOList.size (); i++) 531 glDeleteLists (fPOList[i].fDisplayListId, 299 glDeleteLists (fPOList[i].fDisplayListId, 1); 532 if (fTopPODL) glDeleteLists (fTopPODL, 1); 300 if (fTopPODL) glDeleteLists (fTopPODL, 1); 533 fTopPODL = 0; 301 fTopPODL = 0; 534 302 535 // Clear other lists, dictionary, etc. 303 // Clear other lists, dictionary, etc. 536 fPOList.clear (); 304 fPOList.clear (); 537 fSolidMap.clear (); 305 fSolidMap.clear (); 538 ClearAndDestroyAtts(); 306 ClearAndDestroyAtts(); 539 307 540 // ...and clear transient store... 308 // ...and clear transient store... 541 for (size_t i = 0; i < fTOList.size (); i++) 309 for (size_t i = 0; i < fTOList.size (); i++) 542 glDeleteLists(fTOList[i].fDisplayListId, 1 310 glDeleteLists(fTOList[i].fDisplayListId, 1); 543 fTOList.clear (); 311 fTOList.clear (); 544 } 312 } 545 313 546 void G4OpenGLStoredSceneHandler::ClearTransien << 314 void G4OpenGLStoredSceneHandler::ClearTransientStore () { 547 { << 315 548 //G4cout << "G4OpenGLStoredSceneHandler::Cle << 316 G4VSceneHandler::ClearTransientStore (); 549 317 550 // Delete OpenGL transient display lists and 318 // Delete OpenGL transient display lists and Transient Objects themselves. 551 for (size_t i = 0; i < fTOList.size (); i++) 319 for (size_t i = 0; i < fTOList.size (); i++) 552 glDeleteLists(fTOList[i].fDisplayListId, 1 320 glDeleteLists(fTOList[i].fDisplayListId, 1); 553 fTOList.clear (); 321 fTOList.clear (); 554 322 555 // Redraw the scene ready for the next event << 323 // Make sure screen corresponds to graphical database... 556 if (fpViewer) { 324 if (fpViewer) { 557 fpViewer -> SetView (); 325 fpViewer -> SetView (); 558 fpViewer -> ClearView (); 326 fpViewer -> ClearView (); 559 fpViewer -> DrawView (); 327 fpViewer -> DrawView (); 560 } 328 } 561 } 329 } >> 330 >> 331 void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) >> 332 { >> 333 if (fReadyForTransients) { >> 334 // Always draw transient solids, e.g., hits represented as solids. >> 335 // (As we have no control over the order of drawing of transient >> 336 // objects, we cannot do anything about transparent ones, as >> 337 // below, so always draw them.) >> 338 G4VSceneHandler::RequestPrimitives (solid); >> 339 return; >> 340 } >> 341 >> 342 // For non-transient (run-duration) objects, ensure transparent >> 343 // objects are drawn last. The problem of >> 344 // blending/transparency/alpha is quite a tricky one - see History >> 345 // of opengl-V07-01-01/2/3. >> 346 // Get vis attributes - pick up defaults if none. >> 347 const G4VisAttributes* pVA = >> 348 fpViewer -> GetApplicableVisAttributes(fpVisAttribs); >> 349 const G4Colour& c = pVA -> GetColour (); >> 350 G4double opacity = c.GetAlpha (); >> 351 >> 352 if (!fSecondPass) { >> 353 G4bool transparency_enabled = true; >> 354 G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); >> 355 if (pViewer) transparency_enabled = pViewer->transparency_enabled; >> 356 if (transparency_enabled && opacity < 1.) { >> 357 // On first pass, transparent objects are not drawn, but flag is set... >> 358 fSecondPassRequested = true; >> 359 return; >> 360 } >> 361 } >> 362 >> 363 // On second pass, opaque objects are not drwan... >> 364 if (fSecondPass && opacity >= 1.) return; >> 365 >> 366 G4PhysicalVolumeModel* pPVModel = >> 367 dynamic_cast<G4PhysicalVolumeModel*>(fpModel); >> 368 >> 369 if (pPVModel) { >> 370 // If part of the geometry hierarchy, i.e., from a >> 371 // G4PhysicalVolumeModel, check if a display list already exists for >> 372 // this solid, re-use it if possible. We could be smarter, and >> 373 // recognise repeated branches of the geometry hierarchy, for >> 374 // example. But this algorithm should be secure, I think... >> 375 const G4VSolid* pSolid = &solid; >> 376 EAxis axis = kRho; >> 377 G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); >> 378 if (pCurrentPV -> IsReplicated ()) { >> 379 G4int nReplicas; >> 380 G4double width; >> 381 G4double offset; >> 382 G4bool consuming; >> 383 pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); >> 384 } >> 385 // Provided it is not parametrised (because if so, the >> 386 // solid's parameters might have been changed)... >> 387 if (!(pCurrentPV -> IsParameterised ()) && >> 388 // Provided it is not replicated radially (because if so, the >> 389 // solid's parameters will have been changed)... >> 390 !(pCurrentPV -> IsReplicated () && axis == kRho) && >> 391 // ...and if the solid has already been rendered... >> 392 (fSolidMap.find (pSolid) != fSolidMap.end ())) { >> 393 fDisplayListId = fSolidMap [pSolid]; >> 394 PO po(fDisplayListId,*fpObjectTransformation); >> 395 if (fpViewer->GetViewParameters().IsPicking()) { >> 396 G4AttHolder* holder = new G4AttHolder; >> 397 // Load G4Atts from G4VisAttributes, if any... >> 398 const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); >> 399 if (va) { >> 400 const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); >> 401 if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); >> 402 } >> 403 // Load G4Atts from G4PhysicalVolumeModel... >> 404 const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); >> 405 if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); >> 406 fPickMap[++fPickName] = holder; >> 407 po.fPickName = fPickName; >> 408 } >> 409 fPOList.push_back(po); >> 410 } >> 411 else { >> 412 G4VSceneHandler::RequestPrimitives (solid); >> 413 fSolidMap [pSolid] = fDisplayListId; >> 414 } >> 415 return; >> 416 } >> 417 >> 418 // Otherwise invoke base class method... >> 419 G4VSceneHandler::RequestPrimitives (solid); >> 420 } >> 421 >> 422 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; >> 423 >> 424 #endif 562 425