Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLStoredViewer.cc

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Diff markup

Differences between /visualization/OpenGL/src/G4OpenGLStoredViewer.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLStoredViewer.cc (Version 10.0)


  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: G4OpenGLStoredViewer.cc 76286 2013-11-08 13:03:03Z gcosmo $
 27 //                                                 28 //
 28 //                                             <<  29 // 
 29 // Andrew Walkden  7th February 1997               30 // Andrew Walkden  7th February 1997
 30 // Class G4OpenGLStoredViewer : Encapsulates t     31 // Class G4OpenGLStoredViewer : Encapsulates the `storedness' of
 31 //                            an OpenGL view,      32 //                            an OpenGL view, for inheritance by
 32 //                            derived (X, Xm..     33 //                            derived (X, Xm...) classes.
 33                                                    34 
                                                   >>  35 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  36 
 34 #include "G4OpenGLStoredViewer.hh"                 37 #include "G4OpenGLStoredViewer.hh"
 35                                                    38 
 36 #include "G4PhysicalConstants.hh"                  39 #include "G4PhysicalConstants.hh"
 37 #include "G4OpenGLStoredSceneHandler.hh"           40 #include "G4OpenGLStoredSceneHandler.hh"
 38 #include "G4Text.hh"                               41 #include "G4Text.hh"
 39 #include "G4Circle.hh"                             42 #include "G4Circle.hh"
 40 #include "G4UnitsTable.hh"                         43 #include "G4UnitsTable.hh"
 41 #include "G4Scene.hh"                              44 #include "G4Scene.hh"
 42 #include "G4OpenGLTransform3D.hh"                  45 #include "G4OpenGLTransform3D.hh"
 43                                                    46 
 44 G4OpenGLStoredViewer::G4OpenGLStoredViewer         47 G4OpenGLStoredViewer::G4OpenGLStoredViewer
 45 (G4OpenGLStoredSceneHandler& sceneHandler):        48 (G4OpenGLStoredSceneHandler& sceneHandler):
 46 G4VViewer (sceneHandler, -1),                  <<  49 G4VViewer (sceneHandler, -1),  
 47 G4OpenGLViewer (sceneHandler),                 <<  50 G4OpenGLViewer (sceneHandler), 
 48 fG4OpenGLStoredSceneHandler (sceneHandler),    <<  51 fG4OpenGLStoredSceneHandler (sceneHandler)
 49 fDepthTestEnable(true)                         << 
 50 {                                                  52 {
 51   fLastVP = fDefaultVP;  // Update in sub-clas <<  53   fLastVP = fDefaultVP; // Not sure if this gets executed before or
                                                   >>  54   // after G4VViewer::G4VViewer!!  Doesn't matter much.
 52 }                                                  55 }
 53                                                    56 
 54 G4OpenGLStoredViewer::~G4OpenGLStoredViewer ()     57 G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {}
 55                                                    58 
 56 void G4OpenGLStoredViewer::KernelVisitDecision     59 void G4OpenGLStoredViewer::KernelVisitDecision () {
 57                                                    60   
 58   // If there's a significant difference with      61   // If there's a significant difference with the last view parameters
 59   // of either the scene handler or this viewe     62   // of either the scene handler or this viewer, trigger a rebuild.
 60                                                <<  63 
 61   if (!fG4OpenGLStoredSceneHandler.fTopPODL ||     64   if (!fG4OpenGLStoredSceneHandler.fTopPODL ||
 62       CompareForKernelVisit(fLastVP)) {            65       CompareForKernelVisit(fLastVP)) {
 63     NeedKernelVisit ();                            66     NeedKernelVisit ();
 64   }                                            <<  67   }      
                                                   >>  68   fLastVP = fVP;
 65 }                                                  69 }
 66                                                    70 
 67 G4bool G4OpenGLStoredViewer::CompareForKernelV     71 G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) {
 68                                                <<  72 
 69   if (                                             73   if (
 70       (lastVP.GetDrawingStyle ()    != fVP.Get     74       (lastVP.GetDrawingStyle ()    != fVP.GetDrawingStyle ())    ||
 71       (lastVP.GetNumberOfCloudPoints()  != fVP << 
 72       (lastVP.IsAuxEdgeVisible ()   != fVP.IsA     75       (lastVP.IsAuxEdgeVisible ()   != fVP.IsAuxEdgeVisible ())   ||
 73       (lastVP.IsCulling ()          != fVP.IsC     76       (lastVP.IsCulling ()          != fVP.IsCulling ())          ||
 74       (lastVP.IsCullingInvisible () != fVP.IsC     77       (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
 75       (lastVP.IsDensityCulling ()   != fVP.IsD     78       (lastVP.IsDensityCulling ()   != fVP.IsDensityCulling ())   ||
 76       (lastVP.IsCullingCovered ()   != fVP.IsC     79       (lastVP.IsCullingCovered ()   != fVP.IsCullingCovered ())   ||
 77       (lastVP.GetCBDAlgorithmNumber() !=       << 
 78        fVP.GetCBDAlgorithmNumber())            << 
 79       // Note: Section and Cutaway can reveal  << 
 80       // backface culling is implemented, the  << 
 81       // the back-facing faces are not there.  << 
 82       // (commented out) backface culling (it  << 
 83       // in fact, performance seems to improve << 
 84       (lastVP.IsSection ()          != fVP.IsS     80       (lastVP.IsSection ()          != fVP.IsSection ())          ||
 85       // Section (DCUT) is NOT implemented loc <<  81       // Section (DCUT) implemented locally.  But still need to visit
 86       // (lastVP.IsCutaway ()          != fVP. <<  82       // kernel if status changes so that back plane culling can be
 87       // Cutaways are implemented locally so w <<  83       // switched.
                                                   >>  84       (lastVP.IsCutaway ()          != fVP.IsCutaway ())          ||
                                                   >>  85       // Cutaways implemented locally.  But still need to visit kernel
                                                   >>  86       // if status changes so that back plane culling can be switched.
 88       (lastVP.IsExplode ()          != fVP.IsE     87       (lastVP.IsExplode ()          != fVP.IsExplode ())          ||
 89       (lastVP.GetNoOfSides ()       != fVP.Get     88       (lastVP.GetNoOfSides ()       != fVP.GetNoOfSides ())       ||
 90       (lastVP.GetGlobalMarkerScale()    != fVP << 
 91       (lastVP.GetGlobalLineWidthScale() != fVP << 
 92       (lastVP.IsMarkerNotHidden ()  != fVP.IsM << 
 93       (lastVP.GetDefaultVisAttributes()->GetCo     89       (lastVP.GetDefaultVisAttributes()->GetColour() !=
 94        fVP.GetDefaultVisAttributes()->GetColou     90        fVP.GetDefaultVisAttributes()->GetColour())                ||
 95       (lastVP.GetDefaultTextVisAttributes()->G     91       (lastVP.GetDefaultTextVisAttributes()->GetColour() !=
 96        fVP.GetDefaultTextVisAttributes()->GetC     92        fVP.GetDefaultTextVisAttributes()->GetColour())            ||
 97       (lastVP.GetBackgroundColour ()!= fVP.Get     93       (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
 98       (lastVP.IsPicking ()          != fVP.IsP     94       (lastVP.IsPicking ()          != fVP.IsPicking ())          ||
 99       (lastVP.GetVisAttributesModifiers() !=   <<  95       (lastVP.GetVisAttributesModifiers().size() !=
100        fVP.GetVisAttributesModifiers())        <<  96        fVP.GetVisAttributesModifiers().size())
101       (lastVP.IsSpecialMeshRendering() !=      << 
102        fVP.IsSpecialMeshRendering())           << 
103       (lastVP.GetSpecialMeshRenderingOption()  << 
104        fVP.GetSpecialMeshRenderingOption())    << 
105       )                                            97       )
106   return true;                                 <<  98     return true;
107                                                    99   
108   if (lastVP.IsDensityCulling () &&               100   if (lastVP.IsDensityCulling () &&
109       (lastVP.GetVisibleDensity () != fVP.GetV    101       (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
110   return true;                                 << 102     return true;
111                                                << 103 
112 //  /***************************************** << 104   /**************************************************************
113 //   If section (DCUT) is implemented locally, << 105   Section (DCUT) implemented locally.  No need to visit kernel if
                                                   >> 106   section plane itself changes.
114   if (lastVP.IsSection () &&                      107   if (lastVP.IsSection () &&
115       (lastVP.GetSectionPlane () != fVP.GetSec    108       (lastVP.GetSectionPlane () != fVP.GetSectionPlane ()))
116     return true;                                  109     return true;
117 //   ***************************************** << 110   ***************************************************************/
118                                                << 111 
119   /*******************************************    112   /**************************************************************
120    If cutaways are implemented locally, commen << 113   Cutaways implemented locally.  No need to visit kernel if cutaway
121    if (lastVP.IsCutaway ()) {                  << 114   planes themselves change.
122    if (vp.GetCutawayMode() != fVP.GetCutawayMo << 115   if (lastVP.IsCutaway ()) {
123    if (lastVP.GetCutawayPlanes ().size () !=   << 116     if (lastVP.GetCutawayPlanes ().size () !=
124    fVP.GetCutawayPlanes ().size ()) return tru << 117   fVP.GetCutawayPlanes ().size ()) return true;
125    for (size_t i = 0; i < lastVP.GetCutawayPla << 118     for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i)
126    if (lastVP.GetCutawayPlanes()[i] != fVP.Get << 119       if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i])
127    return true;                                << 120   return true;
128    }                                           << 
129    ******************************************* << 
130                                                << 
131   if (lastVP.GetCBDAlgorithmNumber() > 0) {    << 
132     if (lastVP.GetCBDParameters().size() != fV << 
133     else if (lastVP.GetCBDParameters() != fVP. << 
134   }                                               121   }
                                                   >> 122   ***************************************************************/
135                                                   123 
136   if (lastVP.IsExplode () &&                      124   if (lastVP.IsExplode () &&
137       (lastVP.GetExplodeFactor () != fVP.GetEx    125       (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
138     return true;                                  126     return true;
139                                                   127 
140   if (lastVP.IsSpecialMeshRendering() &&       << 
141       (lastVP.GetSpecialMeshVolumes() != fVP.G << 
142     return true;                               << 
143                                                << 
144   // Time window parameters operate on the exi << 
145   // to rebuild even if they change.           << 
146                                                << 
147   return false;                                   128   return false;
148 }                                                 129 }
149                                                   130 
150 void G4OpenGLStoredViewer::DrawDisplayLists ()    131 void G4OpenGLStoredViewer::DrawDisplayLists () {
151                                                << 132 #ifdef G4DEBUG_VIS_OGL
152   // We moved these from G4OpenGLViewer to G4V << 133   printf("G4OpenGLStoredViewer::DrawDisplayLists \n");
153   // editing many lines below we introduce the << 134 #endif
154 #define CONVENIENT_DOUBLE_ALIAS(q) const G4dou << 
155 #define CONVENIENT_BOOL_ALIAS(q) const G4bool& << 
156   CONVENIENT_DOUBLE_ALIAS(StartTime)           << 
157   CONVENIENT_DOUBLE_ALIAS(EndTime)             << 
158   CONVENIENT_DOUBLE_ALIAS(FadeFactor)          << 
159   CONVENIENT_BOOL_ALIAS(DisplayHeadTime)       << 
160   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeX)    << 
161   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeY)    << 
162   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeSize) << 
163   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeRed)  << 
164   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeGreen << 
165   CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeBlue) << 
166   CONVENIENT_BOOL_ALIAS(DisplayLightFront)     << 
167   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontX)  << 
168   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontY)  << 
169   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontZ)  << 
170   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontT)  << 
171   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontRed << 
172   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontGre << 
173   CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontBlu << 
174                                                   135 
175   const G4Planes& cutaways = fVP.GetCutawayPla    136   const G4Planes& cutaways = fVP.GetCutawayPlanes();
176   G4bool cutawayUnion = fVP.IsCutaway() &&        137   G4bool cutawayUnion = fVP.IsCutaway() &&
177   fVP.GetCutawayMode() == G4ViewParameters::cu << 138     fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion;
178   const size_t nCutaways = cutawayUnion? cutaw    139   const size_t nCutaways = cutawayUnion? cutaways.size(): 1;
                                                   >> 140 #ifdef G4DEBUG_VIS_OGL
                                                   >> 141   printf("G4OpenGLStoredViewer::DrawDisplayLists");
                                                   >> 142 #endif
179   G4int iPass = 1;                                143   G4int iPass = 1;
180   G4bool secondPassForTransparencyRequested =     144   G4bool secondPassForTransparencyRequested = false;
181   G4bool thirdPassForNonHiddenMarkersRequested    145   G4bool thirdPassForNonHiddenMarkersRequested = false;
182   fDepthTestEnable = true;                     << 
183   glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LE << 
184   do {                                            146   do {
185     for (size_t iCutaway = 0; iCutaway < nCuta    147     for (size_t iCutaway = 0; iCutaway < nCutaways; ++iCutaway) {
186                                                << 148 
187       if (cutawayUnion) {                         149       if (cutawayUnion) {
188         double a[4];                           << 150   double a[4];
189         a[0] = cutaways[iCutaway].a();         << 151   a[0] = cutaways[iCutaway].a();
190         a[1] = cutaways[iCutaway].b();         << 152   a[1] = cutaways[iCutaway].b();
191         a[2] = cutaways[iCutaway].c();         << 153   a[2] = cutaways[iCutaway].c();
192         a[3] = cutaways[iCutaway].d();         << 154   a[3] = cutaways[iCutaway].d();
193         glClipPlane (GL_CLIP_PLANE2, a);       << 155   glClipPlane (GL_CLIP_PLANE2, a);
194         glEnable (GL_CLIP_PLANE2);             << 156   glEnable (GL_CLIP_PLANE2);
195       }                                           157       }
196                                                << 158 
197       G4bool isPicking = fVP.IsPicking();         159       G4bool isPicking = fVP.IsPicking();
198                                                << 160 
199       for (size_t iPO = 0;                        161       for (size_t iPO = 0;
200            iPO < fG4OpenGLStoredSceneHandler.f << 162      iPO < fG4OpenGLStoredSceneHandler.fPOList.size(); ++iPO) {
201         if (POSelected(iPO)) {                 << 163   if (POSelected(iPO)) {
202           G4OpenGLStoredSceneHandler::PO& po = << 164     G4OpenGLStoredSceneHandler::PO& po =
203           fG4OpenGLStoredSceneHandler.fPOList[ << 165       fG4OpenGLStoredSceneHandler.fPOList[iPO];
204           G4Colour c = po.fColour;             << 166     G4Colour c = po.fColour;
205           DisplayTimePOColourModification(c,iP << 167     DisplayTimePOColourModification(c,iPO);
206           const G4bool isTransparent = c.GetAl    168           const G4bool isTransparent = c.GetAlpha() < 1.;
207           if ( iPass == 1) {                   << 169     if ( iPass == 1) {
208             if (isTransparent && transparency_ << 170       if (isTransparent && transparency_enabled) {
209               secondPassForTransparencyRequest << 171         secondPassForTransparencyRequested = true;
210               continue;                        << 172         continue;
211             }                                  << 173       }
212             if (po.fMarkerOrPolyline && fVP.Is << 174       if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
213               thirdPassForNonHiddenMarkersRequ << 175         thirdPassForNonHiddenMarkersRequested = true;
214               continue;                        << 176         continue;
215             }                                  << 177       }
216           } else if (iPass == 2) {  // Second  << 178     } else if (iPass == 2) {  // Second pass for transparency.
217             if (!isTransparent) {              << 179       if (!isTransparent) {
218               continue;                        << 180         continue;
219             }                                  << 181       }
220           } else {  // Third pass for non-hidd << 182     } else {  // Third pass for non-hidden markers
221             if (!po.fMarkerOrPolyline) {       << 183       if (!po.fMarkerOrPolyline) {
222               continue;                        << 184         continue;
223             }                                  << 185       }            
224           }                                       186           }
225           if (isPicking) glLoadName(po.fPickNa << 187     if (isPicking) glLoadName(po.fPickName);
226           if (transparency_enabled) {             188           if (transparency_enabled) {
227             glColor4d(c.GetRed(),c.GetGreen(),    189             glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
228           } else {                                190           } else {
229             glColor3d(c.GetRed(),c.GetGreen(),    191             glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
230           }                                       192           }
231           if (po.fMarkerOrPolyline && fVP.IsMa << 193           if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden())
232             if (fDepthTestEnable !=false) {    << 194             glDisable (GL_DEPTH_TEST);
233               glDisable (GL_DEPTH_TEST);       << 195           else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
234               fDepthTestEnable = false;        << 196     if (po.fpG4TextPlus) {
235             }                                  << 197       if (po.fpG4TextPlus->fProcessing2D) {
236           } else {                             << 198         glMatrixMode (GL_PROJECTION);
237             if (fDepthTestEnable !=true) {     << 199         glPushMatrix();
238               glEnable (GL_DEPTH_TEST); glDept << 200         glLoadIdentity();
239               fDepthTestEnable = true;         << 201         glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
240             }                                  << 202         glMatrixMode (GL_MODELVIEW);
241           }                                    << 203         glPushMatrix();
242           if (po.fpG4TextPlus) {               << 204         glLoadIdentity();
243             if (po.fpG4TextPlus->fProcessing2D << 205         G4OpenGLTransform3D oglt (po.fTransform);
244               glMatrixMode (GL_PROJECTION);    << 206         glMultMatrixd (oglt.GetGLMatrix ());
245               glPushMatrix();                  << 207         fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
246               glLoadIdentity();                << 208         (po.fpG4TextPlus->fG4Text);
247               g4GlOrtho (-1., 1., -1., 1., -G4 << 209       } else {
248               glMatrixMode (GL_MODELVIEW);     << 210         glPushMatrix();
249               glPushMatrix();                  << 211         G4OpenGLTransform3D oglt (po.fTransform);
250               glLoadIdentity();                << 212         glMultMatrixd (oglt.GetGLMatrix ());
251               G4OpenGLTransform3D oglt (po.fTr << 213         fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
252               glMultMatrixd (oglt.GetGLMatrix  << 214         (po.fpG4TextPlus->fG4Text);
253               // This text is from a PODL. We  << 215         glPopMatrix();
254               AddPrimitiveForASingleFrame(po.f << 
255             } else {                           << 
256               glPushMatrix();                  << 
257               G4OpenGLTransform3D oglt (po.fTr << 
258               glMultMatrixd (oglt.GetGLMatrix  << 
259               // This text is from a PODL. We  << 
260               AddPrimitiveForASingleFrame(po.f << 
261               glPopMatrix();                   << 
262             }                                  << 
263                                                << 
264             if (po.fpG4TextPlus->fProcessing2D << 
265               glMatrixMode (GL_PROJECTION);    << 
266               glPopMatrix();                   << 
267               glMatrixMode (GL_MODELVIEW);     << 
268               glPopMatrix();                   << 
269             }                                  << 
270           } else {                             << 
271             glPushMatrix();                    << 
272             G4OpenGLTransform3D oglt (po.fTran << 
273             glMultMatrixd (oglt.GetGLMatrix () << 
274             glCallList (po.fDisplayListId);    << 
275             glPopMatrix();                     << 
276           }                                    << 
277         }                                      << 
278       }                                           216       }
279                                                   217       
                                                   >> 218       if (po.fpG4TextPlus->fProcessing2D) {
                                                   >> 219         glMatrixMode (GL_PROJECTION);
                                                   >> 220         glPopMatrix();
                                                   >> 221         glMatrixMode (GL_MODELVIEW);
                                                   >> 222         glPopMatrix();
                                                   >> 223       }
                                                   >> 224     } else {
                                                   >> 225       glPushMatrix();
                                                   >> 226       G4OpenGLTransform3D oglt (po.fTransform);
                                                   >> 227       glMultMatrixd (oglt.GetGLMatrix ());
                                                   >> 228       glCallList (po.fDisplayListId);
                                                   >> 229       glPopMatrix();
                                                   >> 230     }
                                                   >> 231   }
                                                   >> 232       }
                                                   >> 233 
280       G4Transform3D lastMatrixTransform;          234       G4Transform3D lastMatrixTransform;
281       G4bool first = true;                        235       G4bool first = true;
282                                                   236 
283       for (size_t iTO = 0;                        237       for (size_t iTO = 0;
284            iTO < fG4OpenGLStoredSceneHandler.f << 238      iTO < fG4OpenGLStoredSceneHandler.fTOList.size(); ++iTO) {
285         if (TOSelected(iTO)) {                 << 239   if (TOSelected(iTO)) {
286           G4OpenGLStoredSceneHandler::TO& to = << 240     G4OpenGLStoredSceneHandler::TO& to =
287           fG4OpenGLStoredSceneHandler.fTOList[ << 241       fG4OpenGLStoredSceneHandler.fTOList[iTO];
288           const G4Colour& c = to.fColour;         242           const G4Colour& c = to.fColour;
289           const G4bool isTransparent = c.GetAl    243           const G4bool isTransparent = c.GetAlpha() < 1.;
290           if ( iPass == 1) {                   << 244     if ( iPass == 1) {
291             if (isTransparent && transparency_ << 245       if (isTransparent && transparency_enabled) {
292               secondPassForTransparencyRequest << 246         secondPassForTransparencyRequested = true;
293               continue;                        << 247         continue;
294             }                                  << 248       }
295             if (to.fMarkerOrPolyline && fVP.Is << 249       if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
296               thirdPassForNonHiddenMarkersRequ << 250         thirdPassForNonHiddenMarkersRequested = true;
297               continue;                        << 251         continue;
298             }                                  << 252       }
299           } else if (iPass == 2) {  // Second  << 253     } else if (iPass == 2) {  // Second pass for transparency.
300             if (!isTransparent) {              << 254       if (!isTransparent) {
301               continue;                        << 255         continue;
302             }                                  << 256       }
303           } else {  // Third pass for non-hidd << 257     } else {  // Third pass for non-hidden markers
304             if (!to.fMarkerOrPolyline) {       << 258       if (!to.fMarkerOrPolyline) {
305               continue;                        << 259         continue;
306             }                                  << 260       }
307           }                                       261           }
308           if (to.fMarkerOrPolyline && fVP.IsMa << 262           if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden())
309             if (fDepthTestEnable !=false) {    << 263             glDisable (GL_DEPTH_TEST);
310               glDisable (GL_DEPTH_TEST);       << 264           else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
311               fDepthTestEnable = false;        << 265     if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) {
312             }                                  << 266       if (fVP.IsPicking()) glLoadName(to.fPickName);
313           } else {                             << 267       if (to.fpG4TextPlus) {
314             if (fDepthTestEnable !=true) {     << 268         if (to.fpG4TextPlus->fProcessing2D) {
315               glEnable (GL_DEPTH_TEST); glDept << 269     glMatrixMode (GL_PROJECTION);
316               fDepthTestEnable = true;         << 270     glPushMatrix();
317             }                                  << 271     glLoadIdentity();
318           }                                    << 272     glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
319           if (to.fEndTime >= fStartTime && to. << 273     glMatrixMode (GL_MODELVIEW);
320             if (fVP.IsPicking()) glLoadName(to << 274     glPushMatrix();
321             if (to.fpG4TextPlus) {             << 275     glLoadIdentity();
322               if (to.fpG4TextPlus->fProcessing << 276         }
323                 glMatrixMode (GL_PROJECTION);  << 277         G4OpenGLTransform3D oglt (to.fTransform);
324                 glPushMatrix();                << 278         glMultMatrixd (oglt.GetGLMatrix ());
325                 glLoadIdentity();              << 279               if (transparency_enabled) {
326                 g4GlOrtho (-1., 1., -1., 1., - << 280                 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
327                 glMatrixMode (GL_MODELVIEW);   << 281               } else {
328                 glPushMatrix();                << 282                 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
329                 glLoadIdentity();              << 
330               }                                << 
331               G4OpenGLTransform3D oglt (to.fTr << 
332               glMultMatrixd (oglt.GetGLMatrix  << 
333               // This text is from a TODL. We  << 
334               AddPrimitiveForASingleFrame(to.f << 
335               if (to.fpG4TextPlus->fProcessing << 
336                 glMatrixMode (GL_PROJECTION);  << 
337                 glPopMatrix();                 << 
338                 glMatrixMode (GL_MODELVIEW);   << 
339                 glPopMatrix();                 << 
340               }                                << 
341             } else {                           << 
342               if (to.fTransform != lastMatrixT << 
343                 if (! first) {                 << 
344                   glPopMatrix();               << 
345                 }                              << 
346                 first = false;                 << 
347                 glPushMatrix();                << 
348                 G4OpenGLTransform3D oglt (to.f << 
349                 glMultMatrixd (oglt.GetGLMatri << 
350               }                                   283               }
351               const G4Colour& cc = to.fColour; << 284         fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
352               if (fFadeFactor > 0. && to.fEndT << 285     (to.fpG4TextPlus->fG4Text);
353                 // Brightness scaling factor   << 286         if (to.fpG4TextPlus->fProcessing2D) {
354                 G4double bsf = 1. - fFadeFacto << 287     glMatrixMode (GL_PROJECTION);
355                 ((fEndTime - to.fEndTime) / (f << 288     glPopMatrix();
356                 const G4Colour& bg = fVP.GetBa << 289     glMatrixMode (GL_MODELVIEW);
                                                   >> 290     glPopMatrix();
                                                   >> 291         }
                                                   >> 292       } else {
                                                   >> 293         if (to.fTransform != lastMatrixTransform) {
                                                   >> 294     if (! first) {
                                                   >> 295       glPopMatrix();
                                                   >> 296     }
                                                   >> 297     first = false;
                                                   >> 298     glPushMatrix();
                                                   >> 299     G4OpenGLTransform3D oglt (to.fTransform);
                                                   >> 300     glMultMatrixd (oglt.GetGLMatrix ());
                                                   >> 301         }
                                                   >> 302         const G4Colour& cc = to.fColour;
                                                   >> 303         if (fFadeFactor > 0. && to.fEndTime < fEndTime) {
                                                   >> 304     // Brightness scaling factor
                                                   >> 305     G4double bsf = 1. - fFadeFactor *
                                                   >> 306       ((fEndTime - to.fEndTime) / (fEndTime - fStartTime));
                                                   >> 307     const G4Colour& bg = fVP.GetBackgroundColour();
357                 if (transparency_enabled) {       308                 if (transparency_enabled) {
358                   glColor4d                       309                   glColor4d
359                   (bsf * cc.GetRed() + (1. - b << 310       (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
360                    bsf * cc.GetGreen() + (1. - << 311        bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
361                    bsf * cc.GetBlue() + (1. -  << 312        bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue(),
362                    bsf * cc.GetAlpha() + (1. -    313                    bsf * cc.GetAlpha() + (1. - bsf) * bg.GetAlpha());
363                 } else {                          314                 } else {
364                   glColor3d                       315                   glColor3d
365                   (bsf * cc.GetRed() + (1. - b << 316       (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
366                    bsf * cc.GetGreen() + (1. - << 317        bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
367                    bsf * cc.GetBlue() + (1. -  << 318        bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue());
368                 }                                 319                 }
369               } else {                         << 320         } else {
370                 if (transparency_enabled) {       321                 if (transparency_enabled) {
371                   glColor4d(cc.GetRed(),cc.Get    322                   glColor4d(cc.GetRed(),cc.GetGreen(),cc.GetBlue(),cc.GetAlpha());
372                 } else {                          323                 } else {
373                   glColor3d(cc.GetRed(),cc.Get    324                   glColor3d(cc.GetRed(),cc.GetGreen(),cc.GetBlue());
374                 }                                 325                 }
375               }                                << 326         }
376               glCallList (to.fDisplayListId);  << 327         glCallList (to.fDisplayListId);
377             }                                  << 328       }
378             if (to.fTransform != lastMatrixTra << 329       if (to.fTransform != lastMatrixTransform) {
379               lastMatrixTransform = to.fTransf << 330         lastMatrixTransform = to.fTransform;
380             }                                  << 331       }
381           }                                    << 332     }
382         }                                      << 333   }
383       }                                           334       }
384       if (! first) {                              335       if (! first) {
385         glPopMatrix();                         << 336   glPopMatrix();
386       }                                           337       }
387                                                << 338 
388       if (cutawayUnion) glDisable (GL_CLIP_PLA    339       if (cutawayUnion) glDisable (GL_CLIP_PLANE2);
389     }  // iCutaway                                340     }  // iCutaway
390                                                   341     
391     if (iPass == 2) secondPassForTransparencyR    342     if (iPass == 2) secondPassForTransparencyRequested = false;  // Done.
392     if (iPass == 3) thirdPassForNonHiddenMarke    343     if (iPass == 3) thirdPassForNonHiddenMarkersRequested = false;  // Done.
393                                                   344     
394     if (secondPassForTransparencyRequested) iP    345     if (secondPassForTransparencyRequested) iPass = 2;
395     else if (thirdPassForNonHiddenMarkersReque    346     else if (thirdPassForNonHiddenMarkersRequested) iPass = 3;
396     else break;                                   347     else break;
397                                                << 348 
398   } while (true);                                 349   } while (true);
399                                                << 350 
400   // Display time at "head" of time range, whi    351   // Display time at "head" of time range, which is fEndTime...
401   if (fDisplayHeadTime && fEndTime < G4VisAttr << 352   if (fDisplayHeadTime && fEndTime < DBL_MAX) {
402     glMatrixMode (GL_PROJECTION);                 353     glMatrixMode (GL_PROJECTION);
403     glPushMatrix();                               354     glPushMatrix();
404     glLoadIdentity();                             355     glLoadIdentity();
405     g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT << 356     glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
406     glMatrixMode (GL_MODELVIEW);                  357     glMatrixMode (GL_MODELVIEW);
407     glPushMatrix();                               358     glPushMatrix();
408     glLoadIdentity();                             359     glLoadIdentity();
409     G4Text headTimeText(G4BestUnit(fEndTime,"T    360     G4Text headTimeText(G4BestUnit(fEndTime,"Time"),
410                         G4Point3D(fDisplayHead << 361       G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.));
411     headTimeText.SetScreenSize(fDisplayHeadTim    362     headTimeText.SetScreenSize(fDisplayHeadTimeSize);
412     G4VisAttributes visAtts (G4Colour             363     G4VisAttributes visAtts (G4Colour
413                              (fDisplayHeadTime << 364            (fDisplayHeadTimeRed,
414                               fDisplayHeadTime << 365             fDisplayHeadTimeGreen,
415                               fDisplayHeadTime << 366             fDisplayHeadTimeBlue));
416     headTimeText.SetVisAttributes(&visAtts);      367     headTimeText.SetVisAttributes(&visAtts);
417     AddPrimitiveForASingleFrame(headTimeText); << 368     fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(headTimeText);
418     glMatrixMode (GL_PROJECTION);                 369     glMatrixMode (GL_PROJECTION);
419     glPopMatrix();                                370     glPopMatrix();
420     glMatrixMode (GL_MODELVIEW);                  371     glMatrixMode (GL_MODELVIEW);
421     glPopMatrix();                                372     glPopMatrix();
422   }                                               373   }
423                                                << 374 
424   // Display light front...                       375   // Display light front...
425   if (fDisplayLightFront && fEndTime < G4VisAt << 376   if (fDisplayLightFront && fEndTime < DBL_MAX) {
426     G4double lightFrontRadius = (fEndTime - fD    377     G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light;
427     if (lightFrontRadius > 0.) {                  378     if (lightFrontRadius > 0.) {
428       G4Point3D lightFrontCentre(fDisplayLight    379       G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ);
429       G4Point3D circleCentre = lightFrontCentr    380       G4Point3D circleCentre = lightFrontCentre;
430       G4double circleRadius = lightFrontRadius    381       G4double circleRadius = lightFrontRadius;
431       if (fVP.GetFieldHalfAngle() > 0.) {         382       if (fVP.GetFieldHalfAngle() > 0.) {
432         // Perspective view.  Find horizon cen << 383   // Perspective view.  Find horizon centre and radius...
433         G4Point3D targetPoint = fSceneHandler. << 384   G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() +
434         fVP.GetCurrentTargetPoint();           << 385     fVP.GetCurrentTargetPoint();
435         G4double sceneRadius = fSceneHandler.G << 386   G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
436         if(sceneRadius <= 0.) sceneRadius = 1. << 387   if(sceneRadius <= 0.) sceneRadius = 1.;
437         G4double cameraDistance = fVP.GetCamer << 388   G4double cameraDistance = fVP.GetCameraDistance(sceneRadius);
438         G4Point3D cameraPosition = targetPoint << 389   G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
439         G4Vector3D lightFrontToCameraDirection << 390   G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre;
440         G4double lightFrontCentreDistance = li << 391   G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag();
441         /*                                     << 392   /*
442          G4cout << "cameraPosition: " << camer << 393   G4cout << "cameraPosition: " << cameraPosition
443          << ", lightFrontCentre: " << lightFro << 394          << ", lightFrontCentre: " << lightFrontCentre
444          << ", lightFrontRadius: " << lightFro << 395          << ", lightFrontRadius: " << lightFrontRadius
445          << ", lightFrontCentreDistance: " <<  << 396          << ", lightFrontCentreDistance: " << lightFrontCentreDistance
446          << ", dot: " << lightFrontToCameraDir << 397          << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection()
447          << G4endl;                            << 398          << G4endl;
448          */                                    << 399   */
449         if (lightFrontToCameraDirection * fVP. << 400   if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) {
450           // Light front in front of camera... << 401     // Light front in front of camera...
451           G4double sineHorizonAngle = lightFro << 402     G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance;
452           circleCentre = lightFrontCentre + (l << 403     circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit();
453           circleRadius = lightFrontRadius * st << 404     circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2));
454           /*                                   << 405     /*
455            G4cout << "sineHorizonAngle: " << s << 406     G4cout << "sineHorizonAngle: " << sineHorizonAngle
456            << ", circleCentre: " << circleCent << 407      << ", circleCentre: " << circleCentre
457            << ", circleRadius: " << circleRadi << 408      << ", circleRadius: " << circleRadius
458            << G4endl;                          << 409      << G4endl;
459            */                                  << 410     */
460         } else {                               << 411   } else {
461           circleRadius = -1.;                  << 412     circleRadius = -1.;
462         }                                      << 413   }
463       }                                           414       }
464       if (circleRadius > 0.) {                    415       if (circleRadius > 0.) {
465         G4Circle lightFront(circleCentre);     << 416   G4Circle lightFront(circleCentre);
466         lightFront.SetWorldRadius(circleRadius << 417   lightFront.SetWorldRadius(circleRadius);
467         G4VisAttributes visAtts(G4Colour       << 418   glColor3d(fDisplayLightFrontRed,
468          (fDisplayLightFrontRed,               << 419       fDisplayLightFrontGreen,
469           fDisplayLightFrontGreen,             << 420       fDisplayLightFrontBlue);
470           fDisplayLightFrontBlue));            << 421   fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(lightFront);
471         lightFront.SetVisAttributes(visAtts);  << 
472         AddPrimitiveForASingleFrame(lightFront << 
473       }                                           422       }
474     }                                             423     }
475   }                                               424   }
476 }                                                 425 }
477                                                   426 
478 void G4OpenGLStoredViewer::AddPrimitiveForASin << 427 #endif
479 {                                              << 
480   // We don't want this to get into a display  << 
481   // use the fMemoryForDisplayLists flag.      << 
482   fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 
483   fG4OpenGLStoredSceneHandler.G4OpenGLStoredSc << 
484   fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 
485 }                                              << 
486                                                << 
487 void G4OpenGLStoredViewer::AddPrimitiveForASin << 
488 {                                              << 
489   // We don't want this to get into a display  << 
490   // use the fMemoryForDisplayLists flag.      << 
491   fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 
492   fG4OpenGLStoredSceneHandler.G4OpenGLStoredSc << 
493   fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 
494 }                                              << 
495                                                   428