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: 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