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 10.1.p1)


  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 85582 2014-10-31 09:07:30Z 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
114   if (lastVP.IsSection () &&                   << 106    section plane itself changes.
115       (lastVP.GetSectionPlane () != fVP.GetSec << 107    if (lastVP.IsSection () &&
116     return true;                               << 108    (lastVP.GetSectionPlane () != fVP.GetSectionPlane ()))
117 //   ***************************************** << 109    return true;
                                                   >> 110    ***************************************************************/
118                                                   111   
119   /*******************************************    112   /**************************************************************
120    If cutaways are implemented locally, commen << 113    Cutaways implemented locally.  No need to visit kernel if cutaway
                                                   >> 114    planes themselves change.
121    if (lastVP.IsCutaway ()) {                     115    if (lastVP.IsCutaway ()) {
122    if (vp.GetCutawayMode() != fVP.GetCutawayMo << 
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    }                                              121    }
129    *******************************************    122    ***************************************************************/
130                                                   123   
131   if (lastVP.GetCBDAlgorithmNumber() > 0) {    << 
132     if (lastVP.GetCBDParameters().size() != fV << 
133     else if (lastVP.GetCBDParameters() != fVP. << 
134   }                                            << 
135                                                << 
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                                                << 
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                                                   127   
147   return false;                                   128   return false;
148 }                                                 129 }
149                                                   130 
150 void G4OpenGLStoredViewer::DrawDisplayLists ()    131 void G4OpenGLStoredViewer::DrawDisplayLists () {
                                                   >> 132 #ifdef G4DEBUG_VIS_OGL
                                                   >> 133   printf("G4OpenGLStoredViewer::DrawDisplayLists \n");
                                                   >> 134 #endif
151                                                   135   
152   // We moved these from G4OpenGLViewer to G4V << 
153   // editing many lines below we introduce the << 
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                                                << 
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;                        146   fDepthTestEnable = true;
183   glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LE    147   glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
                                                   >> 148   fOldDisplayListColor = G4Colour();
184   do {                                            149   do {
185     for (size_t iCutaway = 0; iCutaway < nCuta    150     for (size_t iCutaway = 0; iCutaway < nCutaways; ++iCutaway) {
186                                                   151       
187       if (cutawayUnion) {                         152       if (cutawayUnion) {
188         double a[4];                              153         double a[4];
189         a[0] = cutaways[iCutaway].a();            154         a[0] = cutaways[iCutaway].a();
190         a[1] = cutaways[iCutaway].b();            155         a[1] = cutaways[iCutaway].b();
191         a[2] = cutaways[iCutaway].c();            156         a[2] = cutaways[iCutaway].c();
192         a[3] = cutaways[iCutaway].d();            157         a[3] = cutaways[iCutaway].d();
193         glClipPlane (GL_CLIP_PLANE2, a);          158         glClipPlane (GL_CLIP_PLANE2, a);
194         glEnable (GL_CLIP_PLANE2);                159         glEnable (GL_CLIP_PLANE2);
195       }                                           160       }
196                                                   161       
197       G4bool isPicking = fVP.IsPicking();         162       G4bool isPicking = fVP.IsPicking();
198                                                   163       
199       for (size_t iPO = 0;                        164       for (size_t iPO = 0;
200            iPO < fG4OpenGLStoredSceneHandler.f    165            iPO < fG4OpenGLStoredSceneHandler.fPOList.size(); ++iPO) {
201         if (POSelected(iPO)) {                    166         if (POSelected(iPO)) {
202           G4OpenGLStoredSceneHandler::PO& po =    167           G4OpenGLStoredSceneHandler::PO& po =
203           fG4OpenGLStoredSceneHandler.fPOList[    168           fG4OpenGLStoredSceneHandler.fPOList[iPO];
204           G4Colour c = po.fColour;                169           G4Colour c = po.fColour;
205           DisplayTimePOColourModification(c,iP    170           DisplayTimePOColourModification(c,iPO);
206           const G4bool isTransparent = c.GetAl    171           const G4bool isTransparent = c.GetAlpha() < 1.;
207           if ( iPass == 1) {                      172           if ( iPass == 1) {
208             if (isTransparent && transparency_    173             if (isTransparent && transparency_enabled) {
209               secondPassForTransparencyRequest    174               secondPassForTransparencyRequested = true;
210               continue;                           175               continue;
211             }                                     176             }
212             if (po.fMarkerOrPolyline && fVP.Is    177             if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
213               thirdPassForNonHiddenMarkersRequ    178               thirdPassForNonHiddenMarkersRequested = true;
214               continue;                           179               continue;
215             }                                     180             }
216           } else if (iPass == 2) {  // Second     181           } else if (iPass == 2) {  // Second pass for transparency.
217             if (!isTransparent) {                 182             if (!isTransparent) {
218               continue;                           183               continue;
219             }                                     184             }
220           } else {  // Third pass for non-hidd    185           } else {  // Third pass for non-hidden markers
221             if (!po.fMarkerOrPolyline) {          186             if (!po.fMarkerOrPolyline) {
222               continue;                           187               continue;
223             }                                     188             }
224           }                                       189           }
225           if (isPicking) glLoadName(po.fPickNa    190           if (isPicking) glLoadName(po.fPickName);
226           if (transparency_enabled) {          << 191           if ((iPO == 0) || (c != fOldDisplayListColor)) {
227             glColor4d(c.GetRed(),c.GetGreen(), << 192             fOldDisplayListColor = c;
228           } else {                             << 193             if (transparency_enabled) {
229             glColor3d(c.GetRed(),c.GetGreen(), << 194               glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 195             } else {
                                                   >> 196               glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 197             }
230           }                                       198           }
231           if (po.fMarkerOrPolyline && fVP.IsMa    199           if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
232             if (fDepthTestEnable !=false) {       200             if (fDepthTestEnable !=false) {
233               glDisable (GL_DEPTH_TEST);          201               glDisable (GL_DEPTH_TEST);
234               fDepthTestEnable = false;           202               fDepthTestEnable = false;
235             }                                     203             }
236           } else {                                204           } else {
237             if (fDepthTestEnable !=true) {        205             if (fDepthTestEnable !=true) {
238               glEnable (GL_DEPTH_TEST); glDept    206               glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
239               fDepthTestEnable = true;            207               fDepthTestEnable = true;
240             }                                     208             }
241           }                                       209           }
242           if (po.fpG4TextPlus) {                  210           if (po.fpG4TextPlus) {
243             if (po.fpG4TextPlus->fProcessing2D    211             if (po.fpG4TextPlus->fProcessing2D) {
244               glMatrixMode (GL_PROJECTION);       212               glMatrixMode (GL_PROJECTION);
245               glPushMatrix();                     213               glPushMatrix();
246               glLoadIdentity();                   214               glLoadIdentity();
247               g4GlOrtho (-1., 1., -1., 1., -G4 << 215               glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
248               glMatrixMode (GL_MODELVIEW);        216               glMatrixMode (GL_MODELVIEW);
249               glPushMatrix();                     217               glPushMatrix();
250               glLoadIdentity();                   218               glLoadIdentity();
251               G4OpenGLTransform3D oglt (po.fTr    219               G4OpenGLTransform3D oglt (po.fTransform);
252               glMultMatrixd (oglt.GetGLMatrix     220               glMultMatrixd (oglt.GetGLMatrix ());
253               // This text is from a PODL. We  << 221               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
254               AddPrimitiveForASingleFrame(po.f << 222               (po.fpG4TextPlus->fG4Text);
255             } else {                              223             } else {
256               glPushMatrix();                     224               glPushMatrix();
257               G4OpenGLTransform3D oglt (po.fTr    225               G4OpenGLTransform3D oglt (po.fTransform);
258               glMultMatrixd (oglt.GetGLMatrix     226               glMultMatrixd (oglt.GetGLMatrix ());
259               // This text is from a PODL. We  << 227               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
260               AddPrimitiveForASingleFrame(po.f << 228               (po.fpG4TextPlus->fG4Text);
261               glPopMatrix();                      229               glPopMatrix();
262             }                                     230             }
263                                                   231             
264             if (po.fpG4TextPlus->fProcessing2D    232             if (po.fpG4TextPlus->fProcessing2D) {
265               glMatrixMode (GL_PROJECTION);       233               glMatrixMode (GL_PROJECTION);
266               glPopMatrix();                      234               glPopMatrix();
267               glMatrixMode (GL_MODELVIEW);        235               glMatrixMode (GL_MODELVIEW);
268               glPopMatrix();                      236               glPopMatrix();
269             }                                     237             }
270           } else {                                238           } else {
271             glPushMatrix();                       239             glPushMatrix();
272             G4OpenGLTransform3D oglt (po.fTran    240             G4OpenGLTransform3D oglt (po.fTransform);
273             glMultMatrixd (oglt.GetGLMatrix ()    241             glMultMatrixd (oglt.GetGLMatrix ());
274             glCallList (po.fDisplayListId);       242             glCallList (po.fDisplayListId);
275             glPopMatrix();                        243             glPopMatrix();
276           }                                       244           }
277         }                                         245         }
278       }                                           246       }
279                                                   247       
280       G4Transform3D lastMatrixTransform;          248       G4Transform3D lastMatrixTransform;
281       G4bool first = true;                        249       G4bool first = true;
282                                                << 250       
283       for (size_t iTO = 0;                        251       for (size_t iTO = 0;
284            iTO < fG4OpenGLStoredSceneHandler.f    252            iTO < fG4OpenGLStoredSceneHandler.fTOList.size(); ++iTO) {
285         if (TOSelected(iTO)) {                    253         if (TOSelected(iTO)) {
286           G4OpenGLStoredSceneHandler::TO& to =    254           G4OpenGLStoredSceneHandler::TO& to =
287           fG4OpenGLStoredSceneHandler.fTOList[    255           fG4OpenGLStoredSceneHandler.fTOList[iTO];
288           const G4Colour& c = to.fColour;         256           const G4Colour& c = to.fColour;
289           const G4bool isTransparent = c.GetAl    257           const G4bool isTransparent = c.GetAlpha() < 1.;
290           if ( iPass == 1) {                      258           if ( iPass == 1) {
291             if (isTransparent && transparency_    259             if (isTransparent && transparency_enabled) {
292               secondPassForTransparencyRequest    260               secondPassForTransparencyRequested = true;
293               continue;                           261               continue;
294             }                                     262             }
295             if (to.fMarkerOrPolyline && fVP.Is    263             if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
296               thirdPassForNonHiddenMarkersRequ    264               thirdPassForNonHiddenMarkersRequested = true;
297               continue;                           265               continue;
298             }                                     266             }
299           } else if (iPass == 2) {  // Second     267           } else if (iPass == 2) {  // Second pass for transparency.
300             if (!isTransparent) {                 268             if (!isTransparent) {
301               continue;                           269               continue;
302             }                                     270             }
303           } else {  // Third pass for non-hidd    271           } else {  // Third pass for non-hidden markers
304             if (!to.fMarkerOrPolyline) {          272             if (!to.fMarkerOrPolyline) {
305               continue;                           273               continue;
306             }                                     274             }
307           }                                       275           }
308           if (to.fMarkerOrPolyline && fVP.IsMa    276           if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
309             if (fDepthTestEnable !=false) {       277             if (fDepthTestEnable !=false) {
310               glDisable (GL_DEPTH_TEST);          278               glDisable (GL_DEPTH_TEST);
311               fDepthTestEnable = false;           279               fDepthTestEnable = false;
312             }                                     280             }
313           } else {                                281           } else {
314             if (fDepthTestEnable !=true) {        282             if (fDepthTestEnable !=true) {
315               glEnable (GL_DEPTH_TEST); glDept    283               glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
316               fDepthTestEnable = true;            284               fDepthTestEnable = true;
317             }                                     285             }
318           }                                       286           }
319           if (to.fEndTime >= fStartTime && to.    287           if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) {
320             if (fVP.IsPicking()) glLoadName(to    288             if (fVP.IsPicking()) glLoadName(to.fPickName);
321             if (to.fpG4TextPlus) {                289             if (to.fpG4TextPlus) {
322               if (to.fpG4TextPlus->fProcessing    290               if (to.fpG4TextPlus->fProcessing2D) {
323                 glMatrixMode (GL_PROJECTION);     291                 glMatrixMode (GL_PROJECTION);
324                 glPushMatrix();                   292                 glPushMatrix();
325                 glLoadIdentity();                 293                 glLoadIdentity();
326                 g4GlOrtho (-1., 1., -1., 1., - << 294                 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
327                 glMatrixMode (GL_MODELVIEW);      295                 glMatrixMode (GL_MODELVIEW);
328                 glPushMatrix();                   296                 glPushMatrix();
329                 glLoadIdentity();                 297                 glLoadIdentity();
330               }                                   298               }
331               G4OpenGLTransform3D oglt (to.fTr    299               G4OpenGLTransform3D oglt (to.fTransform);
332               glMultMatrixd (oglt.GetGLMatrix     300               glMultMatrixd (oglt.GetGLMatrix ());
333               // This text is from a TODL. We  << 301               if (transparency_enabled) {
334               AddPrimitiveForASingleFrame(to.f << 302                 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 303               } else {
                                                   >> 304                 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 305               }
                                                   >> 306               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
                                                   >> 307               (to.fpG4TextPlus->fG4Text);
335               if (to.fpG4TextPlus->fProcessing    308               if (to.fpG4TextPlus->fProcessing2D) {
336                 glMatrixMode (GL_PROJECTION);     309                 glMatrixMode (GL_PROJECTION);
337                 glPopMatrix();                    310                 glPopMatrix();
338                 glMatrixMode (GL_MODELVIEW);      311                 glMatrixMode (GL_MODELVIEW);
339                 glPopMatrix();                    312                 glPopMatrix();
340               }                                   313               }
341             } else {                              314             } else {
342               if (to.fTransform != lastMatrixT    315               if (to.fTransform != lastMatrixTransform) {
343                 if (! first) {                    316                 if (! first) {
344                   glPopMatrix();                  317                   glPopMatrix();
345                 }                                 318                 }
346                 first = false;                    319                 first = false;
347                 glPushMatrix();                   320                 glPushMatrix();
348                 G4OpenGLTransform3D oglt (to.f    321                 G4OpenGLTransform3D oglt (to.fTransform);
349                 glMultMatrixd (oglt.GetGLMatri    322                 glMultMatrixd (oglt.GetGLMatrix ());
350               }                                   323               }
351               const G4Colour& cc = to.fColour;    324               const G4Colour& cc = to.fColour;
352               if (fFadeFactor > 0. && to.fEndT    325               if (fFadeFactor > 0. && to.fEndTime < fEndTime) {
353                 // Brightness scaling factor      326                 // Brightness scaling factor
354                 G4double bsf = 1. - fFadeFacto    327                 G4double bsf = 1. - fFadeFactor *
355                 ((fEndTime - to.fEndTime) / (f    328                 ((fEndTime - to.fEndTime) / (fEndTime - fStartTime));
356                 const G4Colour& bg = fVP.GetBa    329                 const G4Colour& bg = fVP.GetBackgroundColour();
357                 if (transparency_enabled) {       330                 if (transparency_enabled) {
358                   glColor4d                       331                   glColor4d
359                   (bsf * cc.GetRed() + (1. - b    332                   (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
360                    bsf * cc.GetGreen() + (1. -    333                    bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
361                    bsf * cc.GetBlue() + (1. -     334                    bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue(),
362                    bsf * cc.GetAlpha() + (1. -    335                    bsf * cc.GetAlpha() + (1. - bsf) * bg.GetAlpha());
363                 } else {                          336                 } else {
364                   glColor3d                       337                   glColor3d
365                   (bsf * cc.GetRed() + (1. - b    338                   (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
366                    bsf * cc.GetGreen() + (1. -    339                    bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
367                    bsf * cc.GetBlue() + (1. -     340                    bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue());
368                 }                                 341                 }
369               } else {                            342               } else {
370                 if (transparency_enabled) {       343                 if (transparency_enabled) {
371                   glColor4d(cc.GetRed(),cc.Get    344                   glColor4d(cc.GetRed(),cc.GetGreen(),cc.GetBlue(),cc.GetAlpha());
372                 } else {                          345                 } else {
373                   glColor3d(cc.GetRed(),cc.Get    346                   glColor3d(cc.GetRed(),cc.GetGreen(),cc.GetBlue());
374                 }                                 347                 }
375               }                                   348               }
376               glCallList (to.fDisplayListId);     349               glCallList (to.fDisplayListId);
377             }                                     350             }
378             if (to.fTransform != lastMatrixTra    351             if (to.fTransform != lastMatrixTransform) {
379               lastMatrixTransform = to.fTransf    352               lastMatrixTransform = to.fTransform;
380             }                                     353             }
381           }                                       354           }
382         }                                         355         }
383       }                                           356       }
384       if (! first) {                              357       if (! first) {
385         glPopMatrix();                            358         glPopMatrix();
386       }                                           359       }
387                                                   360       
388       if (cutawayUnion) glDisable (GL_CLIP_PLA    361       if (cutawayUnion) glDisable (GL_CLIP_PLANE2);
389     }  // iCutaway                                362     }  // iCutaway
390                                                   363     
391     if (iPass == 2) secondPassForTransparencyR    364     if (iPass == 2) secondPassForTransparencyRequested = false;  // Done.
392     if (iPass == 3) thirdPassForNonHiddenMarke    365     if (iPass == 3) thirdPassForNonHiddenMarkersRequested = false;  // Done.
393                                                   366     
394     if (secondPassForTransparencyRequested) iP    367     if (secondPassForTransparencyRequested) iPass = 2;
395     else if (thirdPassForNonHiddenMarkersReque    368     else if (thirdPassForNonHiddenMarkersRequested) iPass = 3;
396     else break;                                   369     else break;
397                                                   370     
398   } while (true);                                 371   } while (true);
399                                                   372   
400   // Display time at "head" of time range, whi    373   // Display time at "head" of time range, which is fEndTime...
401   if (fDisplayHeadTime && fEndTime < G4VisAttr << 374   if (fDisplayHeadTime && fEndTime < DBL_MAX) {
402     glMatrixMode (GL_PROJECTION);                 375     glMatrixMode (GL_PROJECTION);
403     glPushMatrix();                               376     glPushMatrix();
404     glLoadIdentity();                             377     glLoadIdentity();
405     g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT << 378     glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
406     glMatrixMode (GL_MODELVIEW);                  379     glMatrixMode (GL_MODELVIEW);
407     glPushMatrix();                               380     glPushMatrix();
408     glLoadIdentity();                             381     glLoadIdentity();
409     G4Text headTimeText(G4BestUnit(fEndTime,"T    382     G4Text headTimeText(G4BestUnit(fEndTime,"Time"),
410                         G4Point3D(fDisplayHead    383                         G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.));
411     headTimeText.SetScreenSize(fDisplayHeadTim    384     headTimeText.SetScreenSize(fDisplayHeadTimeSize);
412     G4VisAttributes visAtts (G4Colour             385     G4VisAttributes visAtts (G4Colour
413                              (fDisplayHeadTime    386                              (fDisplayHeadTimeRed,
414                               fDisplayHeadTime    387                               fDisplayHeadTimeGreen,
415                               fDisplayHeadTime    388                               fDisplayHeadTimeBlue));
416     headTimeText.SetVisAttributes(&visAtts);      389     headTimeText.SetVisAttributes(&visAtts);
417     AddPrimitiveForASingleFrame(headTimeText); << 390     fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(headTimeText);
418     glMatrixMode (GL_PROJECTION);                 391     glMatrixMode (GL_PROJECTION);
419     glPopMatrix();                                392     glPopMatrix();
420     glMatrixMode (GL_MODELVIEW);                  393     glMatrixMode (GL_MODELVIEW);
421     glPopMatrix();                                394     glPopMatrix();
422   }                                               395   }
423                                                   396   
424   // Display light front...                       397   // Display light front...
425   if (fDisplayLightFront && fEndTime < G4VisAt << 398   if (fDisplayLightFront && fEndTime < DBL_MAX) {
426     G4double lightFrontRadius = (fEndTime - fD    399     G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light;
427     if (lightFrontRadius > 0.) {                  400     if (lightFrontRadius > 0.) {
428       G4Point3D lightFrontCentre(fDisplayLight    401       G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ);
429       G4Point3D circleCentre = lightFrontCentr    402       G4Point3D circleCentre = lightFrontCentre;
430       G4double circleRadius = lightFrontRadius    403       G4double circleRadius = lightFrontRadius;
431       if (fVP.GetFieldHalfAngle() > 0.) {         404       if (fVP.GetFieldHalfAngle() > 0.) {
432         // Perspective view.  Find horizon cen    405         // Perspective view.  Find horizon centre and radius...
433         G4Point3D targetPoint = fSceneHandler.    406         G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() +
434         fVP.GetCurrentTargetPoint();              407         fVP.GetCurrentTargetPoint();
435         G4double sceneRadius = fSceneHandler.G    408         G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
436         if(sceneRadius <= 0.) sceneRadius = 1.    409         if(sceneRadius <= 0.) sceneRadius = 1.;
437         G4double cameraDistance = fVP.GetCamer    410         G4double cameraDistance = fVP.GetCameraDistance(sceneRadius);
438         G4Point3D cameraPosition = targetPoint    411         G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
439         G4Vector3D lightFrontToCameraDirection    412         G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre;
440         G4double lightFrontCentreDistance = li    413         G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag();
441         /*                                        414         /*
442          G4cout << "cameraPosition: " << camer    415          G4cout << "cameraPosition: " << cameraPosition
443          << ", lightFrontCentre: " << lightFro    416          << ", lightFrontCentre: " << lightFrontCentre
444          << ", lightFrontRadius: " << lightFro    417          << ", lightFrontRadius: " << lightFrontRadius
445          << ", lightFrontCentreDistance: " <<     418          << ", lightFrontCentreDistance: " << lightFrontCentreDistance
446          << ", dot: " << lightFrontToCameraDir    419          << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection()
447          << G4endl;                               420          << G4endl;
448          */                                       421          */
449         if (lightFrontToCameraDirection * fVP.    422         if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) {
450           // Light front in front of camera...    423           // Light front in front of camera...
451           G4double sineHorizonAngle = lightFro    424           G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance;
452           circleCentre = lightFrontCentre + (l    425           circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit();
453           circleRadius = lightFrontRadius * st    426           circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2));
454           /*                                      427           /*
455            G4cout << "sineHorizonAngle: " << s    428            G4cout << "sineHorizonAngle: " << sineHorizonAngle
456            << ", circleCentre: " << circleCent    429            << ", circleCentre: " << circleCentre
457            << ", circleRadius: " << circleRadi    430            << ", circleRadius: " << circleRadius
458            << G4endl;                             431            << G4endl;
459            */                                     432            */
460         } else {                                  433         } else {
461           circleRadius = -1.;                     434           circleRadius = -1.;
462         }                                         435         }
463       }                                           436       }
464       if (circleRadius > 0.) {                    437       if (circleRadius > 0.) {
465         G4Circle lightFront(circleCentre);        438         G4Circle lightFront(circleCentre);
466         lightFront.SetWorldRadius(circleRadius    439         lightFront.SetWorldRadius(circleRadius);
467         G4VisAttributes visAtts(G4Colour       << 440         glColor3d(fDisplayLightFrontRed,
468          (fDisplayLightFrontRed,               << 441                   fDisplayLightFrontGreen,
469           fDisplayLightFrontGreen,             << 442                   fDisplayLightFrontBlue);
470           fDisplayLightFrontBlue));            << 443         fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(lightFront);
471         lightFront.SetVisAttributes(visAtts);  << 
472         AddPrimitiveForASingleFrame(lightFront << 
473       }                                           444       }
474     }                                             445     }
475   }                                               446   }
476 }                                                 447 }
477                                                   448 
478 void G4OpenGLStoredViewer::AddPrimitiveForASin << 449 #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                                                   450