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 10.3.p3)


  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 101714 2016-11-22 08:53:13Z 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)                             52 fDepthTestEnable(true)
 50 {                                                  53 {
 51   fLastVP = fDefaultVP;  // Update in sub-clas <<  54   fLastVP = fDefaultVP; // Not sure if this gets executed before or
                                                   >>  55   // after G4VViewer::G4VViewer!!  Doesn't matter much.
 52 }                                                  56 }
 53                                                    57 
 54 G4OpenGLStoredViewer::~G4OpenGLStoredViewer ()     58 G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {}
 55                                                    59 
 56 void G4OpenGLStoredViewer::KernelVisitDecision     60 void G4OpenGLStoredViewer::KernelVisitDecision () {
 57                                                    61   
 58   // If there's a significant difference with      62   // If there's a significant difference with the last view parameters
 59   // of either the scene handler or this viewe     63   // of either the scene handler or this viewer, trigger a rebuild.
 60                                                    64   
 61   if (!fG4OpenGLStoredSceneHandler.fTopPODL ||     65   if (!fG4OpenGLStoredSceneHandler.fTopPODL ||
 62       CompareForKernelVisit(fLastVP)) {            66       CompareForKernelVisit(fLastVP)) {
 63     NeedKernelVisit ();                            67     NeedKernelVisit ();
 64   }                                                68   }
                                                   >>  69   fLastVP = fVP;
 65 }                                                  70 }
 66                                                    71 
 67 G4bool G4OpenGLStoredViewer::CompareForKernelV     72 G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) {
 68                                                    73   
 69   if (                                             74   if (
 70       (lastVP.GetDrawingStyle ()    != fVP.Get     75       (lastVP.GetDrawingStyle ()    != fVP.GetDrawingStyle ())    ||
 71       (lastVP.GetNumberOfCloudPoints()  != fVP << 
 72       (lastVP.IsAuxEdgeVisible ()   != fVP.IsA     76       (lastVP.IsAuxEdgeVisible ()   != fVP.IsAuxEdgeVisible ())   ||
 73       (lastVP.IsCulling ()          != fVP.IsC     77       (lastVP.IsCulling ()          != fVP.IsCulling ())          ||
 74       (lastVP.IsCullingInvisible () != fVP.IsC     78       (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
 75       (lastVP.IsDensityCulling ()   != fVP.IsD     79       (lastVP.IsDensityCulling ()   != fVP.IsDensityCulling ())   ||
 76       (lastVP.IsCullingCovered ()   != fVP.IsC     80       (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     81       (lastVP.IsSection ()          != fVP.IsSection ())          ||
 85       // Section (DCUT) is NOT implemented loc <<  82       // Section (DCUT) implemented locally.  But still need to visit
 86       // (lastVP.IsCutaway ()          != fVP. <<  83       // kernel if status changes so that back plane culling can be
 87       // Cutaways are implemented locally so w <<  84       // switched.
                                                   >>  85       (lastVP.IsCutaway ()          != fVP.IsCutaway ())          ||
                                                   >>  86       // Cutaways implemented locally.  But still need to visit kernel
                                                   >>  87       // if status changes so that back plane culling can be switched.
 88       (lastVP.IsExplode ()          != fVP.IsE     88       (lastVP.IsExplode ()          != fVP.IsExplode ())          ||
 89       (lastVP.GetNoOfSides ()       != fVP.Get     89       (lastVP.GetNoOfSides ()       != fVP.GetNoOfSides ())       ||
 90       (lastVP.GetGlobalMarkerScale()    != fVP << 
 91       (lastVP.GetGlobalLineWidthScale() != fVP << 
 92       (lastVP.IsMarkerNotHidden ()  != fVP.IsM << 
 93       (lastVP.GetDefaultVisAttributes()->GetCo     90       (lastVP.GetDefaultVisAttributes()->GetColour() !=
 94        fVP.GetDefaultVisAttributes()->GetColou     91        fVP.GetDefaultVisAttributes()->GetColour())                ||
 95       (lastVP.GetDefaultTextVisAttributes()->G     92       (lastVP.GetDefaultTextVisAttributes()->GetColour() !=
 96        fVP.GetDefaultTextVisAttributes()->GetC     93        fVP.GetDefaultTextVisAttributes()->GetColour())            ||
 97       (lastVP.GetBackgroundColour ()!= fVP.Get     94       (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
 98       (lastVP.IsPicking ()          != fVP.IsP     95       (lastVP.IsPicking ()          != fVP.IsPicking ())          ||
 99       (lastVP.GetVisAttributesModifiers() !=       96       (lastVP.GetVisAttributesModifiers() !=
100        fVP.GetVisAttributesModifiers())        <<  97        fVP.GetVisAttributesModifiers())
101       (lastVP.IsSpecialMeshRendering() !=      << 
102        fVP.IsSpecialMeshRendering())           << 
103       (lastVP.GetSpecialMeshRenderingOption()  << 
104        fVP.GetSpecialMeshRenderingOption())    << 
105       )                                            98       )
106   return true;                                     99   return true;
107                                                   100   
108   if (lastVP.IsDensityCulling () &&               101   if (lastVP.IsDensityCulling () &&
109       (lastVP.GetVisibleDensity () != fVP.GetV    102       (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
110   return true;                                    103   return true;
111                                                   104   
112 //  /***************************************** << 105   /**************************************************************
113 //   If section (DCUT) is implemented locally, << 106    Section (DCUT) implemented locally.  No need to visit kernel if
114   if (lastVP.IsSection () &&                   << 107    section plane itself changes.
115       (lastVP.GetSectionPlane () != fVP.GetSec << 108    if (lastVP.IsSection () &&
116     return true;                               << 109    (lastVP.GetSectionPlane () != fVP.GetSectionPlane ()))
117 //   ***************************************** << 110    return true;
                                                   >> 111    ***************************************************************/
118                                                   112   
119   /*******************************************    113   /**************************************************************
120    If cutaways are implemented locally, commen << 114    Cutaways implemented locally.  No need to visit kernel if cutaway
                                                   >> 115    planes themselves change.
121    if (lastVP.IsCutaway ()) {                     116    if (lastVP.IsCutaway ()) {
122    if (vp.GetCutawayMode() != fVP.GetCutawayMo << 
123    if (lastVP.GetCutawayPlanes ().size () !=      117    if (lastVP.GetCutawayPlanes ().size () !=
124    fVP.GetCutawayPlanes ().size ()) return tru    118    fVP.GetCutawayPlanes ().size ()) return true;
125    for (size_t i = 0; i < lastVP.GetCutawayPla    119    for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i)
126    if (lastVP.GetCutawayPlanes()[i] != fVP.Get    120    if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i])
127    return true;                                   121    return true;
128    }                                              122    }
129    *******************************************    123    ***************************************************************/
130                                                   124   
131   if (lastVP.GetCBDAlgorithmNumber() > 0) {    << 
132     if (lastVP.GetCBDParameters().size() != fV << 
133     else if (lastVP.GetCBDParameters() != fVP. << 
134   }                                            << 
135                                                << 
136   if (lastVP.IsExplode () &&                      125   if (lastVP.IsExplode () &&
137       (lastVP.GetExplodeFactor () != fVP.GetEx    126       (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
138     return true;                               << 127   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                                                   128   
147   return false;                                   129   return false;
148 }                                                 130 }
149                                                   131 
150 void G4OpenGLStoredViewer::DrawDisplayLists ()    132 void G4OpenGLStoredViewer::DrawDisplayLists () {
151                                                   133   
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    134   const G4Planes& cutaways = fVP.GetCutawayPlanes();
176   G4bool cutawayUnion = fVP.IsCutaway() &&        135   G4bool cutawayUnion = fVP.IsCutaway() &&
177   fVP.GetCutawayMode() == G4ViewParameters::cu    136   fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion;
178   const size_t nCutaways = cutawayUnion? cutaw    137   const size_t nCutaways = cutawayUnion? cutaways.size(): 1;
179   G4int iPass = 1;                                138   G4int iPass = 1;
180   G4bool secondPassForTransparencyRequested =     139   G4bool secondPassForTransparencyRequested = false;
181   G4bool thirdPassForNonHiddenMarkersRequested    140   G4bool thirdPassForNonHiddenMarkersRequested = false;
182   fDepthTestEnable = true;                        141   fDepthTestEnable = true;
183   glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LE    142   glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
184   do {                                            143   do {
185     for (size_t iCutaway = 0; iCutaway < nCuta    144     for (size_t iCutaway = 0; iCutaway < nCutaways; ++iCutaway) {
186                                                   145       
187       if (cutawayUnion) {                         146       if (cutawayUnion) {
188         double a[4];                              147         double a[4];
189         a[0] = cutaways[iCutaway].a();            148         a[0] = cutaways[iCutaway].a();
190         a[1] = cutaways[iCutaway].b();            149         a[1] = cutaways[iCutaway].b();
191         a[2] = cutaways[iCutaway].c();            150         a[2] = cutaways[iCutaway].c();
192         a[3] = cutaways[iCutaway].d();            151         a[3] = cutaways[iCutaway].d();
193         glClipPlane (GL_CLIP_PLANE2, a);          152         glClipPlane (GL_CLIP_PLANE2, a);
194         glEnable (GL_CLIP_PLANE2);                153         glEnable (GL_CLIP_PLANE2);
195       }                                           154       }
196                                                   155       
197       G4bool isPicking = fVP.IsPicking();         156       G4bool isPicking = fVP.IsPicking();
198                                                   157       
199       for (size_t iPO = 0;                        158       for (size_t iPO = 0;
200            iPO < fG4OpenGLStoredSceneHandler.f    159            iPO < fG4OpenGLStoredSceneHandler.fPOList.size(); ++iPO) {
201         if (POSelected(iPO)) {                    160         if (POSelected(iPO)) {
202           G4OpenGLStoredSceneHandler::PO& po =    161           G4OpenGLStoredSceneHandler::PO& po =
203           fG4OpenGLStoredSceneHandler.fPOList[    162           fG4OpenGLStoredSceneHandler.fPOList[iPO];
204           G4Colour c = po.fColour;                163           G4Colour c = po.fColour;
205           DisplayTimePOColourModification(c,iP    164           DisplayTimePOColourModification(c,iPO);
206           const G4bool isTransparent = c.GetAl    165           const G4bool isTransparent = c.GetAlpha() < 1.;
207           if ( iPass == 1) {                      166           if ( iPass == 1) {
208             if (isTransparent && transparency_    167             if (isTransparent && transparency_enabled) {
209               secondPassForTransparencyRequest    168               secondPassForTransparencyRequested = true;
210               continue;                           169               continue;
211             }                                     170             }
212             if (po.fMarkerOrPolyline && fVP.Is    171             if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
213               thirdPassForNonHiddenMarkersRequ    172               thirdPassForNonHiddenMarkersRequested = true;
214               continue;                           173               continue;
215             }                                     174             }
216           } else if (iPass == 2) {  // Second     175           } else if (iPass == 2) {  // Second pass for transparency.
217             if (!isTransparent) {                 176             if (!isTransparent) {
218               continue;                           177               continue;
219             }                                     178             }
220           } else {  // Third pass for non-hidd    179           } else {  // Third pass for non-hidden markers
221             if (!po.fMarkerOrPolyline) {          180             if (!po.fMarkerOrPolyline) {
222               continue;                           181               continue;
223             }                                     182             }
224           }                                       183           }
225           if (isPicking) glLoadName(po.fPickNa    184           if (isPicking) glLoadName(po.fPickName);
226           if (transparency_enabled) {             185           if (transparency_enabled) {
227             glColor4d(c.GetRed(),c.GetGreen(),    186             glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
228           } else {                                187           } else {
229             glColor3d(c.GetRed(),c.GetGreen(),    188             glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
230           }                                       189           }
231           if (po.fMarkerOrPolyline && fVP.IsMa    190           if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
232             if (fDepthTestEnable !=false) {       191             if (fDepthTestEnable !=false) {
233               glDisable (GL_DEPTH_TEST);          192               glDisable (GL_DEPTH_TEST);
234               fDepthTestEnable = false;           193               fDepthTestEnable = false;
235             }                                     194             }
236           } else {                                195           } else {
237             if (fDepthTestEnable !=true) {        196             if (fDepthTestEnable !=true) {
238               glEnable (GL_DEPTH_TEST); glDept    197               glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
239               fDepthTestEnable = true;            198               fDepthTestEnable = true;
240             }                                     199             }
241           }                                       200           }
242           if (po.fpG4TextPlus) {                  201           if (po.fpG4TextPlus) {
243             if (po.fpG4TextPlus->fProcessing2D    202             if (po.fpG4TextPlus->fProcessing2D) {
244               glMatrixMode (GL_PROJECTION);       203               glMatrixMode (GL_PROJECTION);
245               glPushMatrix();                     204               glPushMatrix();
246               glLoadIdentity();                   205               glLoadIdentity();
247               g4GlOrtho (-1., 1., -1., 1., -G4    206               g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
248               glMatrixMode (GL_MODELVIEW);        207               glMatrixMode (GL_MODELVIEW);
249               glPushMatrix();                     208               glPushMatrix();
250               glLoadIdentity();                   209               glLoadIdentity();
251               G4OpenGLTransform3D oglt (po.fTr    210               G4OpenGLTransform3D oglt (po.fTransform);
252               glMultMatrixd (oglt.GetGLMatrix     211               glMultMatrixd (oglt.GetGLMatrix ());
253               // This text is from a PODL. We  << 212               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
254               AddPrimitiveForASingleFrame(po.f << 213               (po.fpG4TextPlus->fG4Text);
255             } else {                              214             } else {
256               glPushMatrix();                     215               glPushMatrix();
257               G4OpenGLTransform3D oglt (po.fTr    216               G4OpenGLTransform3D oglt (po.fTransform);
258               glMultMatrixd (oglt.GetGLMatrix     217               glMultMatrixd (oglt.GetGLMatrix ());
259               // This text is from a PODL. We  << 218               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
260               AddPrimitiveForASingleFrame(po.f << 219               (po.fpG4TextPlus->fG4Text);
261               glPopMatrix();                      220               glPopMatrix();
262             }                                     221             }
263                                                   222             
264             if (po.fpG4TextPlus->fProcessing2D    223             if (po.fpG4TextPlus->fProcessing2D) {
265               glMatrixMode (GL_PROJECTION);       224               glMatrixMode (GL_PROJECTION);
266               glPopMatrix();                      225               glPopMatrix();
267               glMatrixMode (GL_MODELVIEW);        226               glMatrixMode (GL_MODELVIEW);
268               glPopMatrix();                      227               glPopMatrix();
269             }                                     228             }
270           } else {                                229           } else {
271             glPushMatrix();                       230             glPushMatrix();
272             G4OpenGLTransform3D oglt (po.fTran    231             G4OpenGLTransform3D oglt (po.fTransform);
273             glMultMatrixd (oglt.GetGLMatrix ()    232             glMultMatrixd (oglt.GetGLMatrix ());
274             glCallList (po.fDisplayListId);       233             glCallList (po.fDisplayListId);
275             glPopMatrix();                        234             glPopMatrix();
276           }                                       235           }
277         }                                         236         }
278       }                                           237       }
279                                                   238       
280       G4Transform3D lastMatrixTransform;          239       G4Transform3D lastMatrixTransform;
281       G4bool first = true;                        240       G4bool first = true;
282                                                << 241       
283       for (size_t iTO = 0;                        242       for (size_t iTO = 0;
284            iTO < fG4OpenGLStoredSceneHandler.f    243            iTO < fG4OpenGLStoredSceneHandler.fTOList.size(); ++iTO) {
285         if (TOSelected(iTO)) {                    244         if (TOSelected(iTO)) {
286           G4OpenGLStoredSceneHandler::TO& to =    245           G4OpenGLStoredSceneHandler::TO& to =
287           fG4OpenGLStoredSceneHandler.fTOList[    246           fG4OpenGLStoredSceneHandler.fTOList[iTO];
288           const G4Colour& c = to.fColour;         247           const G4Colour& c = to.fColour;
289           const G4bool isTransparent = c.GetAl    248           const G4bool isTransparent = c.GetAlpha() < 1.;
290           if ( iPass == 1) {                      249           if ( iPass == 1) {
291             if (isTransparent && transparency_    250             if (isTransparent && transparency_enabled) {
292               secondPassForTransparencyRequest    251               secondPassForTransparencyRequested = true;
293               continue;                           252               continue;
294             }                                     253             }
295             if (to.fMarkerOrPolyline && fVP.Is    254             if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
296               thirdPassForNonHiddenMarkersRequ    255               thirdPassForNonHiddenMarkersRequested = true;
297               continue;                           256               continue;
298             }                                     257             }
299           } else if (iPass == 2) {  // Second     258           } else if (iPass == 2) {  // Second pass for transparency.
300             if (!isTransparent) {                 259             if (!isTransparent) {
301               continue;                           260               continue;
302             }                                     261             }
303           } else {  // Third pass for non-hidd    262           } else {  // Third pass for non-hidden markers
304             if (!to.fMarkerOrPolyline) {          263             if (!to.fMarkerOrPolyline) {
305               continue;                           264               continue;
306             }                                     265             }
307           }                                       266           }
308           if (to.fMarkerOrPolyline && fVP.IsMa    267           if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
309             if (fDepthTestEnable !=false) {       268             if (fDepthTestEnable !=false) {
310               glDisable (GL_DEPTH_TEST);          269               glDisable (GL_DEPTH_TEST);
311               fDepthTestEnable = false;           270               fDepthTestEnable = false;
312             }                                     271             }
313           } else {                                272           } else {
314             if (fDepthTestEnable !=true) {        273             if (fDepthTestEnable !=true) {
315               glEnable (GL_DEPTH_TEST); glDept    274               glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);
316               fDepthTestEnable = true;            275               fDepthTestEnable = true;
317             }                                     276             }
318           }                                       277           }
319           if (to.fEndTime >= fStartTime && to.    278           if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) {
320             if (fVP.IsPicking()) glLoadName(to    279             if (fVP.IsPicking()) glLoadName(to.fPickName);
321             if (to.fpG4TextPlus) {                280             if (to.fpG4TextPlus) {
322               if (to.fpG4TextPlus->fProcessing    281               if (to.fpG4TextPlus->fProcessing2D) {
323                 glMatrixMode (GL_PROJECTION);     282                 glMatrixMode (GL_PROJECTION);
324                 glPushMatrix();                   283                 glPushMatrix();
325                 glLoadIdentity();                 284                 glLoadIdentity();
326                 g4GlOrtho (-1., 1., -1., 1., -    285                 g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
327                 glMatrixMode (GL_MODELVIEW);      286                 glMatrixMode (GL_MODELVIEW);
328                 glPushMatrix();                   287                 glPushMatrix();
329                 glLoadIdentity();                 288                 glLoadIdentity();
330               }                                   289               }
331               G4OpenGLTransform3D oglt (to.fTr    290               G4OpenGLTransform3D oglt (to.fTransform);
332               glMultMatrixd (oglt.GetGLMatrix     291               glMultMatrixd (oglt.GetGLMatrix ());
333               // This text is from a TODL. We  << 292               if (transparency_enabled) {
334               AddPrimitiveForASingleFrame(to.f << 293                 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 294               } else {
                                                   >> 295                 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 296               }
                                                   >> 297               fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
                                                   >> 298               (to.fpG4TextPlus->fG4Text);
335               if (to.fpG4TextPlus->fProcessing    299               if (to.fpG4TextPlus->fProcessing2D) {
336                 glMatrixMode (GL_PROJECTION);     300                 glMatrixMode (GL_PROJECTION);
337                 glPopMatrix();                    301                 glPopMatrix();
338                 glMatrixMode (GL_MODELVIEW);      302                 glMatrixMode (GL_MODELVIEW);
339                 glPopMatrix();                    303                 glPopMatrix();
340               }                                   304               }
341             } else {                              305             } else {
342               if (to.fTransform != lastMatrixT    306               if (to.fTransform != lastMatrixTransform) {
343                 if (! first) {                    307                 if (! first) {
344                   glPopMatrix();                  308                   glPopMatrix();
345                 }                                 309                 }
346                 first = false;                    310                 first = false;
347                 glPushMatrix();                   311                 glPushMatrix();
348                 G4OpenGLTransform3D oglt (to.f    312                 G4OpenGLTransform3D oglt (to.fTransform);
349                 glMultMatrixd (oglt.GetGLMatri    313                 glMultMatrixd (oglt.GetGLMatrix ());
350               }                                   314               }
351               const G4Colour& cc = to.fColour;    315               const G4Colour& cc = to.fColour;
352               if (fFadeFactor > 0. && to.fEndT    316               if (fFadeFactor > 0. && to.fEndTime < fEndTime) {
353                 // Brightness scaling factor      317                 // Brightness scaling factor
354                 G4double bsf = 1. - fFadeFacto    318                 G4double bsf = 1. - fFadeFactor *
355                 ((fEndTime - to.fEndTime) / (f    319                 ((fEndTime - to.fEndTime) / (fEndTime - fStartTime));
356                 const G4Colour& bg = fVP.GetBa    320                 const G4Colour& bg = fVP.GetBackgroundColour();
357                 if (transparency_enabled) {       321                 if (transparency_enabled) {
358                   glColor4d                       322                   glColor4d
359                   (bsf * cc.GetRed() + (1. - b    323                   (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
360                    bsf * cc.GetGreen() + (1. -    324                    bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
361                    bsf * cc.GetBlue() + (1. -     325                    bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue(),
362                    bsf * cc.GetAlpha() + (1. -    326                    bsf * cc.GetAlpha() + (1. - bsf) * bg.GetAlpha());
363                 } else {                          327                 } else {
364                   glColor3d                       328                   glColor3d
365                   (bsf * cc.GetRed() + (1. - b    329                   (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
366                    bsf * cc.GetGreen() + (1. -    330                    bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
367                    bsf * cc.GetBlue() + (1. -     331                    bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue());
368                 }                                 332                 }
369               } else {                            333               } else {
370                 if (transparency_enabled) {       334                 if (transparency_enabled) {
371                   glColor4d(cc.GetRed(),cc.Get    335                   glColor4d(cc.GetRed(),cc.GetGreen(),cc.GetBlue(),cc.GetAlpha());
372                 } else {                          336                 } else {
373                   glColor3d(cc.GetRed(),cc.Get    337                   glColor3d(cc.GetRed(),cc.GetGreen(),cc.GetBlue());
374                 }                                 338                 }
375               }                                   339               }
376               glCallList (to.fDisplayListId);     340               glCallList (to.fDisplayListId);
377             }                                     341             }
378             if (to.fTransform != lastMatrixTra    342             if (to.fTransform != lastMatrixTransform) {
379               lastMatrixTransform = to.fTransf    343               lastMatrixTransform = to.fTransform;
380             }                                     344             }
381           }                                       345           }
382         }                                         346         }
383       }                                           347       }
384       if (! first) {                              348       if (! first) {
385         glPopMatrix();                            349         glPopMatrix();
386       }                                           350       }
387                                                   351       
388       if (cutawayUnion) glDisable (GL_CLIP_PLA    352       if (cutawayUnion) glDisable (GL_CLIP_PLANE2);
389     }  // iCutaway                                353     }  // iCutaway
390                                                   354     
391     if (iPass == 2) secondPassForTransparencyR    355     if (iPass == 2) secondPassForTransparencyRequested = false;  // Done.
392     if (iPass == 3) thirdPassForNonHiddenMarke    356     if (iPass == 3) thirdPassForNonHiddenMarkersRequested = false;  // Done.
393                                                   357     
394     if (secondPassForTransparencyRequested) iP    358     if (secondPassForTransparencyRequested) iPass = 2;
395     else if (thirdPassForNonHiddenMarkersReque    359     else if (thirdPassForNonHiddenMarkersRequested) iPass = 3;
396     else break;                                   360     else break;
397                                                   361     
398   } while (true);                                 362   } while (true);
399                                                   363   
400   // Display time at "head" of time range, whi    364   // Display time at "head" of time range, which is fEndTime...
401   if (fDisplayHeadTime && fEndTime < G4VisAttr << 365   if (fDisplayHeadTime && fEndTime < DBL_MAX) {
402     glMatrixMode (GL_PROJECTION);                 366     glMatrixMode (GL_PROJECTION);
403     glPushMatrix();                               367     glPushMatrix();
404     glLoadIdentity();                             368     glLoadIdentity();
405     g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT    369     g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
406     glMatrixMode (GL_MODELVIEW);                  370     glMatrixMode (GL_MODELVIEW);
407     glPushMatrix();                               371     glPushMatrix();
408     glLoadIdentity();                             372     glLoadIdentity();
409     G4Text headTimeText(G4BestUnit(fEndTime,"T    373     G4Text headTimeText(G4BestUnit(fEndTime,"Time"),
410                         G4Point3D(fDisplayHead    374                         G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.));
411     headTimeText.SetScreenSize(fDisplayHeadTim    375     headTimeText.SetScreenSize(fDisplayHeadTimeSize);
412     G4VisAttributes visAtts (G4Colour             376     G4VisAttributes visAtts (G4Colour
413                              (fDisplayHeadTime    377                              (fDisplayHeadTimeRed,
414                               fDisplayHeadTime    378                               fDisplayHeadTimeGreen,
415                               fDisplayHeadTime    379                               fDisplayHeadTimeBlue));
416     headTimeText.SetVisAttributes(&visAtts);      380     headTimeText.SetVisAttributes(&visAtts);
417     AddPrimitiveForASingleFrame(headTimeText); << 381     fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(headTimeText);
418     glMatrixMode (GL_PROJECTION);                 382     glMatrixMode (GL_PROJECTION);
419     glPopMatrix();                                383     glPopMatrix();
420     glMatrixMode (GL_MODELVIEW);                  384     glMatrixMode (GL_MODELVIEW);
421     glPopMatrix();                                385     glPopMatrix();
422   }                                               386   }
423                                                   387   
424   // Display light front...                       388   // Display light front...
425   if (fDisplayLightFront && fEndTime < G4VisAt << 389   if (fDisplayLightFront && fEndTime < DBL_MAX) {
426     G4double lightFrontRadius = (fEndTime - fD    390     G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light;
427     if (lightFrontRadius > 0.) {                  391     if (lightFrontRadius > 0.) {
428       G4Point3D lightFrontCentre(fDisplayLight    392       G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ);
429       G4Point3D circleCentre = lightFrontCentr    393       G4Point3D circleCentre = lightFrontCentre;
430       G4double circleRadius = lightFrontRadius    394       G4double circleRadius = lightFrontRadius;
431       if (fVP.GetFieldHalfAngle() > 0.) {         395       if (fVP.GetFieldHalfAngle() > 0.) {
432         // Perspective view.  Find horizon cen    396         // Perspective view.  Find horizon centre and radius...
433         G4Point3D targetPoint = fSceneHandler.    397         G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() +
434         fVP.GetCurrentTargetPoint();              398         fVP.GetCurrentTargetPoint();
435         G4double sceneRadius = fSceneHandler.G    399         G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
436         if(sceneRadius <= 0.) sceneRadius = 1.    400         if(sceneRadius <= 0.) sceneRadius = 1.;
437         G4double cameraDistance = fVP.GetCamer    401         G4double cameraDistance = fVP.GetCameraDistance(sceneRadius);
438         G4Point3D cameraPosition = targetPoint    402         G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
439         G4Vector3D lightFrontToCameraDirection    403         G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre;
440         G4double lightFrontCentreDistance = li    404         G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag();
441         /*                                        405         /*
442          G4cout << "cameraPosition: " << camer    406          G4cout << "cameraPosition: " << cameraPosition
443          << ", lightFrontCentre: " << lightFro    407          << ", lightFrontCentre: " << lightFrontCentre
444          << ", lightFrontRadius: " << lightFro    408          << ", lightFrontRadius: " << lightFrontRadius
445          << ", lightFrontCentreDistance: " <<     409          << ", lightFrontCentreDistance: " << lightFrontCentreDistance
446          << ", dot: " << lightFrontToCameraDir    410          << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection()
447          << G4endl;                               411          << G4endl;
448          */                                       412          */
449         if (lightFrontToCameraDirection * fVP.    413         if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) {
450           // Light front in front of camera...    414           // Light front in front of camera...
451           G4double sineHorizonAngle = lightFro    415           G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance;
452           circleCentre = lightFrontCentre + (l    416           circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit();
453           circleRadius = lightFrontRadius * st    417           circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2));
454           /*                                      418           /*
455            G4cout << "sineHorizonAngle: " << s    419            G4cout << "sineHorizonAngle: " << sineHorizonAngle
456            << ", circleCentre: " << circleCent    420            << ", circleCentre: " << circleCentre
457            << ", circleRadius: " << circleRadi    421            << ", circleRadius: " << circleRadius
458            << G4endl;                             422            << G4endl;
459            */                                     423            */
460         } else {                                  424         } else {
461           circleRadius = -1.;                     425           circleRadius = -1.;
462         }                                         426         }
463       }                                           427       }
464       if (circleRadius > 0.) {                    428       if (circleRadius > 0.) {
465         G4Circle lightFront(circleCentre);        429         G4Circle lightFront(circleCentre);
466         lightFront.SetWorldRadius(circleRadius    430         lightFront.SetWorldRadius(circleRadius);
467         G4VisAttributes visAtts(G4Colour       << 431         glColor3d(fDisplayLightFrontRed,
468          (fDisplayLightFrontRed,               << 432                   fDisplayLightFrontGreen,
469           fDisplayLightFrontGreen,             << 433                   fDisplayLightFrontBlue);
470           fDisplayLightFrontBlue));            << 434         fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(lightFront);
471         lightFront.SetVisAttributes(visAtts);  << 
472         AddPrimitiveForASingleFrame(lightFront << 
473       }                                           435       }
474     }                                             436     }
475   }                                               437   }
476 }                                                 438 }
477                                                   439 
478 void G4OpenGLStoredViewer::AddPrimitiveForASin << 440 #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                                                   441