Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // 27 // 27 // 28 // 28 // 29 // Andrew Walkden 7th February 1997 29 // Andrew Walkden 7th February 1997 30 // Class G4OpenGLStoredViewer : Encapsulates t 30 // Class G4OpenGLStoredViewer : Encapsulates the `storedness' of 31 // an OpenGL view, 31 // an OpenGL view, for inheritance by 32 // derived (X, Xm.. 32 // derived (X, Xm...) classes. 33 33 >> 34 #ifdef G4VIS_BUILD_OPENGL_DRIVER >> 35 34 #include "G4OpenGLStoredViewer.hh" 36 #include "G4OpenGLStoredViewer.hh" 35 37 36 #include "G4PhysicalConstants.hh" 38 #include "G4PhysicalConstants.hh" 37 #include "G4OpenGLStoredSceneHandler.hh" 39 #include "G4OpenGLStoredSceneHandler.hh" 38 #include "G4Text.hh" 40 #include "G4Text.hh" 39 #include "G4Circle.hh" 41 #include "G4Circle.hh" 40 #include "G4UnitsTable.hh" 42 #include "G4UnitsTable.hh" 41 #include "G4Scene.hh" 43 #include "G4Scene.hh" 42 #include "G4OpenGLTransform3D.hh" 44 #include "G4OpenGLTransform3D.hh" 43 45 44 G4OpenGLStoredViewer::G4OpenGLStoredViewer 46 G4OpenGLStoredViewer::G4OpenGLStoredViewer 45 (G4OpenGLStoredSceneHandler& sceneHandler): 47 (G4OpenGLStoredSceneHandler& sceneHandler): 46 G4VViewer (sceneHandler, -1), 48 G4VViewer (sceneHandler, -1), 47 G4OpenGLViewer (sceneHandler), 49 G4OpenGLViewer (sceneHandler), 48 fG4OpenGLStoredSceneHandler (sceneHandler), 50 fG4OpenGLStoredSceneHandler (sceneHandler), 49 fDepthTestEnable(true) 51 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 75 (lastVP.GetNumberOfCloudPoints() != fVP.GetNumberOfCloudPoints()) || 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() != 81 (lastVP.GetCBDAlgorithmNumber() != 78 fVP.GetCBDAlgorithmNumber()) 82 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 83 (lastVP.IsSection () != fVP.IsSection ()) || 85 // Section (DCUT) is NOT implemented loc << 84 // Section (DCUT) implemented locally. But still need to visit 86 // (lastVP.IsCutaway () != fVP. << 85 // kernel if status changes so that back plane culling can be 87 // Cutaways are implemented locally so w << 86 // switched. >> 87 (lastVP.IsCutaway () != fVP.IsCutaway ()) || >> 88 // Cutaways implemented locally. But still need to visit kernel >> 89 // if status changes so that back plane culling can be switched. 88 (lastVP.IsExplode () != fVP.IsE 90 (lastVP.IsExplode () != fVP.IsExplode ()) || 89 (lastVP.GetNoOfSides () != fVP.Get 91 (lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) || 90 (lastVP.GetGlobalMarkerScale() != fVP << 91 (lastVP.GetGlobalLineWidthScale() != fVP << 92 (lastVP.IsMarkerNotHidden () != fVP.IsM << 93 (lastVP.GetDefaultVisAttributes()->GetCo 92 (lastVP.GetDefaultVisAttributes()->GetColour() != 94 fVP.GetDefaultVisAttributes()->GetColou 93 fVP.GetDefaultVisAttributes()->GetColour()) || 95 (lastVP.GetDefaultTextVisAttributes()->G 94 (lastVP.GetDefaultTextVisAttributes()->GetColour() != 96 fVP.GetDefaultTextVisAttributes()->GetC 95 fVP.GetDefaultTextVisAttributes()->GetColour()) || 97 (lastVP.GetBackgroundColour ()!= fVP.Get 96 (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())|| 98 (lastVP.IsPicking () != fVP.IsP 97 (lastVP.IsPicking () != fVP.IsPicking ()) || 99 (lastVP.GetVisAttributesModifiers() != 98 (lastVP.GetVisAttributesModifiers() != 100 fVP.GetVisAttributesModifiers()) << 99 fVP.GetVisAttributesModifiers()) 101 (lastVP.IsSpecialMeshRendering() != << 102 fVP.IsSpecialMeshRendering()) << 103 (lastVP.GetSpecialMeshRenderingOption() << 104 fVP.GetSpecialMeshRenderingOption()) << 105 ) 100 ) 106 return true; 101 return true; 107 102 108 if (lastVP.IsDensityCulling () && 103 if (lastVP.IsDensityCulling () && 109 (lastVP.GetVisibleDensity () != fVP.GetV 104 (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ())) 110 return true; 105 return true; 111 106 112 // /***************************************** 107 // /************************************************************** 113 // If section (DCUT) is implemented locally, 108 // If section (DCUT) is implemented locally, comment this out. 114 if (lastVP.IsSection () && 109 if (lastVP.IsSection () && 115 (lastVP.GetSectionPlane () != fVP.GetSec 110 (lastVP.GetSectionPlane () != fVP.GetSectionPlane ())) 116 return true; 111 return true; 117 // ***************************************** 112 // ***************************************************************/ 118 113 119 /******************************************* 114 /************************************************************** 120 If cutaways are implemented locally, commen 115 If cutaways are implemented locally, comment this out. 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) { 125 if (lastVP.GetCBDAlgorithmNumber() > 0) { 132 if (lastVP.GetCBDParameters().size() != fV 126 if (lastVP.GetCBDParameters().size() != fVP.GetCBDParameters().size()) return true; 133 else if (lastVP.GetCBDParameters() != fVP. 127 else if (lastVP.GetCBDParameters() != fVP.GetCBDParameters()) return true; 134 } 128 } 135 129 136 if (lastVP.IsExplode () && 130 if (lastVP.IsExplode () && 137 (lastVP.GetExplodeFactor () != fVP.GetEx 131 (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ())) 138 return true; 132 return true; 139 133 140 if (lastVP.IsSpecialMeshRendering() && << 141 (lastVP.GetSpecialMeshVolumes() != fVP.G << 142 return true; << 143 << 144 // Time window parameters operate on the exi 134 // Time window parameters operate on the existing database so no need 145 // to rebuild even if they change. 135 // to rebuild even if they change. 146 136 147 return false; 137 return false; 148 } 138 } 149 139 150 void G4OpenGLStoredViewer::DrawDisplayLists () 140 void G4OpenGLStoredViewer::DrawDisplayLists () { 151 141 152 // We moved these from G4OpenGLViewer to G4V 142 // We moved these from G4OpenGLViewer to G4ViewParamaters. To avoid 153 // editing many lines below we introduce the 143 // editing many lines below we introduce these convenient aliases. 154 #define CONVENIENT_DOUBLE_ALIAS(q) const G4dou 144 #define CONVENIENT_DOUBLE_ALIAS(q) const G4double& f##q = fVP.Get##q(); 155 #define CONVENIENT_BOOL_ALIAS(q) const G4bool& 145 #define CONVENIENT_BOOL_ALIAS(q) const G4bool& f##q = fVP.Is##q(); 156 CONVENIENT_DOUBLE_ALIAS(StartTime) 146 CONVENIENT_DOUBLE_ALIAS(StartTime) 157 CONVENIENT_DOUBLE_ALIAS(EndTime) 147 CONVENIENT_DOUBLE_ALIAS(EndTime) 158 CONVENIENT_DOUBLE_ALIAS(FadeFactor) 148 CONVENIENT_DOUBLE_ALIAS(FadeFactor) 159 CONVENIENT_BOOL_ALIAS(DisplayHeadTime) 149 CONVENIENT_BOOL_ALIAS(DisplayHeadTime) 160 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeX) 150 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeX) 161 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeY) 151 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeY) 162 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeSize) 152 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeSize) 163 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeRed) 153 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeRed) 164 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeGreen 154 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeGreen) 165 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeBlue) 155 CONVENIENT_DOUBLE_ALIAS(DisplayHeadTimeBlue) 166 CONVENIENT_BOOL_ALIAS(DisplayLightFront) 156 CONVENIENT_BOOL_ALIAS(DisplayLightFront) 167 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontX) 157 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontX) 168 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontY) 158 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontY) 169 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontZ) 159 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontZ) 170 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontT) 160 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontT) 171 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontRed 161 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontRed) 172 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontGre 162 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontGreen) 173 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontBlu 163 CONVENIENT_DOUBLE_ALIAS(DisplayLightFrontBlue) 174 164 175 const G4Planes& cutaways = fVP.GetCutawayPla 165 const G4Planes& cutaways = fVP.GetCutawayPlanes(); 176 G4bool cutawayUnion = fVP.IsCutaway() && 166 G4bool cutawayUnion = fVP.IsCutaway() && 177 fVP.GetCutawayMode() == G4ViewParameters::cu 167 fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion; 178 const size_t nCutaways = cutawayUnion? cutaw 168 const size_t nCutaways = cutawayUnion? cutaways.size(): 1; 179 G4int iPass = 1; 169 G4int iPass = 1; 180 G4bool secondPassForTransparencyRequested = 170 G4bool secondPassForTransparencyRequested = false; 181 G4bool thirdPassForNonHiddenMarkersRequested 171 G4bool thirdPassForNonHiddenMarkersRequested = false; 182 fDepthTestEnable = true; 172 fDepthTestEnable = true; 183 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LE 173 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL); 184 do { 174 do { 185 for (size_t iCutaway = 0; iCutaway < nCuta 175 for (size_t iCutaway = 0; iCutaway < nCutaways; ++iCutaway) { 186 176 187 if (cutawayUnion) { 177 if (cutawayUnion) { 188 double a[4]; 178 double a[4]; 189 a[0] = cutaways[iCutaway].a(); 179 a[0] = cutaways[iCutaway].a(); 190 a[1] = cutaways[iCutaway].b(); 180 a[1] = cutaways[iCutaway].b(); 191 a[2] = cutaways[iCutaway].c(); 181 a[2] = cutaways[iCutaway].c(); 192 a[3] = cutaways[iCutaway].d(); 182 a[3] = cutaways[iCutaway].d(); 193 glClipPlane (GL_CLIP_PLANE2, a); 183 glClipPlane (GL_CLIP_PLANE2, a); 194 glEnable (GL_CLIP_PLANE2); 184 glEnable (GL_CLIP_PLANE2); 195 } 185 } 196 186 197 G4bool isPicking = fVP.IsPicking(); 187 G4bool isPicking = fVP.IsPicking(); 198 188 199 for (size_t iPO = 0; 189 for (size_t iPO = 0; 200 iPO < fG4OpenGLStoredSceneHandler.f 190 iPO < fG4OpenGLStoredSceneHandler.fPOList.size(); ++iPO) { 201 if (POSelected(iPO)) { 191 if (POSelected(iPO)) { 202 G4OpenGLStoredSceneHandler::PO& po = 192 G4OpenGLStoredSceneHandler::PO& po = 203 fG4OpenGLStoredSceneHandler.fPOList[ 193 fG4OpenGLStoredSceneHandler.fPOList[iPO]; 204 G4Colour c = po.fColour; 194 G4Colour c = po.fColour; 205 DisplayTimePOColourModification(c,iP 195 DisplayTimePOColourModification(c,iPO); 206 const G4bool isTransparent = c.GetAl 196 const G4bool isTransparent = c.GetAlpha() < 1.; 207 if ( iPass == 1) { 197 if ( iPass == 1) { 208 if (isTransparent && transparency_ 198 if (isTransparent && transparency_enabled) { 209 secondPassForTransparencyRequest 199 secondPassForTransparencyRequested = true; 210 continue; 200 continue; 211 } 201 } 212 if (po.fMarkerOrPolyline && fVP.Is 202 if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) { 213 thirdPassForNonHiddenMarkersRequ 203 thirdPassForNonHiddenMarkersRequested = true; 214 continue; 204 continue; 215 } 205 } 216 } else if (iPass == 2) { // Second 206 } else if (iPass == 2) { // Second pass for transparency. 217 if (!isTransparent) { 207 if (!isTransparent) { 218 continue; 208 continue; 219 } 209 } 220 } else { // Third pass for non-hidd 210 } else { // Third pass for non-hidden markers 221 if (!po.fMarkerOrPolyline) { 211 if (!po.fMarkerOrPolyline) { 222 continue; 212 continue; 223 } 213 } 224 } 214 } 225 if (isPicking) glLoadName(po.fPickNa 215 if (isPicking) glLoadName(po.fPickName); 226 if (transparency_enabled) { 216 if (transparency_enabled) { 227 glColor4d(c.GetRed(),c.GetGreen(), 217 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); 228 } else { 218 } else { 229 glColor3d(c.GetRed(),c.GetGreen(), 219 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); 230 } 220 } 231 if (po.fMarkerOrPolyline && fVP.IsMa 221 if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) { 232 if (fDepthTestEnable !=false) { 222 if (fDepthTestEnable !=false) { 233 glDisable (GL_DEPTH_TEST); 223 glDisable (GL_DEPTH_TEST); 234 fDepthTestEnable = false; 224 fDepthTestEnable = false; 235 } 225 } 236 } else { 226 } else { 237 if (fDepthTestEnable !=true) { 227 if (fDepthTestEnable !=true) { 238 glEnable (GL_DEPTH_TEST); glDept 228 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL); 239 fDepthTestEnable = true; 229 fDepthTestEnable = true; 240 } 230 } 241 } 231 } 242 if (po.fpG4TextPlus) { 232 if (po.fpG4TextPlus) { 243 if (po.fpG4TextPlus->fProcessing2D 233 if (po.fpG4TextPlus->fProcessing2D) { 244 glMatrixMode (GL_PROJECTION); 234 glMatrixMode (GL_PROJECTION); 245 glPushMatrix(); 235 glPushMatrix(); 246 glLoadIdentity(); 236 glLoadIdentity(); 247 g4GlOrtho (-1., 1., -1., 1., -G4 237 g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); 248 glMatrixMode (GL_MODELVIEW); 238 glMatrixMode (GL_MODELVIEW); 249 glPushMatrix(); 239 glPushMatrix(); 250 glLoadIdentity(); 240 glLoadIdentity(); 251 G4OpenGLTransform3D oglt (po.fTr 241 G4OpenGLTransform3D oglt (po.fTransform); 252 glMultMatrixd (oglt.GetGLMatrix 242 glMultMatrixd (oglt.GetGLMatrix ()); 253 // This text is from a PODL. We 243 // This text is from a PODL. We don't want to create a new PODL. 254 AddPrimitiveForASingleFrame(po.f 244 AddPrimitiveForASingleFrame(po.fpG4TextPlus->fG4Text); 255 } else { 245 } else { 256 glPushMatrix(); 246 glPushMatrix(); 257 G4OpenGLTransform3D oglt (po.fTr 247 G4OpenGLTransform3D oglt (po.fTransform); 258 glMultMatrixd (oglt.GetGLMatrix 248 glMultMatrixd (oglt.GetGLMatrix ()); 259 // This text is from a PODL. We 249 // This text is from a PODL. We don't want to create a new PODL. 260 AddPrimitiveForASingleFrame(po.f 250 AddPrimitiveForASingleFrame(po.fpG4TextPlus->fG4Text); 261 glPopMatrix(); 251 glPopMatrix(); 262 } 252 } 263 253 264 if (po.fpG4TextPlus->fProcessing2D 254 if (po.fpG4TextPlus->fProcessing2D) { 265 glMatrixMode (GL_PROJECTION); 255 glMatrixMode (GL_PROJECTION); 266 glPopMatrix(); 256 glPopMatrix(); 267 glMatrixMode (GL_MODELVIEW); 257 glMatrixMode (GL_MODELVIEW); 268 glPopMatrix(); 258 glPopMatrix(); 269 } 259 } 270 } else { 260 } else { 271 glPushMatrix(); 261 glPushMatrix(); 272 G4OpenGLTransform3D oglt (po.fTran 262 G4OpenGLTransform3D oglt (po.fTransform); 273 glMultMatrixd (oglt.GetGLMatrix () 263 glMultMatrixd (oglt.GetGLMatrix ()); 274 glCallList (po.fDisplayListId); 264 glCallList (po.fDisplayListId); 275 glPopMatrix(); 265 glPopMatrix(); 276 } 266 } 277 } 267 } 278 } 268 } 279 269 280 G4Transform3D lastMatrixTransform; 270 G4Transform3D lastMatrixTransform; 281 G4bool first = true; 271 G4bool first = true; 282 272 283 for (size_t iTO = 0; 273 for (size_t iTO = 0; 284 iTO < fG4OpenGLStoredSceneHandler.f 274 iTO < fG4OpenGLStoredSceneHandler.fTOList.size(); ++iTO) { 285 if (TOSelected(iTO)) { 275 if (TOSelected(iTO)) { 286 G4OpenGLStoredSceneHandler::TO& to = 276 G4OpenGLStoredSceneHandler::TO& to = 287 fG4OpenGLStoredSceneHandler.fTOList[ 277 fG4OpenGLStoredSceneHandler.fTOList[iTO]; 288 const G4Colour& c = to.fColour; 278 const G4Colour& c = to.fColour; 289 const G4bool isTransparent = c.GetAl 279 const G4bool isTransparent = c.GetAlpha() < 1.; 290 if ( iPass == 1) { 280 if ( iPass == 1) { 291 if (isTransparent && transparency_ 281 if (isTransparent && transparency_enabled) { 292 secondPassForTransparencyRequest 282 secondPassForTransparencyRequested = true; 293 continue; 283 continue; 294 } 284 } 295 if (to.fMarkerOrPolyline && fVP.Is 285 if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) { 296 thirdPassForNonHiddenMarkersRequ 286 thirdPassForNonHiddenMarkersRequested = true; 297 continue; 287 continue; 298 } 288 } 299 } else if (iPass == 2) { // Second 289 } else if (iPass == 2) { // Second pass for transparency. 300 if (!isTransparent) { 290 if (!isTransparent) { 301 continue; 291 continue; 302 } 292 } 303 } else { // Third pass for non-hidd 293 } else { // Third pass for non-hidden markers 304 if (!to.fMarkerOrPolyline) { 294 if (!to.fMarkerOrPolyline) { 305 continue; 295 continue; 306 } 296 } 307 } 297 } 308 if (to.fMarkerOrPolyline && fVP.IsMa 298 if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) { 309 if (fDepthTestEnable !=false) { 299 if (fDepthTestEnable !=false) { 310 glDisable (GL_DEPTH_TEST); 300 glDisable (GL_DEPTH_TEST); 311 fDepthTestEnable = false; 301 fDepthTestEnable = false; 312 } 302 } 313 } else { 303 } else { 314 if (fDepthTestEnable !=true) { 304 if (fDepthTestEnable !=true) { 315 glEnable (GL_DEPTH_TEST); glDept 305 glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL); 316 fDepthTestEnable = true; 306 fDepthTestEnable = true; 317 } 307 } 318 } 308 } 319 if (to.fEndTime >= fStartTime && to. 309 if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) { 320 if (fVP.IsPicking()) glLoadName(to 310 if (fVP.IsPicking()) glLoadName(to.fPickName); 321 if (to.fpG4TextPlus) { 311 if (to.fpG4TextPlus) { 322 if (to.fpG4TextPlus->fProcessing 312 if (to.fpG4TextPlus->fProcessing2D) { 323 glMatrixMode (GL_PROJECTION); 313 glMatrixMode (GL_PROJECTION); 324 glPushMatrix(); 314 glPushMatrix(); 325 glLoadIdentity(); 315 glLoadIdentity(); 326 g4GlOrtho (-1., 1., -1., 1., - 316 g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); 327 glMatrixMode (GL_MODELVIEW); 317 glMatrixMode (GL_MODELVIEW); 328 glPushMatrix(); 318 glPushMatrix(); 329 glLoadIdentity(); 319 glLoadIdentity(); 330 } 320 } 331 G4OpenGLTransform3D oglt (to.fTr 321 G4OpenGLTransform3D oglt (to.fTransform); 332 glMultMatrixd (oglt.GetGLMatrix 322 glMultMatrixd (oglt.GetGLMatrix ()); 333 // This text is from a TODL. We 323 // This text is from a TODL. We don't want to create a new TODL. 334 AddPrimitiveForASingleFrame(to.f 324 AddPrimitiveForASingleFrame(to.fpG4TextPlus->fG4Text); 335 if (to.fpG4TextPlus->fProcessing 325 if (to.fpG4TextPlus->fProcessing2D) { 336 glMatrixMode (GL_PROJECTION); 326 glMatrixMode (GL_PROJECTION); 337 glPopMatrix(); 327 glPopMatrix(); 338 glMatrixMode (GL_MODELVIEW); 328 glMatrixMode (GL_MODELVIEW); 339 glPopMatrix(); 329 glPopMatrix(); 340 } 330 } 341 } else { 331 } else { 342 if (to.fTransform != lastMatrixT 332 if (to.fTransform != lastMatrixTransform) { 343 if (! first) { 333 if (! first) { 344 glPopMatrix(); 334 glPopMatrix(); 345 } 335 } 346 first = false; 336 first = false; 347 glPushMatrix(); 337 glPushMatrix(); 348 G4OpenGLTransform3D oglt (to.f 338 G4OpenGLTransform3D oglt (to.fTransform); 349 glMultMatrixd (oglt.GetGLMatri 339 glMultMatrixd (oglt.GetGLMatrix ()); 350 } 340 } 351 const G4Colour& cc = to.fColour; 341 const G4Colour& cc = to.fColour; 352 if (fFadeFactor > 0. && to.fEndT 342 if (fFadeFactor > 0. && to.fEndTime < fEndTime) { 353 // Brightness scaling factor 343 // Brightness scaling factor 354 G4double bsf = 1. - fFadeFacto 344 G4double bsf = 1. - fFadeFactor * 355 ((fEndTime - to.fEndTime) / (f 345 ((fEndTime - to.fEndTime) / (fEndTime - fStartTime)); 356 const G4Colour& bg = fVP.GetBa 346 const G4Colour& bg = fVP.GetBackgroundColour(); 357 if (transparency_enabled) { 347 if (transparency_enabled) { 358 glColor4d 348 glColor4d 359 (bsf * cc.GetRed() + (1. - b 349 (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(), 360 bsf * cc.GetGreen() + (1. - 350 bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(), 361 bsf * cc.GetBlue() + (1. - 351 bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue(), 362 bsf * cc.GetAlpha() + (1. - 352 bsf * cc.GetAlpha() + (1. - bsf) * bg.GetAlpha()); 363 } else { 353 } else { 364 glColor3d 354 glColor3d 365 (bsf * cc.GetRed() + (1. - b 355 (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(), 366 bsf * cc.GetGreen() + (1. - 356 bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(), 367 bsf * cc.GetBlue() + (1. - 357 bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue()); 368 } 358 } 369 } else { 359 } else { 370 if (transparency_enabled) { 360 if (transparency_enabled) { 371 glColor4d(cc.GetRed(),cc.Get 361 glColor4d(cc.GetRed(),cc.GetGreen(),cc.GetBlue(),cc.GetAlpha()); 372 } else { 362 } else { 373 glColor3d(cc.GetRed(),cc.Get 363 glColor3d(cc.GetRed(),cc.GetGreen(),cc.GetBlue()); 374 } 364 } 375 } 365 } 376 glCallList (to.fDisplayListId); 366 glCallList (to.fDisplayListId); 377 } 367 } 378 if (to.fTransform != lastMatrixTra 368 if (to.fTransform != lastMatrixTransform) { 379 lastMatrixTransform = to.fTransf 369 lastMatrixTransform = to.fTransform; 380 } 370 } 381 } 371 } 382 } 372 } 383 } 373 } 384 if (! first) { 374 if (! first) { 385 glPopMatrix(); 375 glPopMatrix(); 386 } 376 } 387 377 388 if (cutawayUnion) glDisable (GL_CLIP_PLA 378 if (cutawayUnion) glDisable (GL_CLIP_PLANE2); 389 } // iCutaway 379 } // iCutaway 390 380 391 if (iPass == 2) secondPassForTransparencyR 381 if (iPass == 2) secondPassForTransparencyRequested = false; // Done. 392 if (iPass == 3) thirdPassForNonHiddenMarke 382 if (iPass == 3) thirdPassForNonHiddenMarkersRequested = false; // Done. 393 383 394 if (secondPassForTransparencyRequested) iP 384 if (secondPassForTransparencyRequested) iPass = 2; 395 else if (thirdPassForNonHiddenMarkersReque 385 else if (thirdPassForNonHiddenMarkersRequested) iPass = 3; 396 else break; 386 else break; 397 387 398 } while (true); 388 } while (true); 399 389 400 // Display time at "head" of time range, whi 390 // Display time at "head" of time range, which is fEndTime... 401 if (fDisplayHeadTime && fEndTime < G4VisAttr 391 if (fDisplayHeadTime && fEndTime < G4VisAttributes::fVeryLongTime) { 402 glMatrixMode (GL_PROJECTION); 392 glMatrixMode (GL_PROJECTION); 403 glPushMatrix(); 393 glPushMatrix(); 404 glLoadIdentity(); 394 glLoadIdentity(); 405 g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT 395 g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); 406 glMatrixMode (GL_MODELVIEW); 396 glMatrixMode (GL_MODELVIEW); 407 glPushMatrix(); 397 glPushMatrix(); 408 glLoadIdentity(); 398 glLoadIdentity(); 409 G4Text headTimeText(G4BestUnit(fEndTime,"T 399 G4Text headTimeText(G4BestUnit(fEndTime,"Time"), 410 G4Point3D(fDisplayHead 400 G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.)); 411 headTimeText.SetScreenSize(fDisplayHeadTim 401 headTimeText.SetScreenSize(fDisplayHeadTimeSize); 412 G4VisAttributes visAtts (G4Colour 402 G4VisAttributes visAtts (G4Colour 413 (fDisplayHeadTime 403 (fDisplayHeadTimeRed, 414 fDisplayHeadTime 404 fDisplayHeadTimeGreen, 415 fDisplayHeadTime 405 fDisplayHeadTimeBlue)); 416 headTimeText.SetVisAttributes(&visAtts); 406 headTimeText.SetVisAttributes(&visAtts); 417 AddPrimitiveForASingleFrame(headTimeText); 407 AddPrimitiveForASingleFrame(headTimeText); 418 glMatrixMode (GL_PROJECTION); 408 glMatrixMode (GL_PROJECTION); 419 glPopMatrix(); 409 glPopMatrix(); 420 glMatrixMode (GL_MODELVIEW); 410 glMatrixMode (GL_MODELVIEW); 421 glPopMatrix(); 411 glPopMatrix(); 422 } 412 } 423 413 424 // Display light front... 414 // Display light front... 425 if (fDisplayLightFront && fEndTime < G4VisAt 415 if (fDisplayLightFront && fEndTime < G4VisAttributes::fVeryLongTime) { 426 G4double lightFrontRadius = (fEndTime - fD 416 G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light; 427 if (lightFrontRadius > 0.) { 417 if (lightFrontRadius > 0.) { 428 G4Point3D lightFrontCentre(fDisplayLight 418 G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ); 429 G4Point3D circleCentre = lightFrontCentr 419 G4Point3D circleCentre = lightFrontCentre; 430 G4double circleRadius = lightFrontRadius 420 G4double circleRadius = lightFrontRadius; 431 if (fVP.GetFieldHalfAngle() > 0.) { 421 if (fVP.GetFieldHalfAngle() > 0.) { 432 // Perspective view. Find horizon cen 422 // Perspective view. Find horizon centre and radius... 433 G4Point3D targetPoint = fSceneHandler. 423 G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() + 434 fVP.GetCurrentTargetPoint(); 424 fVP.GetCurrentTargetPoint(); 435 G4double sceneRadius = fSceneHandler.G 425 G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); 436 if(sceneRadius <= 0.) sceneRadius = 1. 426 if(sceneRadius <= 0.) sceneRadius = 1.; 437 G4double cameraDistance = fVP.GetCamer 427 G4double cameraDistance = fVP.GetCameraDistance(sceneRadius); 438 G4Point3D cameraPosition = targetPoint 428 G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); 439 G4Vector3D lightFrontToCameraDirection 429 G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre; 440 G4double lightFrontCentreDistance = li 430 G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag(); 441 /* 431 /* 442 G4cout << "cameraPosition: " << camer 432 G4cout << "cameraPosition: " << cameraPosition 443 << ", lightFrontCentre: " << lightFro 433 << ", lightFrontCentre: " << lightFrontCentre 444 << ", lightFrontRadius: " << lightFro 434 << ", lightFrontRadius: " << lightFrontRadius 445 << ", lightFrontCentreDistance: " << 435 << ", lightFrontCentreDistance: " << lightFrontCentreDistance 446 << ", dot: " << lightFrontToCameraDir 436 << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection() 447 << G4endl; 437 << G4endl; 448 */ 438 */ 449 if (lightFrontToCameraDirection * fVP. 439 if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) { 450 // Light front in front of camera... 440 // Light front in front of camera... 451 G4double sineHorizonAngle = lightFro 441 G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance; 452 circleCentre = lightFrontCentre + (l 442 circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit(); 453 circleRadius = lightFrontRadius * st 443 circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2)); 454 /* 444 /* 455 G4cout << "sineHorizonAngle: " << s 445 G4cout << "sineHorizonAngle: " << sineHorizonAngle 456 << ", circleCentre: " << circleCent 446 << ", circleCentre: " << circleCentre 457 << ", circleRadius: " << circleRadi 447 << ", circleRadius: " << circleRadius 458 << G4endl; 448 << G4endl; 459 */ 449 */ 460 } else { 450 } else { 461 circleRadius = -1.; 451 circleRadius = -1.; 462 } 452 } 463 } 453 } 464 if (circleRadius > 0.) { 454 if (circleRadius > 0.) { 465 G4Circle lightFront(circleCentre); 455 G4Circle lightFront(circleCentre); 466 lightFront.SetWorldRadius(circleRadius 456 lightFront.SetWorldRadius(circleRadius); 467 G4VisAttributes visAtts(G4Colour 457 G4VisAttributes visAtts(G4Colour 468 (fDisplayLightFrontRed, 458 (fDisplayLightFrontRed, 469 fDisplayLightFrontGreen, 459 fDisplayLightFrontGreen, 470 fDisplayLightFrontBlue)); 460 fDisplayLightFrontBlue)); 471 lightFront.SetVisAttributes(visAtts); 461 lightFront.SetVisAttributes(visAtts); 472 AddPrimitiveForASingleFrame(lightFront 462 AddPrimitiveForASingleFrame(lightFront); 473 } 463 } 474 } 464 } 475 } 465 } 476 } 466 } 477 467 478 void G4OpenGLStoredViewer::AddPrimitiveForASin 468 void G4OpenGLStoredViewer::AddPrimitiveForASingleFrame(const G4Text& text) 479 { 469 { 480 // We don't want this to get into a display 470 // We don't want this to get into a display list or a TODL or a PODL so 481 // use the fMemoryForDisplayLists flag. 471 // use the fMemoryForDisplayLists flag. 482 fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 472 G4bool memoryForDisplayListsKeep = fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists; >> 473 fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists = false; 483 fG4OpenGLStoredSceneHandler.G4OpenGLStoredSc 474 fG4OpenGLStoredSceneHandler.G4OpenGLStoredSceneHandler::AddPrimitive(text); 484 fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 475 fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists = memoryForDisplayListsKeep; 485 } 476 } 486 477 487 void G4OpenGLStoredViewer::AddPrimitiveForASin 478 void G4OpenGLStoredViewer::AddPrimitiveForASingleFrame(const G4Circle& circle) 488 { 479 { 489 // We don't want this to get into a display 480 // We don't want this to get into a display list or a TODL or a PODL so 490 // use the fMemoryForDisplayLists flag. 481 // use the fMemoryForDisplayLists flag. 491 fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 482 G4bool memoryForDisplayListsKeep = fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists; >> 483 fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists = false; 492 fG4OpenGLStoredSceneHandler.G4OpenGLStoredSc 484 fG4OpenGLStoredSceneHandler.G4OpenGLStoredSceneHandler::AddPrimitive(circle); 493 fG4OpenGLStoredSceneHandler.fDoNotUseDisplay << 485 fG4OpenGLStoredSceneHandler.fMemoryForDisplayLists = memoryForDisplayListsKeep; 494 } 486 } >> 487 >> 488 #endif 495 489