Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLViewer.cc

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Diff markup

Differences between /visualization/OpenGL/src/G4OpenGLViewer.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLViewer.cc (Version 5.2.p1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                    <<   3 // * DISCLAIMER                                                       *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th <<   5 // * The following disclaimer summarizes all the specific disclaimers *
  6 // * the Geant4 Collaboration.  It is provided <<   6 // * of contributors to this software. The specific disclaimers,which *
  7 // * conditions of the Geant4 Software License <<   7 // * govern, are listed with their locations in:                      *
  8 // * LICENSE and available at  http://cern.ch/ <<   8 // *   http://cern.ch/geant4/license                                  *
  9 // * include a list of copyright holders.      << 
 10 // *                                                9 // *                                                                  *
 11 // * Neither the authors of this software syst     10 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     11 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     12 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     13 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  <<  14 // * use.                                                             *
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                               15 // *                                                                  *
 18 // * This  code  implementation is the result  <<  16 // * This  code  implementation is the  intellectual property  of the *
 19 // * technical work of the GEANT4 collaboratio <<  17 // * GEANT4 collaboration.                                            *
 20 // * By using,  copying,  modifying or  distri <<  18 // * By copying,  distributing  or modifying the Program (or any work *
 21 // * any work based  on the software)  you  ag <<  19 // * based  on  the Program)  you indicate  your  acceptance of  this *
 22 // * use  in  resulting  scientific  publicati <<  20 // * statement, and all its terms.                                    *
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // *******************************************     21 // ********************************************************************
 25 //                                                 22 //
 26 //                                                 23 //
                                                   >>  24 // $Id: G4OpenGLViewer.cc,v 1.18 2003/06/10 17:58:56 gcosmo Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-05-02-patch-01 $
 27 //                                                 26 //
 28 //                                                 27 // 
 29 // Andrew Walkden  27th March 1996                 28 // Andrew Walkden  27th March 1996
 30 // OpenGL view - opens window, hard copy, etc.     29 // OpenGL view - opens window, hard copy, etc.
 31                                                    30 
                                                   >>  31 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  32 
 32 #include "G4ios.hh"                                33 #include "G4ios.hh"
 33 #include <CLHEP/Units/SystemOfUnits.h>         << 
 34 #include "G4OpenGLViewer.hh"                       34 #include "G4OpenGLViewer.hh"
 35 #include "G4OpenGLSceneHandler.hh"                 35 #include "G4OpenGLSceneHandler.hh"
 36 #include "G4OpenGLTransform3D.hh"                  36 #include "G4OpenGLTransform3D.hh"
 37                                                    37 
 38 #include "G4gl2ps.hh"                          << 
 39 #define GL2PS_TEXT_B  TOOLS_GL2PS_TEXT_B       << 
 40 #define GL2PS_TEXT_BL TOOLS_GL2PS_TEXT_BL      << 
 41 #define GL2PS_TEXT_BR TOOLS_GL2PS_TEXT_BR      << 
 42                                                << 
 43 #include "G4Scene.hh"                              38 #include "G4Scene.hh"
 44 #include "G4VisExtent.hh"                          39 #include "G4VisExtent.hh"
 45 #include "G4LogicalVolume.hh"                      40 #include "G4LogicalVolume.hh"
 46 #include "G4VSolid.hh"                             41 #include "G4VSolid.hh"
 47 #include "G4Point3D.hh"                            42 #include "G4Point3D.hh"
 48 #include "G4Normal3D.hh"                           43 #include "G4Normal3D.hh"
 49 #include "G4Plane3D.hh"                            44 #include "G4Plane3D.hh"
 50 #include "G4AttHolder.hh"                      << 
 51 #include "G4AttCheck.hh"                       << 
 52 #include "G4Text.hh"                           << 
 53                                                << 
 54 #include <sstream>                             << 
 55 #include <string>                              << 
 56 #include <iomanip>                             << 
 57                                                    45 
 58 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneH     46 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
 59 G4VViewer (scene, -1),                             47 G4VViewer (scene, -1),
 60 fPrintColour (true),                           <<  48 white_background (false),
 61 fVectoredPs (true),                            <<  49 transparency_enabled (false),
 62 fOpenGLSceneHandler(scene),                    << 
 63 background (G4Colour(0.,0.,0.)),               << 
 64 transparency_enabled (true),                   << 
 65 antialiasing_enabled (false),                      50 antialiasing_enabled (false),
 66 haloing_enabled (false),                       <<  51 haloing_enabled (false)
 67 fRot_sens(1.),                                 << 
 68 fPan_sens(0.01),                               << 
 69 fWinSize_x(0),                                 << 
 70 fWinSize_y(0),                                 << 
 71 fDefaultExportImageFormat("pdf"),              << 
 72 fExportImageFormat("pdf"),                     << 
 73 fExportFilenameIndex(0),                       << 
 74 fPrintSizeX(-1),                               << 
 75 fPrintSizeY(-1),                               << 
 76 fPointSize (0),                                << 
 77 fDefaultExportFilename("G4OpenGL"),            << 
 78 fSizeHasChanged(0),                            << 
 79 fGl2psDefaultLineWith(1),                      << 
 80 fGl2psDefaultPointSize(2),                     << 
 81 fGlViewInitialized(false),                     << 
 82 fIsGettingPickInfos(false)                     << 
 83 {                                                  52 {
 84   // Make changes to view parameters for OpenG     53   // Make changes to view parameters for OpenGL...
 85   fVP.SetAutoRefresh(true);                        54   fVP.SetAutoRefresh(true);
 86   fDefaultVP.SetAutoRefresh(true);                 55   fDefaultVP.SetAutoRefresh(true);
 87   fGL2PSAction = new G4gl2ps();                << 
 88   tools_gl2ps_gl_funcs_t _funcs = {            << 
 89     (tools_glIsEnabled_func)glIsEnabled,       << 
 90     (tools_glBegin_func)glBegin,               << 
 91     (tools_glEnd_func)glEnd,                   << 
 92     (tools_glGetFloatv_func)glGetFloatv,       << 
 93     (tools_glVertex3f_func)glVertex3f,         << 
 94     (tools_glGetBooleanv_func)glGetBooleanv,   << 
 95     (tools_glGetIntegerv_func)glGetIntegerv,   << 
 96     (tools_glRenderMode_func)glRenderMode,     << 
 97     (tools_glFeedbackBuffer_func)glFeedbackBuf << 
 98     (tools_glPassThrough_func)glPassThrough    << 
 99   };                                           << 
100   fGL2PSAction->setOpenGLFunctions(&_funcs);   << 
101                                                << 
102   // add supported export image format         << 
103   addExportImageFormat("eps");                 << 
104   addExportImageFormat("ps");                  << 
105   addExportImageFormat("pdf");                 << 
106   addExportImageFormat("svg");                 << 
107                                                    56 
108   // Change the default name                   << 
109   fExportFilename += fDefaultExportFilename +  << 
110                                                << 
111   //  glClearColor (0.0, 0.0, 0.0, 0.0);           57   //  glClearColor (0.0, 0.0, 0.0, 0.0);
112   //  glClearDepth (1.0);                          58   //  glClearDepth (1.0);
113   //  glDisable (GL_BLEND);                        59   //  glDisable (GL_BLEND);
114   //  glDisable (GL_LINE_SMOOTH);                  60   //  glDisable (GL_LINE_SMOOTH);
115   //  glDisable (GL_POLYGON_SMOOTH);               61   //  glDisable (GL_POLYGON_SMOOTH);
116                                                    62 
117 }                                                  63 }
118                                                    64 
119 G4OpenGLViewer::~G4OpenGLViewer ()             <<  65 G4OpenGLViewer::~G4OpenGLViewer () {}
120 {                                              << 
121   delete fGL2PSAction;                         << 
122 }                                              << 
123                                                    66 
124 void G4OpenGLViewer::InitializeGLView ()           67 void G4OpenGLViewer::InitializeGLView () 
125 {                                                  68 {
126   if (fWinSize_x == 0) {                       << 
127     fWinSize_x = fVP.GetWindowSizeHintX();     << 
128   }                                            << 
129   if (fWinSize_y == 0) {                       << 
130     fWinSize_y = fVP.GetWindowSizeHintY();     << 
131   }                                            << 
132                                                << 
133   glClearColor (0.0, 0.0, 0.0, 0.0);               69   glClearColor (0.0, 0.0, 0.0, 0.0);
134   glClearDepth (1.0);                              70   glClearDepth (1.0);
                                                   >>  71   glDisable (GL_BLEND);
135   glDisable (GL_LINE_SMOOTH);                      72   glDisable (GL_LINE_SMOOTH);
136   glDisable (GL_POLYGON_SMOOTH);                   73   glDisable (GL_POLYGON_SMOOTH);
137                                                <<  74 }  
138 // clear the buffers and window?               << 
139   ClearView ();                                << 
140   FinishView ();                               << 
141                                                << 
142   glDepthFunc (GL_LEQUAL);                     << 
143   glDepthMask (GL_TRUE);                       << 
144                                                << 
145   glEnable (GL_BLEND);                         << 
146   glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ << 
147                                                << 
148 }                                              << 
149                                                    75 
150 void G4OpenGLViewer::ClearView () {                76 void G4OpenGLViewer::ClearView () {
151   ClearViewWithoutFlush();                     <<  77   //Below line does not compile with Mesa includes. 
152                                                <<  78   //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
153   if(!isFramebufferReady()) {                  << 
154     return;                                    << 
155   }                                            << 
156                                                << 
157   glFlush();                                   << 
158 }                                              << 
159                                                << 
160                                                << 
161 void G4OpenGLViewer::ClearViewWithoutFlush ()  << 
162   // Ready for clear ?                         << 
163   // See : http://lists.apple.com/archives/mac << 
164   if(!isFramebufferReady()) {                  << 
165     return;                                    << 
166   }                                            << 
167                                                << 
168   glClearColor (background.GetRed(),           << 
169                 background.GetGreen(),         << 
170                 background.GetBlue(),          << 
171                 1.);                           << 
172   glClearDepth (1.0);                          << 
173   //Below line does not compile with Mesa incl << 
174   //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BU << 
175   glClear (GL_COLOR_BUFFER_BIT);                   79   glClear (GL_COLOR_BUFFER_BIT);
176   glClear (GL_DEPTH_BUFFER_BIT);                   80   glClear (GL_DEPTH_BUFFER_BIT);
177   glClear (GL_STENCIL_BUFFER_BIT);                 81   glClear (GL_STENCIL_BUFFER_BIT);
                                                   >>  82   glFlush ();
178 }                                                  83 }
179                                                    84 
180                                                << 
181 void G4OpenGLViewer::ResizeWindow(unsigned int << 
182   if ((fWinSize_x != aWidth) || (fWinSize_y != << 
183     fWinSize_x = aWidth;                       << 
184     fWinSize_y = aHeight;                      << 
185     fSizeHasChanged = true;                    << 
186   } else {                                     << 
187     fSizeHasChanged = false;                   << 
188   }                                            << 
189 }                                              << 
190                                                << 
191 /**                                            << 
192  * Set the viewport of the scene               << 
193  * MAXIMUM SIZE is :                           << 
194  * GLint dims[2];                              << 
195  * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);  << 
196  */                                            << 
197 void G4OpenGLViewer::ResizeGLView()            << 
198 {                                              << 
199   // Check size                                << 
200   GLint dims[2];                               << 
201   dims[0] = 0;                                 << 
202   dims[1] = 0;                                 << 
203                                                << 
204   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);   << 
205                                                << 
206   if ((dims[0] !=0 ) && (dims[1] !=0)) {       << 
207                                                << 
208     if (fWinSize_x > (unsigned)dims[0]) {      << 
209       G4cerr << "Try to resize view greater th << 
210       fWinSize_x = dims[0];                    << 
211     }                                          << 
212     if (fWinSize_y > (unsigned)dims[1]) {      << 
213       G4cerr << "Try to resize view greater th << 
214       fWinSize_y = dims[1];                    << 
215     }                                          << 
216   }                                            << 
217                                                << 
218   glViewport(0, 0, fWinSize_x,fWinSize_y);     << 
219                                                << 
220                                                << 
221 }                                              << 
222                                                << 
223                                                << 
224 void G4OpenGLViewer::SetView () {                  85 void G4OpenGLViewer::SetView () {
225   // if getting pick infos, should not resize  << 
226   if (fIsGettingPickInfos) return;             << 
227                                                    86   
228   if (!fSceneHandler.GetScene()) {             << 
229     return;                                    << 
230   }                                            << 
231   // Calculates view representation based on e     87   // Calculates view representation based on extent of object being
232   // viewed and (initial) viewpoint.  (Note: i     88   // viewed and (initial) viewpoint.  (Note: it can change later due
233   // to user interaction via visualization sys     89   // to user interaction via visualization system's GUI.)
234                                                    90   
235   // Lighting.                                     91   // Lighting.
236   GLfloat lightPosition [4];                       92   GLfloat lightPosition [4];
237   lightPosition [0] = fVP.GetActualLightpointD     93   lightPosition [0] = fVP.GetActualLightpointDirection().x();
238   lightPosition [1] = fVP.GetActualLightpointD     94   lightPosition [1] = fVP.GetActualLightpointDirection().y();
239   lightPosition [2] = fVP.GetActualLightpointD     95   lightPosition [2] = fVP.GetActualLightpointDirection().z();
240   lightPosition [3] = 0.;                          96   lightPosition [3] = 0.;
241   // Light position is "true" light direction,     97   // Light position is "true" light direction, so must come after gluLookAt.
242   GLfloat ambient [] = { 0.2f, 0.2f, 0.2f, 1.f <<  98   GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
243   GLfloat diffuse [] = { 0.8f, 0.8f, 0.8f, 1.f <<  99   GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
244   glEnable (GL_LIGHT0);                           100   glEnable (GL_LIGHT0);
245   glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);     101   glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
246   glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);     102   glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
247                                                   103   
248   G4double ratioX = 1;                         << 
249   G4double ratioY = 1;                         << 
250   if (fWinSize_y > fWinSize_x) {               << 
251     ratioX = ((G4double)fWinSize_y) / ((G4doub << 
252   }                                            << 
253   if (fWinSize_x > fWinSize_y) {               << 
254     ratioY = ((G4double)fWinSize_x) / ((G4doub << 
255   }                                            << 
256                                                << 
257   // Get radius of scene, etc.                    104   // Get radius of scene, etc.
258   // Note that this procedure properly takes i    105   // Note that this procedure properly takes into account zoom, dolly and pan.
259   const G4Point3D targetPoint                     106   const G4Point3D targetPoint
260     = fSceneHandler.GetScene()->GetStandardTar    107     = fSceneHandler.GetScene()->GetStandardTargetPoint()
261     + fVP.GetCurrentTargetPoint ();               108     + fVP.GetCurrentTargetPoint ();
262   G4double radius = fSceneHandler.GetScene()->    109   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
263   if(radius<=0.) radius = 1.;                     110   if(radius<=0.) radius = 1.;
264   const G4double cameraDistance = fVP.GetCamer    111   const G4double cameraDistance = fVP.GetCameraDistance (radius);
265   const G4Point3D cameraPosition =                112   const G4Point3D cameraPosition =
266     targetPoint + cameraDistance * fVP.GetView    113     targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
267   const GLdouble pnear  = fVP.GetNearDistance  << 114   const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
268   const GLdouble pfar   = fVP.GetFarDistance   << 115   const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
269   const GLdouble right  = fVP.GetFrontHalfHeig << 116   const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius);
270   const GLdouble left   = -right;                 117   const GLdouble left   = -right;
271   const GLdouble top    = fVP.GetFrontHalfHeig << 118   const GLdouble bottom = left;
272   const GLdouble bottom = -top;                << 119   const GLdouble top    = right;
273                                                   120   
274   // FIXME                                     << 
275   ResizeGLView();                              << 
276   //SHOULD SetWindowsSizeHint()...             << 
277                                                << 
278   glMatrixMode (GL_PROJECTION); // set up Frus    121   glMatrixMode (GL_PROJECTION); // set up Frustum.
279   glLoadIdentity();                               122   glLoadIdentity();
280                                                << 
281   const G4Vector3D scaleFactor = fVP.GetScaleF << 
282   glScaled(scaleFactor.x(),scaleFactor.y(),sca << 
283                                                   123   
284   if (fVP.GetFieldHalfAngle() == 0.) {            124   if (fVP.GetFieldHalfAngle() == 0.) {
285     g4GlOrtho (left, right, bottom, top, pnear << 125     glOrtho (left, right, bottom, top, pnear, pfar);
286   }                                               126   }
287   else {                                          127   else {
288     g4GlFrustum (left, right, bottom, top, pne << 128     glFrustum (left, right, bottom, top, pnear, pfar);
289   }                                            << 129   }
290                                                << 130   
291   glMatrixMode (GL_MODELVIEW); // apply furthe    131   glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
292   glLoadIdentity();                               132   glLoadIdentity();
293                                                   133   
294   const G4Normal3D& upVector = fVP.GetUpVector    134   const G4Normal3D& upVector = fVP.GetUpVector ();  
295   G4Point3D gltarget;                             135   G4Point3D gltarget;
296   if (cameraDistance > 1.e-6 * radius) {          136   if (cameraDistance > 1.e-6 * radius) {
297     gltarget = targetPoint;                       137     gltarget = targetPoint;
298   }                                               138   }
299   else {                                          139   else {
300     gltarget = targetPoint - radius * fVP.GetV    140     gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
301   }                                               141   }
302                                                   142 
303   const G4Point3D& pCamera = cameraPosition;      143   const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
304                                                << 144   gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
305   g4GluLookAt (pCamera.x(),  pCamera.y(),  pCa << 145        gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
306              gltarget.x(), gltarget.y(), gltar << 146        upVector.x(), upVector.y(), upVector.z());     // Up vector.
307              upVector.x(), upVector.y(), upVec << 147   
308   // Light position is "true" light direction,    148   // Light position is "true" light direction, so must come after gluLookAt.
309   glLightfv (GL_LIGHT0, GL_POSITION, lightPosi    149   glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
310                                                   150 
311   // The idea is to use back-to-back clipping  << 151   // Clip planes.
312   // down to just a few pixels, which can make << 152   if (fVP.IsSection () ) {  // pair of back to back clip planes.
313   // now, comment this out and use the generic << 153     const G4Plane3D& s = fVP.GetSectionPlane ();
314   // G4VSolid* G4OpenGLSceneHandler::CreateSec << 154     double sArray[4];
315   // { return G4VSceneHandler::CreateSectionSo << 155     sArray[0] = s.a();
316 //  if (fVP.IsSection () ) {  // pair of back  << 156     sArray[1] = s.b();
317 //    const G4Plane3D& sp = fVP.GetSectionPlan << 157     sArray[2] = s.c();
318 //    double sArray[4];                        << 158     sArray[3] = s.d() + radius * 1.e-05;
319 //    sArray[0] = sp.a();                      << 159     glClipPlane (GL_CLIP_PLANE0, sArray);
320 //    sArray[1] = sp.b();                      << 160     glEnable (GL_CLIP_PLANE0);
321 //    sArray[2] = sp.c();                      << 161     sArray[0] = -s.a();
322 //    sArray[3] = sp.d() + radius * 1.e-05;    << 162     sArray[1] = -s.b();
323 //    glClipPlane (GL_CLIP_PLANE0, sArray);    << 163     sArray[2] = -s.c();
324 //    glEnable (GL_CLIP_PLANE0);               << 164     sArray[3] = -s.d() + radius * 1.e-05;
325 //    sArray[0] = -sp.a();                     << 165     glClipPlane (GL_CLIP_PLANE1, sArray);
326 //    sArray[1] = -sp.b();                     << 166     glEnable (GL_CLIP_PLANE1);
327 //    sArray[2] = -sp.c();                     << 
328 //    sArray[3] = -sp.d() + radius * 1.e-05;   << 
329 //    glClipPlane (GL_CLIP_PLANE1, sArray);    << 
330 //    glEnable (GL_CLIP_PLANE1);               << 
331 //  } else {                                   << 
332 //    glDisable (GL_CLIP_PLANE0);              << 
333 //    glDisable (GL_CLIP_PLANE1);              << 
334 //  }                                          << 
335                                                << 
336   // What we call intersection of cutaways is  << 
337   // just keep cutting.  Unions are more trick << 
338   // multiple passes and this is handled in    << 
339   // G4OpenGLImmediate/StoredViewer::ProcessVi << 
340   const G4Planes& cutaways = fVP.GetCutawayPla << 
341   size_t nPlanes = cutaways.size();            << 
342   if (fVP.IsCutaway() &&                       << 
343       fVP.GetCutawayMode() == G4ViewParameters << 
344     double a[4];                               << 
345     a[0] = cutaways[0].a();                    << 
346     a[1] = cutaways[0].b();                    << 
347     a[2] = cutaways[0].c();                    << 
348     a[3] = cutaways[0].d();                    << 
349     glClipPlane (GL_CLIP_PLANE2, a);           << 
350     glEnable (GL_CLIP_PLANE2);                 << 
351     if (nPlanes > 1) {                         << 
352       a[0] = cutaways[1].a();                  << 
353       a[1] = cutaways[1].b();                  << 
354       a[2] = cutaways[1].c();                  << 
355       a[3] = cutaways[1].d();                  << 
356       glClipPlane (GL_CLIP_PLANE3, a);         << 
357       glEnable (GL_CLIP_PLANE3);               << 
358     }                                          << 
359     if (nPlanes > 2) {                         << 
360       a[0] = cutaways[2].a();                  << 
361       a[1] = cutaways[2].b();                  << 
362       a[2] = cutaways[2].c();                  << 
363       a[3] = cutaways[2].d();                  << 
364       glClipPlane (GL_CLIP_PLANE4, a);         << 
365       glEnable (GL_CLIP_PLANE4);               << 
366     }                                          << 
367   } else {                                     << 
368     glDisable (GL_CLIP_PLANE2);                << 
369     glDisable (GL_CLIP_PLANE3);                << 
370     glDisable (GL_CLIP_PLANE4);                << 
371   }                                               167   }
372                                                << 168   else {
373   // Background.                               << 169     glDisable (GL_CLIP_PLANE0);
374   background = fVP.GetBackgroundColour ();     << 170     glDisable (GL_CLIP_PLANE1);
375                                                << 171   }
376 }                                              << 172   
377                                                << 
378                                                << 
379                                                << 
380 void G4OpenGLViewer::ResetView () {            << 
381   G4VViewer::ResetView();                      << 
382   fRot_sens = 1;                               << 
383   fPan_sens = 0.01;                            << 
384 }                                                 173 }
385                                                   174 
386                                                << 
387 void G4OpenGLViewer::HaloingFirstPass () {        175 void G4OpenGLViewer::HaloingFirstPass () {
388                                                   176   
389   //To perform haloing, first Draw all informa    177   //To perform haloing, first Draw all information to the depth buffer
390   //alone, using a chunky line width, and then    178   //alone, using a chunky line width, and then Draw all info again, to
391   //the colour buffer, setting a thinner line     179   //the colour buffer, setting a thinner line width an the depth testing 
392   //function to less than or equal, so if two     180   //function to less than or equal, so if two lines cross, the one 
393   //passing behind the other will not pass the    181   //passing behind the other will not pass the depth test, and so not
394   //get rendered either side of the infront li    182   //get rendered either side of the infront line for a short distance.
395                                                   183 
396   //First, disable writing to the colo(u)r buf    184   //First, disable writing to the colo(u)r buffer...
397   glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, G    185   glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
398                                                   186 
399   //Now enable writing to the depth buffer...     187   //Now enable writing to the depth buffer...
400   glDepthMask (GL_TRUE);                          188   glDepthMask (GL_TRUE);
401   glDepthFunc (GL_LESS);                          189   glDepthFunc (GL_LESS);
402   glClearDepth (1.0);                             190   glClearDepth (1.0);
403                                                   191 
404   //Finally, set the line width to something w    192   //Finally, set the line width to something wide...
405   ChangeLineWidth(3.0);                        << 193   glLineWidth (3.0);
406                                                   194 
407 }                                                 195 }
408                                                   196 
409 void G4OpenGLViewer::HaloingSecondPass () {       197 void G4OpenGLViewer::HaloingSecondPass () {
410                                                   198 
411   //And finally, turn the colour buffer back o    199   //And finally, turn the colour buffer back on with a sesible line width...
412   glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_T    200   glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
413   glDepthFunc (GL_LEQUAL);                        201   glDepthFunc (GL_LEQUAL);
414   ChangeLineWidth(1.0);                        << 202   glLineWidth (1.0);
415                                                << 
416 }                                              << 
417                                                << 
418 G4String G4OpenGLViewer::Pick(GLdouble x, GLdo << 
419 {                                              << 
420   const std::vector < G4OpenGLViewerPickMap* > << 
421   G4String txt = "";                           << 
422   if (pickMap.size() == 0) {                   << 
423 //        txt += "No hits recorded.";;         << 
424   } else {                                     << 
425     for (unsigned int a=0; a < pickMap.size(); << 
426       if (pickMap[a]->getAttributes().size() > << 
427         txt += pickMap[a]->print();            << 
428       }                                        << 
429     }                                          << 
430   }                                            << 
431   return txt;                                  << 
432 }                                              << 
433                                                << 
434 const std::vector < G4OpenGLViewerPickMap* > & << 
435 {                                              << 
436   static std::vector < G4OpenGLViewerPickMap*  << 
437   for (auto pickMap: pickMapVector) {          << 
438     delete pickMap;                            << 
439   }                                            << 
440   pickMapVector.clear();                       << 
441                                                << 
442   const G4int BUFSIZE = 512;                   << 
443   GLuint selectBuffer[BUFSIZE];                << 
444   glSelectBuffer(BUFSIZE, selectBuffer);       << 
445   glRenderMode(GL_SELECT);                     << 
446   glInitNames();                               << 
447   glPushName(0);                               << 
448   glMatrixMode(GL_PROJECTION);                 << 
449   G4double currentProjectionMatrix[16];        << 
450   glGetDoublev(GL_PROJECTION_MATRIX, currentPr << 
451   glPushMatrix();                              << 
452   glLoadIdentity();                            << 
453   GLint viewport[4];                           << 
454   glGetIntegerv(GL_VIEWPORT, viewport);        << 
455 /*  G4cout                                     << 
456   << "viewport, x,y: "                         << 
457   << viewport[0] << ',' << viewport[1] << ','  << 
458   << ", " << x << ',' << y                     << 
459   << G4endl;                                   << 
460 */                                             << 
461   fIsGettingPickInfos = true;                  << 
462   // Define 5x5 pixel pick area                << 
463   g4GluPickMatrix(x, viewport[3] - y, 5., 5.,  << 
464   glMultMatrixd(currentProjectionMatrix);      << 
465   glMatrixMode(GL_MODELVIEW);                  << 
466   DrawView();                                  << 
467   GLint hits = glRenderMode(GL_RENDER);        << 
468   fIsGettingPickInfos = false;                 << 
469   if (hits < 0) {                              << 
470     G4cout << "Too many hits.  Zoom in to redu << 
471     goto restoreMatrices;                      << 
472   }                                            << 
473   if (hits > 0) {                              << 
474     GLuint* p = selectBuffer;                  << 
475     for (GLint i = 0; i < hits; ++i) {         << 
476       GLuint nnames = *p++;                    << 
477       // This bit of debug code or...          << 
478       //GLuint zmin = *p++;                    << 
479       //GLuint zmax = *p++;                    << 
480       //G4cout << "Hit " << i << ": " << nname << 
481       //       << "\nzmin: " << zmin << ", zma << 
482       // ...just increment the pointer         << 
483       p++;                                     << 
484       p++;                                     << 
485       for (GLuint j = 0; j < nnames; ++j) {    << 
486         GLuint name = *p++;                    << 
487   std::map<GLuint, G4AttHolder*>::iterator ite << 
488     fOpenGLSceneHandler.fPickMap.find(name);   << 
489   if (iter != fOpenGLSceneHandler.fPickMap.end << 
490     G4AttHolder* attHolder = iter->second;     << 
491     if(attHolder && attHolder->GetAttDefs().si << 
492       for (size_t iAtt = 0;                    << 
493      iAtt < attHolder->GetAttDefs().size(); ++ << 
494               std::ostringstream oss;          << 
495         oss << G4AttCheck(attHolder->GetAttVal << 
496                                 attHolder->Get << 
497               G4OpenGLViewerPickMap* pickMap = << 
498 //              G4cout                         << 
499 //              << "i,j, attHolder->GetAttDefs << 
500 //              << i << ',' << j               << 
501 //              << ", " << attHolder->GetAttDe << 
502 //              << G4endl;                     << 
503 //              G4cout << "G4OpenGLViewer::Get << 
504               pickMap->addAttributes(oss.str() << 
505               pickMap->setHitNumber(i);        << 
506               pickMap->setSubHitNumber(j);     << 
507               pickMap->setPickName(name);      << 
508               pickMapVector.push_back(pickMap) << 
509             }                                  << 
510           }                                    << 
511         }                                      << 
512       }                                        << 
513     }                                          << 
514   }                                            << 
515                                                << 
516 restoreMatrices:                               << 
517   glMatrixMode(GL_PROJECTION);                 << 
518   glPopMatrix();                               << 
519   glMatrixMode(GL_MODELVIEW);                  << 
520                                                << 
521   return pickMapVector;                        << 
522 }                                              << 
523                                                << 
524 GLubyte* G4OpenGLViewer::grabPixels            << 
525 (int inColor, unsigned int width, unsigned int << 
526                                                << 
527   GLubyte* buffer;                             << 
528   GLint swapbytes, lsbfirst, rowlength;        << 
529   GLint skiprows, skippixels, alignment;       << 
530   GLenum format;                               << 
531   int size;                                    << 
532                                                << 
533   if (inColor) {                               << 
534     format = GL_RGB;                           << 
535     size = width*height*3;                     << 
536   } else {                                     << 
537     format = GL_LUMINANCE;                     << 
538     size = width*height*1;                     << 
539   }                                            << 
540                                                << 
541   buffer = new GLubyte[size];                  << 
542   if (buffer == NULL)                          << 
543     return NULL;                               << 
544                                                << 
545   glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapby << 
546   glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirs << 
547   glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlen << 
548                                                << 
549   glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprow << 
550   glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skipp << 
551   glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignme << 
552                                                << 
553   glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALS << 
554   glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE << 
555   glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);     << 
556                                                << 
557   glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);      << 
558   glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);    << 
559   glPixelStorei (GL_UNPACK_ALIGNMENT, 1);      << 
560                                                << 
561   glReadBuffer(GL_FRONT);                      << 
562   glReadPixels (0, 0, (GLsizei)width, (GLsizei << 
563                                                << 
564   glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbyt << 
565   glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst << 
566   glPixelStorei (GL_UNPACK_ROW_LENGTH, rowleng << 
567                                                << 
568   glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows << 
569   glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippi << 
570   glPixelStorei (GL_UNPACK_ALIGNMENT, alignmen << 
571                                                << 
572   return buffer;                               << 
573 }                                              << 
574                                                << 
575 bool G4OpenGLViewer::printVectoredEPS() {      << 
576   return printGl2PS();                         << 
577 }                                              << 
578                                                << 
579 bool G4OpenGLViewer::printNonVectoredEPS () {  << 
580                                                << 
581   int width = getRealExportWidth();            << 
582   int height = getRealExportHeight();          << 
583                                                << 
584   FILE* fp;                                    << 
585   GLubyte* pixels;                             << 
586   GLubyte* curpix;                             << 
587   int components, pos, i;                      << 
588                                                << 
589   pixels = grabPixels (fPrintColour, width, he << 
590                                                << 
591   if (pixels == NULL) {                        << 
592       G4cerr << "Failed to get pixels from Ope << 
593     return false;                              << 
594   }                                            << 
595   if (fPrintColour) {                          << 
596     components = 3;                            << 
597   } else {                                     << 
598     components = 1;                            << 
599   }                                            << 
600   std::string name = getRealPrintFilename();   << 
601   fp = fopen (name.c_str(), "w");              << 
602   if (fp == NULL) {                            << 
603     G4cerr << "Can't open filename " << name.c << 
604     return false;                              << 
605   }                                            << 
606                                                << 
607   fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");  << 
608   fprintf (fp, "%%%%Title: %s\n", name.c_str() << 
609   fprintf (fp, "%%%%Creator: OpenGL pixmap ren << 
610   fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", << 
611   fprintf (fp, "%%%%EndComments\n");           << 
612   fprintf (fp, "gsave\n");                     << 
613   fprintf (fp, "/bwproc {\n");                 << 
614   fprintf (fp, "    rgbproc\n");               << 
615   fprintf (fp, "    dup length 3 idiv string 0 << 
616   fprintf (fp, "    5 -1 roll {\n");           << 
617   fprintf (fp, "    add 2 1 roll 1 sub dup 0 e << 
618   fprintf (fp, "    { pop 3 idiv 3 -1 roll dup << 
619   fprintf (fp, "       3 1 roll 5 -1 roll } pu << 
620   fprintf (fp, "    { 2 1 roll } ifelse\n");   << 
621   fprintf (fp, "    }forall\n");               << 
622   fprintf (fp, "    pop pop pop\n");           << 
623   fprintf (fp, "} def\n");                     << 
624   fprintf (fp, "systemdict /colorimage known n << 
625   fprintf (fp, "   /colorimage {\n");          << 
626   fprintf (fp, "       pop\n");                << 
627   fprintf (fp, "       pop\n");                << 
628   fprintf (fp, "       /rgbproc exch def\n");  << 
629   fprintf (fp, "       { bwproc } image\n");   << 
630   fprintf (fp, "   }  def\n");                 << 
631   fprintf (fp, "} if\n");                      << 
632   fprintf (fp, "/picstr %d string def\n", widt << 
633   fprintf (fp, "%d %d scale\n", width, height) << 
634   fprintf (fp, "%d %d %d\n", width, height, 8) << 
635   fprintf (fp, "[%d 0 0 %d 0 0]\n", width, hei << 
636   fprintf (fp, "{currentfile picstr readhexstr << 
637   fprintf (fp, "false %d\n", components);      << 
638   fprintf (fp, "colorimage\n");                << 
639                                                << 
640   curpix = (GLubyte*) pixels;                  << 
641   pos = 0;                                     << 
642   for (i = width*height*components; i>0; i--)  << 
643     fprintf (fp, "%02hx ", (unsigned short)(*( << 
644     if (++pos >= 32) {                         << 
645       fprintf (fp, "\n");                      << 
646       pos = 0;                                 << 
647     }                                          << 
648   }                                            << 
649   if (pos)                                     << 
650     fprintf (fp, "\n");                        << 
651                                                << 
652   fprintf (fp, "grestore\n");                  << 
653   fprintf (fp, "showpage\n");                  << 
654   delete [] pixels;                            << 
655   fclose (fp);                                 << 
656                                                << 
657   // Reset for next time (useful if size chang << 
658   //  fPrintSizeX = -1;                        << 
659   //  fPrintSizeY = -1;                        << 
660                                                << 
661   return true;                                 << 
662 }                                              << 
663                                                << 
664 /** Return if gl2ps is currently writing       << 
665  */                                            << 
666 bool G4OpenGLViewer::isGl2psWriting() {        << 
667                                                << 
668   if (!fGL2PSAction) return false;             << 
669   if (fGL2PSAction->fileWritingEnabled()) {    << 
670     return true;                               << 
671   }                                            << 
672   return false;                                << 
673 }                                              << 
674                                                << 
675                                                << 
676 G4bool G4OpenGLViewer::isFramebufferReady() {  << 
677   bool check = false;                          << 
678 #ifdef G4VIS_BUILD_OPENGLQT_DRIVER             << 
679   check = true;                                << 
680 #endif                                         << 
681 #ifdef G4VIS_BUILD_OPENGLX_DRIVER              << 
682   check = false;                               << 
683 #endif                                         << 
684 #ifdef G4VIS_BUILD_OPENGLXM_DRIVER             << 
685   check = false;                               << 
686 #endif                                         << 
687 #ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER          << 
688   check = false;                               << 
689 #endif                                         << 
690                                                << 
691 #if GL_ARB_framebuffer_object                  << 
692   if (check) {                                 << 
693 //    if ( glCheckFramebufferStatus(GL_FRAMEBU << 
694 //      return false;                          << 
695 //    }                                        << 
696   }                                            << 
697 #endif                                         << 
698     return true;                               << 
699 }                                              << 
700                                                << 
701                                                << 
702 /* Draw Gl2Ps text if needed                   << 
703  */                                            << 
704 void G4OpenGLViewer::DrawText(const G4Text& g4 << 
705 {                                              << 
706   // gl2ps or GL window ?                      << 
707   if (isGl2psWriting()) {                      << 
708                                                << 
709     G4VSceneHandler::MarkerSizeType sizeType;  << 
710     G4double size = fSceneHandler.GetMarkerSiz << 
711     G4Point3D position = g4text.GetPosition(); << 
712                                                << 
713     G4String textString = g4text.GetText();    << 
714                                                << 
715     glRasterPos3d(position.x(),position.y(),po << 
716     GLint align = GL2PS_TEXT_B;                << 
717                                                << 
718     switch (g4text.GetLayout()) {              << 
719     case G4Text::left: align = GL2PS_TEXT_BL;  << 
720     case G4Text::centre: align = GL2PS_TEXT_B; << 
721     case G4Text::right: align = GL2PS_TEXT_BR; << 
722     }                                          << 
723                                                << 
724     fGL2PSAction->addTextOpt(textString.c_str( << 
725                                                << 
726   } else {                                     << 
727                                                << 
728     static G4int callCount = 0;                << 
729     ++callCount;                               << 
730     //if (callCount <= 10 || callCount%100 ==  << 
731     if (callCount <= 1) {                      << 
732       G4cout <<                                << 
733   "G4OpenGLViewer::DrawText: Not implemented f << 
734        << fName <<                             << 
735   "\"\n  Called with "                         << 
736        << g4text                               << 
737        << G4endl;                              << 
738     }                                          << 
739   }                                            << 
740 }                                              << 
741                                                << 
742 /** Change PointSize on gl2ps if needed        << 
743  */                                            << 
744 void G4OpenGLViewer::ChangePointSize(G4double  << 
745                                                << 
746   if (isGl2psWriting()) {                      << 
747     fGL2PSAction->setPointSize(int(size));     << 
748   } else {                                     << 
749     glPointSize (size);                        << 
750   }                                            << 
751 }                                              << 
752                                                << 
753                                                << 
754 /** Change LineSize on gl2ps if needed         << 
755  */                                            << 
756 void G4OpenGLViewer::ChangeLineWidth(G4double  << 
757                                                << 
758   if (isGl2psWriting()) {                      << 
759     fGL2PSAction->setLineWidth(int(width));    << 
760   } else {                                     << 
761     glLineWidth (width);                       << 
762   }                                            << 
763 }                                              << 
764                                                << 
765 /**                                            << 
766  Export image with the given name with width a << 
767  Several cases :                               << 
768  If name is "", filename will have the default << 
769  If name is "toto.png", set the name to "toto" << 
770  If name is "toto", set the name to "toto" and << 
771    Will also add an incremented suffix at the  << 
772 */                                             << 
773 bool G4OpenGLViewer::exportImage(std::string n << 
774                                                << 
775   if (! setExportFilename(name)) {             << 
776     return false;                              << 
777   }                                            << 
778                                                << 
779   if ((width != -1) && (height != -1)) {       << 
780     setExportSize(width, height);              << 
781   }                                            << 
782                                                << 
783   if (fExportImageFormat == "eps") {           << 
784     fGL2PSAction->setExportImageFormat_EPS();  << 
785   } else if (fExportImageFormat == "ps") {     << 
786     fGL2PSAction->setExportImageFormat_PS();   << 
787   } else if (fExportImageFormat == "svg") {    << 
788     fGL2PSAction->setExportImageFormat_SVG();  << 
789   } else if (fExportImageFormat == "pdf") {    << 
790     fGL2PSAction->setExportImageFormat_PDF();  << 
791   } else {                                     << 
792     setExportImageFormat(fExportImageFormat,tr << 
793     return false;                              << 
794   }                                            << 
795                                                << 
796   bool res;                                    << 
797                                                << 
798   // Change the LC_NUMERIC value in order to h << 
799   // This case is only useful for French, Cana << 
800   size_t len = strlen(setlocale(LC_NUMERIC,NUL << 
801   char* oldLocale = (char*)(malloc(len+1));    << 
802   if(oldLocale!=NULL) strncpy(oldLocale,setloc << 
803   setlocale(LC_NUMERIC,"C");                   << 
804                                                << 
805   if (((fExportImageFormat == "eps") || (fExpo << 
806     res = printNonVectoredEPS();               << 
807   } else {                                     << 
808     res = printVectoredEPS();                  << 
809   }                                            << 
810                                                << 
811   // restore the local                         << 
812   if (oldLocale) {                             << 
813     setlocale(LC_NUMERIC,oldLocale);           << 
814     free(oldLocale);                           << 
815   }                                            << 
816                                                << 
817   if (res == false) {                          << 
818     G4cerr << "Error saving file... " << getRe << 
819   } else {                                     << 
820     G4cout << "File " << getRealPrintFilename( << 
821                                                << 
822     // increment index if necessary            << 
823     if ( fExportFilenameIndex != -1) {         << 
824       fExportFilenameIndex++;                  << 
825     }                                          << 
826   }                                            << 
827                                                   203 
828   return res;                                  << 
829 }                                                 204 }
830                                                   205 
                                                   >> 206 void G4OpenGLViewer::HLRFirstPass () {
831                                                   207 
832 bool G4OpenGLViewer::printGl2PS() {            << 208   G4cout << "First pass HLR" << G4endl;
833                                                   209 
834   int width = getRealExportWidth();            << 210   //Hidden line drawing requires three renderings to different buffers, so it
835   int height = getRealExportHeight();          << 211   //cannot be treated in G4OpenGLSceneHandler alone (as can wireframe or hidden 
836   bool res = true;                             << 212   //surface (solid) mode)
837                                                << 
838   // no need to redraw at each new primitive f << 
839   G4OpenGLSceneHandler& oglSceneHandler = dyna << 
840   G4OpenGLSceneHandler::FlushAction originalFl << 
841   oglSceneHandler.SetFlushAction(G4OpenGLScene << 
842                                                << 
843   if (!fGL2PSAction) return false;             << 
844                                                << 
845   fGL2PSAction->setFileName(getRealPrintFilena << 
846   // try to resize                             << 
847   int X = fWinSize_x;                          << 
848   int Y = fWinSize_y;                          << 
849                                                << 
850   fWinSize_x = width;                          << 
851   fWinSize_y = height;                         << 
852   // Laurent G. 16/03/10 : Not the good way to << 
853   // We should draw in a new offscreen context << 
854   // resizing and drawing in current window... << 
855   // This should be solve when we will do an o << 
856   // to render OpenGL                          << 
857   // See :                                     << 
858   // http://developer.apple.com/Mac/library/do << 
859   // http://www.songho.ca/opengl/gl_fbo.html   << 
860                                                << 
861    ResizeGLView();                             << 
862    bool extendBuffer = true;                   << 
863    bool endWriteAction = false;                << 
864    bool beginWriteAction = true;               << 
865    bool filePointerOk = true;                  << 
866    while ((extendBuffer) && (! endWriteAction) << 
867                                                << 
868      beginWriteAction = fGL2PSAction->enableFi << 
869      if(beginWriteAction) {                    << 
870        GLint vp[4];                            << 
871        ::glGetIntegerv(GL_VIEWPORT,vp);        << 
872        fGL2PSAction->setViewport(vp[0],vp[1],v << 
873        beginWriteAction = fGL2PSAction->beginP << 
874      }                                         << 
875                                                << 
876      // 3 cases :                              << 
877      // - true                                 << 
878      // - false && ! fGL2PSAction->fileWriting << 
879      // - false && fGL2PSAction->fileWritingEn << 
880                                                << 
881      filePointerOk = fGL2PSAction->fileWriting << 
882                                                << 
883      if (beginWriteAction) {                   << 
884                                                << 
885        // Set the viewport                     << 
886        // By default, we choose the line width << 
887        fGL2PSAction->setLineWidth(fGl2psDefaul << 
888        // By default, we choose the point size << 
889        fGL2PSAction->setPointSize(fGl2psDefaul << 
890                                                << 
891        DrawView ();                            << 
892                                                << 
893        endWriteAction = fGL2PSAction->endPage( << 
894        fGL2PSAction->disableFileWriting();     << 
895      }                                         << 
896      if (filePointerOk) {                      << 
897        if ((! endWriteAction) || (! beginWrite << 
898          extendBuffer = fGL2PSAction->extendBu << 
899        }                                       << 
900      }                                         << 
901    }                                           << 
902    fGL2PSAction->resetBufferSizeParameters();  << 
903                                                << 
904    if (!extendBuffer ) {                       << 
905      G4cerr << "ERROR: gl2ps buffer size is no << 
906      res = false;                              << 
907    }                                           << 
908    if (!beginWriteAction ) {                   << 
909      G4cerr << "ERROR: saving file "<<getRealP << 
910      res = false;                              << 
911    }                                           << 
912    if (!endWriteAction ) {                     << 
913      G4cerr << "gl2ps error. No output produce << 
914      res = false;                              << 
915    }                                           << 
916   fWinSize_x = X;                              << 
917   fWinSize_y = Y;                              << 
918                                                << 
919   oglSceneHandler.SetFlushAction(originalFlush << 
920                                                << 
921   // Reset for next time (useful is size chang << 
922   //  fPrintSizeX = 0;                         << 
923   //  fPrintSizeY = 0;                         << 
924                                                   213 
925   return res;                                  << 214   //So, after SIGGRAPH97
926 }                                              << 
927                                                << 
928 unsigned int G4OpenGLViewer::getWinWidth() con << 
929   return fWinSize_x;                           << 
930 }                                              << 
931                                                << 
932 unsigned int G4OpenGLViewer::getWinHeight() co << 
933   return fWinSize_y;                           << 
934 }                                              << 
935                                                << 
936 G4bool G4OpenGLViewer::sizeHasChanged() {      << 
937   return fSizeHasChanged;                      << 
938 }                                              << 
939                                                << 
940 G4int G4OpenGLViewer::getRealExportWidth() {   << 
941   if (fPrintSizeX == -1) {                     << 
942     return fWinSize_x;                         << 
943   }                                            << 
944   GLint dims[2];                               << 
945   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);   << 
946                                                   215 
947   // L.Garnier 01-2010: Some problems with mac << 216   //1) Disable the colour and depth buffers, and Draw polygons in wireframe 
948   if ((dims[0] !=0 ) && (dims[1] !=0)) {       << 217   //   mode to the stencil buffer, setting stencil value to 1 where pixels go.
949     if (fPrintSizeX > dims[0]){                << 
950       return dims[0];                          << 
951     }                                          << 
952   }                                            << 
953   if (fPrintSizeX < -1){                       << 
954     return 0;                                  << 
955   }                                            << 
956   return fPrintSizeX;                          << 
957 }                                              << 
958                                                << 
959 G4int G4OpenGLViewer::getRealExportHeight() {  << 
960   if (fPrintSizeY == -1) {                     << 
961     return fWinSize_y;                         << 
962   }                                            << 
963   GLint dims[2];                               << 
964   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);   << 
965                                                << 
966   // L.Garnier 01-2010: Some problems with mac << 
967   if ((dims[0] !=0 ) && (dims[1] !=0)) {       << 
968     if (fPrintSizeY > dims[1]){                << 
969       return dims[1];                          << 
970     }                                          << 
971   }                                            << 
972   if (fPrintSizeY < -1){                       << 
973     return 0;                                  << 
974   }                                            << 
975   return fPrintSizeY;                          << 
976 }                                              << 
977                                                   218 
978 void G4OpenGLViewer::setExportSize(G4int X, G4 << 219   //First, disable writing to the colo(u)r buffer...
979   fPrintSizeX = X;                             << 220   glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
980   fPrintSizeY = Y;                             << 
981 }                                              << 
982                                                   221 
983 /**                                            << 222   //Enable the stencil buffer...
984  If name is "" or "!", filename and extension  << 223   glEnable (GL_STENCIL_TEST);
985  If name is "toto.png", set the name to "toto" << 
986  If name is "toto", set the name to "toto" and << 
987  If name is the same as previous, do not reset << 
988 */                                             << 
989 bool G4OpenGLViewer::setExportFilename(G4Strin << 
990   if (name == "!") {                           << 
991     name = "";                                 << 
992   }                                            << 
993                                                   224 
994   if (inc) {                                   << 225   //Now disable writing to the depth buffer...
995     if ((name != "") && (fExportFilename != na << 226   glDisable (GL_DEPTH_TEST);
996       fExportFilenameIndex=0;                  << 
997     }                                          << 
998   } else {                                     << 
999     fExportFilenameIndex=-1;                   << 
1000   }                                           << 
1001                                                  227 
1002   if (name.size() == 0) {                     << 228   //Clear all stencil buffer values to 0...
1003     name = getRealPrintFilename().c_str();    << 229   glClearStencil (0);
1004   } else {                                    << 230   glClear (GL_STENCIL_BUFFER_BIT);
1005     // guess format by extention              << 
1006     std::string extension = name.substr(name. << 
1007     // If there is a dot in the name the abov << 
1008     if (extension.size() >= 3 && extension.si << 
1009       if (setExportImageFormat(extension, fal << 
1010         fExportFilename = name.substr(0,name. << 
1011       } else {  // No viable extension found  << 
1012         return false;                         << 
1013       }                                       << 
1014     } else {  // Assume name is already the r << 
1015         fExportFilename = name;               << 
1016     }                                         << 
1017   }                                           << 
1018   return true;                                << 
1019 }                                             << 
1020                                               << 
1021 std::string G4OpenGLViewer::getRealPrintFilen << 
1022   std::string temp = fExportFilename;         << 
1023   if (fExportFilenameIndex != -1) {           << 
1024     temp += std::string("_");                 << 
1025     std::ostringstream os;                    << 
1026     os << std::setw(4) << std::setfill('0') < << 
1027     std::string nb_str = os.str();            << 
1028     temp += nb_str;                           << 
1029   }                                           << 
1030   temp += "."+fExportImageFormat;             << 
1031   return temp;                                << 
1032 }                                             << 
1033                                               << 
1034 GLdouble G4OpenGLViewer::getSceneNearWidth()  << 
1035 {                                             << 
1036   if (!fSceneHandler.GetScene()) {            << 
1037     return 0;                                 << 
1038   }                                           << 
1039   const G4Point3D targetPoint                 << 
1040     = fSceneHandler.GetScene()->GetStandardTa << 
1041     + fVP.GetCurrentTargetPoint ();           << 
1042   G4double radius = fSceneHandler.GetScene()- << 
1043   if(radius<=0.) radius = 1.;                 << 
1044   const G4double cameraDistance = fVP.GetCame << 
1045   const GLdouble pnear   = fVP.GetNearDistanc << 
1046   return 2 * fVP.GetFrontHalfHeight (pnear, r << 
1047 }                                             << 
1048                                               << 
1049 GLdouble G4OpenGLViewer::getSceneFarWidth()   << 
1050 {                                             << 
1051   if (!fSceneHandler.GetScene()) {            << 
1052     return 0;                                 << 
1053   }                                           << 
1054   const G4Point3D targetPoint                 << 
1055     = fSceneHandler.GetScene()->GetStandardTa << 
1056     + fVP.GetCurrentTargetPoint ();           << 
1057   G4double radius = fSceneHandler.GetScene()- << 
1058   if(radius<=0.) radius = 1.;                 << 
1059   const G4double cameraDistance = fVP.GetCame << 
1060   const GLdouble pnear   = fVP.GetNearDistanc << 
1061   const GLdouble pfar    = fVP.GetFarDistance << 
1062   return 2 * fVP.GetFrontHalfHeight (pfar, ra << 
1063 }                                             << 
1064                                                  231 
                                                   >> 232   //Prepare stencil buffer...
                                                   >> 233   glStencilFunc (GL_ALWAYS, //When to pass a pixel in the stencil test
                                                   >> 234      0x1,       //The ref val to compare with masked stencil val
                                                   >> 235      0x1);      //The mask to AND with ref and val before test
1065                                                  236 
1066 GLdouble G4OpenGLViewer::getSceneDepth()      << 237   glStencilOp (GL_KEEP,     //If stencil test fails *irrelevant*
1067 {                                             << 238          GL_KEEP,     //If depth test passes *irrelevant*
1068   if (!fSceneHandler.GetScene()) {            << 239          GL_REPLACE); //If no depth test *this is applied to every pixel
1069     return 0;                                 << 240                             //drawn to the stencil buffer in this pass*
1070   }                                           << 
1071   const G4Point3D targetPoint                 << 
1072     = fSceneHandler.GetScene()->GetStandardTa << 
1073     + fVP.GetCurrentTargetPoint ();           << 
1074   G4double radius = fSceneHandler.GetScene()- << 
1075   if(radius<=0.) radius = 1.;                 << 
1076   const G4double cameraDistance = fVP.GetCame << 
1077   const GLdouble pnear   = fVP.GetNearDistanc << 
1078   return fVP.GetFarDistance  (cameraDistance, << 
1079 }                                             << 
1080                                                  241 
                                                   >> 242   //Hence, everywhere a pixel is drawn, stencil value=1, 0 everywhere else.
1081                                                  243 
                                                   >> 244   //Set the drawing style to wireframe...
                                                   >> 245   fVP.SetDrawingStyle (G4ViewParameters::wireframe);
1082                                                  246 
1083 void G4OpenGLViewer::rotateScene(G4double dx, << 247   NeedKernelVisit ();
1084 {                                             << 248   ProcessView ();
1085   if (fVP.GetRotationStyle() == G4ViewParamet << 
1086     rotateSceneInViewDirection(dx,dy);        << 
1087   } else {                                    << 
1088     if( dx != 0) {                            << 
1089       rotateSceneThetaPhi(dx,0);              << 
1090     }                                         << 
1091     if( dy != 0) {                            << 
1092       rotateSceneThetaPhi(0,dy);              << 
1093     }                                         << 
1094   }                                           << 
1095 }                                                249 }
1096                                                  250 
                                                   >> 251 void G4OpenGLViewer::HLRSecondPass () {
1097                                                  252 
1098 void G4OpenGLViewer::rotateSceneToggle(G4doub << 253   G4cout << "Second pass HLR" << G4endl;
1099 {                                             << 
1100   if (fVP.GetRotationStyle() != G4ViewParamet << 
1101     rotateSceneInViewDirection(dx,dy);        << 
1102   } else {                                    << 
1103     if( dx != 0) {                            << 
1104       rotateSceneThetaPhi(dx,0);              << 
1105     }                                         << 
1106     if( dy != 0) {                            << 
1107       rotateSceneThetaPhi(0,dy);              << 
1108     }                                         << 
1109   }                                           << 
1110 }                                             << 
1111                                                  254 
1112 void G4OpenGLViewer::rotateSceneThetaPhi(G4do << 255   //2) Use the stencil buffer to mask out pixels where stencil value = 1, and
1113 {                                             << 256   //   render to the stencil buffer as depth tested filled polygons.
1114   if (!fSceneHandler.GetScene()) {            << 
1115     return;                                   << 
1116   }                                           << 
1117                                                  257 
1118   G4Vector3D vp;                              << 258   glStencilFunc (GL_EQUAL, 0x1, 0x1);
1119   G4Vector3D up;                              << 259   glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
1120                                               << 260   glDepthFunc (GL_LEQUAL);
1121   G4Vector3D xprime;                          << 261   glEnable (GL_DEPTH_TEST);
1122   G4Vector3D yprime;                          << 
1123   G4Vector3D zprime;                          << 
1124                                               << 
1125   G4double delta_alpha;                       << 
1126   G4double delta_theta;                       << 
1127                                               << 
1128   G4Vector3D new_vp;                          << 
1129   G4Vector3D new_up;                          << 
1130                                               << 
1131   G4double cosalpha;                          << 
1132   G4double sinalpha;                          << 
1133                                               << 
1134   G4Vector3D a1;                              << 
1135   G4Vector3D a2;                              << 
1136   G4Vector3D delta;                           << 
1137   G4Vector3D viewPoint;                       << 
1138                                                  262 
1139                                               << 263   //Set the drawing style to hlhsr (solid)...
1140   //phi spin stuff here                       << 264   fVP.SetDrawingStyle (G4ViewParameters::hsr);
1141                                               << 
1142   vp = fVP.GetViewpointDirection ().unit ();  << 
1143   up = fVP.GetUpVector ().unit ();            << 
1144                                               << 
1145   yprime = (up.cross(vp)).unit();             << 
1146   zprime = (vp.cross(yprime)).unit();         << 
1147                                               << 
1148   if (fVP.GetLightsMoveWithCamera()) {        << 
1149     delta_alpha = dy * fRot_sens;             << 
1150     delta_theta = -dx * fRot_sens;            << 
1151   } else {                                    << 
1152     delta_alpha = -dy * fRot_sens;            << 
1153     delta_theta = dx * fRot_sens;             << 
1154   }                                           << 
1155                                                  265   
1156   delta_alpha *= CLHEP::deg;                  << 266   NeedKernelVisit ();
1157   delta_theta *= CLHEP::deg;                  << 267   ProcessView ();
1158                                               << 
1159   new_vp = std::cos(delta_alpha) * vp + std:: << 
1160                                               << 
1161   // to avoid z rotation flipping             << 
1162   // to allow more than 360° rotation        << 
1163                                                  268 
1164   if (fVP.GetLightsMoveWithCamera()) {        << 
1165     new_up = (new_vp.cross(yprime)).unit();   << 
1166     if (new_vp.z()*vp.z() <0) {               << 
1167       new_up.set(new_up.x(),-new_up.y(),new_u << 
1168     }                                         << 
1169   } else {                                    << 
1170     new_up = up;                              << 
1171     if (new_vp.z()*vp.z() <0) {               << 
1172       new_up.set(new_up.x(),-new_up.y(),new_u << 
1173     }                                         << 
1174   }                                           << 
1175   fVP.SetUpVector(new_up);                    << 
1176   ////////////////                            << 
1177   // Rotates by fixed azimuthal angle delta_t << 
1178                                               << 
1179   cosalpha = new_up.dot (new_vp.unit());      << 
1180   sinalpha = std::sqrt (1. - std::pow (cosalp << 
1181   yprime = (new_up.cross (new_vp.unit())).uni << 
1182   xprime = yprime.cross (new_up);             << 
1183   // Projection of vp on plane perpendicular  << 
1184   a1 = sinalpha * xprime;                     << 
1185   // Required new projection...               << 
1186   a2 = sinalpha * (std::cos (delta_theta) * x << 
1187   // Required Increment vector...             << 
1188   delta = a2 - a1;                            << 
1189   // So new viewpoint is...                   << 
1190   viewPoint = new_vp.unit() + delta;          << 
1191                                               << 
1192   fVP.SetViewAndLights (viewPoint);           << 
1193 }                                                269 }
1194                                                  270 
1195                                               << 271 void G4OpenGLViewer::HLRThirdPass () {
1196 void G4OpenGLViewer::rotateSceneInViewDirecti << 
1197 {                                             << 
1198   if (!fSceneHandler.GetScene()) {            << 
1199     return;                                   << 
1200   }                                           << 
1201                                               << 
1202   G4Vector3D vp;                              << 
1203   G4Vector3D up;                              << 
1204                                               << 
1205   G4Vector3D xprime;                          << 
1206   G4Vector3D yprime;                          << 
1207   G4Vector3D zprime;                          << 
1208                                               << 
1209   G4Vector3D new_vp;                          << 
1210   G4Vector3D new_up;                          << 
1211                                               << 
1212   G4Vector3D a1;                              << 
1213   G4Vector3D a2;                              << 
1214   G4Vector3D delta;                           << 
1215   G4Vector3D viewPoint;                       << 
1216                                               << 
1217   dx = dx/100;                                << 
1218   dy = dy/100;                                << 
1219                                               << 
1220   //phi spin stuff here                       << 
1221                                               << 
1222   vp = fVP.GetViewpointDirection ().unit();   << 
1223   up = fVP.GetUpVector ().unit();             << 
1224                                               << 
1225   G4Vector3D zPrimeVector = G4Vector3D(up.y() << 
1226                              up.z()*vp.x()-up << 
1227                              up.x()*vp.y()-up << 
1228                                               << 
1229   viewPoint = vp/fRot_sens + (zPrimeVector*dx << 
1230   new_up = G4Vector3D(viewPoint.y()*zPrimeVec << 
1231                        viewPoint.z()*zPrimeVe << 
1232                        viewPoint.x()*zPrimeVe << 
1233                                               << 
1234   G4Vector3D new_upUnit = new_up.unit();      << 
1235                                               << 
1236                                                  272   
                                                   >> 273   //3) Turn off the stencil buffer, turn on the colour buffer
                                                   >> 274   //   and render polygons in wireframe mode.
1237                                                  275 
1238    fVP.SetUpVector(new_upUnit);               << 276   G4cout << "Third pass HLR" << G4endl;
1239    fVP.SetViewAndLights (viewPoint);          << 
1240 }                                             << 
1241                                               << 
1242                                               << 
1243 void G4OpenGLViewer::addExportImageFormat(std << 
1244   fExportImageFormatVector.push_back(format); << 
1245 }                                             << 
1246                                               << 
1247 bool G4OpenGLViewer::setExportImageFormat(std << 
1248   bool found = false;                         << 
1249   std::string list;                           << 
1250   for (unsigned int a=0; a<fExportImageFormat << 
1251     list +=fExportImageFormatVector.at(a) + " << 
1252                                               << 
1253     if (fExportImageFormatVector.at(a) == for << 
1254       if (! quiet) {                          << 
1255         G4cout << " Changing export format to << 
1256       }                                       << 
1257       if (format != fExportImageFormat) {     << 
1258         fExportFilenameIndex = 0;             << 
1259         fExportImageFormat = format;          << 
1260       }                                       << 
1261       return true;                            << 
1262     }                                         << 
1263   }                                           << 
1264   if (! found) {                              << 
1265     if (format.size() == 0) {                 << 
1266       G4cout << " Current formats availables  << 
1267     } else {                                  << 
1268       G4cerr << " Format \"" << format << "\" << 
1269     }                                         << 
1270   }                                           << 
1271   return false;                               << 
1272 }                                             << 
1273                                                  277 
                                                   >> 278   glDisable (GL_STENCIL_TEST);
                                                   >> 279   glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1274                                                  280 
1275 // From MESA implementation :                 << 281   //Set the drawing style to  hlr wireframe...
1276 // http://www.techques.com/question/1-8660454 << 282   fVP.SetDrawingStyle (G4ViewParameters::wireframe);
1277                                               << 
1278 void G4OpenGLViewer::g4GluPickMatrix(GLdouble << 
1279                      GLint viewport[4])       << 
1280   {                                           << 
1281     GLdouble mat[16];                         << 
1282     GLdouble sx, sy;                          << 
1283     GLdouble tx, ty;                          << 
1284                                               << 
1285     sx = viewport[2] / width;                 << 
1286     sy = viewport[3] / height;                << 
1287     tx = (viewport[2] + 2.0 * (viewport[0] -  << 
1288     ty = (viewport[3] + 2.0 * (viewport[1] -  << 
1289                                               << 
1290 #define M(row, col) mat[col*4+row]            << 
1291     M(0, 0) = sx;                             << 
1292     M(0, 1) = 0.0;                            << 
1293     M(0, 2) = 0.0;                            << 
1294     M(0, 3) = tx;                             << 
1295     M(1, 0) = 0.0;                            << 
1296     M(1, 1) = sy;                             << 
1297     M(1, 2) = 0.0;                            << 
1298     M(1, 3) = ty;                             << 
1299     M(2, 0) = 0.0;                            << 
1300     M(2, 1) = 0.0;                            << 
1301     M(2, 2) = 1.0;                            << 
1302     M(2, 3) = 0.0;                            << 
1303     M(3, 0) = 0.0;                            << 
1304     M(3, 1) = 0.0;                            << 
1305     M(3, 2) = 0.0;                            << 
1306     M(3, 3) = 1.0;                            << 
1307 #undef M                                      << 
1308                                               << 
1309     glMultMatrixd(mat);                       << 
1310 }                                             << 
1311                                               << 
1312                                               << 
1313                                               << 
1314                                               << 
1315                                               << 
1316 // From MESA implementation :                 << 
1317 // https://github.com/jlamarche/iOS-OpenGLES- << 
1318 // or http://www.daniweb.com/software-develop << 
1319                                               << 
1320 void G4OpenGLViewer::g4GluLookAt( GLdouble ey << 
1321                         GLdouble centerx, GLd << 
1322                         centerz,              << 
1323                         GLdouble upx, GLdoubl << 
1324 {                                             << 
1325   GLdouble mat[16];                           << 
1326   GLdouble x[3], y[3], z[3];                  << 
1327   GLdouble mag;                               << 
1328                                               << 
1329   /* Make rotation matrix */                  << 
1330                                               << 
1331   /* Z vector */                              << 
1332   z[0] = eyex - centerx;                      << 
1333   z[1] = eyey - centery;                      << 
1334   z[2] = eyez - centerz;                      << 
1335   mag = std::sqrt(z[0] * z[0] + z[1] * z[1] + << 
1336   if (mag) {      /* mpichler, 19950515 */    << 
1337     z[0] /= mag;                              << 
1338     z[1] /= mag;                              << 
1339     z[2] /= mag;                              << 
1340   }                                           << 
1341                                               << 
1342   /* Y vector */                              << 
1343   y[0] = upx;                                 << 
1344   y[1] = upy;                                 << 
1345   y[2] = upz;                                 << 
1346                                               << 
1347   /* X vector = Y cross Z */                  << 
1348   x[0] = y[1] * z[2] - y[2] * z[1];           << 
1349   x[1] = -y[0] * z[2] + y[2] * z[0];          << 
1350   x[2] = y[0] * z[1] - y[1] * z[0];           << 
1351                                               << 
1352   /* Recompute Y = Z cross X */               << 
1353   y[0] = z[1] * x[2] - z[2] * x[1];           << 
1354   y[1] = -z[0] * x[2] + z[2] * x[0];          << 
1355   y[2] = z[0] * x[1] - z[1] * x[0];           << 
1356                                               << 
1357   /* mpichler, 19950515 */                    << 
1358   /* cross product gives area of parallelogra << 
1359    * non-perpendicular unit-length vectors; s << 
1360    */                                         << 
1361                                               << 
1362   mag = std::sqrt(x[0] * x[0] + x[1] * x[1] + << 
1363   if (mag) {                                  << 
1364     x[0] /= mag;                              << 
1365     x[1] /= mag;                              << 
1366     x[2] /= mag;                              << 
1367   }                                           << 
1368                                               << 
1369   mag = std::sqrt(y[0] * y[0] + y[1] * y[1] + << 
1370   if (mag) {                                  << 
1371     y[0] /= mag;                              << 
1372     y[1] /= mag;                              << 
1373     y[2] /= mag;                              << 
1374   }                                           << 
1375                                               << 
1376 #define M(row,col)  mat[col*4+row]            << 
1377   M(0, 0) = x[0];                             << 
1378   M(0, 1) = x[1];                             << 
1379   M(0, 2) = x[2];                             << 
1380   M(0, 3) = 0.0;                              << 
1381   M(1, 0) = y[0];                             << 
1382   M(1, 1) = y[1];                             << 
1383   M(1, 2) = y[2];                             << 
1384   M(1, 3) = 0.0;                              << 
1385   M(2, 0) = z[0];                             << 
1386   M(2, 1) = z[1];                             << 
1387   M(2, 2) = z[2];                             << 
1388   M(2, 3) = 0.0;                              << 
1389   M(3, 0) = 0.0;                              << 
1390   M(3, 1) = 0.0;                              << 
1391   M(3, 2) = 0.0;                              << 
1392   M(3, 3) = 1.0;                              << 
1393 #undef M                                      << 
1394   glMultMatrixd(mat);                         << 
1395                                               << 
1396   /* Translate Eye to Origin */               << 
1397   glTranslated(-eyex, -eyey, -eyez);          << 
1398 }                                             << 
1399                                               << 
1400 void G4OpenGLViewer::g4GlOrtho (GLdouble left << 
1401   //  glOrtho (left, right, bottom, top, near << 
1402                                               << 
1403   GLdouble a = 2.0 / (right - left);          << 
1404   GLdouble b = 2.0 / (top - bottom);          << 
1405   GLdouble c = -2.0 / (zFar - zNear);         << 
1406                                               << 
1407   GLdouble tx = - (right + left)/(right - lef << 
1408   GLdouble ty = - (top + bottom)/(top - botto << 
1409   GLdouble tz = - (zFar + zNear)/(zFar - zNea << 
1410                                               << 
1411   GLdouble ortho[16] = {                      << 
1412     a, 0, 0, 0,                               << 
1413     0, b, 0, 0,                               << 
1414     0, 0, c, 0,                               << 
1415     tx, ty, tz, 1                             << 
1416   };                                          << 
1417   glMultMatrixd(ortho);                       << 
1418                                               << 
1419 }                                             << 
1420                                                  283 
                                                   >> 284   NeedKernelVisit ();
                                                   >> 285   ProcessView ();
1421                                                  286 
1422 void G4OpenGLViewer::g4GlFrustum (GLdouble le << 287   fVP.SetDrawingStyle (G4ViewParameters::hlr);
1423   //  glFrustum (left, right, bottom, top, ne << 
1424                                               << 
1425   GLdouble deltaX = right - left;             << 
1426   GLdouble deltaY = top - bottom;             << 
1427   GLdouble deltaZ = zFar - zNear;             << 
1428                                               << 
1429   GLdouble a = 2.0f * zNear / deltaX;         << 
1430   GLdouble b = 2.0f * zNear / deltaY;         << 
1431   GLdouble c = (right + left) / deltaX;       << 
1432   GLdouble d = (top + bottom) / deltaY;       << 
1433   GLdouble e = -(zFar + zNear) / (zFar - zNea << 
1434   GLdouble f = -2.0f * zFar * zNear / deltaZ; << 
1435                                               << 
1436   GLdouble proj[16] = {                       << 
1437     a, 0, 0, 0,                               << 
1438     0, b, 0, 0,                               << 
1439     c, d, e, -1.0f,                           << 
1440     0, 0, f, 0                                << 
1441   };                                          << 
1442                                               << 
1443   glMultMatrixd(proj);                        << 
1444                                               << 
1445 }                                                288 }
1446                                                  289 
1447 G4String G4OpenGLViewerPickMap::print() {     << 290 #endif
1448   std::ostringstream txt;                     << 
1449   for (unsigned int a=0; a<fAttributes.size() << 
1450     txt << fAttributes[a];                    << 
1451     if (a < fAttributes.size() - 1) txt << "\ << 
1452   }                                           << 
1453   return txt.str();                           << 
1454 }                                             << 
1455                                                  291