Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: G4OpenGLViewer.cc,v 1.63 2010/10/05 15:45:19 lgarnier Exp $ >> 28 // GEANT4 tag $Name: geant4-09-04 $ 27 // 29 // 28 // 30 // 29 // Andrew Walkden 27th March 1996 31 // Andrew Walkden 27th March 1996 30 // OpenGL view - opens window, hard copy, etc. 32 // OpenGL view - opens window, hard copy, etc. 31 33 >> 34 #ifdef G4VIS_BUILD_OPENGL_DRIVER >> 35 32 #include "G4ios.hh" 36 #include "G4ios.hh" 33 #include <CLHEP/Units/SystemOfUnits.h> << 34 #include "G4OpenGLViewer.hh" 37 #include "G4OpenGLViewer.hh" 35 #include "G4OpenGLSceneHandler.hh" 38 #include "G4OpenGLSceneHandler.hh" 36 #include "G4OpenGLTransform3D.hh" 39 #include "G4OpenGLTransform3D.hh" 37 << 40 #include "G4OpenGL2PSAction.hh" 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 41 43 #include "G4Scene.hh" 42 #include "G4Scene.hh" 44 #include "G4VisExtent.hh" 43 #include "G4VisExtent.hh" 45 #include "G4LogicalVolume.hh" 44 #include "G4LogicalVolume.hh" 46 #include "G4VSolid.hh" 45 #include "G4VSolid.hh" 47 #include "G4Point3D.hh" 46 #include "G4Point3D.hh" 48 #include "G4Normal3D.hh" 47 #include "G4Normal3D.hh" 49 #include "G4Plane3D.hh" 48 #include "G4Plane3D.hh" 50 #include "G4AttHolder.hh" 49 #include "G4AttHolder.hh" 51 #include "G4AttCheck.hh" 50 #include "G4AttCheck.hh" 52 #include "G4Text.hh" << 51 >> 52 // GL2PS >> 53 #include "Geant4_gl2ps.h" 53 54 54 #include <sstream> 55 #include <sstream> 55 #include <string> << 56 #include <iomanip> << 57 56 58 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneH 57 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene): 59 G4VViewer (scene, -1), 58 G4VViewer (scene, -1), 60 fPrintColour (true), 59 fPrintColour (true), 61 fVectoredPs (true), 60 fVectoredPs (true), 62 fOpenGLSceneHandler(scene), 61 fOpenGLSceneHandler(scene), 63 background (G4Colour(0.,0.,0.)), 62 background (G4Colour(0.,0.,0.)), 64 transparency_enabled (true), 63 transparency_enabled (true), 65 antialiasing_enabled (false), 64 antialiasing_enabled (false), 66 haloing_enabled (false), 65 haloing_enabled (false), 67 fRot_sens(1.), << 66 fStartTime(-DBL_MAX), 68 fPan_sens(0.01), << 67 fEndTime(DBL_MAX), 69 fWinSize_x(0), << 68 fFadeFactor(0.), 70 fWinSize_y(0), << 69 fDisplayHeadTime(false), 71 fDefaultExportImageFormat("pdf"), << 70 fDisplayHeadTimeX(-0.9), 72 fExportImageFormat("pdf"), << 71 fDisplayHeadTimeY(-0.9), 73 fExportFilenameIndex(0), << 72 fDisplayHeadTimeSize(24.), >> 73 fDisplayHeadTimeRed(0.), >> 74 fDisplayHeadTimeGreen(1.), >> 75 fDisplayHeadTimeBlue(1.), >> 76 fDisplayLightFront(false), >> 77 fDisplayLightFrontX(0.), >> 78 fDisplayLightFrontY(0.), >> 79 fDisplayLightFrontZ(0.), >> 80 fDisplayLightFrontT(0.), >> 81 fDisplayLightFrontRed(0.), >> 82 fDisplayLightFrontGreen(1.), >> 83 fDisplayLightFrontBlue(0.), 74 fPrintSizeX(-1), 84 fPrintSizeX(-1), 75 fPrintSizeY(-1), 85 fPrintSizeY(-1), >> 86 fPrintFilename ("G4OpenGL"), >> 87 fPrintFilenameIndex(0), 76 fPointSize (0), 88 fPointSize (0), 77 fDefaultExportFilename("G4OpenGL"), << 89 fSizeHasChanged(0) 78 fSizeHasChanged(0), << 79 fGl2psDefaultLineWith(1), << 80 fGl2psDefaultPointSize(2), << 81 fGlViewInitialized(false), << 82 fIsGettingPickInfos(false) << 83 { 90 { 84 // Make changes to view parameters for OpenG 91 // Make changes to view parameters for OpenGL... 85 fVP.SetAutoRefresh(true); 92 fVP.SetAutoRefresh(true); 86 fDefaultVP.SetAutoRefresh(true); 93 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 94 108 // Change the default name << 95 fGL2PSAction = new G4OpenGL2PSAction(); 109 fExportFilename += fDefaultExportFilename + << 96 110 << 111 // glClearColor (0.0, 0.0, 0.0, 0.0); 97 // glClearColor (0.0, 0.0, 0.0, 0.0); 112 // glClearDepth (1.0); 98 // glClearDepth (1.0); 113 // glDisable (GL_BLEND); 99 // glDisable (GL_BLEND); 114 // glDisable (GL_LINE_SMOOTH); 100 // glDisable (GL_LINE_SMOOTH); 115 // glDisable (GL_POLYGON_SMOOTH); 101 // glDisable (GL_POLYGON_SMOOTH); 116 102 117 } 103 } 118 104 119 G4OpenGLViewer::~G4OpenGLViewer () << 105 G4OpenGLViewer::~G4OpenGLViewer () {} 120 { << 121 delete fGL2PSAction; << 122 } << 123 106 124 void G4OpenGLViewer::InitializeGLView () 107 void G4OpenGLViewer::InitializeGLView () 125 { 108 { 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); 109 glClearColor (0.0, 0.0, 0.0, 0.0); 134 glClearDepth (1.0); 110 glClearDepth (1.0); >> 111 glDisable (GL_BLEND); 135 glDisable (GL_LINE_SMOOTH); 112 glDisable (GL_LINE_SMOOTH); 136 glDisable (GL_POLYGON_SMOOTH); 113 glDisable (GL_POLYGON_SMOOTH); 137 114 138 // clear the buffers and window? << 115 fWinSize_x = fVP.GetWindowSizeHintX(); 139 ClearView (); << 116 fWinSize_y = fVP.GetWindowSizeHintY(); 140 FinishView (); << 117 } 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 } << 149 118 150 void G4OpenGLViewer::ClearView () { 119 void G4OpenGLViewer::ClearView () { 151 ClearViewWithoutFlush(); << 120 #ifdef G4DEBUG_VIS_OGL 152 << 121 printf("G4OpenGLViewer::ClearView\n"); 153 if(!isFramebufferReady()) { << 122 #endif 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(), 123 glClearColor (background.GetRed(), 169 background.GetGreen(), << 124 background.GetGreen(), 170 background.GetBlue(), << 125 background.GetBlue(), 171 1.); << 126 1.); 172 glClearDepth (1.0); 127 glClearDepth (1.0); 173 //Below line does not compile with Mesa incl << 128 //Below line does not compile with Mesa includes. 174 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BU << 129 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 175 glClear (GL_COLOR_BUFFER_BIT); 130 glClear (GL_COLOR_BUFFER_BIT); 176 glClear (GL_DEPTH_BUFFER_BIT); 131 glClear (GL_DEPTH_BUFFER_BIT); 177 glClear (GL_STENCIL_BUFFER_BIT); 132 glClear (GL_STENCIL_BUFFER_BIT); >> 133 #ifdef G4DEBUG_VIS_OGL >> 134 printf("G4OpenGLViewer::ClearView flush\n"); >> 135 #endif >> 136 glFlush (); 178 } 137 } 179 138 180 139 181 void G4OpenGLViewer::ResizeWindow(unsigned int 140 void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) { 182 if ((fWinSize_x != aWidth) || (fWinSize_y != 141 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) { 183 fWinSize_x = aWidth; 142 fWinSize_x = aWidth; 184 fWinSize_y = aHeight; 143 fWinSize_y = aHeight; 185 fSizeHasChanged = true; 144 fSizeHasChanged = true; 186 } else { 145 } else { 187 fSizeHasChanged = false; 146 fSizeHasChanged = false; 188 } 147 } 189 } 148 } 190 149 191 /** 150 /** 192 * Set the viewport of the scene 151 * Set the viewport of the scene 193 * MAXIMUM SIZE is : 152 * MAXIMUM SIZE is : 194 * GLint dims[2]; 153 * GLint dims[2]; 195 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 154 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 196 */ 155 */ 197 void G4OpenGLViewer::ResizeGLView() 156 void G4OpenGLViewer::ResizeGLView() 198 { 157 { >> 158 #ifdef G4DEBUG_VIS_OGL >> 159 printf("G4OpenGLViewer::ResizeGLView %d %d &:%d\n",fWinSize_x,fWinSize_y,this); >> 160 #endif 199 // Check size 161 // Check size 200 GLint dims[2]; 162 GLint dims[2]; 201 dims[0] = 0; << 202 dims[1] = 0; << 203 << 204 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 163 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 205 164 206 if ((dims[0] !=0 ) && (dims[1] !=0)) { 165 if ((dims[0] !=0 ) && (dims[1] !=0)) { 207 166 208 if (fWinSize_x > (unsigned)dims[0]) { 167 if (fWinSize_x > (unsigned)dims[0]) { 209 G4cerr << "Try to resize view greater th << 168 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[0] << G4endl; 210 fWinSize_x = dims[0]; 169 fWinSize_x = dims[0]; 211 } 170 } 212 if (fWinSize_y > (unsigned)dims[1]) { 171 if (fWinSize_y > (unsigned)dims[1]) { 213 G4cerr << "Try to resize view greater th << 172 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<dims[0] <<" is resize to "<< dims[1] << G4endl; 214 fWinSize_y = dims[1]; 173 fWinSize_y = dims[1]; 215 } 174 } 216 } 175 } 217 176 218 glViewport(0, 0, fWinSize_x,fWinSize_y); 177 glViewport(0, 0, fWinSize_x,fWinSize_y); 219 178 220 179 221 } 180 } 222 181 223 182 224 void G4OpenGLViewer::SetView () { 183 void G4OpenGLViewer::SetView () { 225 // if getting pick infos, should not resize << 184 226 if (fIsGettingPickInfos) return; << 227 << 228 if (!fSceneHandler.GetScene()) { 185 if (!fSceneHandler.GetScene()) { 229 return; 186 return; 230 } 187 } 231 // Calculates view representation based on e 188 // Calculates view representation based on extent of object being 232 // viewed and (initial) viewpoint. (Note: i 189 // viewed and (initial) viewpoint. (Note: it can change later due 233 // to user interaction via visualization sys 190 // to user interaction via visualization system's GUI.) 234 191 235 // Lighting. 192 // Lighting. 236 GLfloat lightPosition [4]; 193 GLfloat lightPosition [4]; 237 lightPosition [0] = fVP.GetActualLightpointD 194 lightPosition [0] = fVP.GetActualLightpointDirection().x(); 238 lightPosition [1] = fVP.GetActualLightpointD 195 lightPosition [1] = fVP.GetActualLightpointDirection().y(); 239 lightPosition [2] = fVP.GetActualLightpointD 196 lightPosition [2] = fVP.GetActualLightpointDirection().z(); 240 lightPosition [3] = 0.; 197 lightPosition [3] = 0.; 241 // Light position is "true" light direction, 198 // Light position is "true" light direction, so must come after gluLookAt. 242 GLfloat ambient [] = { 0.2f, 0.2f, 0.2f, 1.f << 199 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.}; 243 GLfloat diffuse [] = { 0.8f, 0.8f, 0.8f, 1.f << 200 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.}; 244 glEnable (GL_LIGHT0); 201 glEnable (GL_LIGHT0); 245 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); 202 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); 246 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); 203 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); 247 204 248 G4double ratioX = 1; 205 G4double ratioX = 1; 249 G4double ratioY = 1; 206 G4double ratioY = 1; 250 if (fWinSize_y > fWinSize_x) { 207 if (fWinSize_y > fWinSize_x) { 251 ratioX = ((G4double)fWinSize_y) / ((G4doub 208 ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x); 252 } 209 } 253 if (fWinSize_x > fWinSize_y) { 210 if (fWinSize_x > fWinSize_y) { 254 ratioY = ((G4double)fWinSize_x) / ((G4doub 211 ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y); 255 } 212 } 256 213 257 // Get radius of scene, etc. 214 // Get radius of scene, etc. 258 // Note that this procedure properly takes i 215 // Note that this procedure properly takes into account zoom, dolly and pan. 259 const G4Point3D targetPoint 216 const G4Point3D targetPoint 260 = fSceneHandler.GetScene()->GetStandardTar 217 = fSceneHandler.GetScene()->GetStandardTargetPoint() 261 + fVP.GetCurrentTargetPoint (); 218 + fVP.GetCurrentTargetPoint (); 262 G4double radius = fSceneHandler.GetScene()-> 219 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); 263 if(radius<=0.) radius = 1.; 220 if(radius<=0.) radius = 1.; 264 const G4double cameraDistance = fVP.GetCamer 221 const G4double cameraDistance = fVP.GetCameraDistance (radius); 265 const G4Point3D cameraPosition = 222 const G4Point3D cameraPosition = 266 targetPoint + cameraDistance * fVP.GetView 223 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); 267 const GLdouble pnear = fVP.GetNearDistance 224 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); 268 const GLdouble pfar = fVP.GetFarDistance 225 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); 269 const GLdouble right = fVP.GetFrontHalfHeig 226 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius) * ratioY; 270 const GLdouble left = -right; 227 const GLdouble left = -right; 271 const GLdouble top = fVP.GetFrontHalfHeig 228 const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius) * ratioX; 272 const GLdouble bottom = -top; 229 const GLdouble bottom = -top; 273 230 274 // FIXME 231 // FIXME 275 ResizeGLView(); 232 ResizeGLView(); 276 //SHOULD SetWindowsSizeHint()... 233 //SHOULD SetWindowsSizeHint()... 277 234 278 glMatrixMode (GL_PROJECTION); // set up Frus 235 glMatrixMode (GL_PROJECTION); // set up Frustum. 279 glLoadIdentity(); 236 glLoadIdentity(); 280 237 281 const G4Vector3D scaleFactor = fVP.GetScaleF 238 const G4Vector3D scaleFactor = fVP.GetScaleFactor(); 282 glScaled(scaleFactor.x(),scaleFactor.y(),sca 239 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z()); 283 240 284 if (fVP.GetFieldHalfAngle() == 0.) { 241 if (fVP.GetFieldHalfAngle() == 0.) { 285 g4GlOrtho (left, right, bottom, top, pnear << 242 glOrtho (left, right, bottom, top, pnear, pfar); 286 } 243 } 287 else { 244 else { 288 g4GlFrustum (left, right, bottom, top, pne << 245 glFrustum (left, right, bottom, top, pnear, pfar); 289 } 246 } 290 247 291 glMatrixMode (GL_MODELVIEW); // apply furthe 248 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene. 292 glLoadIdentity(); 249 glLoadIdentity(); 293 250 294 const G4Normal3D& upVector = fVP.GetUpVector 251 const G4Normal3D& upVector = fVP.GetUpVector (); 295 G4Point3D gltarget; 252 G4Point3D gltarget; 296 if (cameraDistance > 1.e-6 * radius) { 253 if (cameraDistance > 1.e-6 * radius) { 297 gltarget = targetPoint; 254 gltarget = targetPoint; 298 } 255 } 299 else { 256 else { 300 gltarget = targetPoint - radius * fVP.GetV 257 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit(); 301 } 258 } 302 259 303 const G4Point3D& pCamera = cameraPosition; 260 const G4Point3D& pCamera = cameraPosition; // An alias for brevity. >> 261 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint. >> 262 gltarget.x(), gltarget.y(), gltarget.z(), // Target point. >> 263 upVector.x(), upVector.y(), upVector.z()); // Up vector. 304 264 305 g4GluLookAt (pCamera.x(), pCamera.y(), pCa << 306 gltarget.x(), gltarget.y(), gltar << 307 upVector.x(), upVector.y(), upVec << 308 // Light position is "true" light direction, 265 // Light position is "true" light direction, so must come after gluLookAt. 309 glLightfv (GL_LIGHT0, GL_POSITION, lightPosi 266 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); 310 267 311 // The idea is to use back-to-back clipping << 268 // OpenGL no longer seems to reconstruct clipped edges, so, when the 312 // down to just a few pixels, which can make << 269 // BooleanProcessor is up to it, abandon this and use generic 313 // now, comment this out and use the generic << 270 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also, 314 // G4VSolid* G4OpenGLSceneHandler::CreateSec << 271 // force kernel visit on change of clipping plane in 315 // { return G4VSceneHandler::CreateSectionSo << 272 // G4OpenGLStoredViewer::CompareForKernelVisit. 316 // if (fVP.IsSection () ) { // pair of back << 273 //if (fVP.IsSection () ) { // pair of back to back clip planes. 317 // const G4Plane3D& sp = fVP.GetSectionPlan << 274 if (false) { // pair of back to back clip planes. 318 // double sArray[4]; << 275 const G4Plane3D& s = fVP.GetSectionPlane (); 319 // sArray[0] = sp.a(); << 276 double sArray[4]; 320 // sArray[1] = sp.b(); << 277 sArray[0] = s.a(); 321 // sArray[2] = sp.c(); << 278 sArray[1] = s.b(); 322 // sArray[3] = sp.d() + radius * 1.e-05; << 279 sArray[2] = s.c(); 323 // glClipPlane (GL_CLIP_PLANE0, sArray); << 280 sArray[3] = s.d() + radius * 1.e-05; 324 // glEnable (GL_CLIP_PLANE0); << 281 glClipPlane (GL_CLIP_PLANE0, sArray); 325 // sArray[0] = -sp.a(); << 282 glEnable (GL_CLIP_PLANE0); 326 // sArray[1] = -sp.b(); << 283 sArray[0] = -s.a(); 327 // sArray[2] = -sp.c(); << 284 sArray[1] = -s.b(); 328 // sArray[3] = -sp.d() + radius * 1.e-05; << 285 sArray[2] = -s.c(); 329 // glClipPlane (GL_CLIP_PLANE1, sArray); << 286 sArray[3] = -s.d() + radius * 1.e-05; 330 // glEnable (GL_CLIP_PLANE1); << 287 glClipPlane (GL_CLIP_PLANE1, sArray); 331 // } else { << 288 glEnable (GL_CLIP_PLANE1); 332 // glDisable (GL_CLIP_PLANE0); << 289 } else { 333 // glDisable (GL_CLIP_PLANE1); << 290 glDisable (GL_CLIP_PLANE0); 334 // } << 291 glDisable (GL_CLIP_PLANE1); 335 << 292 } 336 // What we call intersection of cutaways is << 293 337 // 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 294 const G4Planes& cutaways = fVP.GetCutawayPlanes(); 341 size_t nPlanes = cutaways.size(); 295 size_t nPlanes = cutaways.size(); 342 if (fVP.IsCutaway() && << 296 //if (fVP.IsCutaway() && 343 fVP.GetCutawayMode() == G4ViewParameters << 297 if (false && >> 298 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection && >> 299 nPlanes > 0) { 344 double a[4]; 300 double a[4]; 345 a[0] = cutaways[0].a(); 301 a[0] = cutaways[0].a(); 346 a[1] = cutaways[0].b(); 302 a[1] = cutaways[0].b(); 347 a[2] = cutaways[0].c(); 303 a[2] = cutaways[0].c(); 348 a[3] = cutaways[0].d(); 304 a[3] = cutaways[0].d(); 349 glClipPlane (GL_CLIP_PLANE2, a); 305 glClipPlane (GL_CLIP_PLANE2, a); 350 glEnable (GL_CLIP_PLANE2); 306 glEnable (GL_CLIP_PLANE2); 351 if (nPlanes > 1) { 307 if (nPlanes > 1) { 352 a[0] = cutaways[1].a(); 308 a[0] = cutaways[1].a(); 353 a[1] = cutaways[1].b(); 309 a[1] = cutaways[1].b(); 354 a[2] = cutaways[1].c(); 310 a[2] = cutaways[1].c(); 355 a[3] = cutaways[1].d(); 311 a[3] = cutaways[1].d(); 356 glClipPlane (GL_CLIP_PLANE3, a); 312 glClipPlane (GL_CLIP_PLANE3, a); 357 glEnable (GL_CLIP_PLANE3); 313 glEnable (GL_CLIP_PLANE3); 358 } 314 } 359 if (nPlanes > 2) { 315 if (nPlanes > 2) { 360 a[0] = cutaways[2].a(); 316 a[0] = cutaways[2].a(); 361 a[1] = cutaways[2].b(); 317 a[1] = cutaways[2].b(); 362 a[2] = cutaways[2].c(); 318 a[2] = cutaways[2].c(); 363 a[3] = cutaways[2].d(); 319 a[3] = cutaways[2].d(); 364 glClipPlane (GL_CLIP_PLANE4, a); 320 glClipPlane (GL_CLIP_PLANE4, a); 365 glEnable (GL_CLIP_PLANE4); 321 glEnable (GL_CLIP_PLANE4); 366 } 322 } 367 } else { 323 } else { 368 glDisable (GL_CLIP_PLANE2); 324 glDisable (GL_CLIP_PLANE2); 369 glDisable (GL_CLIP_PLANE3); 325 glDisable (GL_CLIP_PLANE3); 370 glDisable (GL_CLIP_PLANE4); 326 glDisable (GL_CLIP_PLANE4); 371 } 327 } 372 328 373 // Background. 329 // Background. 374 background = fVP.GetBackgroundColour (); 330 background = fVP.GetBackgroundColour (); 375 331 376 } 332 } 377 333 378 << 379 << 380 void G4OpenGLViewer::ResetView () { << 381 G4VViewer::ResetView(); << 382 fRot_sens = 1; << 383 fPan_sens = 0.01; << 384 } << 385 << 386 << 387 void G4OpenGLViewer::HaloingFirstPass () { 334 void G4OpenGLViewer::HaloingFirstPass () { 388 335 389 //To perform haloing, first Draw all informa 336 //To perform haloing, first Draw all information to the depth buffer 390 //alone, using a chunky line width, and then 337 //alone, using a chunky line width, and then Draw all info again, to 391 //the colour buffer, setting a thinner line 338 //the colour buffer, setting a thinner line width an the depth testing 392 //function to less than or equal, so if two 339 //function to less than or equal, so if two lines cross, the one 393 //passing behind the other will not pass the 340 //passing behind the other will not pass the depth test, and so not 394 //get rendered either side of the infront li 341 //get rendered either side of the infront line for a short distance. 395 342 396 //First, disable writing to the colo(u)r buf 343 //First, disable writing to the colo(u)r buffer... 397 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, G 344 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 398 345 399 //Now enable writing to the depth buffer... 346 //Now enable writing to the depth buffer... 400 glDepthMask (GL_TRUE); 347 glDepthMask (GL_TRUE); 401 glDepthFunc (GL_LESS); 348 glDepthFunc (GL_LESS); 402 glClearDepth (1.0); 349 glClearDepth (1.0); 403 350 404 //Finally, set the line width to something w 351 //Finally, set the line width to something wide... 405 ChangeLineWidth(3.0); << 352 glLineWidth (3.0); 406 353 407 } 354 } 408 355 409 void G4OpenGLViewer::HaloingSecondPass () { 356 void G4OpenGLViewer::HaloingSecondPass () { 410 357 411 //And finally, turn the colour buffer back o 358 //And finally, turn the colour buffer back on with a sesible line width... 412 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_T 359 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 413 glDepthFunc (GL_LEQUAL); 360 glDepthFunc (GL_LEQUAL); 414 ChangeLineWidth(1.0); << 361 glLineWidth (1.0); 415 362 416 } 363 } 417 364 418 G4String G4OpenGLViewer::Pick(GLdouble x, GLdo << 365 void G4OpenGLViewer::Pick(GLdouble x, GLdouble y) 419 { 366 { 420 const std::vector < G4OpenGLViewerPickMap* > << 367 //G4cout << "X: " << x << ", Y: " << y << G4endl; 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; 368 const G4int BUFSIZE = 512; 443 GLuint selectBuffer[BUFSIZE]; 369 GLuint selectBuffer[BUFSIZE]; 444 glSelectBuffer(BUFSIZE, selectBuffer); 370 glSelectBuffer(BUFSIZE, selectBuffer); 445 glRenderMode(GL_SELECT); 371 glRenderMode(GL_SELECT); 446 glInitNames(); 372 glInitNames(); 447 glPushName(0); 373 glPushName(0); 448 glMatrixMode(GL_PROJECTION); 374 glMatrixMode(GL_PROJECTION); 449 G4double currentProjectionMatrix[16]; 375 G4double currentProjectionMatrix[16]; 450 glGetDoublev(GL_PROJECTION_MATRIX, currentPr 376 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix); 451 glPushMatrix(); 377 glPushMatrix(); 452 glLoadIdentity(); 378 glLoadIdentity(); 453 GLint viewport[4]; 379 GLint viewport[4]; 454 glGetIntegerv(GL_VIEWPORT, viewport); 380 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 381 // Define 5x5 pixel pick area 463 g4GluPickMatrix(x, viewport[3] - y, 5., 5., << 382 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport); 464 glMultMatrixd(currentProjectionMatrix); 383 glMultMatrixd(currentProjectionMatrix); 465 glMatrixMode(GL_MODELVIEW); 384 glMatrixMode(GL_MODELVIEW); 466 DrawView(); 385 DrawView(); 467 GLint hits = glRenderMode(GL_RENDER); 386 GLint hits = glRenderMode(GL_RENDER); 468 fIsGettingPickInfos = false; << 387 if (hits < 0) 469 if (hits < 0) { << 470 G4cout << "Too many hits. Zoom in to redu 388 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4endl; 471 goto restoreMatrices; << 389 else if (hits > 0) { 472 } << 390 //G4cout << hits << " hit(s)" << G4endl; 473 if (hits > 0) { << 474 GLuint* p = selectBuffer; 391 GLuint* p = selectBuffer; 475 for (GLint i = 0; i < hits; ++i) { 392 for (GLint i = 0; i < hits; ++i) { 476 GLuint nnames = *p++; 393 GLuint nnames = *p++; 477 // This bit of debug code or... << 394 p++; //OR GLuint zmin = *p++; 478 //GLuint zmin = *p++; << 395 p++; //OR GLuint zmax = *p++; 479 //GLuint zmax = *p++; << 480 //G4cout << "Hit " << i << ": " << nname 396 //G4cout << "Hit " << i << ": " << nnames << " names" 481 // << "\nzmin: " << zmin << ", zma << 397 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl; 482 // ...just increment the pointer << 483 p++; << 484 p++; << 485 for (GLuint j = 0; j < nnames; ++j) { 398 for (GLuint j = 0; j < nnames; ++j) { 486 GLuint name = *p++; << 399 GLuint name = *p++; >> 400 //G4cout << "Name " << j << ": PickName: " << name << G4endl; 487 std::map<GLuint, G4AttHolder*>::iterator ite 401 std::map<GLuint, G4AttHolder*>::iterator iter = 488 fOpenGLSceneHandler.fPickMap.find(name); 402 fOpenGLSceneHandler.fPickMap.find(name); 489 if (iter != fOpenGLSceneHandler.fPickMap.end 403 if (iter != fOpenGLSceneHandler.fPickMap.end()) { 490 G4AttHolder* attHolder = iter->second; 404 G4AttHolder* attHolder = iter->second; 491 if(attHolder && attHolder->GetAttDefs().si 405 if(attHolder && attHolder->GetAttDefs().size()) { 492 for (size_t iAtt = 0; << 406 for (size_t i = 0; i < attHolder->GetAttDefs().size(); ++i) { 493 iAtt < attHolder->GetAttDefs().size(); ++ << 407 G4cout << G4AttCheck(attHolder->GetAttValues()[i], 494 std::ostringstream oss; << 408 attHolder->GetAttDefs()[i]); 495 oss << G4AttCheck(attHolder->GetAttVal << 409 } 496 attHolder->Get << 410 } 497 G4OpenGLViewerPickMap* pickMap = << 411 } 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 } 412 } >> 413 G4cout << G4endl; 513 } 414 } 514 } 415 } 515 << 516 restoreMatrices: << 517 glMatrixMode(GL_PROJECTION); 416 glMatrixMode(GL_PROJECTION); 518 glPopMatrix(); 417 glPopMatrix(); 519 glMatrixMode(GL_MODELVIEW); 418 glMatrixMode(GL_MODELVIEW); 520 << 521 return pickMapVector; << 522 } 419 } 523 420 524 GLubyte* G4OpenGLViewer::grabPixels << 421 525 (int inColor, unsigned int width, unsigned int << 422 >> 423 >> 424 GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) { 526 425 527 GLubyte* buffer; 426 GLubyte* buffer; 528 GLint swapbytes, lsbfirst, rowlength; 427 GLint swapbytes, lsbfirst, rowlength; 529 GLint skiprows, skippixels, alignment; 428 GLint skiprows, skippixels, alignment; 530 GLenum format; 429 GLenum format; 531 int size; 430 int size; 532 431 533 if (inColor) { 432 if (inColor) { 534 format = GL_RGB; 433 format = GL_RGB; 535 size = width*height*3; 434 size = width*height*3; 536 } else { 435 } else { 537 format = GL_LUMINANCE; 436 format = GL_LUMINANCE; 538 size = width*height*1; 437 size = width*height*1; 539 } 438 } 540 439 541 buffer = new GLubyte[size]; 440 buffer = new GLubyte[size]; 542 if (buffer == NULL) 441 if (buffer == NULL) 543 return NULL; 442 return NULL; 544 443 545 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapby 444 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes); 546 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirs 445 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst); 547 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlen 446 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength); 548 447 549 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprow 448 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows); 550 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skipp 449 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels); 551 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignme 450 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment); 552 451 553 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALS 452 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE); 554 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE 453 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE); 555 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); 454 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); 556 455 557 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); 456 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); 558 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); 457 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); 559 glPixelStorei (GL_UNPACK_ALIGNMENT, 1); 458 glPixelStorei (GL_UNPACK_ALIGNMENT, 1); 560 459 561 glReadBuffer(GL_FRONT); 460 glReadBuffer(GL_FRONT); 562 glReadPixels (0, 0, (GLsizei)width, (GLsizei 461 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer); 563 462 564 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbyt 463 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes); 565 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst 464 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst); 566 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowleng 465 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength); 567 466 568 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows 467 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows); 569 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippi 468 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels); 570 glPixelStorei (GL_UNPACK_ALIGNMENT, alignmen 469 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment); 571 470 572 return buffer; 471 return buffer; 573 } 472 } 574 473 >> 474 void G4OpenGLViewer::printEPS() { >> 475 bool res; >> 476 #ifdef G4DEBUG_VIS_OGL >> 477 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str()); >> 478 #endif >> 479 >> 480 // Change the LC_NUMERIC value in order to have "." separtor and not "," >> 481 // This case is only useful for French, Canadien... >> 482 char* oldLocale = (char*)(malloc(strlen(setlocale(LC_NUMERIC,NULL))+1)); >> 483 if(oldLocale!=NULL) strcpy(oldLocale,setlocale(LC_NUMERIC,NULL)); >> 484 setlocale(LC_NUMERIC,"C"); >> 485 >> 486 if (fVectoredPs) { >> 487 res = printVectoredEPS(); >> 488 } else { >> 489 res = printNonVectoredEPS(); >> 490 } >> 491 >> 492 // restore the local >> 493 if (oldLocale) { >> 494 setlocale(LC_NUMERIC,oldLocale); >> 495 free(oldLocale); >> 496 } >> 497 >> 498 if (res == false) { >> 499 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl; >> 500 } else { >> 501 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl; >> 502 } >> 503 >> 504 // increment index if necessary >> 505 if ( fPrintFilenameIndex != -1) { >> 506 fPrintFilenameIndex++; >> 507 } >> 508 >> 509 #ifdef G4DEBUG_VIS_OGL >> 510 printf("G4OpenGLViewer::printEPS END\n"); >> 511 #endif >> 512 } >> 513 575 bool G4OpenGLViewer::printVectoredEPS() { 514 bool G4OpenGLViewer::printVectoredEPS() { 576 return printGl2PS(); 515 return printGl2PS(); 577 } 516 } 578 517 579 bool G4OpenGLViewer::printNonVectoredEPS () { 518 bool G4OpenGLViewer::printNonVectoredEPS () { 580 519 581 int width = getRealExportWidth(); << 520 int width = getRealPrintSizeX(); 582 int height = getRealExportHeight(); << 521 int height = getRealPrintSizeY(); 583 522 >> 523 #ifdef G4DEBUG_VIS_OGL >> 524 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour,fWinSize_x,fWinSize_y); >> 525 #endif 584 FILE* fp; 526 FILE* fp; 585 GLubyte* pixels; 527 GLubyte* pixels; 586 GLubyte* curpix; 528 GLubyte* curpix; 587 int components, pos, i; 529 int components, pos, i; 588 530 589 pixels = grabPixels (fPrintColour, width, he 531 pixels = grabPixels (fPrintColour, width, height); 590 532 591 if (pixels == NULL) { 533 if (pixels == NULL) { 592 G4cerr << "Failed to get pixels from Ope 534 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl; 593 return false; 535 return false; 594 } 536 } 595 if (fPrintColour) { 537 if (fPrintColour) { 596 components = 3; 538 components = 3; 597 } else { 539 } else { 598 components = 1; 540 components = 1; 599 } 541 } 600 std::string name = getRealPrintFilename(); 542 std::string name = getRealPrintFilename(); 601 fp = fopen (name.c_str(), "w"); 543 fp = fopen (name.c_str(), "w"); 602 if (fp == NULL) { 544 if (fp == NULL) { 603 G4cerr << "Can't open filename " << name.c 545 G4cerr << "Can't open filename " << name.c_str() << G4endl; 604 return false; 546 return false; 605 } 547 } 606 548 607 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n"); 549 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n"); 608 fprintf (fp, "%%%%Title: %s\n", name.c_str() 550 fprintf (fp, "%%%%Title: %s\n", name.c_str()); 609 fprintf (fp, "%%%%Creator: OpenGL pixmap ren 551 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n"); 610 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", 552 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height); 611 fprintf (fp, "%%%%EndComments\n"); 553 fprintf (fp, "%%%%EndComments\n"); 612 fprintf (fp, "gsave\n"); 554 fprintf (fp, "gsave\n"); 613 fprintf (fp, "/bwproc {\n"); 555 fprintf (fp, "/bwproc {\n"); 614 fprintf (fp, " rgbproc\n"); 556 fprintf (fp, " rgbproc\n"); 615 fprintf (fp, " dup length 3 idiv string 0 557 fprintf (fp, " dup length 3 idiv string 0 3 0 \n"); 616 fprintf (fp, " 5 -1 roll {\n"); 558 fprintf (fp, " 5 -1 roll {\n"); 617 fprintf (fp, " add 2 1 roll 1 sub dup 0 e 559 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n"); 618 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 560 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n"); 619 fprintf (fp, " 3 1 roll 5 -1 roll } pu 561 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n"); 620 fprintf (fp, " { 2 1 roll } ifelse\n"); 562 fprintf (fp, " { 2 1 roll } ifelse\n"); 621 fprintf (fp, " }forall\n"); 563 fprintf (fp, " }forall\n"); 622 fprintf (fp, " pop pop pop\n"); 564 fprintf (fp, " pop pop pop\n"); 623 fprintf (fp, "} def\n"); 565 fprintf (fp, "} def\n"); 624 fprintf (fp, "systemdict /colorimage known n 566 fprintf (fp, "systemdict /colorimage known not {\n"); 625 fprintf (fp, " /colorimage {\n"); 567 fprintf (fp, " /colorimage {\n"); 626 fprintf (fp, " pop\n"); 568 fprintf (fp, " pop\n"); 627 fprintf (fp, " pop\n"); 569 fprintf (fp, " pop\n"); 628 fprintf (fp, " /rgbproc exch def\n"); 570 fprintf (fp, " /rgbproc exch def\n"); 629 fprintf (fp, " { bwproc } image\n"); 571 fprintf (fp, " { bwproc } image\n"); 630 fprintf (fp, " } def\n"); 572 fprintf (fp, " } def\n"); 631 fprintf (fp, "} if\n"); 573 fprintf (fp, "} if\n"); 632 fprintf (fp, "/picstr %d string def\n", widt 574 fprintf (fp, "/picstr %d string def\n", width * components); 633 fprintf (fp, "%d %d scale\n", width, height) 575 fprintf (fp, "%d %d scale\n", width, height); 634 fprintf (fp, "%d %d %d\n", width, height, 8) 576 fprintf (fp, "%d %d %d\n", width, height, 8); 635 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, hei 577 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height); 636 fprintf (fp, "{currentfile picstr readhexstr 578 fprintf (fp, "{currentfile picstr readhexstring pop}\n"); 637 fprintf (fp, "false %d\n", components); 579 fprintf (fp, "false %d\n", components); 638 fprintf (fp, "colorimage\n"); 580 fprintf (fp, "colorimage\n"); 639 581 640 curpix = (GLubyte*) pixels; 582 curpix = (GLubyte*) pixels; 641 pos = 0; 583 pos = 0; 642 for (i = width*height*components; i>0; i--) 584 for (i = width*height*components; i>0; i--) { 643 fprintf (fp, "%02hx ", (unsigned short)(*( << 585 fprintf (fp, "%02hx ", *(curpix++)); 644 if (++pos >= 32) { 586 if (++pos >= 32) { 645 fprintf (fp, "\n"); 587 fprintf (fp, "\n"); 646 pos = 0; 588 pos = 0; 647 } 589 } 648 } 590 } 649 if (pos) 591 if (pos) 650 fprintf (fp, "\n"); 592 fprintf (fp, "\n"); 651 593 652 fprintf (fp, "grestore\n"); 594 fprintf (fp, "grestore\n"); 653 fprintf (fp, "showpage\n"); 595 fprintf (fp, "showpage\n"); 654 delete [] pixels; << 596 delete pixels; 655 fclose (fp); 597 fclose (fp); 656 598 657 // Reset for next time (useful if size chang << 599 // Reset for next time (useful is size change) 658 // fPrintSizeX = -1; 600 // fPrintSizeX = -1; 659 // fPrintSizeY = -1; 601 // fPrintSizeY = -1; 660 602 661 return true; 603 return true; 662 } 604 } 663 605 664 /** 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 << 828 return res; << 829 } << 830 << 831 606 832 bool G4OpenGLViewer::printGl2PS() { 607 bool G4OpenGLViewer::printGl2PS() { 833 608 834 int width = getRealExportWidth(); << 609 int width = getRealPrintSizeX(); 835 int height = getRealExportHeight(); << 610 int height = getRealPrintSizeY(); 836 bool res = true; << 837 << 838 // no need to redraw at each new primitive f << 839 G4OpenGLSceneHandler& oglSceneHandler = dyna << 840 G4OpenGLSceneHandler::FlushAction originalFl << 841 oglSceneHandler.SetFlushAction(G4OpenGLScene << 842 611 843 if (!fGL2PSAction) return false; 612 if (!fGL2PSAction) return false; 844 613 845 fGL2PSAction->setFileName(getRealPrintFilena 614 fGL2PSAction->setFileName(getRealPrintFilename().c_str()); 846 // try to resize 615 // try to resize 847 int X = fWinSize_x; 616 int X = fWinSize_x; 848 int Y = fWinSize_y; 617 int Y = fWinSize_y; 849 618 850 fWinSize_x = width; 619 fWinSize_x = width; 851 fWinSize_y = height; 620 fWinSize_y = height; 852 // Laurent G. 16/03/10 : Not the good way to 621 // Laurent G. 16/03/10 : Not the good way to do. 853 // We should draw in a new offscreen context 622 // We should draw in a new offscreen context instead of 854 // resizing and drawing in current window... 623 // resizing and drawing in current window... 855 // This should be solve when we will do an o 624 // This should be solve when we will do an offscreen method 856 // to render OpenGL 625 // to render OpenGL 857 // See : 626 // See : 858 // http://developer.apple.com/Mac/library/do 627 // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html 859 // http://www.songho.ca/opengl/gl_fbo.html 628 // http://www.songho.ca/opengl/gl_fbo.html 860 629 861 ResizeGLView(); << 630 ResizeGLView(); 862 bool extendBuffer = true; << 631 if (fGL2PSAction->enableFileWriting()) { 863 bool endWriteAction = false; << 632 864 bool beginWriteAction = true; << 633 // Set the viewport 865 bool filePointerOk = true; << 634 // fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY()); 866 while ((extendBuffer) && (! endWriteAction) << 635 // By default, we choose the line width (trajectories...) 867 << 636 fGL2PSAction->setLineWidth(1); 868 beginWriteAction = fGL2PSAction->enableFi << 637 // By default, we choose the point size (markers...) 869 if(beginWriteAction) { << 638 fGL2PSAction->setPointSize(2); 870 GLint vp[4]; << 639 871 ::glGetIntegerv(GL_VIEWPORT,vp); << 640 DrawView (); 872 fGL2PSAction->setViewport(vp[0],vp[1],v << 641 fGL2PSAction->disableFileWriting(); 873 beginWriteAction = fGL2PSAction->beginP << 642 } 874 } << 643 875 << 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; 644 fWinSize_x = X; 917 fWinSize_y = Y; 645 fWinSize_y = Y; 918 << 646 ResizeGLView(); 919 oglSceneHandler.SetFlushAction(originalFlush << 647 DrawView (); 920 648 921 // Reset for next time (useful is size chang 649 // Reset for next time (useful is size change) 922 // fPrintSizeX = 0; 650 // fPrintSizeX = 0; 923 // fPrintSizeY = 0; 651 // fPrintSizeY = 0; 924 652 925 return res; << 653 return true; 926 } 654 } 927 655 928 unsigned int G4OpenGLViewer::getWinWidth() con << 656 unsigned int G4OpenGLViewer::getWinWidth() { 929 return fWinSize_x; 657 return fWinSize_x; 930 } 658 } 931 659 932 unsigned int G4OpenGLViewer::getWinHeight() co << 660 unsigned int G4OpenGLViewer::getWinHeight() { 933 return fWinSize_y; 661 return fWinSize_y; 934 } 662 } 935 663 936 G4bool G4OpenGLViewer::sizeHasChanged() { 664 G4bool G4OpenGLViewer::sizeHasChanged() { 937 return fSizeHasChanged; 665 return fSizeHasChanged; 938 } 666 } 939 667 940 G4int G4OpenGLViewer::getRealExportWidth() { << 668 G4int G4OpenGLViewer::getRealPrintSizeX() { 941 if (fPrintSizeX == -1) { 669 if (fPrintSizeX == -1) { 942 return fWinSize_x; 670 return fWinSize_x; 943 } 671 } 944 GLint dims[2]; 672 GLint dims[2]; 945 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 673 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 946 674 947 // L.Garnier 01-2010: Some problems with mac 675 // L.Garnier 01-2010: Some problems with mac 10.6 948 if ((dims[0] !=0 ) && (dims[1] !=0)) { 676 if ((dims[0] !=0 ) && (dims[1] !=0)) { 949 if (fPrintSizeX > dims[0]){ 677 if (fPrintSizeX > dims[0]){ 950 return dims[0]; 678 return dims[0]; 951 } 679 } 952 } 680 } 953 if (fPrintSizeX < -1){ 681 if (fPrintSizeX < -1){ 954 return 0; 682 return 0; 955 } 683 } 956 return fPrintSizeX; 684 return fPrintSizeX; 957 } 685 } 958 686 959 G4int G4OpenGLViewer::getRealExportHeight() { << 687 G4int G4OpenGLViewer::getRealPrintSizeY() { 960 if (fPrintSizeY == -1) { 688 if (fPrintSizeY == -1) { 961 return fWinSize_y; 689 return fWinSize_y; 962 } 690 } 963 GLint dims[2]; 691 GLint dims[2]; 964 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 692 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims); 965 693 966 // L.Garnier 01-2010: Some problems with mac 694 // L.Garnier 01-2010: Some problems with mac 10.6 967 if ((dims[0] !=0 ) && (dims[1] !=0)) { 695 if ((dims[0] !=0 ) && (dims[1] !=0)) { 968 if (fPrintSizeY > dims[1]){ 696 if (fPrintSizeY > dims[1]){ 969 return dims[1]; 697 return dims[1]; 970 } 698 } 971 } 699 } 972 if (fPrintSizeY < -1){ 700 if (fPrintSizeY < -1){ 973 return 0; 701 return 0; 974 } 702 } 975 return fPrintSizeY; 703 return fPrintSizeY; 976 } 704 } 977 705 978 void G4OpenGLViewer::setExportSize(G4int X, G4 << 706 void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) { 979 fPrintSizeX = X; 707 fPrintSizeX = X; 980 fPrintSizeY = Y; 708 fPrintSizeY = Y; 981 } 709 } 982 710 983 /** << 711 void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) { 984 If name is "" or "!", filename and extension << 712 if (name != "") { 985 If name is "toto.png", set the name to "toto" << 713 fPrintFilename = name; 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 << 994 if (inc) { << 995 if ((name != "") && (fExportFilename != na << 996 fExportFilenameIndex=0; << 997 } << 998 } else { 714 } else { 999 fExportFilenameIndex=-1; << 715 fPrintFilename = "G4OpenGL"; // by default 1000 } 716 } 1001 << 717 if (inc) { 1002 if (name.size() == 0) { << 718 fPrintFilenameIndex=0; 1003 name = getRealPrintFilename().c_str(); << 1004 } else { 719 } else { 1005 // guess format by extention << 720 fPrintFilenameIndex=-1; 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 } 721 } 1018 return true; << 1019 } 722 } 1020 723 1021 std::string G4OpenGLViewer::getRealPrintFilen 724 std::string G4OpenGLViewer::getRealPrintFilename() { 1022 std::string temp = fExportFilename; << 725 std::string temp = fPrintFilename; 1023 if (fExportFilenameIndex != -1) { << 726 if (fPrintFilenameIndex != -1) { 1024 temp += std::string("_"); 727 temp += std::string("_"); 1025 std::ostringstream os; 728 std::ostringstream os; 1026 os << std::setw(4) << std::setfill('0') < << 729 os << fPrintFilenameIndex; 1027 std::string nb_str = os.str(); 730 std::string nb_str = os.str(); 1028 temp += nb_str; 731 temp += nb_str; 1029 } 732 } 1030 temp += "."+fExportImageFormat; << 733 temp += ".eps"; 1031 return temp; 734 return temp; 1032 } 735 } 1033 736 1034 GLdouble G4OpenGLViewer::getSceneNearWidth() 737 GLdouble G4OpenGLViewer::getSceneNearWidth() 1035 { 738 { 1036 if (!fSceneHandler.GetScene()) { 739 if (!fSceneHandler.GetScene()) { 1037 return 0; 740 return 0; 1038 } 741 } 1039 const G4Point3D targetPoint 742 const G4Point3D targetPoint 1040 = fSceneHandler.GetScene()->GetStandardTa 743 = fSceneHandler.GetScene()->GetStandardTargetPoint() 1041 + fVP.GetCurrentTargetPoint (); 744 + fVP.GetCurrentTargetPoint (); 1042 G4double radius = fSceneHandler.GetScene()- 745 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); 1043 if(radius<=0.) radius = 1.; 746 if(radius<=0.) radius = 1.; 1044 const G4double cameraDistance = fVP.GetCame 747 const G4double cameraDistance = fVP.GetCameraDistance (radius); 1045 const GLdouble pnear = fVP.GetNearDistanc 748 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); 1046 return 2 * fVP.GetFrontHalfHeight (pnear, r 749 return 2 * fVP.GetFrontHalfHeight (pnear, radius); 1047 } 750 } 1048 751 1049 GLdouble G4OpenGLViewer::getSceneFarWidth() 752 GLdouble G4OpenGLViewer::getSceneFarWidth() 1050 { 753 { 1051 if (!fSceneHandler.GetScene()) { 754 if (!fSceneHandler.GetScene()) { 1052 return 0; 755 return 0; 1053 } 756 } 1054 const G4Point3D targetPoint 757 const G4Point3D targetPoint 1055 = fSceneHandler.GetScene()->GetStandardTa 758 = fSceneHandler.GetScene()->GetStandardTargetPoint() 1056 + fVP.GetCurrentTargetPoint (); 759 + fVP.GetCurrentTargetPoint (); 1057 G4double radius = fSceneHandler.GetScene()- 760 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); 1058 if(radius<=0.) radius = 1.; 761 if(radius<=0.) radius = 1.; 1059 const G4double cameraDistance = fVP.GetCame 762 const G4double cameraDistance = fVP.GetCameraDistance (radius); 1060 const GLdouble pnear = fVP.GetNearDistanc 763 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); 1061 const GLdouble pfar = fVP.GetFarDistance 764 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius); 1062 return 2 * fVP.GetFrontHalfHeight (pfar, ra 765 return 2 * fVP.GetFrontHalfHeight (pfar, radius); 1063 } 766 } 1064 767 1065 768 1066 GLdouble G4OpenGLViewer::getSceneDepth() 769 GLdouble G4OpenGLViewer::getSceneDepth() 1067 { 770 { 1068 if (!fSceneHandler.GetScene()) { 771 if (!fSceneHandler.GetScene()) { 1069 return 0; 772 return 0; 1070 } 773 } 1071 const G4Point3D targetPoint 774 const G4Point3D targetPoint 1072 = fSceneHandler.GetScene()->GetStandardTa 775 = fSceneHandler.GetScene()->GetStandardTargetPoint() 1073 + fVP.GetCurrentTargetPoint (); 776 + fVP.GetCurrentTargetPoint (); 1074 G4double radius = fSceneHandler.GetScene()- 777 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); 1075 if(radius<=0.) radius = 1.; 778 if(radius<=0.) radius = 1.; 1076 const G4double cameraDistance = fVP.GetCame 779 const G4double cameraDistance = fVP.GetCameraDistance (radius); 1077 const GLdouble pnear = fVP.GetNearDistanc 780 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius); 1078 return fVP.GetFarDistance (cameraDistance, 781 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear; 1079 } 782 } 1080 783 1081 784 1082 785 1083 void G4OpenGLViewer::rotateScene(G4double dx, << 786 void G4OpenGLViewer::rotateScene(G4double dx, G4double dy,G4double deltaRotation) 1084 { << 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 } << 1096 << 1097 << 1098 void G4OpenGLViewer::rotateSceneToggle(G4doub << 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 << 1112 void G4OpenGLViewer::rotateSceneThetaPhi(G4do << 1113 { 787 { 1114 if (!fSceneHandler.GetScene()) { 788 if (!fSceneHandler.GetScene()) { 1115 return; 789 return; 1116 } 790 } 1117 791 1118 G4Vector3D vp; 792 G4Vector3D vp; 1119 G4Vector3D up; 793 G4Vector3D up; 1120 794 1121 G4Vector3D xprime; 795 G4Vector3D xprime; 1122 G4Vector3D yprime; 796 G4Vector3D yprime; 1123 G4Vector3D zprime; 797 G4Vector3D zprime; 1124 798 1125 G4double delta_alpha; 799 G4double delta_alpha; 1126 G4double delta_theta; 800 G4double delta_theta; 1127 801 1128 G4Vector3D new_vp; 802 G4Vector3D new_vp; 1129 G4Vector3D new_up; 803 G4Vector3D new_up; 1130 804 1131 G4double cosalpha; 805 G4double cosalpha; 1132 G4double sinalpha; 806 G4double sinalpha; 1133 807 1134 G4Vector3D a1; 808 G4Vector3D a1; 1135 G4Vector3D a2; 809 G4Vector3D a2; 1136 G4Vector3D delta; 810 G4Vector3D delta; 1137 G4Vector3D viewPoint; 811 G4Vector3D viewPoint; 1138 812 1139 813 1140 //phi spin stuff here 814 //phi spin stuff here 1141 815 1142 vp = fVP.GetViewpointDirection ().unit (); 816 vp = fVP.GetViewpointDirection ().unit (); 1143 up = fVP.GetUpVector ().unit (); 817 up = fVP.GetUpVector ().unit (); 1144 818 1145 yprime = (up.cross(vp)).unit(); 819 yprime = (up.cross(vp)).unit(); 1146 zprime = (vp.cross(yprime)).unit(); 820 zprime = (vp.cross(yprime)).unit(); 1147 821 1148 if (fVP.GetLightsMoveWithCamera()) { 822 if (fVP.GetLightsMoveWithCamera()) { 1149 delta_alpha = dy * fRot_sens; << 823 delta_alpha = dy * deltaRotation; 1150 delta_theta = -dx * fRot_sens; << 824 delta_theta = -dx * deltaRotation; 1151 } else { 825 } else { 1152 delta_alpha = -dy * fRot_sens; << 826 delta_alpha = -dy * deltaRotation; 1153 delta_theta = dx * fRot_sens; << 827 delta_theta = dx * deltaRotation; 1154 } 828 } 1155 829 1156 delta_alpha *= CLHEP::deg; << 830 delta_alpha *= deg; 1157 delta_theta *= CLHEP::deg; << 831 delta_theta *= deg; 1158 832 1159 new_vp = std::cos(delta_alpha) * vp + std:: 833 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime; 1160 834 1161 // to avoid z rotation flipping 835 // to avoid z rotation flipping 1162 // to allow more than 360° rotation << 836 // to allow more than 360° rotation 1163 837 1164 if (fVP.GetLightsMoveWithCamera()) { 838 if (fVP.GetLightsMoveWithCamera()) { 1165 new_up = (new_vp.cross(yprime)).unit(); 839 new_up = (new_vp.cross(yprime)).unit(); 1166 if (new_vp.z()*vp.z() <0) { 840 if (new_vp.z()*vp.z() <0) { 1167 new_up.set(new_up.x(),-new_up.y(),new_u 841 new_up.set(new_up.x(),-new_up.y(),new_up.z()); 1168 } 842 } 1169 } else { 843 } else { 1170 new_up = up; 844 new_up = up; 1171 if (new_vp.z()*vp.z() <0) { 845 if (new_vp.z()*vp.z() <0) { 1172 new_up.set(new_up.x(),-new_up.y(),new_u 846 new_up.set(new_up.x(),-new_up.y(),new_up.z()); 1173 } 847 } 1174 } 848 } 1175 fVP.SetUpVector(new_up); 849 fVP.SetUpVector(new_up); 1176 //////////////// 850 //////////////// 1177 // Rotates by fixed azimuthal angle delta_t 851 // Rotates by fixed azimuthal angle delta_theta. 1178 852 1179 cosalpha = new_up.dot (new_vp.unit()); 853 cosalpha = new_up.dot (new_vp.unit()); 1180 sinalpha = std::sqrt (1. - std::pow (cosalp 854 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2)); 1181 yprime = (new_up.cross (new_vp.unit())).uni 855 yprime = (new_up.cross (new_vp.unit())).unit (); 1182 xprime = yprime.cross (new_up); 856 xprime = yprime.cross (new_up); 1183 // Projection of vp on plane perpendicular 857 // Projection of vp on plane perpendicular to up... 1184 a1 = sinalpha * xprime; 858 a1 = sinalpha * xprime; 1185 // Required new projection... 859 // Required new projection... 1186 a2 = sinalpha * (std::cos (delta_theta) * x 860 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime); 1187 // Required Increment vector... 861 // Required Increment vector... 1188 delta = a2 - a1; 862 delta = a2 - a1; 1189 // So new viewpoint is... 863 // So new viewpoint is... 1190 viewPoint = new_vp.unit() + delta; 864 viewPoint = new_vp.unit() + delta; 1191 865 1192 fVP.SetViewAndLights (viewPoint); 866 fVP.SetViewAndLights (viewPoint); 1193 } 867 } 1194 868 1195 869 1196 void G4OpenGLViewer::rotateSceneInViewDirecti << 870 void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy,G4double deltaRotation) 1197 { 871 { 1198 if (!fSceneHandler.GetScene()) { 872 if (!fSceneHandler.GetScene()) { 1199 return; 873 return; 1200 } 874 } 1201 875 1202 G4Vector3D vp; 876 G4Vector3D vp; 1203 G4Vector3D up; 877 G4Vector3D up; 1204 878 1205 G4Vector3D xprime; 879 G4Vector3D xprime; 1206 G4Vector3D yprime; 880 G4Vector3D yprime; 1207 G4Vector3D zprime; 881 G4Vector3D zprime; 1208 882 1209 G4Vector3D new_vp; 883 G4Vector3D new_vp; 1210 G4Vector3D new_up; 884 G4Vector3D new_up; 1211 885 1212 G4Vector3D a1; 886 G4Vector3D a1; 1213 G4Vector3D a2; 887 G4Vector3D a2; 1214 G4Vector3D delta; 888 G4Vector3D delta; 1215 G4Vector3D viewPoint; 889 G4Vector3D viewPoint; 1216 890 1217 dx = dx/100; << 891 1218 dy = dy/100; << 1219 << 1220 //phi spin stuff here 892 //phi spin stuff here 1221 893 >> 894 #ifdef G4DEBUG_VIS_OGL >> 895 printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, deltaRotation); >> 896 #endif >> 897 1222 vp = fVP.GetViewpointDirection ().unit(); 898 vp = fVP.GetViewpointDirection ().unit(); 1223 up = fVP.GetUpVector ().unit(); 899 up = fVP.GetUpVector ().unit(); 1224 900 1225 G4Vector3D zPrimeVector = G4Vector3D(up.y() 901 G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(), 1226 up.z()*vp.x()-up 902 up.z()*vp.x()-up.x()*vp.z(), 1227 up.x()*vp.y()-up 903 up.x()*vp.y()-up.y()*vp.x()); 1228 904 1229 viewPoint = vp/fRot_sens + (zPrimeVector*dx << 905 viewPoint = vp/deltaRotation + (zPrimeVector*dx - up*dy) ; 1230 new_up = G4Vector3D(viewPoint.y()*zPrimeVec 906 new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(), 1231 viewPoint.z()*zPrimeVe 907 viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(), 1232 viewPoint.x()*zPrimeVe 908 viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x()); 1233 909 1234 G4Vector3D new_upUnit = new_up.unit(); 910 G4Vector3D new_upUnit = new_up.unit(); 1235 911 1236 912 1237 913 1238 fVP.SetUpVector(new_upUnit); 914 fVP.SetUpVector(new_upUnit); 1239 fVP.SetViewAndLights (viewPoint); 915 fVP.SetViewAndLights (viewPoint); 1240 } 916 } 1241 917 1242 << 918 #endif 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 << 1274 << 1275 // From MESA implementation : << 1276 // http://www.techques.com/question/1-8660454 << 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 << 1421 << 1422 void G4OpenGLViewer::g4GlFrustum (GLdouble le << 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 } << 1446 << 1447 G4String G4OpenGLViewerPickMap::print() { << 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 919