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 9.6)


  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 // $Id$
 27 //                                                 28 //
 28 //                                                 29 // 
 29 // Andrew Walkden  27th March 1996                 30 // Andrew Walkden  27th March 1996
 30 // OpenGL view - opens window, hard copy, etc.     31 // OpenGL view - opens window, hard copy, etc.
 31                                                    32 
                                                   >>  33 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  34 
 32 #include "G4ios.hh"                                35 #include "G4ios.hh"
 33 #include <CLHEP/Units/SystemOfUnits.h>         <<  36 #include "G4SystemOfUnits.hh"
 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 #include "G4Text.hh"
 53                                                    52 
                                                   >>  53 // GL2PS
                                                   >>  54 #include "Geant4_gl2ps.h"
                                                   >>  55 
 54 #include <sstream>                                 56 #include <sstream>
 55 #include <string>                              <<  57 
 56 #include <iomanip>                             <<  58 G4int G4OpenGLViewer::fPrintSizeX = -1;
                                                   >>  59 G4int G4OpenGLViewer::fPrintSizeY = -1;
                                                   >>  60 G4String G4OpenGLViewer::fPrintFilename = "G4OpenGL";
                                                   >>  61 int G4OpenGLViewer::fPrintFilenameIndex = 0;
 57                                                    62 
 58 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneH     63 G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
 59 G4VViewer (scene, -1),                             64 G4VViewer (scene, -1),
 60 fPrintColour (true),                               65 fPrintColour (true),
 61 fVectoredPs (true),                                66 fVectoredPs (true),
 62 fOpenGLSceneHandler(scene),                        67 fOpenGLSceneHandler(scene),
 63 background (G4Colour(0.,0.,0.)),                   68 background (G4Colour(0.,0.,0.)),
 64 transparency_enabled (true),                       69 transparency_enabled (true),
 65 antialiasing_enabled (false),                      70 antialiasing_enabled (false),
 66 haloing_enabled (false),                           71 haloing_enabled (false),
                                                   >>  72 fStartTime(-DBL_MAX),
                                                   >>  73 fEndTime(DBL_MAX),
                                                   >>  74 fFadeFactor(0.),
                                                   >>  75 fDisplayHeadTime(false),
                                                   >>  76 fDisplayHeadTimeX(-0.9),
                                                   >>  77 fDisplayHeadTimeY(-0.9),
                                                   >>  78 fDisplayHeadTimeSize(24.),
                                                   >>  79 fDisplayHeadTimeRed(0.),
                                                   >>  80 fDisplayHeadTimeGreen(1.),
                                                   >>  81 fDisplayHeadTimeBlue(1.),
                                                   >>  82 fDisplayLightFront(false),
                                                   >>  83 fDisplayLightFrontX(0.),
                                                   >>  84 fDisplayLightFrontY(0.),
                                                   >>  85 fDisplayLightFrontZ(0.),
                                                   >>  86 fDisplayLightFrontT(0.),
                                                   >>  87 fDisplayLightFrontRed(0.),
                                                   >>  88 fDisplayLightFrontGreen(1.),
                                                   >>  89 fDisplayLightFrontBlue(0.),
 67 fRot_sens(1.),                                     90 fRot_sens(1.),
 68 fPan_sens(0.01),                                   91 fPan_sens(0.01),
 69 fWinSize_x(0),                                     92 fWinSize_x(0),
 70 fWinSize_y(0),                                     93 fWinSize_y(0),
 71 fDefaultExportImageFormat("pdf"),              << 
 72 fExportImageFormat("pdf"),                     << 
 73 fExportFilenameIndex(0),                       << 
 74 fPrintSizeX(-1),                               << 
 75 fPrintSizeY(-1),                               << 
 76 fPointSize (0),                                    94 fPointSize (0),
 77 fDefaultExportFilename("G4OpenGL"),            << 
 78 fSizeHasChanged(0),                                95 fSizeHasChanged(0),
 79 fGl2psDefaultLineWith(1),                          96 fGl2psDefaultLineWith(1),
 80 fGl2psDefaultPointSize(2),                     <<  97 fGl2psDefaultPointSize(2)
 81 fGlViewInitialized(false),                     << 
 82 fIsGettingPickInfos(false)                     << 
 83 {                                                  98 {
                                                   >>  99 #ifdef G4DEBUG_VIS_OGL
                                                   >> 100   printf("G4OpenGLViewer:: Creation\n");
                                                   >> 101 #endif
 84   // Make changes to view parameters for OpenG    102   // Make changes to view parameters for OpenGL...
 85   fVP.SetAutoRefresh(true);                       103   fVP.SetAutoRefresh(true);
 86   fDefaultVP.SetAutoRefresh(true);                104   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                                                   105 
108   // Change the default name                   << 106   fGL2PSAction = new G4OpenGL2PSAction();
109   fExportFilename += fDefaultExportFilename +  << 107 
110                                                << 
111   //  glClearColor (0.0, 0.0, 0.0, 0.0);          108   //  glClearColor (0.0, 0.0, 0.0, 0.0);
112   //  glClearDepth (1.0);                         109   //  glClearDepth (1.0);
113   //  glDisable (GL_BLEND);                       110   //  glDisable (GL_BLEND);
114   //  glDisable (GL_LINE_SMOOTH);                 111   //  glDisable (GL_LINE_SMOOTH);
115   //  glDisable (GL_POLYGON_SMOOTH);              112   //  glDisable (GL_POLYGON_SMOOTH);
116                                                   113 
117 }                                                 114 }
118                                                   115 
119 G4OpenGLViewer::~G4OpenGLViewer ()                116 G4OpenGLViewer::~G4OpenGLViewer ()
120 {                                                 117 {
121   delete fGL2PSAction;                            118   delete fGL2PSAction;
122 }                                                 119 }
123                                                   120 
124 void G4OpenGLViewer::InitializeGLView ()          121 void G4OpenGLViewer::InitializeGLView () 
125 {                                                 122 {
126   if (fWinSize_x == 0) {                       << 123 #ifdef G4DEBUG_VIS_OGL
127     fWinSize_x = fVP.GetWindowSizeHintX();     << 124   printf("G4OpenGLViewer::InitializeGLView\n");
128   }                                            << 125 #endif
129   if (fWinSize_y == 0) {                       << 126 
130     fWinSize_y = fVP.GetWindowSizeHintY();     << 127   fWinSize_x = fVP.GetWindowSizeHintX();
131   }                                            << 128   fWinSize_y = fVP.GetWindowSizeHintY();
132                                                   129 
133   glClearColor (0.0, 0.0, 0.0, 0.0);              130   glClearColor (0.0, 0.0, 0.0, 0.0);
134   glClearDepth (1.0);                             131   glClearDepth (1.0);
135   glDisable (GL_LINE_SMOOTH);                     132   glDisable (GL_LINE_SMOOTH);
136   glDisable (GL_POLYGON_SMOOTH);                  133   glDisable (GL_POLYGON_SMOOTH);
137                                                   134 
138 // clear the buffers and window?                  135 // clear the buffers and window?
139   ClearView ();                                   136   ClearView ();
140   FinishView ();                                  137   FinishView ();
141                                                   138   
142   glDepthFunc (GL_LEQUAL);                        139   glDepthFunc (GL_LEQUAL);
143   glDepthMask (GL_TRUE);                          140   glDepthMask (GL_TRUE);
144                                                   141   
145   glEnable (GL_BLEND);                            142   glEnable (GL_BLEND);
146   glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_    143   glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
147                                                   144   
148 }                                              << 145 #ifdef G4DEBUG_VIS_OGL
                                                   >> 146   printf("G4OpenGLViewer::InitializeGLView END\n");
                                                   >> 147 #endif
                                                   >> 148 }  
149                                                   149 
150 void G4OpenGLViewer::ClearView () {               150 void G4OpenGLViewer::ClearView () {
151   ClearViewWithoutFlush();                     << 151 #ifdef G4DEBUG_VIS_OGL
152                                                << 152   printf("G4OpenGLViewer::ClearView\n");
153   if(!isFramebufferReady()) {                  << 153 #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(),              154   glClearColor (background.GetRed(),
169                 background.GetGreen(),         << 155     background.GetGreen(),
170                 background.GetBlue(),          << 156     background.GetBlue(),
171                 1.);                           << 157     1.);
172   glClearDepth (1.0);                             158   glClearDepth (1.0);
173   //Below line does not compile with Mesa incl << 159   //Below line does not compile with Mesa includes. 
174   //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BU << 160   //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
175   glClear (GL_COLOR_BUFFER_BIT);                  161   glClear (GL_COLOR_BUFFER_BIT);
176   glClear (GL_DEPTH_BUFFER_BIT);                  162   glClear (GL_DEPTH_BUFFER_BIT);
177   glClear (GL_STENCIL_BUFFER_BIT);                163   glClear (GL_STENCIL_BUFFER_BIT);
                                                   >> 164 #ifdef G4DEBUG_VIS_OGL
                                                   >> 165   printf("G4OpenGLViewer::ClearView flush\n");
                                                   >> 166 #endif
                                                   >> 167   glFlush ();
178 }                                                 168 }
179                                                   169 
180                                                   170 
181 void G4OpenGLViewer::ResizeWindow(unsigned int    171 void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
182   if ((fWinSize_x != aWidth) || (fWinSize_y !=    172   if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
183     fWinSize_x = aWidth;                          173     fWinSize_x = aWidth;
184     fWinSize_y = aHeight;                         174     fWinSize_y = aHeight;
185     fSizeHasChanged = true;                       175     fSizeHasChanged = true;
186   } else {                                        176   } else {
187     fSizeHasChanged = false;                      177     fSizeHasChanged = false;
188   }                                               178   }
189 }                                                 179 }
190                                                   180 
191 /**                                               181 /**
192  * Set the viewport of the scene                  182  * Set the viewport of the scene
193  * MAXIMUM SIZE is :                              183  * MAXIMUM SIZE is :
194  * GLint dims[2];                                 184  * GLint dims[2];
195  * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);     185  * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
196  */                                               186  */
197 void G4OpenGLViewer::ResizeGLView()               187 void G4OpenGLViewer::ResizeGLView()
198 {                                                 188 {
                                                   >> 189 #ifdef G4DEBUG_VIS_OGL
                                                   >> 190   printf("G4OpenGLViewer::ResizeGLView %d %d %#lx\n",fWinSize_x,fWinSize_y,(unsigned long)this);
                                                   >> 191 #endif
199   // Check size                                   192   // Check size
200   GLint dims[2];                                  193   GLint dims[2];
201   dims[0] = 0;                                    194   dims[0] = 0;
202   dims[1] = 0;                                    195   dims[1] = 0;
203                                                   196 
204   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);      197   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
205                                                   198 
206   if ((dims[0] !=0 ) && (dims[1] !=0)) {          199   if ((dims[0] !=0 ) && (dims[1] !=0)) {
207                                                   200 
208     if (fWinSize_x > (unsigned)dims[0]) {         201     if (fWinSize_x > (unsigned)dims[0]) {
209       G4cerr << "Try to resize view greater th    202       G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<fWinSize_x <<" is resize to "<<  dims[0] << G4endl;
210       fWinSize_x = dims[0];                       203       fWinSize_x = dims[0];
211     }                                             204     }
212     if (fWinSize_y > (unsigned)dims[1]) {         205     if (fWinSize_y > (unsigned)dims[1]) {
213       G4cerr << "Try to resize view greater th    206       G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<fWinSize_y <<" is resize to "<<  dims[1] << G4endl;
214       fWinSize_y = dims[1];                       207       fWinSize_y = dims[1];
215     }                                             208     }
216   }                                               209   }
217                                                   210     
218   glViewport(0, 0, fWinSize_x,fWinSize_y);        211   glViewport(0, 0, fWinSize_x,fWinSize_y);   
219                                                   212 
220                                                   213 
221 }                                                 214 }
222                                                   215 
223                                                   216 
224 void G4OpenGLViewer::SetView () {                 217 void G4OpenGLViewer::SetView () {
225   // if getting pick infos, should not resize  << 218 
226   if (fIsGettingPickInfos) return;             << 
227                                                << 
228   if (!fSceneHandler.GetScene()) {                219   if (!fSceneHandler.GetScene()) {
229     return;                                       220     return;
230   }                                               221   }
231   // Calculates view representation based on e    222   // Calculates view representation based on extent of object being
232   // viewed and (initial) viewpoint.  (Note: i    223   // viewed and (initial) viewpoint.  (Note: it can change later due
233   // to user interaction via visualization sys    224   // to user interaction via visualization system's GUI.)
234                                                   225   
235   // Lighting.                                    226   // Lighting.
236   GLfloat lightPosition [4];                      227   GLfloat lightPosition [4];
237   lightPosition [0] = fVP.GetActualLightpointD    228   lightPosition [0] = fVP.GetActualLightpointDirection().x();
238   lightPosition [1] = fVP.GetActualLightpointD    229   lightPosition [1] = fVP.GetActualLightpointDirection().y();
239   lightPosition [2] = fVP.GetActualLightpointD    230   lightPosition [2] = fVP.GetActualLightpointDirection().z();
240   lightPosition [3] = 0.;                         231   lightPosition [3] = 0.;
241   // Light position is "true" light direction,    232   // Light position is "true" light direction, so must come after gluLookAt.
242   GLfloat ambient [] = { 0.2f, 0.2f, 0.2f, 1.f << 233   GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
243   GLfloat diffuse [] = { 0.8f, 0.8f, 0.8f, 1.f << 234   GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
244   glEnable (GL_LIGHT0);                           235   glEnable (GL_LIGHT0);
245   glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);     236   glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
246   glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);     237   glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
247                                                   238   
248   G4double ratioX = 1;                            239   G4double ratioX = 1;
249   G4double ratioY = 1;                            240   G4double ratioY = 1;
250   if (fWinSize_y > fWinSize_x) {                  241   if (fWinSize_y > fWinSize_x) {
251     ratioX = ((G4double)fWinSize_y) / ((G4doub    242     ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
252   }                                               243   }
253   if (fWinSize_x > fWinSize_y) {                  244   if (fWinSize_x > fWinSize_y) {
254     ratioY = ((G4double)fWinSize_x) / ((G4doub    245     ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
255   }                                               246   }
256                                                   247   
257   // Get radius of scene, etc.                    248   // Get radius of scene, etc.
258   // Note that this procedure properly takes i    249   // Note that this procedure properly takes into account zoom, dolly and pan.
259   const G4Point3D targetPoint                     250   const G4Point3D targetPoint
260     = fSceneHandler.GetScene()->GetStandardTar    251     = fSceneHandler.GetScene()->GetStandardTargetPoint()
261     + fVP.GetCurrentTargetPoint ();               252     + fVP.GetCurrentTargetPoint ();
262   G4double radius = fSceneHandler.GetScene()->    253   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
263   if(radius<=0.) radius = 1.;                     254   if(radius<=0.) radius = 1.;
264   const G4double cameraDistance = fVP.GetCamer    255   const G4double cameraDistance = fVP.GetCameraDistance (radius);
265   const G4Point3D cameraPosition =                256   const G4Point3D cameraPosition =
266     targetPoint + cameraDistance * fVP.GetView    257     targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
267   const GLdouble pnear  = fVP.GetNearDistance     258   const GLdouble pnear  = fVP.GetNearDistance (cameraDistance, radius);
268   const GLdouble pfar   = fVP.GetFarDistance      259   const GLdouble pfar   = fVP.GetFarDistance  (cameraDistance, pnear, radius);
269   const GLdouble right  = fVP.GetFrontHalfHeig    260   const GLdouble right  = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
270   const GLdouble left   = -right;                 261   const GLdouble left   = -right;
271   const GLdouble top    = fVP.GetFrontHalfHeig    262   const GLdouble top    = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
272   const GLdouble bottom = -top;                   263   const GLdouble bottom = -top;
273                                                   264   
274   // FIXME                                        265   // FIXME
275   ResizeGLView();                                 266   ResizeGLView();
276   //SHOULD SetWindowsSizeHint()...                267   //SHOULD SetWindowsSizeHint()...
277                                                   268 
278   glMatrixMode (GL_PROJECTION); // set up Frus    269   glMatrixMode (GL_PROJECTION); // set up Frustum.
279   glLoadIdentity();                               270   glLoadIdentity();
280                                                   271 
281   const G4Vector3D scaleFactor = fVP.GetScaleF    272   const G4Vector3D scaleFactor = fVP.GetScaleFactor();
282   glScaled(scaleFactor.x(),scaleFactor.y(),sca    273   glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
283                                                   274   
284   if (fVP.GetFieldHalfAngle() == 0.) {            275   if (fVP.GetFieldHalfAngle() == 0.) {
285     g4GlOrtho (left, right, bottom, top, pnear << 276     glOrtho (left, right, bottom, top, pnear, pfar);
286   }                                               277   }
287   else {                                          278   else {
288     g4GlFrustum (left, right, bottom, top, pne << 279     glFrustum (left, right, bottom, top, pnear, pfar);
289   }                                               280   }  
290                                                   281 
291   glMatrixMode (GL_MODELVIEW); // apply furthe    282   glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
292   glLoadIdentity();                               283   glLoadIdentity();
293                                                   284   
294   const G4Normal3D& upVector = fVP.GetUpVector    285   const G4Normal3D& upVector = fVP.GetUpVector ();  
295   G4Point3D gltarget;                             286   G4Point3D gltarget;
296   if (cameraDistance > 1.e-6 * radius) {          287   if (cameraDistance > 1.e-6 * radius) {
297     gltarget = targetPoint;                       288     gltarget = targetPoint;
298   }                                               289   }
299   else {                                          290   else {
300     gltarget = targetPoint - radius * fVP.GetV    291     gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
301   }                                               292   }
302                                                   293 
303   const G4Point3D& pCamera = cameraPosition;      294   const G4Point3D& pCamera = cameraPosition;  // An alias for brevity.
                                                   >> 295   gluLookAt (pCamera.x(),  pCamera.y(),  pCamera.z(),       // Viewpoint.
                                                   >> 296        gltarget.x(), gltarget.y(), gltarget.z(),      // Target point.
                                                   >> 297        upVector.x(), upVector.y(), upVector.z());     // Up vector.
304                                                   298 
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,    299   // Light position is "true" light direction, so must come after gluLookAt.
309   glLightfv (GL_LIGHT0, GL_POSITION, lightPosi    300   glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
310                                                   301 
311   // The idea is to use back-to-back clipping  << 302   // OpenGL no longer seems to reconstruct clipped edges, so, when the
312   // down to just a few pixels, which can make << 303   // BooleanProcessor is up to it, abandon this and use generic
313   // now, comment this out and use the generic << 304   // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron.  Also,
314   // G4VSolid* G4OpenGLSceneHandler::CreateSec << 305   // force kernel visit on change of clipping plane in
315   // { return G4VSceneHandler::CreateSectionSo << 306   // G4OpenGLStoredViewer::CompareForKernelVisit.
316 //  if (fVP.IsSection () ) {  // pair of back  << 307   //if (fVP.IsSection () ) {  // pair of back to back clip planes.
317 //    const G4Plane3D& sp = fVP.GetSectionPlan << 308   if (false) {  // pair of back to back clip planes.
318 //    double sArray[4];                        << 309     const G4Plane3D& sp = fVP.GetSectionPlane ();
319 //    sArray[0] = sp.a();                      << 310     double sArray[4];
320 //    sArray[1] = sp.b();                      << 311     sArray[0] = sp.a();
321 //    sArray[2] = sp.c();                      << 312     sArray[1] = sp.b();
322 //    sArray[3] = sp.d() + radius * 1.e-05;    << 313     sArray[2] = sp.c();
323 //    glClipPlane (GL_CLIP_PLANE0, sArray);    << 314     sArray[3] = sp.d() + radius * 1.e-05;
324 //    glEnable (GL_CLIP_PLANE0);               << 315     glClipPlane (GL_CLIP_PLANE0, sArray);
325 //    sArray[0] = -sp.a();                     << 316     glEnable (GL_CLIP_PLANE0);
326 //    sArray[1] = -sp.b();                     << 317     sArray[0] = -sp.a();
327 //    sArray[2] = -sp.c();                     << 318     sArray[1] = -sp.b();
328 //    sArray[3] = -sp.d() + radius * 1.e-05;   << 319     sArray[2] = -sp.c();
329 //    glClipPlane (GL_CLIP_PLANE1, sArray);    << 320     sArray[3] = -sp.d() + radius * 1.e-05;
330 //    glEnable (GL_CLIP_PLANE1);               << 321     glClipPlane (GL_CLIP_PLANE1, sArray);
331 //  } else {                                   << 322     glEnable (GL_CLIP_PLANE1);
332 //    glDisable (GL_CLIP_PLANE0);              << 323   } else {
333 //    glDisable (GL_CLIP_PLANE1);              << 324     glDisable (GL_CLIP_PLANE0);
334 //  }                                          << 325     glDisable (GL_CLIP_PLANE1);
                                                   >> 326   }
335                                                   327 
336   // What we call intersection of cutaways is     328   // What we call intersection of cutaways is easy in OpenGL.  You
337   // just keep cutting.  Unions are more trick    329   // just keep cutting.  Unions are more tricky - you have to have
338   // multiple passes and this is handled in       330   // multiple passes and this is handled in
339   // G4OpenGLImmediate/StoredViewer::ProcessVi    331   // G4OpenGLImmediate/StoredViewer::ProcessView.
340   const G4Planes& cutaways = fVP.GetCutawayPla    332   const G4Planes& cutaways = fVP.GetCutawayPlanes();
341   size_t nPlanes = cutaways.size();               333   size_t nPlanes = cutaways.size();
342   if (fVP.IsCutaway() &&                          334   if (fVP.IsCutaway() &&
343       fVP.GetCutawayMode() == G4ViewParameters << 335       fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
                                                   >> 336       nPlanes > 0) {
344     double a[4];                                  337     double a[4];
345     a[0] = cutaways[0].a();                       338     a[0] = cutaways[0].a();
346     a[1] = cutaways[0].b();                       339     a[1] = cutaways[0].b();
347     a[2] = cutaways[0].c();                       340     a[2] = cutaways[0].c();
348     a[3] = cutaways[0].d();                       341     a[3] = cutaways[0].d();
349     glClipPlane (GL_CLIP_PLANE2, a);              342     glClipPlane (GL_CLIP_PLANE2, a);
350     glEnable (GL_CLIP_PLANE2);                    343     glEnable (GL_CLIP_PLANE2);
351     if (nPlanes > 1) {                            344     if (nPlanes > 1) {
352       a[0] = cutaways[1].a();                     345       a[0] = cutaways[1].a();
353       a[1] = cutaways[1].b();                     346       a[1] = cutaways[1].b();
354       a[2] = cutaways[1].c();                     347       a[2] = cutaways[1].c();
355       a[3] = cutaways[1].d();                     348       a[3] = cutaways[1].d();
356       glClipPlane (GL_CLIP_PLANE3, a);            349       glClipPlane (GL_CLIP_PLANE3, a);
357       glEnable (GL_CLIP_PLANE3);                  350       glEnable (GL_CLIP_PLANE3);
358     }                                             351     }
359     if (nPlanes > 2) {                            352     if (nPlanes > 2) {
360       a[0] = cutaways[2].a();                     353       a[0] = cutaways[2].a();
361       a[1] = cutaways[2].b();                     354       a[1] = cutaways[2].b();
362       a[2] = cutaways[2].c();                     355       a[2] = cutaways[2].c();
363       a[3] = cutaways[2].d();                     356       a[3] = cutaways[2].d();
364       glClipPlane (GL_CLIP_PLANE4, a);            357       glClipPlane (GL_CLIP_PLANE4, a);
365       glEnable (GL_CLIP_PLANE4);                  358       glEnable (GL_CLIP_PLANE4);
366     }                                             359     }
367   } else {                                        360   } else {
368     glDisable (GL_CLIP_PLANE2);                   361     glDisable (GL_CLIP_PLANE2);
369     glDisable (GL_CLIP_PLANE3);                   362     glDisable (GL_CLIP_PLANE3);
370     glDisable (GL_CLIP_PLANE4);                   363     glDisable (GL_CLIP_PLANE4);
371   }                                               364   }
372                                                   365 
373   // Background.                                  366   // Background.
374   background = fVP.GetBackgroundColour ();        367   background = fVP.GetBackgroundColour ();
375                                                   368 
376 }                                                 369 }
377                                                   370 
378                                                   371 
379                                                   372 
380 void G4OpenGLViewer::ResetView () {               373 void G4OpenGLViewer::ResetView () {
381   G4VViewer::ResetView();                         374   G4VViewer::ResetView();
382   fRot_sens = 1;                                  375   fRot_sens = 1;
383   fPan_sens = 0.01;                               376   fPan_sens = 0.01;
384 }                                                 377 }
385                                                   378 
386                                                   379 
387 void G4OpenGLViewer::HaloingFirstPass () {        380 void G4OpenGLViewer::HaloingFirstPass () {
388                                                   381   
389   //To perform haloing, first Draw all informa    382   //To perform haloing, first Draw all information to the depth buffer
390   //alone, using a chunky line width, and then    383   //alone, using a chunky line width, and then Draw all info again, to
391   //the colour buffer, setting a thinner line     384   //the colour buffer, setting a thinner line width an the depth testing 
392   //function to less than or equal, so if two     385   //function to less than or equal, so if two lines cross, the one 
393   //passing behind the other will not pass the    386   //passing behind the other will not pass the depth test, and so not
394   //get rendered either side of the infront li    387   //get rendered either side of the infront line for a short distance.
395                                                   388 
396   //First, disable writing to the colo(u)r buf    389   //First, disable writing to the colo(u)r buffer...
397   glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, G    390   glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
398                                                   391 
399   //Now enable writing to the depth buffer...     392   //Now enable writing to the depth buffer...
400   glDepthMask (GL_TRUE);                          393   glDepthMask (GL_TRUE);
401   glDepthFunc (GL_LESS);                          394   glDepthFunc (GL_LESS);
402   glClearDepth (1.0);                             395   glClearDepth (1.0);
403                                                   396 
404   //Finally, set the line width to something w    397   //Finally, set the line width to something wide...
405   ChangeLineWidth(3.0);                           398   ChangeLineWidth(3.0);
406                                                   399 
407 }                                                 400 }
408                                                   401 
409 void G4OpenGLViewer::HaloingSecondPass () {       402 void G4OpenGLViewer::HaloingSecondPass () {
410                                                   403 
411   //And finally, turn the colour buffer back o    404   //And finally, turn the colour buffer back on with a sesible line width...
412   glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_T    405   glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
413   glDepthFunc (GL_LEQUAL);                        406   glDepthFunc (GL_LEQUAL);
414   ChangeLineWidth(1.0);                           407   ChangeLineWidth(1.0);
415                                                   408 
416 }                                                 409 }
417                                                   410 
418 G4String G4OpenGLViewer::Pick(GLdouble x, GLdo << 411 void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
419 {                                                 412 {
420   const std::vector < G4OpenGLViewerPickMap* > << 413   //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;                      414   const G4int BUFSIZE = 512;
443   GLuint selectBuffer[BUFSIZE];                   415   GLuint selectBuffer[BUFSIZE];
444   glSelectBuffer(BUFSIZE, selectBuffer);          416   glSelectBuffer(BUFSIZE, selectBuffer);
445   glRenderMode(GL_SELECT);                        417   glRenderMode(GL_SELECT);
446   glInitNames();                                  418   glInitNames();
447   glPushName(0);                                  419   glPushName(0);
448   glMatrixMode(GL_PROJECTION);                    420   glMatrixMode(GL_PROJECTION);
449   G4double currentProjectionMatrix[16];           421   G4double currentProjectionMatrix[16];
450   glGetDoublev(GL_PROJECTION_MATRIX, currentPr    422   glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
451   glPushMatrix();                                 423   glPushMatrix();
452   glLoadIdentity();                               424   glLoadIdentity();
453   GLint viewport[4];                              425   GLint viewport[4];
454   glGetIntegerv(GL_VIEWPORT, viewport);           426   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                   427   // Define 5x5 pixel pick area
463   g4GluPickMatrix(x, viewport[3] - y, 5., 5.,  << 428   gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
464   glMultMatrixd(currentProjectionMatrix);         429   glMultMatrixd(currentProjectionMatrix);
465   glMatrixMode(GL_MODELVIEW);                     430   glMatrixMode(GL_MODELVIEW);
466   DrawView();                                     431   DrawView();
467   GLint hits = glRenderMode(GL_RENDER);           432   GLint hits = glRenderMode(GL_RENDER);
468   fIsGettingPickInfos = false;                 << 433   if (hits < 0)
469   if (hits < 0) {                              << 
470     G4cout << "Too many hits.  Zoom in to redu    434     G4cout << "Too many hits.  Zoom in to reduce overlaps." << G4endl;
471     goto restoreMatrices;                      << 435   else if (hits > 0) {
472   }                                            << 436     G4cout << hits << " hit(s)" << G4endl;
473   if (hits > 0) {                              << 
474     GLuint* p = selectBuffer;                     437     GLuint* p = selectBuffer;
475     for (GLint i = 0; i < hits; ++i) {            438     for (GLint i = 0; i < hits; ++i) {
476       GLuint nnames = *p++;                       439       GLuint nnames = *p++;
477       // This bit of debug code or...             440       // This bit of debug code or...
478       //GLuint zmin = *p++;                       441       //GLuint zmin = *p++;
479       //GLuint zmax = *p++;                       442       //GLuint zmax = *p++;
480       //G4cout << "Hit " << i << ": " << nname    443       //G4cout << "Hit " << i << ": " << nnames << " names"
481       //       << "\nzmin: " << zmin << ", zma    444       //       << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
482       // ...just increment the pointer            445       // ...just increment the pointer
483       p++;                                        446       p++;
484       p++;                                        447       p++;
485       for (GLuint j = 0; j < nnames; ++j) {       448       for (GLuint j = 0; j < nnames; ++j) {
486         GLuint name = *p++;                    << 449   GLuint name = *p++;
                                                   >> 450   G4cout << "Hit: " << i
                                                   >> 451          << ", Sub-hit: " << j
                                                   >> 452          << ", PickName: " << name << G4endl;
487   std::map<GLuint, G4AttHolder*>::iterator ite    453   std::map<GLuint, G4AttHolder*>::iterator iter =
488     fOpenGLSceneHandler.fPickMap.find(name);      454     fOpenGLSceneHandler.fPickMap.find(name);
489   if (iter != fOpenGLSceneHandler.fPickMap.end    455   if (iter != fOpenGLSceneHandler.fPickMap.end()) {
490     G4AttHolder* attHolder = iter->second;        456     G4AttHolder* attHolder = iter->second;
491     if(attHolder && attHolder->GetAttDefs().si    457     if(attHolder && attHolder->GetAttDefs().size()) {
492       for (size_t iAtt = 0;                       458       for (size_t iAtt = 0;
493      iAtt < attHolder->GetAttDefs().size(); ++    459      iAtt < attHolder->GetAttDefs().size(); ++iAtt) {
494               std::ostringstream oss;          << 460         G4cout << G4AttCheck(attHolder->GetAttValues()[iAtt],
495         oss << G4AttCheck(attHolder->GetAttVal << 461            attHolder->GetAttDefs()[iAtt]);
496                                 attHolder->Get << 462       }
497               G4OpenGLViewerPickMap* pickMap = << 463     }
498 //              G4cout                         << 464   }
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       }                                           465       }
                                                   >> 466       G4cout << G4endl;
513     }                                             467     }
514   }                                               468   }
515                                                << 
516 restoreMatrices:                               << 
517   glMatrixMode(GL_PROJECTION);                    469   glMatrixMode(GL_PROJECTION);
518   glPopMatrix();                                  470   glPopMatrix();
519   glMatrixMode(GL_MODELVIEW);                     471   glMatrixMode(GL_MODELVIEW);
520                                                << 
521   return pickMapVector;                        << 
522 }                                                 472 }
523                                                   473 
524 GLubyte* G4OpenGLViewer::grabPixels            << 474 
525 (int inColor, unsigned int width, unsigned int << 475 
                                                   >> 476 
                                                   >> 477 GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
526                                                   478   
527   GLubyte* buffer;                                479   GLubyte* buffer;
528   GLint swapbytes, lsbfirst, rowlength;           480   GLint swapbytes, lsbfirst, rowlength;
529   GLint skiprows, skippixels, alignment;          481   GLint skiprows, skippixels, alignment;
530   GLenum format;                                  482   GLenum format;
531   int size;                                       483   int size;
532                                                   484 
533   if (inColor) {                                  485   if (inColor) {
534     format = GL_RGB;                              486     format = GL_RGB;
535     size = width*height*3;                        487     size = width*height*3;
536   } else {                                        488   } else {
537     format = GL_LUMINANCE;                        489     format = GL_LUMINANCE;
538     size = width*height*1;                        490     size = width*height*1;
539   }                                               491   }
540                                                   492 
541   buffer = new GLubyte[size];                     493   buffer = new GLubyte[size];
542   if (buffer == NULL)                             494   if (buffer == NULL)
543     return NULL;                                  495     return NULL;
544                                                   496 
545   glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapby    497   glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
546   glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirs    498   glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
547   glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlen    499   glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
548                                                   500 
549   glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprow    501   glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
550   glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skipp    502   glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
551   glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignme    503   glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
552                                                   504 
553   glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALS    505   glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
554   glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE    506   glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
555   glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);        507   glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
556                                                   508 
557   glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);         509   glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
558   glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);       510   glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
559   glPixelStorei (GL_UNPACK_ALIGNMENT, 1);         511   glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
560                                                   512 
561   glReadBuffer(GL_FRONT);                         513   glReadBuffer(GL_FRONT);
562   glReadPixels (0, 0, (GLsizei)width, (GLsizei    514   glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
563                                                   515 
564   glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbyt    516   glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
565   glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst    517   glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
566   glPixelStorei (GL_UNPACK_ROW_LENGTH, rowleng    518   glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
567                                                   519   
568   glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows    520   glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
569   glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippi    521   glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
570   glPixelStorei (GL_UNPACK_ALIGNMENT, alignmen    522   glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
571                                                   523   
572   return buffer;                                  524   return buffer;
573 }                                                 525 }
574                                                   526 
                                                   >> 527 void G4OpenGLViewer::printEPS() {
                                                   >> 528   bool res;
                                                   >> 529 #ifdef G4DEBUG_VIS_OGL
                                                   >> 530   printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
                                                   >> 531 #endif
                                                   >> 532 
                                                   >> 533   // Change the LC_NUMERIC value in order to have "." separtor and not ","
                                                   >> 534   // This case is only useful for French, Canadien...
                                                   >> 535   size_t len = strlen(setlocale(LC_NUMERIC,NULL));
                                                   >> 536   char* oldLocale = (char*)(malloc(len+1));
                                                   >> 537   if(oldLocale!=NULL) strncpy(oldLocale,setlocale(LC_NUMERIC,NULL),len);
                                                   >> 538   setlocale(LC_NUMERIC,"C");
                                                   >> 539 
                                                   >> 540   if (fVectoredPs) {
                                                   >> 541     res = printVectoredEPS();
                                                   >> 542   } else {
                                                   >> 543     res = printNonVectoredEPS();
                                                   >> 544   }
                                                   >> 545 
                                                   >> 546   // restore the local
                                                   >> 547   if (oldLocale) {
                                                   >> 548     setlocale(LC_NUMERIC,oldLocale);
                                                   >> 549     free(oldLocale);
                                                   >> 550   }
                                                   >> 551 
                                                   >> 552   if (res == false) {
                                                   >> 553     G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
                                                   >> 554   } else {
                                                   >> 555     G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
                                                   >> 556   }
                                                   >> 557 
                                                   >> 558   // increment index if necessary
                                                   >> 559   if ( fPrintFilenameIndex != -1) {
                                                   >> 560     fPrintFilenameIndex++;
                                                   >> 561   }
                                                   >> 562 
                                                   >> 563 #ifdef G4DEBUG_VIS_OGL
                                                   >> 564   printf("G4OpenGLViewer::printEPS END\n");
                                                   >> 565 #endif
                                                   >> 566 }
                                                   >> 567 
575 bool G4OpenGLViewer::printVectoredEPS() {         568 bool G4OpenGLViewer::printVectoredEPS() {
576   return printGl2PS();                            569   return printGl2PS();
577 }                                                 570 }
578                                                   571 
579 bool G4OpenGLViewer::printNonVectoredEPS () {     572 bool G4OpenGLViewer::printNonVectoredEPS () {
580                                                   573 
581   int width = getRealExportWidth();            << 574   int width = getRealPrintSizeX();
582   int height = getRealExportHeight();          << 575   int height = getRealPrintSizeY();
583                                                   576 
                                                   >> 577 #ifdef G4DEBUG_VIS_OGL
                                                   >> 578   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);
                                                   >> 579 #endif
584   FILE* fp;                                       580   FILE* fp;
585   GLubyte* pixels;                                581   GLubyte* pixels;
586   GLubyte* curpix;                                582   GLubyte* curpix;
587   int components, pos, i;                         583   int components, pos, i;
588                                                   584 
589   pixels = grabPixels (fPrintColour, width, he    585   pixels = grabPixels (fPrintColour, width, height);
590                                                   586 
591   if (pixels == NULL) {                           587   if (pixels == NULL) {
592       G4cerr << "Failed to get pixels from Ope    588       G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
593     return false;                                 589     return false;
594   }                                               590   }
595   if (fPrintColour) {                             591   if (fPrintColour) {
596     components = 3;                               592     components = 3;
597   } else {                                        593   } else {
598     components = 1;                               594     components = 1;
599   }                                               595   }
600   std::string name = getRealPrintFilename();      596   std::string name = getRealPrintFilename();
601   fp = fopen (name.c_str(), "w");                 597   fp = fopen (name.c_str(), "w");
602   if (fp == NULL) {                               598   if (fp == NULL) {
603     G4cerr << "Can't open filename " << name.c    599     G4cerr << "Can't open filename " << name.c_str() << G4endl;
604     return false;                                 600     return false;
605   }                                               601   }
606                                                   602   
607   fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");     603   fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
608   fprintf (fp, "%%%%Title: %s\n", name.c_str()    604   fprintf (fp, "%%%%Title: %s\n", name.c_str());
609   fprintf (fp, "%%%%Creator: OpenGL pixmap ren    605   fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
610   fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n",    606   fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
611   fprintf (fp, "%%%%EndComments\n");              607   fprintf (fp, "%%%%EndComments\n");
612   fprintf (fp, "gsave\n");                        608   fprintf (fp, "gsave\n");
613   fprintf (fp, "/bwproc {\n");                    609   fprintf (fp, "/bwproc {\n");
614   fprintf (fp, "    rgbproc\n");                  610   fprintf (fp, "    rgbproc\n");
615   fprintf (fp, "    dup length 3 idiv string 0    611   fprintf (fp, "    dup length 3 idiv string 0 3 0 \n");
616   fprintf (fp, "    5 -1 roll {\n");              612   fprintf (fp, "    5 -1 roll {\n");
617   fprintf (fp, "    add 2 1 roll 1 sub dup 0 e    613   fprintf (fp, "    add 2 1 roll 1 sub dup 0 eq\n");
618   fprintf (fp, "    { pop 3 idiv 3 -1 roll dup    614   fprintf (fp, "    { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
619   fprintf (fp, "       3 1 roll 5 -1 roll } pu    615   fprintf (fp, "       3 1 roll 5 -1 roll } put 1 add 3 0 \n");
620   fprintf (fp, "    { 2 1 roll } ifelse\n");      616   fprintf (fp, "    { 2 1 roll } ifelse\n");
621   fprintf (fp, "    }forall\n");                  617   fprintf (fp, "    }forall\n");
622   fprintf (fp, "    pop pop pop\n");              618   fprintf (fp, "    pop pop pop\n");
623   fprintf (fp, "} def\n");                        619   fprintf (fp, "} def\n");
624   fprintf (fp, "systemdict /colorimage known n    620   fprintf (fp, "systemdict /colorimage known not {\n");
625   fprintf (fp, "   /colorimage {\n");             621   fprintf (fp, "   /colorimage {\n");
626   fprintf (fp, "       pop\n");                   622   fprintf (fp, "       pop\n");
627   fprintf (fp, "       pop\n");                   623   fprintf (fp, "       pop\n");
628   fprintf (fp, "       /rgbproc exch def\n");     624   fprintf (fp, "       /rgbproc exch def\n");
629   fprintf (fp, "       { bwproc } image\n");      625   fprintf (fp, "       { bwproc } image\n");
630   fprintf (fp, "   }  def\n");                    626   fprintf (fp, "   }  def\n");
631   fprintf (fp, "} if\n");                         627   fprintf (fp, "} if\n");
632   fprintf (fp, "/picstr %d string def\n", widt    628   fprintf (fp, "/picstr %d string def\n", width * components);
633   fprintf (fp, "%d %d scale\n", width, height)    629   fprintf (fp, "%d %d scale\n", width, height);
634   fprintf (fp, "%d %d %d\n", width, height, 8)    630   fprintf (fp, "%d %d %d\n", width, height, 8);
635   fprintf (fp, "[%d 0 0 %d 0 0]\n", width, hei    631   fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
636   fprintf (fp, "{currentfile picstr readhexstr    632   fprintf (fp, "{currentfile picstr readhexstring pop}\n");
637   fprintf (fp, "false %d\n", components);         633   fprintf (fp, "false %d\n", components);
638   fprintf (fp, "colorimage\n");                   634   fprintf (fp, "colorimage\n");
639                                                   635   
640   curpix = (GLubyte*) pixels;                     636   curpix = (GLubyte*) pixels;
641   pos = 0;                                        637   pos = 0;
642   for (i = width*height*components; i>0; i--)     638   for (i = width*height*components; i>0; i--) {
643     fprintf (fp, "%02hx ", (unsigned short)(*(    639     fprintf (fp, "%02hx ", (unsigned short)(*(curpix++)));
644     if (++pos >= 32) {                            640     if (++pos >= 32) {
645       fprintf (fp, "\n");                         641       fprintf (fp, "\n");
646       pos = 0;                                    642       pos = 0; 
647     }                                             643     }
648   }                                               644   }
649   if (pos)                                        645   if (pos)
650     fprintf (fp, "\n");                           646     fprintf (fp, "\n");
651                                                   647 
652   fprintf (fp, "grestore\n");                     648   fprintf (fp, "grestore\n");
653   fprintf (fp, "showpage\n");                     649   fprintf (fp, "showpage\n");
654   delete [] pixels;                               650   delete [] pixels;
655   fclose (fp);                                    651   fclose (fp);
656                                                   652 
657   // Reset for next time (useful if size chang << 653   // Reset for next time (useful is size change)
658   //  fPrintSizeX = -1;                           654   //  fPrintSizeX = -1;
659   //  fPrintSizeY = -1;                           655   //  fPrintSizeY = -1;
660                                                   656 
661   return true;                                    657   return true;
662 }                                                 658 }
663                                                   659 
664 /** Return if gl2ps is currently writing          660 /** Return if gl2ps is currently writing
665  */                                               661  */
666 bool G4OpenGLViewer::isGl2psWriting() {           662 bool G4OpenGLViewer::isGl2psWriting() {
667                                                   663 
668   if (!fGL2PSAction) return false;                664   if (!fGL2PSAction) return false;
669   if (fGL2PSAction->fileWritingEnabled()) {       665   if (fGL2PSAction->fileWritingEnabled()) {
670     return true;                                  666     return true;
671   }                                               667   }
672   return false;                                   668   return false;
673 }                                                 669 }
674                                                   670 
675                                                   671 
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                      672 /* Draw Gl2Ps text if needed
703  */                                               673  */
704 void G4OpenGLViewer::DrawText(const G4Text& g4    674 void G4OpenGLViewer::DrawText(const G4Text& g4text)
705 {                                                 675 {
706   // gl2ps or GL window ?                         676   // gl2ps or GL window ?
707   if (isGl2psWriting()) {                         677   if (isGl2psWriting()) {
708                                                   678 
709     G4VSceneHandler::MarkerSizeType sizeType;     679     G4VSceneHandler::MarkerSizeType sizeType;
710     G4double size = fSceneHandler.GetMarkerSiz    680     G4double size = fSceneHandler.GetMarkerSize(g4text,sizeType);
711     G4Point3D position = g4text.GetPosition();    681     G4Point3D position = g4text.GetPosition();
712                                                   682 
713     G4String textString = g4text.GetText();       683     G4String textString = g4text.GetText();
714                                                << 684     const char* textCString = textString.c_str();
                                                   >> 685 
715     glRasterPos3d(position.x(),position.y(),po    686     glRasterPos3d(position.x(),position.y(),position.z());
716     GLint align = GL2PS_TEXT_B;                   687     GLint align = GL2PS_TEXT_B;
717                                                   688 
718     switch (g4text.GetLayout()) {                 689     switch (g4text.GetLayout()) {
719     case G4Text::left: align = GL2PS_TEXT_BL;     690     case G4Text::left: align = GL2PS_TEXT_BL; break;
720     case G4Text::centre: align = GL2PS_TEXT_B;    691     case G4Text::centre: align = GL2PS_TEXT_B; break;
721     case G4Text::right: align = GL2PS_TEXT_BR;    692     case G4Text::right: align = GL2PS_TEXT_BR;
722     }                                             693     }
723                                                   694     
724     fGL2PSAction->addTextOpt(textString.c_str( << 695     gl2psTextOpt(textCString,"Times-Roman",GLshort(size),align,0);
725                                                   696 
726   } else {                                        697   } else {
727                                                   698 
728     static G4int callCount = 0;                   699     static G4int callCount = 0;
729     ++callCount;                                  700     ++callCount;
730     //if (callCount <= 10 || callCount%100 ==     701     //if (callCount <= 10 || callCount%100 == 0) {
731     if (callCount <= 1) {                         702     if (callCount <= 1) {
732       G4cout <<                                   703       G4cout <<
733   "G4OpenGLViewer::DrawText: Not implemented f    704   "G4OpenGLViewer::DrawText: Not implemented for \""
734        << fName <<                                705        << fName <<
735   "\"\n  Called with "                            706   "\"\n  Called with "
736        << g4text                                  707        << g4text
737        << G4endl;                                 708        << G4endl;
738     }                                             709     }
739   }                                               710   }
740 }                                                 711 }
741                                                   712 
742 /** Change PointSize on gl2ps if needed           713 /** Change PointSize on gl2ps if needed
743  */                                               714  */
744 void G4OpenGLViewer::ChangePointSize(G4double     715 void G4OpenGLViewer::ChangePointSize(G4double size) {
745                                                   716 
746   if (isGl2psWriting()) {                         717   if (isGl2psWriting()) {
747     fGL2PSAction->setPointSize(int(size));        718     fGL2PSAction->setPointSize(int(size));
748   } else {                                        719   } else {
749     glPointSize (size);                           720     glPointSize (size);
750   }                                               721   }
751 }                                                 722 }
752                                                   723 
753                                                   724 
754 /** Change LineSize on gl2ps if needed            725 /** Change LineSize on gl2ps if needed
755  */                                               726  */
756 void G4OpenGLViewer::ChangeLineWidth(G4double     727 void G4OpenGLViewer::ChangeLineWidth(G4double width) {
757                                                   728 
758   if (isGl2psWriting()) {                         729   if (isGl2psWriting()) {
759     fGL2PSAction->setLineWidth(int(width));       730     fGL2PSAction->setLineWidth(int(width));
760   } else {                                        731   } else {
761     glLineWidth (width);                          732     glLineWidth (width);
762   }                                               733   }
763 }                                                 734 }
764                                                   735 
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                                                   736 
832 bool G4OpenGLViewer::printGl2PS() {               737 bool G4OpenGLViewer::printGl2PS() {
833                                                   738 
834   int width = getRealExportWidth();            << 739   int width = getRealPrintSizeX();
835   int height = getRealExportHeight();          << 740   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                                                   741 
843   if (!fGL2PSAction) return false;                742   if (!fGL2PSAction) return false;
844                                                   743 
845   fGL2PSAction->setFileName(getRealPrintFilena    744   fGL2PSAction->setFileName(getRealPrintFilename().c_str());
846   // try to resize                                745   // try to resize
847   int X = fWinSize_x;                             746   int X = fWinSize_x;
848   int Y = fWinSize_y;                             747   int Y = fWinSize_y;
849                                                   748 
850   fWinSize_x = width;                             749   fWinSize_x = width;
851   fWinSize_y = height;                            750   fWinSize_y = height;
852   // Laurent G. 16/03/10 : Not the good way to    751   // Laurent G. 16/03/10 : Not the good way to do. 
853   // We should draw in a new offscreen context    752   // We should draw in a new offscreen context instead of
854   // resizing and drawing in current window...    753   // resizing and drawing in current window...
855   // This should be solve when we will do an o    754   // This should be solve when we will do an offscreen method
856   // to render OpenGL                             755   // to render OpenGL
857   // See :                                        756   // See : 
858   // http://developer.apple.com/Mac/library/do    757   // 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      758   // http://www.songho.ca/opengl/gl_fbo.html
860                                                   759 
861    ResizeGLView();                                760    ResizeGLView();
862    bool extendBuffer = true;                      761    bool extendBuffer = true;
863    bool endWriteAction = false;                   762    bool endWriteAction = false;
864    bool beginWriteAction = true;                  763    bool beginWriteAction = true;
865    bool filePointerOk = true;                  << 764    while ((extendBuffer) && (! endWriteAction)) {
866    while ((extendBuffer) && (! endWriteAction) << 765      
867                                                << 
868      beginWriteAction = fGL2PSAction->enableFi    766      beginWriteAction = fGL2PSAction->enableFileWriting();
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) {                      767      if (beginWriteAction) {
884                                                << 768        
885        // Set the viewport                        769        // Set the viewport
                                                   >> 770        //    fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY());  
886        // By default, we choose the line width    771        // By default, we choose the line width (trajectories...)
887        fGL2PSAction->setLineWidth(fGl2psDefaul    772        fGL2PSAction->setLineWidth(fGl2psDefaultLineWith);
888        // By default, we choose the point size    773        // By default, we choose the point size (markers...)
889        fGL2PSAction->setPointSize(fGl2psDefaul    774        fGL2PSAction->setPointSize(fGl2psDefaultPointSize);
890                                                   775        
891        DrawView ();                               776        DrawView ();
892                                                << 777        endWriteAction = fGL2PSAction->disableFileWriting();
893        endWriteAction = fGL2PSAction->endPage( << 
894        fGL2PSAction->disableFileWriting();     << 
895      }                                            778      }
896      if (filePointerOk) {                      << 779      if ((! endWriteAction) || (! beginWriteAction)) {
897        if ((! endWriteAction) || (! beginWrite << 780        extendBuffer = fGL2PSAction->extendBufferSize();
898          extendBuffer = fGL2PSAction->extendBu << 
899        }                                       << 
900      }                                            781      }
901    }                                              782    }
902    fGL2PSAction->resetBufferSizeParameters();     783    fGL2PSAction->resetBufferSizeParameters();
903                                                   784 
904    if (!extendBuffer ) {                          785    if (!extendBuffer ) {
905      G4cerr << "ERROR: gl2ps buffer size is no << 786      G4cerr << "gl2ps buffer size is not big enough to print this geometry. Thy to extend it. No output produced"<< G4endl;
906      res = false;                              << 
907    }                                              787    }
908    if (!beginWriteAction ) {                      788    if (!beginWriteAction ) {
909      G4cerr << "ERROR: saving file "<<getRealP << 789      G4cerr << "Error while writing in the file "<<getRealPrintFilename().c_str()<<". Check read/write access No output produced" << G4endl;
910      res = false;                              << 
911    }                                              790    }
912    if (!endWriteAction ) {                        791    if (!endWriteAction ) {
913      G4cerr << "gl2ps error. No output produce    792      G4cerr << "gl2ps error. No output produced" << G4endl;
914      res = false;                              << 
915    }                                              793    }
916   fWinSize_x = X;                                 794   fWinSize_x = X;
917   fWinSize_y = Y;                                 795   fWinSize_y = Y;
918                                                   796 
919   oglSceneHandler.SetFlushAction(originalFlush << 
920                                                << 
921   // Reset for next time (useful is size chang    797   // Reset for next time (useful is size change)
922   //  fPrintSizeX = 0;                            798   //  fPrintSizeX = 0;
923   //  fPrintSizeY = 0;                            799   //  fPrintSizeY = 0;
924                                                   800 
925   return res;                                  << 801   return true;
926 }                                                 802 }
927                                                   803 
928 unsigned int G4OpenGLViewer::getWinWidth() con << 804 unsigned int G4OpenGLViewer::getWinWidth() {
929   return fWinSize_x;                              805   return fWinSize_x;
930 }                                                 806 }
931                                                   807 
932 unsigned int G4OpenGLViewer::getWinHeight() co << 808 unsigned int G4OpenGLViewer::getWinHeight() {
933   return fWinSize_y;                              809   return fWinSize_y;
934 }                                                 810 }
935                                                   811 
936 G4bool G4OpenGLViewer::sizeHasChanged() {         812 G4bool G4OpenGLViewer::sizeHasChanged() {
937   return fSizeHasChanged;                         813   return fSizeHasChanged;
938 }                                                 814 }
939                                                   815 
940 G4int G4OpenGLViewer::getRealExportWidth() {   << 816 G4int G4OpenGLViewer::getRealPrintSizeX() {
941   if (fPrintSizeX == -1) {                        817   if (fPrintSizeX == -1) {
942     return fWinSize_x;                            818     return fWinSize_x;
943   }                                               819   }
944   GLint dims[2];                                  820   GLint dims[2];
945   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);      821   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
946                                                   822 
947   // L.Garnier 01-2010: Some problems with mac    823   // L.Garnier 01-2010: Some problems with mac 10.6
948   if ((dims[0] !=0 ) && (dims[1] !=0)) {          824   if ((dims[0] !=0 ) && (dims[1] !=0)) {
949     if (fPrintSizeX > dims[0]){                   825     if (fPrintSizeX > dims[0]){
950       return dims[0];                             826       return dims[0];
951     }                                             827     }
952   }                                               828   }
953   if (fPrintSizeX < -1){                          829   if (fPrintSizeX < -1){
954     return 0;                                     830     return 0;
955   }                                               831   }
956   return fPrintSizeX;                             832   return fPrintSizeX;
957 }                                                 833 }
958                                                   834 
959 G4int G4OpenGLViewer::getRealExportHeight() {  << 835 G4int G4OpenGLViewer::getRealPrintSizeY() {
960   if (fPrintSizeY == -1) {                        836   if (fPrintSizeY == -1) {
961     return fWinSize_y;                            837     return fWinSize_y;
962   }                                               838   }
963   GLint dims[2];                                  839   GLint dims[2];
964   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);      840   glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
965                                                   841 
966   // L.Garnier 01-2010: Some problems with mac    842   // L.Garnier 01-2010: Some problems with mac 10.6
967   if ((dims[0] !=0 ) && (dims[1] !=0)) {          843   if ((dims[0] !=0 ) && (dims[1] !=0)) {
968     if (fPrintSizeY > dims[1]){                   844     if (fPrintSizeY > dims[1]){
969       return dims[1];                             845       return dims[1];
970     }                                             846     }
971   }                                               847   }
972   if (fPrintSizeY < -1){                          848   if (fPrintSizeY < -1){
973     return 0;                                     849     return 0;
974   }                                               850   }
975   return fPrintSizeY;                             851   return fPrintSizeY;
976 }                                                 852 }
977                                                   853 
978 void G4OpenGLViewer::setExportSize(G4int X, G4 << 854 void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
979   fPrintSizeX = X;                                855   fPrintSizeX = X;
980   fPrintSizeY = Y;                                856   fPrintSizeY = Y;
981 }                                                 857 }
982                                                   858 
983 /**                                            << 859 void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
984  If name is "" or "!", filename and extension  << 860   if (name != "") {
985  If name is "toto.png", set the name to "toto" << 861     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 {                                        862   } else {
999     fExportFilenameIndex=-1;                   << 863     fPrintFilename = "G4OpenGL";  // by default
1000   }                                              864   }
1001                                               << 865   if (inc) {
1002   if (name.size() == 0) {                     << 866     fPrintFilenameIndex=0;
1003     name = getRealPrintFilename().c_str();    << 
1004   } else {                                       867   } else {
1005     // guess format by extention              << 868     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   }                                              869   }
1018   return true;                                << 
1019 }                                                870 }
1020                                                  871 
1021 std::string G4OpenGLViewer::getRealPrintFilen    872 std::string G4OpenGLViewer::getRealPrintFilename() {
1022   std::string temp = fExportFilename;         << 873   std::string temp = fPrintFilename;
1023   if (fExportFilenameIndex != -1) {           << 874   if (fPrintFilenameIndex != -1) {
1024     temp += std::string("_");                    875     temp += std::string("_");
1025     std::ostringstream os;                       876     std::ostringstream os;
1026     os << std::setw(4) << std::setfill('0') < << 877     os << fPrintFilenameIndex;
1027     std::string nb_str = os.str();               878     std::string nb_str = os.str();
1028     temp += nb_str;                              879     temp += nb_str;
1029   }                                              880   }
1030   temp += "."+fExportImageFormat;             << 881   temp += ".eps";
1031   return temp;                                   882   return temp;
1032 }                                                883 }
1033                                                  884 
1034 GLdouble G4OpenGLViewer::getSceneNearWidth()     885 GLdouble G4OpenGLViewer::getSceneNearWidth()
1035 {                                                886 {
1036   if (!fSceneHandler.GetScene()) {               887   if (!fSceneHandler.GetScene()) {
1037     return 0;                                    888     return 0;
1038   }                                              889   }
1039   const G4Point3D targetPoint                    890   const G4Point3D targetPoint
1040     = fSceneHandler.GetScene()->GetStandardTa    891     = fSceneHandler.GetScene()->GetStandardTargetPoint()
1041     + fVP.GetCurrentTargetPoint ();              892     + fVP.GetCurrentTargetPoint ();
1042   G4double radius = fSceneHandler.GetScene()-    893   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
1043   if(radius<=0.) radius = 1.;                    894   if(radius<=0.) radius = 1.;
1044   const G4double cameraDistance = fVP.GetCame    895   const G4double cameraDistance = fVP.GetCameraDistance (radius);
1045   const GLdouble pnear   = fVP.GetNearDistanc    896   const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
1046   return 2 * fVP.GetFrontHalfHeight (pnear, r    897   return 2 * fVP.GetFrontHalfHeight (pnear, radius);
1047 }                                                898 }
1048                                                  899 
1049 GLdouble G4OpenGLViewer::getSceneFarWidth()      900 GLdouble G4OpenGLViewer::getSceneFarWidth()
1050 {                                                901 {
1051   if (!fSceneHandler.GetScene()) {               902   if (!fSceneHandler.GetScene()) {
1052     return 0;                                    903     return 0;
1053   }                                              904   }
1054   const G4Point3D targetPoint                    905   const G4Point3D targetPoint
1055     = fSceneHandler.GetScene()->GetStandardTa    906     = fSceneHandler.GetScene()->GetStandardTargetPoint()
1056     + fVP.GetCurrentTargetPoint ();              907     + fVP.GetCurrentTargetPoint ();
1057   G4double radius = fSceneHandler.GetScene()-    908   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
1058   if(radius<=0.) radius = 1.;                    909   if(radius<=0.) radius = 1.;
1059   const G4double cameraDistance = fVP.GetCame    910   const G4double cameraDistance = fVP.GetCameraDistance (radius);
1060   const GLdouble pnear   = fVP.GetNearDistanc    911   const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
1061   const GLdouble pfar    = fVP.GetFarDistance    912   const GLdouble pfar    = fVP.GetFarDistance  (cameraDistance, pnear, radius);
1062   return 2 * fVP.GetFrontHalfHeight (pfar, ra    913   return 2 * fVP.GetFrontHalfHeight (pfar, radius);
1063 }                                                914 }
1064                                                  915 
1065                                                  916 
1066 GLdouble G4OpenGLViewer::getSceneDepth()         917 GLdouble G4OpenGLViewer::getSceneDepth()
1067 {                                                918 {
1068   if (!fSceneHandler.GetScene()) {               919   if (!fSceneHandler.GetScene()) {
1069     return 0;                                    920     return 0;
1070   }                                              921   }
1071   const G4Point3D targetPoint                    922   const G4Point3D targetPoint
1072     = fSceneHandler.GetScene()->GetStandardTa    923     = fSceneHandler.GetScene()->GetStandardTargetPoint()
1073     + fVP.GetCurrentTargetPoint ();              924     + fVP.GetCurrentTargetPoint ();
1074   G4double radius = fSceneHandler.GetScene()-    925   G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
1075   if(radius<=0.) radius = 1.;                    926   if(radius<=0.) radius = 1.;
1076   const G4double cameraDistance = fVP.GetCame    927   const G4double cameraDistance = fVP.GetCameraDistance (radius);
1077   const GLdouble pnear   = fVP.GetNearDistanc    928   const GLdouble pnear   = fVP.GetNearDistance (cameraDistance, radius);
1078   return fVP.GetFarDistance  (cameraDistance,    929   return fVP.GetFarDistance  (cameraDistance, pnear, radius)- pnear;
1079 }                                                930 }
1080                                                  931 
1081                                                  932 
1082                                                  933 
1083 void G4OpenGLViewer::rotateScene(G4double dx,    934 void G4OpenGLViewer::rotateScene(G4double dx, G4double dy)
1084 {                                                935 {
1085   if (fVP.GetRotationStyle() == G4ViewParamet    936   if (fVP.GetRotationStyle() == G4ViewParameters::freeRotation) {
1086     rotateSceneInViewDirection(dx,dy);           937     rotateSceneInViewDirection(dx,dy);
1087   } else {                                       938   } else {
1088     if( dx != 0) {                               939     if( dx != 0) {
1089       rotateSceneThetaPhi(dx,0);                 940       rotateSceneThetaPhi(dx,0);
1090     }                                            941     }
1091     if( dy != 0) {                               942     if( dy != 0) {
1092       rotateSceneThetaPhi(0,dy);                 943       rotateSceneThetaPhi(0,dy);
1093     }                                            944     }
1094   }                                              945   }
1095 }                                                946 }
1096                                                  947 
1097                                                  948 
1098 void G4OpenGLViewer::rotateSceneToggle(G4doub    949 void G4OpenGLViewer::rotateSceneToggle(G4double dx, G4double dy)
1099 {                                                950 {
1100   if (fVP.GetRotationStyle() != G4ViewParamet    951   if (fVP.GetRotationStyle() != G4ViewParameters::freeRotation) {
1101     rotateSceneInViewDirection(dx,dy);           952     rotateSceneInViewDirection(dx,dy);
1102   } else {                                       953   } else {
1103     if( dx != 0) {                               954     if( dx != 0) {
1104       rotateSceneThetaPhi(dx,0);                 955       rotateSceneThetaPhi(dx,0);
1105     }                                            956     }
1106     if( dy != 0) {                               957     if( dy != 0) {
1107       rotateSceneThetaPhi(0,dy);                 958       rotateSceneThetaPhi(0,dy);
1108     }                                            959     }
1109   }                                              960   }
1110 }                                                961 }
1111                                                  962 
1112 void G4OpenGLViewer::rotateSceneThetaPhi(G4do    963 void G4OpenGLViewer::rotateSceneThetaPhi(G4double dx, G4double dy)
1113 {                                                964 {
1114   if (!fSceneHandler.GetScene()) {               965   if (!fSceneHandler.GetScene()) {
1115     return;                                      966     return;
1116   }                                              967   }
1117                                                  968 
1118   G4Vector3D vp;                                 969   G4Vector3D vp;
1119   G4Vector3D up;                                 970   G4Vector3D up;
1120                                                  971   
1121   G4Vector3D xprime;                             972   G4Vector3D xprime;
1122   G4Vector3D yprime;                             973   G4Vector3D yprime;
1123   G4Vector3D zprime;                             974   G4Vector3D zprime;
1124                                                  975   
1125   G4double delta_alpha;                          976   G4double delta_alpha;
1126   G4double delta_theta;                          977   G4double delta_theta;
1127                                                  978   
1128   G4Vector3D new_vp;                             979   G4Vector3D new_vp;
1129   G4Vector3D new_up;                             980   G4Vector3D new_up;
1130                                                  981   
1131   G4double cosalpha;                             982   G4double cosalpha;
1132   G4double sinalpha;                             983   G4double sinalpha;
1133                                                  984   
1134   G4Vector3D a1;                                 985   G4Vector3D a1;
1135   G4Vector3D a2;                                 986   G4Vector3D a2;
1136   G4Vector3D delta;                              987   G4Vector3D delta;
1137   G4Vector3D viewPoint;                          988   G4Vector3D viewPoint;
1138                                                  989 
1139                                                  990     
1140   //phi spin stuff here                          991   //phi spin stuff here
1141                                                  992   
1142   vp = fVP.GetViewpointDirection ().unit ();     993   vp = fVP.GetViewpointDirection ().unit ();
1143   up = fVP.GetUpVector ().unit ();               994   up = fVP.GetUpVector ().unit ();
1144                                                  995   
1145   yprime = (up.cross(vp)).unit();                996   yprime = (up.cross(vp)).unit();
1146   zprime = (vp.cross(yprime)).unit();            997   zprime = (vp.cross(yprime)).unit();
1147                                                  998   
1148   if (fVP.GetLightsMoveWithCamera()) {           999   if (fVP.GetLightsMoveWithCamera()) {
1149     delta_alpha = dy * fRot_sens;                1000     delta_alpha = dy * fRot_sens;
1150     delta_theta = -dx * fRot_sens;               1001     delta_theta = -dx * fRot_sens;
1151   } else {                                       1002   } else {
1152     delta_alpha = -dy * fRot_sens;               1003     delta_alpha = -dy * fRot_sens;
1153     delta_theta = dx * fRot_sens;                1004     delta_theta = dx * fRot_sens;
1154   }                                              1005   }    
1155                                                  1006   
1156   delta_alpha *= CLHEP::deg;                  << 1007   delta_alpha *= deg;
1157   delta_theta *= CLHEP::deg;                  << 1008   delta_theta *= deg;
1158                                                  1009   
1159   new_vp = std::cos(delta_alpha) * vp + std::    1010   new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
1160                                                  1011   
1161   // to avoid z rotation flipping                1012   // to avoid z rotation flipping
1162   // to allow more than 360° rotation        << 1013   // to allow more than 360° rotation
1163                                                  1014 
1164   if (fVP.GetLightsMoveWithCamera()) {           1015   if (fVP.GetLightsMoveWithCamera()) {
1165     new_up = (new_vp.cross(yprime)).unit();      1016     new_up = (new_vp.cross(yprime)).unit();
1166     if (new_vp.z()*vp.z() <0) {                  1017     if (new_vp.z()*vp.z() <0) {
1167       new_up.set(new_up.x(),-new_up.y(),new_u    1018       new_up.set(new_up.x(),-new_up.y(),new_up.z());
1168     }                                            1019     }
1169   } else {                                       1020   } else {
1170     new_up = up;                                 1021     new_up = up;
1171     if (new_vp.z()*vp.z() <0) {                  1022     if (new_vp.z()*vp.z() <0) {
1172       new_up.set(new_up.x(),-new_up.y(),new_u    1023       new_up.set(new_up.x(),-new_up.y(),new_up.z());
1173     }                                            1024     }
1174   }                                              1025   }
1175   fVP.SetUpVector(new_up);                       1026   fVP.SetUpVector(new_up);
1176   ////////////////                               1027   ////////////////
1177   // Rotates by fixed azimuthal angle delta_t    1028   // Rotates by fixed azimuthal angle delta_theta.
1178                                                  1029   
1179   cosalpha = new_up.dot (new_vp.unit());         1030   cosalpha = new_up.dot (new_vp.unit());
1180   sinalpha = std::sqrt (1. - std::pow (cosalp    1031   sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
1181   yprime = (new_up.cross (new_vp.unit())).uni    1032   yprime = (new_up.cross (new_vp.unit())).unit ();
1182   xprime = yprime.cross (new_up);                1033   xprime = yprime.cross (new_up);
1183   // Projection of vp on plane perpendicular     1034   // Projection of vp on plane perpendicular to up...
1184   a1 = sinalpha * xprime;                        1035   a1 = sinalpha * xprime;
1185   // Required new projection...                  1036   // Required new projection...
1186   a2 = sinalpha * (std::cos (delta_theta) * x    1037   a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
1187   // Required Increment vector...                1038   // Required Increment vector...
1188   delta = a2 - a1;                               1039   delta = a2 - a1;
1189   // So new viewpoint is...                      1040   // So new viewpoint is...
1190   viewPoint = new_vp.unit() + delta;             1041   viewPoint = new_vp.unit() + delta;
1191                                                  1042   
1192   fVP.SetViewAndLights (viewPoint);              1043   fVP.SetViewAndLights (viewPoint);
1193 }                                                1044 }
1194                                                  1045 
1195                                                  1046 
1196 void G4OpenGLViewer::rotateSceneInViewDirecti    1047 void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy)
1197 {                                                1048 {
1198   if (!fSceneHandler.GetScene()) {               1049   if (!fSceneHandler.GetScene()) {
1199     return;                                      1050     return;
1200   }                                              1051   }
1201                                                  1052 
1202   G4Vector3D vp;                                 1053   G4Vector3D vp;
1203   G4Vector3D up;                                 1054   G4Vector3D up;
1204                                                  1055   
1205   G4Vector3D xprime;                             1056   G4Vector3D xprime;
1206   G4Vector3D yprime;                             1057   G4Vector3D yprime;
1207   G4Vector3D zprime;                             1058   G4Vector3D zprime;
1208                                                  1059   
1209   G4Vector3D new_vp;                             1060   G4Vector3D new_vp;
1210   G4Vector3D new_up;                             1061   G4Vector3D new_up;
1211                                                  1062   
1212   G4Vector3D a1;                                 1063   G4Vector3D a1;
1213   G4Vector3D a2;                                 1064   G4Vector3D a2;
1214   G4Vector3D delta;                              1065   G4Vector3D delta;
1215   G4Vector3D viewPoint;                          1066   G4Vector3D viewPoint;
1216                                                  1067 
1217   dx = dx/100;                                   1068   dx = dx/100;
1218   dy = dy/100;                                   1069   dy = dy/100;
1219                                                  1070 
1220   //phi spin stuff here                          1071   //phi spin stuff here
1221                                                  1072   
                                                   >> 1073 #ifdef G4DEBUG_VIS_OGL
                                                   >> 1074   printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, fRot_sens);
                                                   >> 1075 #endif
                                                   >> 1076 
1222   vp = fVP.GetViewpointDirection ().unit();      1077   vp = fVP.GetViewpointDirection ().unit();
1223   up = fVP.GetUpVector ().unit();                1078   up = fVP.GetUpVector ().unit();
1224                                                  1079 
1225   G4Vector3D zPrimeVector = G4Vector3D(up.y()    1080   G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(),
1226                              up.z()*vp.x()-up    1081                              up.z()*vp.x()-up.x()*vp.z(),
1227                              up.x()*vp.y()-up    1082                              up.x()*vp.y()-up.y()*vp.x());
1228                                                  1083 
1229   viewPoint = vp/fRot_sens + (zPrimeVector*dx    1084   viewPoint = vp/fRot_sens + (zPrimeVector*dx - up*dy) ;
1230   new_up = G4Vector3D(viewPoint.y()*zPrimeVec    1085   new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(),
1231                        viewPoint.z()*zPrimeVe    1086                        viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(),
1232                        viewPoint.x()*zPrimeVe    1087                        viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x());
1233                                                  1088 
1234   G4Vector3D new_upUnit = new_up.unit();         1089   G4Vector3D new_upUnit = new_up.unit();
1235                                                  1090   
1236                                                  1091   
1237                                                  1092 
1238    fVP.SetUpVector(new_upUnit);                  1093    fVP.SetUpVector(new_upUnit);
1239    fVP.SetViewAndLights (viewPoint);             1094    fVP.SetViewAndLights (viewPoint);
1240 }                                                1095 }
1241                                                  1096 
1242                                                  1097 
1243 void G4OpenGLViewer::addExportImageFormat(std << 1098 #endif
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                                                  1099