Import Geant4 8.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 14:36:02 +02:00
parent d93e1e39a9
commit 8a51e0bc40
5471 changed files with 99628 additions and 55248 deletions
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$Id: History,v 1.46 2005/05/29 23:18:56 allison Exp $
$Id: History,v 1.59 2005/11/24 10:24:12 allison Exp $
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@@ -20,6 +20,95 @@ committal in the CVS repository !
History file for visualization/OpenGL
-------------------------------------
24th November 2005 John Allison (opengl-V07-01-09)
- Protected G4OpenGLXmViewerMessenger with #ifdef G4VIS_BUILD_OPENGLXM_DRIVER.
22nd November 2005 John Allison (opengl-V07-01-08)
- Added G4OpenGLXmViewerMessenger.
- Corrected text position.
- Made depth test for polyhedron GL_LEQUAL (slightly dominant).
17th November 2005 Gabriele Cosmo
- Fixed settings of background style for WIN32 viewers.
13th November 2005 John Allison (opengl-V07-01-07)
- Implemented X-Window-style geometry hints in G4OpenGLXViewer.
13th October 2005 John Allison (opengl-V07-01-06)
- Allowed any colour background.
- Implemented non-uniform scaling.
- Migration to <sstream>.
29th September 2005 John Allison (opengl-V07-01-05)
- Added G4OpenGLViewerDataStore to facilitate access of viewer data by
scene handler.
- Re-implemented transparency button in OpenGLXm.
13th September 2005 John Allison (opengl-V07-01-04 - needs visman-V07-01-02)
- Implemented white background for all OGL viewers.
- G4OpenGLSceneHandler.cc:
o Fixed hidden line removal (bug introduced in opengl-V07-01-02).
o Fixed treatment of triangular polygons for drawing of auxiliary/soft lines.
o Corrected GetTextColour(text).
o Corrected GetColour(polyhedron).
5th September 2005 John Allison (opengl-V07-01-03)
- Bug fix: stored transparent objects were being lost.
2nd September 2005 John Allison (opengl-V07-01-02 - needs visman-V07-01-01)
- Bug fix: edgeflags problem introduced with smooth shading in
opengl-V07-01-00.
- Implementation of a "better algorithm" for the rendering of
transparent polyhedron objects. It renders all opaque objects
first, then renders the transparent objects with the depth buffer in
read-only mode (see OpenGL Programming Guide). It uses the new
facility in G4VSceneHandler::ProcessScene for an optional second pass
of the run-duration models in the scene. Note this algorithm is
still only an approximation. It will still give the wrong blended
colour if two transparent objects are rendered front first. For
nested transparent objects, this is unfortunate, because
G4PhysicalVolumeModel traverses Geant4's mother-daughter hierarchy
in such a way that mothers come first. Also, there is no guaranteed
relationship between the order of rendering and the depth of two
transparent objects if they are at the same level or in different
branches of the hierarchy. Still, the only error will be an
incorrect colour - the objects will still give the appearance of
transparency, so it's a pretty good algorithm. (An even better
algorithm would be to attempt to render the facets in depth order,
deepest first. But how do you calculate the depth - centre of area,
deepest corner? One can still imagine pathalogical cases that would
sometimes give the wrong colour. Also, for stored mode, the order
is fixed in a display list so when the user rotates the view, one
would lose the depth ordering. I think we have to accept that
blending in OpenGL is only ever an approximation. For accurate
blending, use RayTracer.)
28th August 2005 John Allison (opengl-V07-01-01)
- Half-way implementation of rendering of transparent polyhedron
objects. In this implementation, no account is taken of the order
of rendering. Transparent objects are rendered with depth testing
off so that objects behind can still be seen. But this means that
opaque objects in front do not obscure them - and they jolly well
should! A better algorithm is to render all opaque objects first,
then render the transparent objects with the depth buffer in
read-only mode (see OpenGL Programming Guide). This is going to
take a little more thought - see opengl-V07-01-02.
20th July 2005 John Allison (opengl-V07-01-00)
- Introduced smooth shading, taking advantage of hitherto un-noticed
feature of HepPolyhedron::GetNextFacet that calculates the normals
at each vertex so that curved surfaces are rendered more
realistically (Gouraud shading).
- G4OpenGLImmediateSceneHandler.cc: Removed unnecessary #include's.
- G4OpenGLXmViewer.cc: Fixed to use window size hints. This changes
the default window size. It used to be 400x400, hardcoded in
G4OpenGLXmViewer.cc, but now it picks up the
G4ViewParameters::GetWindowSizeHintX/Y, which defaults to 600x600.
The user may change it on the command line, e.g:
/vis/open OGLSXm 500
or
/vis/viewer/create ! ! 500
30th May 2005 John Allison (opengl-V07-00-03)
- Fixed compilation problem in OpenGL on SUN. (Replaced multimap by
map of vectors in G4OpenGLFontBaseStore.)