Import Geant4 0.1.0 source tree
This commit is contained in:
@@ -0,0 +1,283 @@
|
||||
// This code implementation is the intellectual property of
|
||||
// the RD44 GEANT4 collaboration.
|
||||
//
|
||||
// By copying, distributing or modifying the Program (or any work
|
||||
// based on the Program) you indicate your acceptance of this statement,
|
||||
// and all its terms.
|
||||
//
|
||||
// $Id: G4OpenGLViewer.cc,v 1.3 1999/05/10 14:04:00 johna Exp $
|
||||
// GEANT4 tag $Name: geant4-00-01 $
|
||||
//
|
||||
//
|
||||
// Andrew Walkden 27th March 1996
|
||||
// OpenGL view - opens window, hard copy, etc.
|
||||
|
||||
#ifdef G4VIS_BUILD_OPENGL_DRIVER
|
||||
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glx.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
#include "G4OpenGLViewer.hh"
|
||||
#include "G4OpenGLSceneHandler.hh"
|
||||
#include "G4OpenGLTransform3D.hh"
|
||||
#include "G4ios.hh"
|
||||
#include <assert.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#include "G4VisExtent.hh"
|
||||
#include "G4LogicalVolume.hh"
|
||||
#include "G4VSolid.hh"
|
||||
#include "G4Point3D.hh"
|
||||
#include "G4Normal3D.hh"
|
||||
#include "G4Plane3D.hh"
|
||||
|
||||
int G4OpenGLViewer::snglBuf_RGBA[10] =
|
||||
{ GLX_RGBA, GLX_RED_SIZE, 3, GLX_GREEN_SIZE, 3,
|
||||
GLX_BLUE_SIZE, 2, GLX_DEPTH_SIZE, 1, None };
|
||||
|
||||
int G4OpenGLViewer::dblBuf_RGBA[11] =
|
||||
{ GLX_RGBA, GLX_RED_SIZE, 3, GLX_GREEN_SIZE, 3,
|
||||
GLX_BLUE_SIZE, 2, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, None };
|
||||
|
||||
G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
|
||||
G4VViewer (scene, -1),
|
||||
fSceneHandler (scene),
|
||||
white_background (False),
|
||||
transparency_enabled (False),
|
||||
antialiasing_enabled (False),
|
||||
haloing_enabled (False)
|
||||
{
|
||||
// glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
// glClearDepth (1.0);
|
||||
// glDisable (GL_BLEND);
|
||||
// glDisable (GL_LINE_SMOOTH);
|
||||
// glDisable (GL_POLYGON_SMOOTH);
|
||||
|
||||
}
|
||||
|
||||
G4OpenGLViewer::~G4OpenGLViewer () {}
|
||||
|
||||
void G4OpenGLViewer::InitializeGLView ()
|
||||
{
|
||||
glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
glClearDepth (1.0);
|
||||
glDisable (GL_BLEND);
|
||||
glDisable (GL_LINE_SMOOTH);
|
||||
glDisable (GL_POLYGON_SMOOTH);
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::ClearView () {
|
||||
//Below line does not compile with Mesa includes.
|
||||
//glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear (GL_COLOR_BUFFER_BIT);
|
||||
glClear (GL_DEPTH_BUFFER_BIT);
|
||||
glClear (GL_STENCIL_BUFFER_BIT);
|
||||
glFlush ();
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::SetView () {
|
||||
|
||||
// Calculates view representation based on extent of object being
|
||||
// viewed and (initial) viewpoint. (Note: it can change later due
|
||||
// to user interaction via visualization system's GUI.)
|
||||
|
||||
// Lighting.
|
||||
GLfloat lightPosition [4];
|
||||
lightPosition [0] = fVP.GetActualLightpointDirection().x();
|
||||
lightPosition [1] = fVP.GetActualLightpointDirection().y();
|
||||
lightPosition [2] = fVP.GetActualLightpointDirection().z();
|
||||
lightPosition [3] = 0.;
|
||||
// Light position is "true" light direction, so must come after gluLookAt.
|
||||
GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
|
||||
GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
|
||||
glEnable (GL_LIGHT0);
|
||||
glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
|
||||
glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
|
||||
|
||||
const G4Point3D& target = fVP.GetCurrentTargetPoint ();
|
||||
|
||||
// Get radius of scene.
|
||||
G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
||||
if(radius<=0.) radius = 1.;
|
||||
const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
||||
|
||||
const G4Point3D& pCamera =
|
||||
target + cameraDistance * fVP.GetViewpointDirection().unit();
|
||||
|
||||
const GLdouble near = fVP.GetNearDistance (cameraDistance, radius);
|
||||
const GLdouble far = fVP.GetFarDistance (cameraDistance, near, radius);
|
||||
const GLdouble right = fVP.GetFrontHalfHeight (near, radius);
|
||||
const GLdouble left = -right;
|
||||
const GLdouble bottom = left;
|
||||
const GLdouble top = right;
|
||||
|
||||
glMatrixMode (GL_PROJECTION); // set up Frustum.
|
||||
glLoadIdentity();
|
||||
|
||||
if (fVP.GetFieldHalfAngle() == 0.) {
|
||||
glOrtho (left, right, bottom, top, near, far);
|
||||
}
|
||||
else {
|
||||
glFrustum (left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
|
||||
glLoadIdentity();
|
||||
|
||||
const G4Normal3D& upVector = fVP.GetUpVector ();
|
||||
G4Point3D gltarget;
|
||||
if (cameraDistance > 1.e-6 * radius) {
|
||||
gltarget = target;
|
||||
}
|
||||
else {
|
||||
gltarget = target - radius * fVP.GetViewpointDirection().unit();
|
||||
}
|
||||
|
||||
gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
|
||||
gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
|
||||
upVector.x(), upVector.y(), upVector.z()); // Up vector.
|
||||
|
||||
// Light position is "true" light direction, so must come after gluLookAt.
|
||||
glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
|
||||
|
||||
// Clip planes.
|
||||
if (fVP.IsSection () ) { // pair of back to back clip planes.
|
||||
const G4Plane3D& s = fVP.GetSectionPlane ();
|
||||
double sArray[4];
|
||||
sArray[0] = s.a();
|
||||
sArray[1] = s.b();
|
||||
sArray[2] = s.c();
|
||||
sArray[3] = s.d() + radius * 1.e-05;
|
||||
glClipPlane (GL_CLIP_PLANE0, sArray);
|
||||
glEnable (GL_CLIP_PLANE0);
|
||||
sArray[0] = -s.a();
|
||||
sArray[1] = -s.b();
|
||||
sArray[2] = -s.c();
|
||||
sArray[3] = -s.d() + radius * 1.e-05;
|
||||
glClipPlane (GL_CLIP_PLANE1, sArray);
|
||||
glEnable (GL_CLIP_PLANE1);
|
||||
}
|
||||
else {
|
||||
glDisable (GL_CLIP_PLANE0);
|
||||
glDisable (GL_CLIP_PLANE1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::HaloingFirstPass () {
|
||||
|
||||
//To perform haloing, first Draw all information to the depth buffer
|
||||
//alone, using a chunky line width, and then Draw all info again, to
|
||||
//the colour buffer, setting a thinner line width an the depth testing
|
||||
//function to less than or equal, so if two lines cross, the one
|
||||
//passing behind the other will not pass the depth test, and so not
|
||||
//get rendered either side of the infront line for a short distance.
|
||||
|
||||
//First, disable writing to the colo(u)r buffer...
|
||||
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
//Now enable writing to the depth buffer...
|
||||
glDepthMask (GL_TRUE);
|
||||
glDepthFunc (GL_LESS);
|
||||
glClearDepth (1.0);
|
||||
|
||||
//Finally, set the line width to something wide...
|
||||
glLineWidth (3.0);
|
||||
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::HaloingSecondPass () {
|
||||
|
||||
//And finally, turn the colour buffer back on with a sesible line width...
|
||||
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
glLineWidth (1.0);
|
||||
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::HLRFirstPass () {
|
||||
|
||||
G4cout << "First pass HLR" << endl;
|
||||
|
||||
//Hidden line drawing requires three renderings to different buffers, so it
|
||||
//cannot be treated in G4OpenGLSceneHandler alone (as can wireframe or hidden
|
||||
//surface (solid) mode)
|
||||
|
||||
//So, after SIGGRAPH97
|
||||
|
||||
//1) Disable the colour and depth buffers, and Draw polygons in wireframe
|
||||
// mode to the stencil buffer, setting stencil value to 1 where pixels go.
|
||||
|
||||
//First, disable writing to the colo(u)r buffer...
|
||||
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
//Enable the stencil buffer...
|
||||
glEnable (GL_STENCIL_TEST);
|
||||
|
||||
//Now disable writing to the depth buffer...
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
|
||||
//Clear all stencil buffer values to 0...
|
||||
glClearStencil (0);
|
||||
glClear (GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
//Prepare stencil buffer...
|
||||
glStencilFunc (GL_ALWAYS, //When to pass a pixel in the stencil test
|
||||
0x1, //The ref val to compare with masked stencil val
|
||||
0x1); //The mask to AND with ref and val before test
|
||||
|
||||
glStencilOp (GL_KEEP, //If stencil test fails *irrelevant*
|
||||
GL_KEEP, //If depth test passes *irrelevant*
|
||||
GL_REPLACE); //If no depth test *this is applied to every pixel
|
||||
//drawn to the stencil buffer in this pass*
|
||||
|
||||
//Hence, everywhere a pixel is drawn, stencil value=1, 0 everywhere else.
|
||||
|
||||
//Set the drawing style to wireframe...
|
||||
fVP.SetDrawingStyle (G4ViewParameters::wireframe);
|
||||
|
||||
NeedKernelVisit ();
|
||||
ProcessView ();
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::HLRSecondPass () {
|
||||
|
||||
G4cout << "Second pass HLR" << endl;
|
||||
|
||||
//2) Use the stencil buffer to mask out pixels where stencil value = 1, and
|
||||
// render to the stencil buffer as depth tested filled polygons.
|
||||
|
||||
glStencilFunc (GL_EQUAL, 0x1, 0x1);
|
||||
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
|
||||
//Set the drawing style to hlhsr (solid)...
|
||||
fVP.SetDrawingStyle (G4ViewParameters::hsr);
|
||||
|
||||
NeedKernelVisit ();
|
||||
ProcessView ();
|
||||
|
||||
}
|
||||
|
||||
void G4OpenGLViewer::HLRThirdPass () {
|
||||
|
||||
//3) Turn off the stencil buffer, turn on the colour buffer
|
||||
// and render polygons in wireframe mode.
|
||||
|
||||
G4cout << "Third pass HLR" << endl;
|
||||
|
||||
glDisable (GL_STENCIL_TEST);
|
||||
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
||||
//Set the drawing style to hlr wireframe...
|
||||
fVP.SetDrawingStyle (G4ViewParameters::wireframe);
|
||||
|
||||
NeedKernelVisit ();
|
||||
ProcessView ();
|
||||
|
||||
fVP.SetDrawingStyle (G4ViewParameters::hlr);
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user