Import Geant4 0.1.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:09:25 +02:00
parent b97f8d0df7
commit aaa409b6ee
2922 changed files with 55107 additions and 81674 deletions
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// 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