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geant4/source/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc
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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.22 2006/06/29 21:18:58 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
//
// Andrew Walkden 10th February 1997
// OpenGL immediate scene - draws immediately to buffer
// (saving space on server).
#ifdef G4VIS_BUILD_OPENGL_DRIVER
// Included here - problems with HP compiler if not before other includes?
#include "G4NURBS.hh"
// Here follows a special for Mesa, the OpenGL emulator. Does not affect
// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
// Also seems to be required for HP's CC and AIX xlC, at least.
#include "G4OpenGLSceneHandler.hh"
#include "G4OpenGLViewer.hh"
#include "G4OpenGLTransform3D.hh"
#include "G4OpenGLImmediateSceneHandler.hh"
#include "G4LogicalVolume.hh"
G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLSceneHandler (system, fSceneIdCount++, name)
{}
G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
{}
#include <iomanip>
void G4OpenGLImmediateSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation) {
G4VSceneHandler::BeginPrimitives (objectTransformation);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
/*************************** Check matrix.
const GLdouble* m = oglt.GetGLMatrix ();
G4cout << "G4OpenGLTransform3D matrix:";
for (int i = 0; i < 16; i++) {
if ((i % 4) == 0) G4cout << '\n';
G4cout << std::setw (15) << m[i];
}
G4cout << G4endl;
*****************************************/
glMultMatrixd (oglt.GetGLMatrix ());
}
void G4OpenGLImmediateSceneHandler::EndPrimitives () {
glPopMatrix();
if (fReadyForTransients) {
glFlush ();
}
G4VSceneHandler::EndPrimitives ();
}
void G4OpenGLImmediateSceneHandler::BeginPrimitives2D()
{
G4VSceneHandler::BeginPrimitives2D();
// Push current 3D world matrices and load identity to define screen
// coordinates...
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho (-1., 1., -1., 1., -DBL_MAX, DBL_MAX);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
{
// Pop current 3D world matrices back again...
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
if (fReadyForTransients) {
glFlush ();
}
G4VSceneHandler::EndPrimitives2D ();
}
void G4OpenGLImmediateSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
}
void G4OpenGLImmediateSceneHandler::EndModeling () {
G4VSceneHandler::EndModeling ();
}
void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
// Make sure screen corresponds to graphical database...
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid)
{
if (fReadyForTransients) {
// Always draw transient solids, e.g., hits represented as solids.
// (As we have no control over the order of drawing of transient
// objects, we cannot do anything about transparent ones, as
// below, so always draw them.)
G4VSceneHandler::RequestPrimitives (solid);
return;
}
// For non-transient (run-duration) objects, ensure transparent
// objects are drawn last. The problem of
// blending/transparency/alpha is quite a tricky one - see History
// of opengl-V07-01-01/2/3.
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
const G4Colour& c = pVA -> GetColour ();
G4double opacity = c.GetAlpha ();
if (!fSecondPass) {
G4bool transparency_enabled = true;
G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
if (pViewer) transparency_enabled = pViewer->transparency_enabled;
if (transparency_enabled && opacity < 1.) {
// On first pass, transparent objects are not drawn, but flag is set...
fSecondPassRequested = true;
return;
}
}
// On second pass, opaque objects are not drwan...
if (fSecondPass && opacity >= 1.) return;
// Else invoke base class method...
G4VSceneHandler::RequestPrimitives (solid);
}
G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
#endif