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