302 lines
9.4 KiB
C++
302 lines
9.4 KiB
C++
//
|
|
// ********************************************************************
|
|
// * 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. *
|
|
// ********************************************************************
|
|
//
|
|
//
|
|
//
|
|
//
|
|
// Andrew Walkden 10th February 1997
|
|
// OpenGL immediate scene - draws immediately to buffer
|
|
// (saving space on server).
|
|
|
|
#ifdef G4VIS_BUILD_OPENGL_DRIVER
|
|
|
|
#include "G4OpenGLImmediateSceneHandler.hh"
|
|
|
|
#include "G4OpenGLViewer.hh"
|
|
#include "G4OpenGLTransform3D.hh"
|
|
#include "G4Polyline.hh"
|
|
#include "G4Polymarker.hh"
|
|
#include "G4Text.hh"
|
|
#include "G4Circle.hh"
|
|
#include "G4Square.hh"
|
|
#include "G4Scale.hh"
|
|
#include "G4Polyhedron.hh"
|
|
#include "G4AttHolder.hh"
|
|
|
|
#include <typeinfo>
|
|
|
|
G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
|
|
(G4VGraphicsSystem& system,const G4String& name):
|
|
G4OpenGLSceneHandler (system, fSceneIdCount++, name)
|
|
{}
|
|
|
|
G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
|
|
{}
|
|
|
|
#include <iomanip>
|
|
|
|
G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
|
|
{
|
|
return AddPrimitivePreambleInternal(visible, true, false);
|
|
}
|
|
G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
|
|
{
|
|
return AddPrimitivePreambleInternal(visible, false, true);
|
|
}
|
|
G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
|
|
{
|
|
return AddPrimitivePreambleInternal(visible, false, false);
|
|
}
|
|
|
|
G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline)
|
|
{
|
|
// Get applicable vis attributes for all primitives.
|
|
fpVisAttribs = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
|
|
const G4Colour& c = GetColour ();
|
|
G4double opacity = c.GetAlpha ();
|
|
|
|
G4bool transparency_enabled = true;
|
|
G4bool isMarkerNotHidden = true;
|
|
G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
|
|
if (pViewer) {
|
|
transparency_enabled = pViewer->transparency_enabled;
|
|
isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
|
|
}
|
|
|
|
G4bool isMarkerOrPolyline = isMarker || isPolyline;
|
|
G4bool treatAsTransparent = transparency_enabled && opacity < 1.;
|
|
G4bool treatAsNotHidden = isMarkerNotHidden && (isMarker || isPolyline);
|
|
|
|
if (fProcessing2D) glDisable (GL_DEPTH_TEST);
|
|
else {
|
|
if (isMarkerOrPolyline && isMarkerNotHidden)
|
|
glDisable (GL_DEPTH_TEST);
|
|
else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
|
|
}
|
|
|
|
if (fThreePassCapable) {
|
|
|
|
// Ensure transparent objects are drawn opaque ones and before
|
|
// non-hidden markers. The problem of blending/transparency/alpha
|
|
// is quite a tricky one - see History of opengl-V07-01-01/2/3.
|
|
if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
|
|
// First pass...
|
|
if (treatAsTransparent) { // Request pass for transparent objects...
|
|
fSecondPassForTransparencyRequested = true;
|
|
}
|
|
if (treatAsNotHidden) { // Request pass for non-hidden markers...
|
|
fThirdPassForNonHiddenMarkersRequested = true;
|
|
}
|
|
// On first pass, transparent objects and non-hidden markers are not drawn...
|
|
if (treatAsTransparent || treatAsNotHidden) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// On second pass, only transparent objects are drawn...
|
|
if (fSecondPassForTransparency) {
|
|
if (!treatAsTransparent) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// On third pass, only non-hidden markers are drawn...
|
|
if (fThirdPassForNonHiddenMarkers) {
|
|
if (!treatAsNotHidden) {
|
|
return false;
|
|
}
|
|
}
|
|
} // fThreePassCapable
|
|
|
|
// Loads G4Atts for picking...
|
|
if (fpViewer->GetViewParameters().IsPicking()) {
|
|
glLoadName(++fPickName);
|
|
G4AttHolder* holder = new G4AttHolder;
|
|
LoadAtts(visible, holder);
|
|
fPickMap[fPickName] = holder;
|
|
}
|
|
|
|
if (transparency_enabled) {
|
|
glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
|
|
} else {
|
|
glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polyline);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polyline);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polymarker);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
|
|
{
|
|
// Note: colour is still handled in
|
|
// G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
|
|
G4bool furtherprocessing = AddPrimitivePreamble(text);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(text);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(circle);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(circle);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(square);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(square);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(scale);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(scale);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
|
|
{
|
|
// Note: colour is still handled in
|
|
// G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polyhedron);
|
|
}
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::BeginPrimitives
|
|
(const G4Transform3D& objectTransformation)
|
|
{
|
|
G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
|
|
|
|
G4OpenGLTransform3D oglt (objectTransformation);
|
|
|
|
glPushMatrix();
|
|
|
|
/*************************** 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();
|
|
|
|
// See all primitives immediately... At least soon...
|
|
ScaledFlush();
|
|
|
|
G4OpenGLSceneHandler::EndPrimitives ();
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
|
|
(const G4Transform3D& objectTransformation)
|
|
{
|
|
G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
|
|
|
|
// Push current 3D world matrices and load identity to define screen
|
|
// coordinates...
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
|
|
if (pViewer) {
|
|
pViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
|
|
}
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
G4OpenGLTransform3D oglt (objectTransformation);
|
|
glMultMatrixd (oglt.GetGLMatrix ());
|
|
glDisable(GL_DEPTH_TEST); // But see parent scene handler!! In
|
|
#ifndef G4OPENGL_VERSION_2
|
|
glDisable (GL_LIGHTING); // some cases, we need to re-iterate this.
|
|
#endif
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
|
|
{
|
|
// Pop current 3D world matrices back again...
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
// See all primitives immediately... At least soon...
|
|
ScaledFlush();
|
|
|
|
G4OpenGLSceneHandler::EndPrimitives2D ();
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::BeginModeling () {
|
|
G4VSceneHandler::BeginModeling();
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::EndModeling () {
|
|
G4VSceneHandler::EndModeling ();
|
|
}
|
|
|
|
void G4OpenGLImmediateSceneHandler::ClearTransientStore ()
|
|
{
|
|
// Nothing to do except redraw the scene ready for the next event.
|
|
if (fpViewer) {
|
|
fpViewer -> SetView ();
|
|
fpViewer -> ClearView ();
|
|
fpViewer -> DrawView ();
|
|
}
|
|
}
|
|
|
|
G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
|
|
|
|
#endif
|