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geant4/source/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc
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2018-12-07 15:15:39 +01:00

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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. *
// ********************************************************************
//
//
//
//
// 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