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geant4/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc
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2018-06-29 10:58:11 +02:00

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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 *
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// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.cc 110480 2018-05-25 07:25:18Z gcosmo $
//
//
// Andrew Walkden 10th February 1997
// OpenGL stored scene - creates OpenGL display lists.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
#include "G4OpenGLStoredSceneHandler.hh"
#include "G4PhysicalVolumeModel.hh"
#include "G4LogicalVolumeModel.hh"
#include "G4VPhysicalVolume.hh"
#include "G4LogicalVolume.hh"
#include "G4Polyline.hh"
#include "G4Polymarker.hh"
#include "G4Text.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
#include "G4Polyhedron.hh"
#include "G4AttHolder.hh"
#include "G4OpenGLTransform3D.hh"
#include "G4OpenGLViewer.hh"
#include "G4AttHolder.hh"
#include <typeinfo>
G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0;
G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
G4OpenGLStoredSceneHandler::PO::PO():
fDisplayListId(0),
fPickName(0),
fpG4TextPlus(0),
fMarkerOrPolyline(false)
{}
G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po):
fDisplayListId(po.fDisplayListId),
fTransform(po.fTransform),
fPickName(po.fPickName),
fColour(po.fColour),
fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0),
fMarkerOrPolyline(po.fMarkerOrPolyline)
{}
G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr):
fDisplayListId(id),
fTransform(tr),
fPickName(0),
fpG4TextPlus(0),
fMarkerOrPolyline(false)
{}
G4OpenGLStoredSceneHandler::PO::~PO()
{
delete fpG4TextPlus;
}
G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator=
(const G4OpenGLStoredSceneHandler::PO& rhs)
{
if (&rhs == this) return *this;
fDisplayListId = rhs.fDisplayListId;
fTransform = rhs.fTransform;
fPickName = rhs.fPickName;
fColour = rhs.fColour;
fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
fMarkerOrPolyline = rhs.fMarkerOrPolyline;
return *this;
}
G4OpenGLStoredSceneHandler::TO::TO():
fDisplayListId(0),
fPickName(0),
fStartTime(-G4VisAttributes::fVeryLongTime),
fEndTime(G4VisAttributes::fVeryLongTime),
fpG4TextPlus(0),
fMarkerOrPolyline(false)
{}
G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to):
fDisplayListId(to.fDisplayListId),
fTransform(to.fTransform),
fPickName(to.fPickName),
fStartTime(to.fStartTime),
fEndTime(to.fEndTime),
fColour(to.fColour),
fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0),
fMarkerOrPolyline(to.fMarkerOrPolyline)
{}
G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr):
fDisplayListId(id),
fTransform(tr),
fPickName(0),
fStartTime(-G4VisAttributes::fVeryLongTime),
fEndTime(G4VisAttributes::fVeryLongTime),
fpG4TextPlus(0),
fMarkerOrPolyline(false)
{}
G4OpenGLStoredSceneHandler::TO::~TO()
{
delete fpG4TextPlus;
}
G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator=
(const G4OpenGLStoredSceneHandler::TO& rhs)
{
if (&rhs == this) return *this;
fDisplayListId = rhs.fDisplayListId;
fTransform = rhs.fTransform;
fPickName = rhs.fPickName;
fStartTime = rhs.fStartTime;
fEndTime = rhs.fEndTime;
fColour = rhs.fColour;
fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
fMarkerOrPolyline = rhs.fMarkerOrPolyline;
return *this;
}
G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
(G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLSceneHandler (system, fSceneIdCount++, name),
fTopPODL (0)
{}
G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
{}
void G4OpenGLStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
if (fReadyForTransients) glDrawBuffer (GL_FRONT);
// Display list setup moved to AddPrimitivePreamble. See notes there.
}
void G4OpenGLStoredSceneHandler::EndPrimitives ()
{
// See all primitives immediately... At least soon...
ScaledFlush();
glDrawBuffer (GL_BACK);
G4OpenGLSceneHandler::EndPrimitives ();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives2D
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
if (fReadyForTransients) glDrawBuffer (GL_FRONT);
}
void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
{
// See all primitives immediately... At least soon...
ScaledFlush();
glDrawBuffer (GL_BACK);
G4OpenGLSceneHandler::EndPrimitives2D ();
}
G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
{
return AddPrimitivePreambleInternal(visible, true, false);
}
G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
{
return AddPrimitivePreambleInternal(visible, false, true);
}
G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
{
return AddPrimitivePreambleInternal(visible, false, false);
}
G4bool G4OpenGLStoredSceneHandler::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* pOGLViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
if (pOGLViewer) {
transparency_enabled = pOGLViewer->transparency_enabled;
isMarkerNotHidden = pOGLViewer->fVP.IsMarkerNotHidden();
}
G4bool isTransparent = opacity < 1.;
G4bool isMarkerOrPolyline = isMarker || isPolyline;
G4bool treatAsTransparent = transparency_enabled && isTransparent;
G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline;
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; // No further processing.
}
}
// On second pass, only transparent objects are drawn...
if (fSecondPassForTransparency) {
if (!treatAsTransparent) {
return false; // No further processing.
}
}
// On third pass, only non-hidden markers are drawn...
if (fThirdPassForNonHiddenMarkers) {
if (!treatAsNotHidden) {
return false; // No further processing.
}
}
} // fThreePassCapable
// Loads G4Atts for picking...
G4bool isPicking = false;
if (fpViewer->GetViewParameters().IsPicking()) {
isPicking = true;
glLoadName(++fPickName);
G4AttHolder* holder = new G4AttHolder;
LoadAtts(visible, holder);
fPickMap[fPickName] = holder;
}
// Can we re-use a display list?
const G4VSolid* pSolid = 0;
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size())
// Touchables have been modified - don't risk re-using display list.
goto end_of_display_list_reuse_test;
if (pPVModel) {
// Check that it isn't a G4LogicalVolumeModel (which is a sub-class of
// G4PhysicalVolumeModel).
G4LogicalVolumeModel* pLVModel =
dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
if (pLVModel)
// Logical volume model - don't re-use.
goto end_of_display_list_reuse_test;
// If part of the geometry hierarchy, i.e., from a
// G4PhysicalVolumeModel, check if a display list already exists for
// this solid, re-use it if possible. We could be smarter, and
// recognise repeated branches of the geometry hierarchy, for
// example. But this algorithm should be secure, I think...
G4VPhysicalVolume* pPV = pPVModel->GetCurrentPV();
if (!pPV)
// It's probably a dummy model, e.g., for a user-drawn hit?
goto end_of_display_list_reuse_test;
G4LogicalVolume* pLV = pPV->GetLogicalVolume();
if (!pLV)
// Dummy model again?
goto end_of_display_list_reuse_test;
pSolid = pLV->GetSolid();
EAxis axis = kRho;
G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
if (pCurrentPV -> IsReplicated ()) {
G4int nReplicas;
G4double width;
G4double offset;
G4bool consuming;
pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
}
// Provided it is not parametrised (because if so, the
// solid's parameters might have been changed)...
if (!(pCurrentPV -> IsParameterised ()) &&
// Provided it is not replicated radially (because if so, the
// solid's parameters will have been changed)...
!(pCurrentPV -> IsReplicated () && axis == kRho) &&
// ...and if the solid has already been rendered...
(fSolidMap.find (pSolid) != fSolidMap.end ())) {
fDisplayListId = fSolidMap [pSolid];
PO po(fDisplayListId,fObjectTransformation);
if (isPicking) po.fPickName = fPickName;
po.fColour = c;
po.fMarkerOrPolyline = isMarkerOrPolyline;
fPOList.push_back(po);
// No need to test if gl commands are used (result of
// ExtraPOProcessing) because we have already decided they will
// not, at least not here. Also, pass a dummy G4Visible since
// not relevant for G4PhysicalVolumeModel.
(void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1);
return false; // No further processing.
}
}
end_of_display_list_reuse_test:
// Because of our need to control colour of transients (display by
// time fading), display lists may only cover a single primitive.
// So display list setup is here.
if (fMemoryForDisplayLists) {
fDisplayListId = glGenLists (1);
if (glGetError() == GL_OUT_OF_MEMORY ||
fDisplayListId > fDisplayListLimit) {
G4cout <<
"********************* WARNING! ********************"
"\n* Display list limit reached in OpenGL."
"\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable."
"\n* Current limit: " << fDisplayListLimit <<
". Change with \"/vis/ogl/set/displayListLimit\"."
"\n***************************************************"
<< G4endl;
fMemoryForDisplayLists = false;
}
}
if (pSolid) fSolidMap [pSolid] = fDisplayListId;
if (fMemoryForDisplayLists) {
if (fReadyForTransients) {
TO to(fDisplayListId, fObjectTransformation);
if (isPicking) to.fPickName = fPickName;
to.fColour = c;
to.fStartTime = fpVisAttribs->GetStartTime();
to.fEndTime = fpVisAttribs->GetEndTime();
to.fMarkerOrPolyline = isMarkerOrPolyline;
fTOList.push_back(to);
// For transient objects, colour, transformation, are kept in
// the TO, so should *not* be in the display list. As mentioned
// above, in some cases (display-by-time fading) we need to have
// independent control of colour. But for now transform and set
// colour for immediate display.
glPushMatrix();
G4OpenGLTransform3D oglt (fObjectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
if (transparency_enabled) {
glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
} else {
glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
}
(void) ExtraTOProcessing(visible, fTOList.size() - 1);
// Ignore return value of the above. If this visible does not use
// gl commands, a display list is created that is empty and not
// used.
glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
} else {
PO po(fDisplayListId, fObjectTransformation);
if (isPicking) po.fPickName = fPickName;
po.fColour = c;
po.fMarkerOrPolyline = isMarkerOrPolyline;
fPOList.push_back(po);
// For permanent objects, colour is kept in the PO, so should
// *not* be in the display list. This is so that sub-classes
// may implement colour modifications according to their own
// criteria, e.g., scen tree slider in Qt. But for now set
// colour for immediate display.
if (transparency_enabled) {
glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
} else {
glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
}
G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1);
// Transients are displayed as they come (GL_COMPILE_AND_EXECUTE
// above) but persistents are compiled into display lists
// (GL_COMPILE only) and then drawn from the display lists with
// their fObjectTransformation as stored in fPOList. Thus,
// there is no need to do glMultMatrixd here. If
// ExtraPOProcessing says the visible object does not use gl
// commands, simply return and abandon further processing. It
// is assumed that all relevant information is kept in the
// POList.
if (!usesGLCommands) return false;
glNewList (fDisplayListId, GL_COMPILE);
}
} else { // Out of memory (or being used when display lists not required).
glPushMatrix();
G4OpenGLTransform3D oglt (fObjectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
if (transparency_enabled) {
glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
} else {
glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
}
}
if (fProcessing2D) {
// Push current 3D world matrices and load identity to define screen
// coordinates...
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
if (pOGLViewer) {
pOGLViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
}
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
G4OpenGLTransform3D oglt (fObjectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
glDisable (GL_LIGHTING);
} else {
glEnable (GL_LIGHTING);
}
return true;
}
void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
{
if (fProcessing2D) {
// Pop current 3D world matrices back again...
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
}
// if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close?
if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
G4cerr <<
"ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
" to allocate display List for fTopPODL - try OpenGL Immediated mode."
<< G4endl;
}
if (fMemoryForDisplayLists) {
glEndList();
if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
G4cerr <<
"ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
" to allocate display List for fTopPODL - try OpenGL Immediated mode."
<< G4endl;
}
}
if (fReadyForTransients || !fMemoryForDisplayLists) {
glPopMatrix();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
{
G4bool furtherprocessing = AddPrimitivePreamble(polyline);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(polyline);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
{
G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(polymarker);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
{
// Note: colour is still handled in
// G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
// gets into the display list
G4bool furtherprocessing = AddPrimitivePreamble(text);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(text);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
{
G4bool furtherprocessing = AddPrimitivePreamble(circle);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(circle);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
{
G4bool furtherprocessing = AddPrimitivePreamble(square);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(square);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
{
// Let base class split into primitives.
G4OpenGLSceneHandler::AddPrimitive(scale);
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
{
// Note: colour is still handled in
// G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
// gets into the display list
G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
if (furtherprocessing) {
G4OpenGLSceneHandler::AddPrimitive(polyhedron);
AddPrimitivePostamble();
}
}
void G4OpenGLStoredSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
/* Debug...
fDisplayListId = glGenLists (1);
G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
*/
}
void G4OpenGLStoredSceneHandler::EndModeling () {
// Make a List which calls the other lists.
fTopPODL = glGenLists (1);
if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
G4cerr <<
"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
" display List for fTopPODL - try OpenGL Immediated mode."
<< G4endl;
} else {
glNewList (fTopPODL, GL_COMPILE); {
for (size_t i = 0; i < fPOList.size (); i++) {
glPushMatrix();
G4OpenGLTransform3D oglt (fPOList[i].fTransform);
glMultMatrixd (oglt.GetGLMatrix ());
if (fpViewer->GetViewParameters().IsPicking())
glLoadName(fPOList[i].fPickName);
glCallList (fPOList[i].fDisplayListId);
glPopMatrix();
}
}
glEndList ();
if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
G4cerr <<
"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
" display List for fTopPODL - try OpenGL Immediated mode."
<< G4endl;
}
}
G4VSceneHandler::EndModeling ();
}
void G4OpenGLStoredSceneHandler::ClearStore () {
//G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
// Delete OpenGL permanent display lists.
for (size_t i = 0; i < fPOList.size (); i++)
glDeleteLists (fPOList[i].fDisplayListId, 1);
if (fTopPODL) glDeleteLists (fTopPODL, 1);
fTopPODL = 0;
// Clear other lists, dictionary, etc.
fPOList.clear ();
fSolidMap.clear ();
ClearAndDestroyAtts();
// ...and clear transient store...
for (size_t i = 0; i < fTOList.size (); i++)
glDeleteLists(fTOList[i].fDisplayListId, 1);
fTOList.clear ();
fMemoryForDisplayLists = true;
}
void G4OpenGLStoredSceneHandler::ClearTransientStore ()
{
//G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
// Delete OpenGL transient display lists and Transient Objects themselves.
for (size_t i = 0; i < fTOList.size (); i++)
glDeleteLists(fTOList[i].fDisplayListId, 1);
fTOList.clear ();
fMemoryForDisplayLists = true;
// Redraw the scene ready for the next event.
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
#endif