393 lines
13 KiB
C++
393 lines
13 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: G4OpenGLStoredSceneHandler.cc,v 1.32 2007/02/08 14:01:55 allison Exp $
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// GEANT4 tag $Name: geant4-08-03 $
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//
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//
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// Andrew Walkden 10th February 1997
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// OpenGL stored scene - creates OpenGL display lists.
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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 "G4OpenGLStoredSceneHandler.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4Polyline.hh"
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#include "G4Polymarker.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
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const G4String& name):
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G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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fMemoryForDisplayLists (true),
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fAddPrimitivePreambleNestingDepth (0),
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fTopPODL (0)
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{}
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{}
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void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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{
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// Track nesting depth to avoid recursive calls, for example, from a
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// G4Polymarker that invokes a G4Circle...
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fAddPrimitivePreambleNestingDepth++;
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if (fAddPrimitivePreambleNestingDepth > 1) return;
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const G4Colour& c = GetColour (visible);
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if (fMemoryForDisplayLists && fReadyForTransients) {
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TO& to = fTOList.back(); // Transient object information.
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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(visible.GetVisAttributes());
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// Get time information from vis attributes.
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to.fStartTime = pVA->GetStartTime();
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to.fEndTime = pVA->GetEndTime();
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// Keep colour out of (already started) display list so that it
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// can be applied independently.
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glEndList();
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glDeleteLists(fDisplayListId, 1);
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to.fColour = c;
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glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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} else {
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// Make sure colour is set in other cases.
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glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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}
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}
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void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
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{
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fAddPrimitivePreambleNestingDepth--;
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}
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void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
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{
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AddPrimitivePreamble(polyline);
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G4OpenGLSceneHandler::AddPrimitive(polyline);
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AddPrimitivePostamble();
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}
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void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
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{
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AddPrimitivePreamble(circle);
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G4OpenGLSceneHandler::AddPrimitive(circle);
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AddPrimitivePostamble();
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}
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void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
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{
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AddPrimitivePreamble(square);
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G4OpenGLSceneHandler::AddPrimitive(square);
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AddPrimitivePostamble();
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}
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void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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{
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AddPrimitivePreamble(polymarker);
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G4OpenGLSceneHandler::AddPrimitive(polymarker);
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AddPrimitivePostamble();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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G4VSceneHandler::BeginPrimitives (objectTransformation);
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if (fMemoryForDisplayLists) {
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fDisplayListId = glGenLists (1);
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if (!fDisplayListId) { // Could pre-allocate?
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G4cout << "********************* WARNING! ********************\n"
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<<"Unable to allocate any more display lists in OpenGL.\n "
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<< " Continuing drawing in IMMEDIATE MODE.\n"
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<< "***************************************************" << G4endl;
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fMemoryForDisplayLists = false;
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}
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}
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if (fMemoryForDisplayLists) {
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if (fReadyForTransients) {
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TO to(fDisplayListId, objectTransformation);
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fTOList.push_back(to);
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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}
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else {
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fPOList.push_back(PO(fDisplayListId, objectTransformation));
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glNewList (fDisplayListId, GL_COMPILE);
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}
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} else {
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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}
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives () {
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if (fMemoryForDisplayLists) {
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glEndList();
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}
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if (fReadyForTransients || !fMemoryForDisplayLists) {
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glPopMatrix();
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glFlush ();
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glDrawBuffer (GL_BACK);
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}
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G4VSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives2D()
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{
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G4VSceneHandler::BeginPrimitives2D();
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if (fMemoryForDisplayLists) {
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fDisplayListId = glGenLists (1);
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if (!fDisplayListId) { // Could pre-allocate?
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G4cout << "********************* WARNING! ********************\n"
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<<"Unable to allocate any more display lists in OpenGL.\n "
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<< " Continuing drawing in IMMEDIATE MODE.\n"
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<< "***************************************************" << G4endl;
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fMemoryForDisplayLists = false;
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}
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}
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if (fMemoryForDisplayLists) {
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if (fReadyForTransients) {
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fTOList.push_back(TO(fDisplayListId));
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glDrawBuffer (GL_FRONT);
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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}
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else {
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fPOList.push_back(PO(fDisplayListId));
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glNewList (fDisplayListId, GL_COMPILE);
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}
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} else {
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glDrawBuffer (GL_FRONT);
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}
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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., -G4OPENGL_DBL_MAX, G4OPENGL_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 G4OpenGLStoredSceneHandler::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 (fMemoryForDisplayLists) {
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glEndList();
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}
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if (fReadyForTransients || !fMemoryForDisplayLists) {
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glFlush ();
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glDrawBuffer (GL_BACK);
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}
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G4VSceneHandler::EndPrimitives2D ();
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}
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void G4OpenGLStoredSceneHandler::BeginModeling () {
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G4VSceneHandler::BeginModeling();
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ClearStore(); // ...and all that goes with it.
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/* Debug...
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fDisplayListId = glGenLists (1);
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G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
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*/
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}
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void G4OpenGLStoredSceneHandler::EndModeling () {
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// Make a List which calls the other lists.
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fTopPODL = glGenLists (1);
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if (!fTopPODL) {
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G4cout <<
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"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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" display List for fTopPODL - try OpenGL Immediated mode."
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<< G4endl;
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}
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else {
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glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
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for (size_t i = 0; i < fPOList.size (); i++) {
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glPushMatrix();
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G4OpenGLTransform3D oglt (fPOList[i].fTransform);
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glMultMatrixd (oglt.GetGLMatrix ());
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glCallList (fPOList[i].fDisplayListId);
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glPopMatrix();
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}
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}
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glEndList ();
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}
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G4VSceneHandler::EndModeling ();
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/* Debug...
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fDisplayListId = glGenLists (1);
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G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
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*/
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}
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void G4OpenGLStoredSceneHandler::ClearStore () {
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G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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// Delete OpenGL permanent display lists.
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for (size_t i = 0; i < fPOList.size (); i++)
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glDeleteLists (fPOList[i].fDisplayListId, 1);
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if (fTopPODL) glDeleteLists (fTopPODL, 1);
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fTopPODL = 0;
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// Clear other lists, dictionary, etc.
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fPOList.clear ();
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fSolidMap.clear ();
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// ...and clear transient store...
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for (size_t i = 0; i < fTOList.size (); i++)
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glDeleteLists(fTOList[i].fDisplayListId, 1);
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fTOList.clear ();
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}
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void G4OpenGLStoredSceneHandler::ClearTransientStore () {
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G4VSceneHandler::ClearTransientStore ();
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// Delete OpenGL transient display lists and Transient Objects themselves.
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for (size_t i = 0; i < fTOList.size (); i++)
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glDeleteLists(fTOList[i].fDisplayListId, 1);
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fTOList.clear ();
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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 G4OpenGLStoredSceneHandler::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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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) {
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// If part of the geometry hierarchy, i.e., from a
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// G4PhysicalVolumeModel, check if a display list already exists for
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// this solid, re-use it if possible. We could be smarter, and
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// recognise repeated branches of the geometry hierarchy, for
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// example. But this algorithm should be secure, I think...
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const G4VSolid* pSolid = &solid;
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EAxis axis = kRho;
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G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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if (pCurrentPV -> IsReplicated ()) {
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G4int nReplicas;
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G4double width;
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G4double offset;
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G4bool consuming;
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pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
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}
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// Provided it is not parametrised (because if so, the
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// solid's parameters might have been changed)...
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if (!(pCurrentPV -> IsParameterised ()) &&
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// Provided it is not replicated radially (because if so, the
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// solid's parameters will have been changed)...
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!(pCurrentPV -> IsReplicated () && axis == kRho) &&
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// ...and if the solid has already been rendered...
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(fSolidMap.find (pSolid) != fSolidMap.end ())) {
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fDisplayListId = fSolidMap [pSolid];
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fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation));
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}
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else {
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G4VSceneHandler::RequestPrimitives (solid);
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fSolidMap [pSolid] = fDisplayListId;
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}
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return;
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}
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// Otherwise invoke base class method...
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G4VSceneHandler::RequestPrimitives (solid);
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}
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G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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#endif
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