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geant4/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc
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//
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//
// $Id: G4OpenGLStoredSceneHandler.cc,v 1.32 2007/02/08 14:01:55 allison Exp $
// GEANT4 tag $Name: geant4-08-03 $
//
//
// Andrew Walkden 10th February 1997
// OpenGL stored scene - creates OpenGL display lists.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
// Included here - problems with HP compiler if not before other includes?
#include "G4NURBS.hh"
// Here follows a special for Mesa, the OpenGL emulator. Does not affect
// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
// Also seems to be required for HP's CC and AIX xlC, at least.
#include "G4OpenGLStoredSceneHandler.hh"
#include "G4PhysicalVolumeModel.hh"
#include "G4VPhysicalVolume.hh"
#include "G4Polyline.hh"
#include "G4Polymarker.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLSceneHandler (system, fSceneIdCount++, name),
fMemoryForDisplayLists (true),
fAddPrimitivePreambleNestingDepth (0),
fTopPODL (0)
{}
G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
{}
void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
{
// Track nesting depth to avoid recursive calls, for example, from a
// G4Polymarker that invokes a G4Circle...
fAddPrimitivePreambleNestingDepth++;
if (fAddPrimitivePreambleNestingDepth > 1) return;
const G4Colour& c = GetColour (visible);
if (fMemoryForDisplayLists && fReadyForTransients) {
TO& to = fTOList.back(); // Transient object information.
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
// Get time information from vis attributes.
to.fStartTime = pVA->GetStartTime();
to.fEndTime = pVA->GetEndTime();
// Keep colour out of (already started) display list so that it
// can be applied independently.
glEndList();
glDeleteLists(fDisplayListId, 1);
to.fColour = c;
glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
} else {
// Make sure colour is set in other cases.
glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
}
}
void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
{
fAddPrimitivePreambleNestingDepth--;
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
{
AddPrimitivePreamble(polyline);
G4OpenGLSceneHandler::AddPrimitive(polyline);
AddPrimitivePostamble();
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
{
AddPrimitivePreamble(circle);
G4OpenGLSceneHandler::AddPrimitive(circle);
AddPrimitivePostamble();
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
{
AddPrimitivePreamble(square);
G4OpenGLSceneHandler::AddPrimitive(square);
AddPrimitivePostamble();
}
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
{
AddPrimitivePreamble(polymarker);
G4OpenGLSceneHandler::AddPrimitive(polymarker);
AddPrimitivePostamble();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation) {
G4VSceneHandler::BeginPrimitives (objectTransformation);
if (fMemoryForDisplayLists) {
fDisplayListId = glGenLists (1);
if (!fDisplayListId) { // Could pre-allocate?
G4cout << "********************* WARNING! ********************\n"
<<"Unable to allocate any more display lists in OpenGL.\n "
<< " Continuing drawing in IMMEDIATE MODE.\n"
<< "***************************************************" << G4endl;
fMemoryForDisplayLists = false;
}
}
if (fMemoryForDisplayLists) {
if (fReadyForTransients) {
TO to(fDisplayListId, objectTransformation);
fTOList.push_back(to);
glDrawBuffer (GL_FRONT);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
}
else {
fPOList.push_back(PO(fDisplayListId, objectTransformation));
glNewList (fDisplayListId, GL_COMPILE);
}
} else {
glDrawBuffer (GL_FRONT);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
}
}
void G4OpenGLStoredSceneHandler::EndPrimitives () {
if (fMemoryForDisplayLists) {
glEndList();
}
if (fReadyForTransients || !fMemoryForDisplayLists) {
glPopMatrix();
glFlush ();
glDrawBuffer (GL_BACK);
}
G4VSceneHandler::EndPrimitives ();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives2D()
{
G4VSceneHandler::BeginPrimitives2D();
if (fMemoryForDisplayLists) {
fDisplayListId = glGenLists (1);
if (!fDisplayListId) { // Could pre-allocate?
G4cout << "********************* WARNING! ********************\n"
<<"Unable to allocate any more display lists in OpenGL.\n "
<< " Continuing drawing in IMMEDIATE MODE.\n"
<< "***************************************************" << G4endl;
fMemoryForDisplayLists = false;
}
}
if (fMemoryForDisplayLists) {
if (fReadyForTransients) {
fTOList.push_back(TO(fDisplayListId));
glDrawBuffer (GL_FRONT);
glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
}
else {
fPOList.push_back(PO(fDisplayListId));
glNewList (fDisplayListId, GL_COMPILE);
}
} else {
glDrawBuffer (GL_FRONT);
}
// Push current 3D world matrices and load identity to define screen
// coordinates...
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
{
// Pop current 3D world matrices back again...
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
if (fMemoryForDisplayLists) {
glEndList();
}
if (fReadyForTransients || !fMemoryForDisplayLists) {
glFlush ();
glDrawBuffer (GL_BACK);
}
G4VSceneHandler::EndPrimitives2D ();
}
void G4OpenGLStoredSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
ClearStore(); // ...and all that goes with it.
/* 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 (!fTopPODL) {
G4cout <<
"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
" display List for fTopPODL - try OpenGL Immediated mode."
<< G4endl;
}
else {
glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); {
for (size_t i = 0; i < fPOList.size (); i++) {
glPushMatrix();
G4OpenGLTransform3D oglt (fPOList[i].fTransform);
glMultMatrixd (oglt.GetGLMatrix ());
glCallList (fPOList[i].fDisplayListId);
glPopMatrix();
}
}
glEndList ();
}
G4VSceneHandler::EndModeling ();
/* Debug...
fDisplayListId = glGenLists (1);
G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl;
*/
}
void G4OpenGLStoredSceneHandler::ClearStore () {
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 ();
// ...and clear transient store...
for (size_t i = 0; i < fTOList.size (); i++)
glDeleteLists(fTOList[i].fDisplayListId, 1);
fTOList.clear ();
}
void G4OpenGLStoredSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
// 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 ();
// Make sure screen corresponds to graphical database...
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
{
if (fReadyForTransients) {
// Always draw transient solids, e.g., hits represented as solids.
// (As we have no control over the order of drawing of transient
// objects, we cannot do anything about transparent ones, as
// below, so always draw them.)
G4VSceneHandler::RequestPrimitives (solid);
return;
}
// For non-transient (run-duration) objects, ensure transparent
// objects are drawn last. The problem of
// blending/transparency/alpha is quite a tricky one - see History
// of opengl-V07-01-01/2/3.
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
const G4Colour& c = pVA -> GetColour ();
G4double opacity = c.GetAlpha ();
if (!fSecondPass) {
G4bool transparency_enabled = true;
G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
if (pViewer) transparency_enabled = pViewer->transparency_enabled;
if (transparency_enabled && opacity < 1.) {
// On first pass, transparent objects are not drawn, but flag is set...
fSecondPassRequested = true;
return;
}
}
// On second pass, opaque objects are not drwan...
if (fSecondPass && opacity >= 1.) return;
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
// 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...
const G4VSolid* pSolid = &solid;
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];
fPOList.push_back(PO(fDisplayListId,*fpObjectTransformation));
}
else {
G4VSceneHandler::RequestPrimitives (solid);
fSolidMap [pSolid] = fDisplayListId;
}
return;
}
// Otherwise invoke base class method...
G4VSceneHandler::RequestPrimitives (solid);
}
G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
#endif