255 lines
8.9 KiB
C++
255 lines
8.9 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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//
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//
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// Class to provide Vertex Buffer Object (VBO) specific
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// functionality for OpenGL > 2.0 in GEANT4
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#include "G4OpenGLViewer.hh"
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#ifdef G4OPENGL_VERSION_2
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#include "G4OpenGLVboDrawer.hh"
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#include "G4OpenGLImmediateQtViewer.hh"
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//////////////////////////////////////////////////////////////////////////////
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G4OpenGLVboDrawer::G4OpenGLVboDrawer (G4OpenGLViewer* viewer,
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std::string type
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):
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fVboViewer(NULL),
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fOGLType(type)
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//////////////////////////////////////////////////////////////////////////////
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
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{
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G4OpenGLImmediateQtViewer* v = dynamic_cast<G4OpenGLImmediateQtViewer*>(viewer);
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if (v) {
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fVboViewer = v;
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}
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fFragmentShaderSrc =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"\n"
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"varying vec3 vLightWeighting;\n"
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"uniform vec4 uPointColor; // Point Color\n"
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"\n"
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"void main(void) {\n"
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" vec4 matColor = uPointColor;\n"
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" gl_FragColor = vec4(matColor.rgb, matColor.a);\n"
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"}\n";
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fVertexShaderSrc =
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"attribute highp vec4 aVertexPosition;\n"
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"attribute vec3 aVertexNormal;\n"
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"uniform highp mat4 uCMatrix;\n"
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"uniform highp mat4 uPMatrix; // Perspective [P]rojection matrix\n"
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"uniform highp mat4 uMVMatrix; // [M]odel[V]iew matrix\n"
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"uniform highp mat4 uTMatrix; // [T]ransformation matrix\n"
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"uniform float uPointSize; // Point size\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = uPMatrix * uCMatrix * uMVMatrix * uTMatrix * aVertexPosition;\n"
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" // Phong shading\n"
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// " vec3 transformedNormal = normalize((uNMatrix * vec4(normalize(aVertexNormal), 0)).xyz);\n"
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" vec3 lightingDirection = normalize(vec3(1, 1, 1));\n"
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// " float directionalLightWeighting = max(dot(transformedNormal, lightingDirection), 0.0);\n"
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// " vec3 uAmbientLightColor = vec3(0.2, 0.2, 0.2);\n"
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// " vec3 uDirectionalColor = vec3(0.8, 0.8, 0.8);\n"
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" gl_PointSize = uPointSize;\n"
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// " vLightWeighting = uAmbientLightColor + uDirectionalColor * directionalLightWeighting;\n"
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"}";
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}
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//////////////////////////////////////////////////////////////////////////////
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G4OpenGLVboDrawer::~G4OpenGLVboDrawer (
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)
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//////////////////////////////////////////////////////////////////////////////
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
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{
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}
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// +--------------------------------+
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// + QT (OpenGL ES) case +
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// +--------------------------------+
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void G4OpenGLVboDrawer:: vboGlMultMatrixf(const GLfloat *matrix){
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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// FIXME
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// glUniformMatrix4fv(12, 1, 0, 0x7fff5fbf5d00)
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// Error: GL_INVALID_OPERATION
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if (fMatrixMode == GL_MODELVIEW) {
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glUniformMatrix4fv(fVboViewer->getShaderTransformMatrix(),1,0,matrix);
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} else {
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G4cerr << "glMultMatrixf could only be used in GL_MODELVIEW mode" << G4endl;
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}
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}
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}
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}
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void G4OpenGLVboDrawer:: vboGlMultMatrixd(const GLdouble *matrix){
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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// FIXME !
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// if (fMatrixMode == GL_MODELVIEW) {
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// printf("G4OpenGLVboDrawer:: vboGlMultMatrixd %d %d\n",fVboViewer->getShaderTransformMatrix(), matrix);
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//!! TEST !!
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float mat[16] = {
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matrix[0],matrix[1],matrix[2],matrix[3],
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matrix[4],matrix[5],matrix[6],matrix[7],
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matrix[8],matrix[9],matrix[10],matrix[11],
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matrix[12],matrix[13],matrix[14],matrix[15]
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};
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glUniformMatrix4fv(fVboViewer->getShaderTransformMatrix(),1,0,mat);
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GLenum e = glGetError();
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printf("GL error : %d",e);
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// } else {
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// G4cerr << "glMultMatrixd could only be used in GL_MODELVIEW mode" << G4endl;
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// }
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}
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}
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}
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// +--------------------------------+
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// + All case +
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// +--------------------------------+
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void G4OpenGLVboDrawer::vboGlOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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printf("glOrtho implemented --- %f %f %f %f %f %f \n",left, right, bottom, top, zNear, zFar);
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float a = 2.0f / (right - left);
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float b = 2.0f / (top - bottom);
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float c = -2.0f / (zFar - zNear);
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float tx = - (right + left)/(right - left);
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float ty = - (top + bottom)/(top - bottom);
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float tz = - (zFar + zNear)/(zFar - zNear);
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float ortho[16] = {
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a, 0, 0, 0,
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0, b, 0, 0,
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0, 0, c, 0,
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tx, ty, tz, 1
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};
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// FIXME :
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// glUniformMatrix4fv(0, 1, 0, 0x7fff5fbf5d00)
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// Error: GL_INVALID_OPERATION
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if (fMatrixMode == GL_PROJECTION) {
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glUniformMatrix4fv(fVboViewer->getShaderProjectionMatrix(), 1, 0, ortho);
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} else {
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G4cerr << "glFrustum could only be used in GL_PROJECTION mode" << G4endl;
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}
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}
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}
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}
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void G4OpenGLVboDrawer::vboGlFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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float deltaX = right - left;
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float deltaY = top - bottom;
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float deltaZ = zFar - zNear;
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float a = 2.0f * zNear / deltaX;
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float b = 2.0f * zNear / deltaY;
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float c = (right + left) / deltaX;
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float d = (top + bottom) / deltaY;
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float e = -(zFar + zNear) / (zFar - zNear);
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float f = -2.0f * zFar * zNear / deltaZ;
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float proj[16] = {
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a, 0, 0, 0,
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0, b, 0, 0,
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c, d, e, -1.0f,
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0, 0, f, 0
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};
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if (fMatrixMode == GL_PROJECTION) {
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glUniformMatrix4fv(fVboViewer->getShaderProjectionMatrix(), 1, 0, proj);
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} else {
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G4cerr << "glFrustrum could only be used in GL_PROJECTION mode" << G4endl;
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}
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}
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}
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}
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void G4OpenGLVboDrawer::vboGlMatrixMode(GLenum a) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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printf("G4OpenGLVboDrawer::vboGlMatrixMode CHANGED :%d \n",a);
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fMatrixMode = a;
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}
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}
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}
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void G4OpenGLVboDrawer::vboGlColor4d(int red,int green,int blue,int alpha) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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// double color [] = { red, green, blue, alpha };
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// FIXME : REMOVE /2 , used to render transparents for testing purpose
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alpha = 0.7;
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glUniform4f (glGetUniformLocation(fVboViewer->getShaderProgram(), "uPointColor"),red, green, blue, alpha);
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}
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}
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}
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void G4OpenGLVboDrawer:: vboGlColor4fv(const GLfloat* data) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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double color [] = { (data[0]), (data[1]), (data[2]), 0.7};
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// FIXME : REMOVE /2 , used to render transparents for testing purpose
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glUniform4f (glGetUniformLocation(fVboViewer->getShaderProgram(), "uPointColor"),color[0],color[1],color[2], color[3]);
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}
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}
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}
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void G4OpenGLVboDrawer:: vboGlPointSize(float size) {
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if (fVboViewer) {
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if (fVboViewer->isInitialized()) {
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glUniform1f (glGetUniformLocation(fVboViewer->getShaderProgram(), "uPointSize"),size);
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}
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}
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}
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#endif
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