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geant4/source/visualization/OpenGL/include/G4OpenGLViewer.hh
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2016-06-09 16:46:55 +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 *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4OpenGLViewer.hh,v 1.33 2010-10-05 15:45:19 lgarnier Exp $
// GEANT4 tag $Name: not supported by cvs2svn $
//
//
// Andrew Walkden 27th March 1996
// OpenGL viewer - opens window, hard copy, etc.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
#ifndef G4OPENGLVIEWER_HH
#define G4OPENGLVIEWER_HH
#include "G4VViewer.hh"
#include "G4OpenGL.hh"
class G4OpenGLSceneHandler;
class G4OpenGL2PSAction;
// Base class for various OpenGLView classes.
class G4OpenGLViewer: virtual public G4VViewer {
friend class G4OpenGLSceneHandler;
friend class G4OpenGLImmediateSceneHandler;
friend class G4OpenGLStoredSceneHandler;
friend class G4OpenGLFileSceneHandler;
friend class G4OpenGLViewerMessenger;
public:
void ClearView ();
//////////////////////////////Vectored PostScript production functions///
void printEPS();
protected:
G4OpenGLViewer (G4OpenGLSceneHandler& scene);
virtual ~G4OpenGLViewer ();
void SetView ();
void ResetView ();
virtual void DrawText(const char * ,double x,double y,double z, double size);
void ChangePointSize(G4double size);
void ChangeLineWidth(G4double width);
void HaloingFirstPass ();
void HaloingSecondPass ();
void HLRFirstPass ();
void HLRSecondPass ();
void HLRThirdPass ();
void InitializeGLView ();
void ResizeGLView();
void ResizeWindow(unsigned int, unsigned int);
void Pick(GLdouble x, GLdouble y);
virtual void CreateFontLists () {}
void rotateScene (G4double dx, G4double dy);
void rotateSceneToggle (G4double dx, G4double dy);
//////////////////////////////Vectored PostScript production functions///
// print EPS file. Depending of fVectoredPs, it will print Vectored or not
void setPrintSize(G4int,G4int);
// set the new print size.
// -1 means 'print size' = 'window size'
// Setting size greater than max OpenGL viewport size will set the size to
// maximum
void setPrintFilename(G4String name,G4bool inc);
// set print filename.
// if inc, then the filename will be increment by one each time
std::string getRealPrintFilename();
unsigned int getWinWidth();
unsigned int getWinHeight();
G4bool sizeHasChanged();
// return true if size has change since last redraw
GLdouble getSceneNearWidth();
GLdouble getSceneFarWidth();
GLdouble getSceneDepth();
G4bool isGl2psWriting();
G4bool fPrintColour;
G4bool fVectoredPs;
G4OpenGLSceneHandler& fOpenGLSceneHandler;
G4Colour background; //the OpenGL clear colour
G4bool
transparency_enabled, //is alpha blending enabled?
antialiasing_enabled, //is antialiasing enabled?
haloing_enabled; //is haloing enabled for wireframe?
G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
G4double fFadeFactor; // 0: no fade; 1: maximum fade with time within range.
G4bool fDisplayHeadTime; // Display head time (fEndTime) in 2D text.
G4double fDisplayHeadTimeX, fDisplayHeadTimeY; // 2D screen coords.
G4double fDisplayHeadTimeSize; // Screen size.
G4double fDisplayHeadTimeRed, fDisplayHeadTimeGreen, fDisplayHeadTimeBlue;
G4bool fDisplayLightFront;// Display light front at head time originating at
G4double fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ,
fDisplayLightFrontT;
G4double fDisplayLightFrontRed, fDisplayLightFrontGreen, fDisplayLightFrontBlue;
G4OpenGL2PSAction* fGL2PSAction;
G4double fRot_sens; // Rotation sensibility in degrees
G4double fPan_sens; // Translation sensibility
private :
G4int fPrintSizeX;
G4int fPrintSizeY;
G4String fPrintFilename;
int fPrintFilenameIndex;
unsigned int fWinSize_x, fWinSize_y;
G4float fPointSize;
G4bool fSizeHasChanged;
int fGl2psDefaultLineWith;
int fGl2psDefaultPointSize;
// size of the OpenGL frame
void rotateSceneThetaPhi(G4double dx, G4double dy);
void rotateSceneInViewDirection (G4double dx, G4double dy);
bool printGl2PS();
G4int getRealPrintSizeX();
G4int getRealPrintSizeY();
GLubyte* grabPixels (int inColor,
unsigned int width,
unsigned int height);
bool printNonVectoredEPS ();
// print non vectored EPS files
bool printVectoredEPS();
// print vectored EPS files
};
#endif
#endif