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geant4/source/visualization/OpenGL/include/G4OpenGLViewer.hh
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2018-12-07 15:15:39 +01:00

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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. *
// ********************************************************************
//
//
//
//
// Andrew Walkden 27th March 1996
// OpenGL viewer - opens window, hard copy, etc.
#if defined (G4VIS_BUILD_OPENGL_DRIVER) || defined (G4VIS_USE_OPENGL)
#ifndef G4OPENGLVIEWER_HH
#define G4OPENGLVIEWER_HH
#include "G4VViewer.hh"
#include "G4OpenGL.hh"
#ifdef G4OPENGL_VERSION_2
#include "G4OpenGLVboDrawer.hh"
#endif
class G4OpenGLSceneHandler;
class G4OpenGL2PSAction;
class G4Text;
class G4OpenGLViewerPickMap {
public :
inline void setName(G4String n) {
fName = n;
}
inline void setHitNumber(G4int n) {
fHitNumber = n;
}
inline void setSubHitNumber(G4int n) {
fSubHitNumber = n;
}
inline void setPickName(G4int n) {
fPickName= n;
}
inline void addAttributes(G4String att) {
fAttributes.push_back(att);
}
inline G4String getName() {
return fName;
}
inline G4int getHitNumber() {
return fHitNumber;
}
inline G4int getSubHitNumber() {
return fSubHitNumber;
}
inline G4int getPickName() {
return fPickName;
}
inline std::vector <G4String > getAttributes() {
return fAttributes;
}
G4String print();
private :
G4String fName;
G4int fHitNumber;
G4int fSubHitNumber;
G4int fPickName;
std::vector <G4String > fAttributes;
};
// 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 ();
void ClearViewWithoutFlush ();
//////////////////////////////Vectored PostScript production functions///
bool printEPS();
virtual bool exportImage(std::string name="", int width=-1, int height=-1);
bool setExportImageFormat(std::string format,bool quiet = false);
// change the export image format according to thoses available for the current viewer
// Special case for Wt, we want to have acces to the drawer
#ifdef G4OPENGL_VERSION_2
inline G4OpenGLVboDrawer* getWtDrawer() {return fVboDrawer;}
// Associate the Wt drawer to the OpenGLViewer and the OpenGLSceneHandler
void setVboDrawer(G4OpenGLVboDrawer* drawer);
G4OpenGLVboDrawer* fVboDrawer;
inline bool isInitialized() {
return fGlViewInitialized;
}
#endif
protected:
G4OpenGLViewer (G4OpenGLSceneHandler& scene);
virtual ~G4OpenGLViewer ();
private:
G4OpenGLViewer(const G4OpenGLViewer&);
G4OpenGLViewer& operator= (const G4OpenGLViewer&);
protected:
void SetView ();
void ResetView ();
virtual void DrawText(const G4Text&);
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);
virtual G4String Pick(GLdouble x, GLdouble y);
const std::vector < G4OpenGLViewerPickMap* > & GetPickDetails(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 setExportSize(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
bool setExportFilename(G4String name,G4bool inc = true);
// set export filename.
// if inc, then the filename will be increment by one each time
// try to guesss the correct format according to the extention
std::string getRealPrintFilename();
unsigned int getWinWidth() const;
unsigned int getWinHeight() const;
G4bool sizeHasChanged();
// return true if size has change since last redraw
GLdouble getSceneNearWidth();
GLdouble getSceneFarWidth();
GLdouble getSceneDepth();
void addExportImageFormat(std::string format);
// add a image format to the available export format list
G4bool isGl2psWriting();
G4bool isFramebufferReady();
void g4GluPickMatrix(GLdouble x, GLdouble y, GLdouble width, GLdouble height,
GLint viewport[4]);
// MESA implementation of gluPickMatrix
void g4GluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble
centerz,
GLdouble upx, GLdouble upy, GLdouble upz );
// MESA implementation of gluLookAt
void g4GlOrtho (GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near, GLdouble far);
// Redefinition on glOrtho to solve precision issues
void g4GlFrustum (GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near, GLdouble far);
// Redefinition on glFrustum to solve precision issues
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?
G4OpenGL2PSAction* fGL2PSAction;
G4double fRot_sens; // Rotation sensibility in degrees
G4double fPan_sens; // Translation sensibility
unsigned int fWinSize_x;
unsigned int fWinSize_y;
std::vector < std::string > fExportImageFormatVector;
std::string fDefaultExportImageFormat;
std::string fExportImageFormat;
int fExportFilenameIndex;
G4int fPrintSizeX;
G4int fPrintSizeY;
private :
G4float fPointSize;
G4String fExportFilename;
G4String fDefaultExportFilename;
G4bool fSizeHasChanged;
int fGl2psDefaultLineWith;
int fGl2psDefaultPointSize;
bool fGlViewInitialized;
// size of the OpenGL frame
void rotateSceneThetaPhi(G4double dx, G4double dy);
void rotateSceneInViewDirection (G4double dx, G4double dy);
bool printGl2PS();
G4int getRealExportWidth();
G4int getRealExportHeight();
GLubyte* grabPixels (int inColor,
unsigned int width,
unsigned int height);
bool printNonVectoredEPS ();
// print non vectored EPS files
bool printVectoredEPS();
// print vectored EPS files
bool fIsGettingPickInfos;
// Block SetView() during picking
#ifdef G4OPENGL_VERSION_2
public:
#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
inline Wt::WGLWidget::Program getShaderProgram() {
return fShaderProgram;
}
inline Wt::WGLWidget::UniformLocation getShaderProjectionMatrix() {
return fpMatrixUniform;
}
inline Wt::WGLWidget::UniformLocation getShaderTransformMatrix() {
return ftMatrixUniform;
}
#else
inline GLuint getShaderProgram() {
return fShaderProgram;
}
inline GLuint getShaderProjectionMatrix() {
return fpMatrixUniform;
}
inline GLuint getShaderTransformMatrix() {
return ftMatrixUniform;
}
inline GLuint getShaderViewModelMatrix() {
return fmvMatrixUniform;
}
#endif // G4VIS_BUILD_OPENGLWT_DRIVER
protected :
// define the keyword shader to handle it in a better way for OpenGL and WebGL
#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
#define Shader Wt::WGLWidget::Shader
#else
#define Shader GLuint
#endif // G4VIS_BUILD_OPENGLWT_DRIVER
// define some attributes and variables for OpenGL and WebGL
#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
Wt::WGLWidget::Program fShaderProgram;
// Program and related variables
Wt::WGLWidget::AttribLocation fVertexPositionAttribute;
Wt::WGLWidget::AttribLocation fVertexNormalAttribute;
Wt::WGLWidget::UniformLocation fpMatrixUniform;
Wt::WGLWidget::UniformLocation fcMatrixUniform;
Wt::WGLWidget::UniformLocation fmvMatrixUniform;
Wt::WGLWidget::UniformLocation fnMatrixUniform;
Wt::WGLWidget::UniformLocation ftMatrixUniform;
#else
GLuint fShaderProgram;
// Program and related variables
GLuint fVertexPositionAttribute;
GLuint fVertexNormalAttribute;
GLuint fpMatrixUniform;
GLuint fcMatrixUniform;
GLuint fmvMatrixUniform;
GLuint fnMatrixUniform;
GLuint ftMatrixUniform;
#endif // G4VIS_BUILD_OPENGLWT_DRIVER
#endif
};
#endif
#endif