276 lines
9.1 KiB
C++
276 lines
9.1 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: G4OpenGLViewer.cc,v 1.29 2006/09/19 16:13:15 allison Exp $
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// GEANT4 tag $Name: geant4-08-02 $
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//
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//
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// Andrew Walkden 27th March 1996
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// OpenGL view - opens window, hard copy, etc.
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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#include "G4ios.hh"
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#include "G4OpenGLViewer.hh"
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#include "G4OpenGLSceneHandler.hh"
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#include "G4OpenGLTransform3D.hh"
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#include "G4Scene.hh"
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#include "G4VisExtent.hh"
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#include "G4LogicalVolume.hh"
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#include "G4VSolid.hh"
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#include "G4Point3D.hh"
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#include "G4Normal3D.hh"
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#include "G4Plane3D.hh"
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G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
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G4VViewer (scene, -1),
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background (G4Colour(0.,0.,0.)),
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transparency_enabled (true),
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antialiasing_enabled (false),
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haloing_enabled (false),
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fStartTime(-DBL_MAX),
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fEndTime(DBL_MAX),
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fFadeFactor(0.),
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fDisplayHeadTime(false),
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fDisplayHeadTimeX(-0.9),
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fDisplayHeadTimeY(-0.9),
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fDisplayHeadTimeSize(24.),
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fDisplayHeadTimeRed(0.),
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fDisplayHeadTimeGreen(1.),
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fDisplayHeadTimeBlue(1.),
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fDisplayLightFront(false),
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fDisplayLightFrontX(0.),
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fDisplayLightFrontY(0.),
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fDisplayLightFrontZ(0.),
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fDisplayLightFrontT(0.),
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fDisplayLightFrontRed(0.),
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fDisplayLightFrontGreen(1.),
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fDisplayLightFrontBlue(0.)
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{
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// Make changes to view parameters for OpenGL...
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fVP.SetAutoRefresh(true);
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fDefaultVP.SetAutoRefresh(true);
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// glClearColor (0.0, 0.0, 0.0, 0.0);
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// glClearDepth (1.0);
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// glDisable (GL_BLEND);
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// glDisable (GL_LINE_SMOOTH);
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// glDisable (GL_POLYGON_SMOOTH);
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}
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G4OpenGLViewer::~G4OpenGLViewer () {}
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void G4OpenGLViewer::InitializeGLView ()
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClearDepth (1.0);
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glDisable (GL_BLEND);
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glDisable (GL_LINE_SMOOTH);
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glDisable (GL_POLYGON_SMOOTH);
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}
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void G4OpenGLViewer::ClearView () {
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glClearColor (background.GetRed(),
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background.GetGreen(),
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background.GetBlue(),
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1.);
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glClearDepth (1.0);
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//Below line does not compile with Mesa includes.
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//glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear (GL_COLOR_BUFFER_BIT);
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glClear (GL_DEPTH_BUFFER_BIT);
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glClear (GL_STENCIL_BUFFER_BIT);
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glFlush ();
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}
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void G4OpenGLViewer::SetView () {
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// Calculates view representation based on extent of object being
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// viewed and (initial) viewpoint. (Note: it can change later due
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// to user interaction via visualization system's GUI.)
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// Lighting.
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GLfloat lightPosition [4];
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lightPosition [0] = fVP.GetActualLightpointDirection().x();
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lightPosition [1] = fVP.GetActualLightpointDirection().y();
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lightPosition [2] = fVP.GetActualLightpointDirection().z();
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lightPosition [3] = 0.;
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// Light position is "true" light direction, so must come after gluLookAt.
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GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
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GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
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glEnable (GL_LIGHT0);
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glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
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// Get radius of scene, etc.
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// Note that this procedure properly takes into account zoom, dolly and pan.
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const G4Point3D targetPoint
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= fSceneHandler.GetScene()->GetStandardTargetPoint()
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+ fVP.GetCurrentTargetPoint ();
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G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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if(radius<=0.) radius = 1.;
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const G4double cameraDistance = fVP.GetCameraDistance (radius);
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const G4Point3D cameraPosition =
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targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
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const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
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const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
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const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
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const GLdouble left = -right;
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const GLdouble bottom = left;
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const GLdouble top = right;
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glMatrixMode (GL_PROJECTION); // set up Frustum.
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glLoadIdentity();
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const G4Vector3D scale = fVP.GetScaleFactor();
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glScaled(scale.x(),scale.y(),scale.z());
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if (fVP.GetFieldHalfAngle() == 0.) {
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glOrtho (left, right, bottom, top, pnear, pfar);
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}
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else {
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glFrustum (left, right, bottom, top, pnear, pfar);
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}
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glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
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glLoadIdentity();
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const G4Normal3D& upVector = fVP.GetUpVector ();
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G4Point3D gltarget;
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if (cameraDistance > 1.e-6 * radius) {
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gltarget = targetPoint;
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}
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else {
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gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
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}
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const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
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gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
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gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
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upVector.x(), upVector.y(), upVector.z()); // Up vector.
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// Light position is "true" light direction, so must come after gluLookAt.
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glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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// OpenGL no longer seems to reconstruct clipped edges, so, when the
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// BooleanProcessor is up to it, abandon this and use generic
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// clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
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// force kernel visit on change of clipping plane in
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// G4OpenGLStoredViewer::CompareForKernelVisit.
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if (fVP.IsSection () ) { // pair of back to back clip planes.
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const G4Plane3D& s = fVP.GetSectionPlane ();
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double sArray[4];
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sArray[0] = s.a();
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sArray[1] = s.b();
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sArray[2] = s.c();
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sArray[3] = s.d() + radius * 1.e-05;
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glClipPlane (GL_CLIP_PLANE0, sArray);
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glEnable (GL_CLIP_PLANE0);
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sArray[0] = -s.a();
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sArray[1] = -s.b();
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sArray[2] = -s.c();
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sArray[3] = -s.d() + radius * 1.e-05;
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glClipPlane (GL_CLIP_PLANE1, sArray);
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glEnable (GL_CLIP_PLANE1);
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} else {
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glDisable (GL_CLIP_PLANE0);
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glDisable (GL_CLIP_PLANE1);
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}
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const G4Planes& cutaways = fVP.GetCutawayPlanes();
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size_t nPlanes = cutaways.size();
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if (fVP.IsCutaway() &&
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fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
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nPlanes > 0) {
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double a[4];
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a[0] = cutaways[0].a();
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a[1] = cutaways[0].b();
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a[2] = cutaways[0].c();
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a[3] = cutaways[0].d();
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glClipPlane (GL_CLIP_PLANE2, a);
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glEnable (GL_CLIP_PLANE2);
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if (nPlanes > 1) {
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a[0] = cutaways[1].a();
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a[1] = cutaways[1].b();
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a[2] = cutaways[1].c();
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a[3] = cutaways[1].d();
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glClipPlane (GL_CLIP_PLANE3, a);
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glEnable (GL_CLIP_PLANE3);
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}
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if (nPlanes > 2) {
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a[0] = cutaways[2].a();
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a[1] = cutaways[2].b();
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a[2] = cutaways[2].c();
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a[3] = cutaways[2].d();
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glClipPlane (GL_CLIP_PLANE4, a);
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glEnable (GL_CLIP_PLANE4);
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}
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} else {
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glDisable (GL_CLIP_PLANE2);
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glDisable (GL_CLIP_PLANE3);
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glDisable (GL_CLIP_PLANE4);
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}
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// Background.
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background = fVP.GetBackgroundColour ();
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}
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void G4OpenGLViewer::HaloingFirstPass () {
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//To perform haloing, first Draw all information to the depth buffer
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//alone, using a chunky line width, and then Draw all info again, to
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//the colour buffer, setting a thinner line width an the depth testing
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//function to less than or equal, so if two lines cross, the one
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//passing behind the other will not pass the depth test, and so not
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//get rendered either side of the infront line for a short distance.
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//First, disable writing to the colo(u)r buffer...
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glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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//Now enable writing to the depth buffer...
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glDepthMask (GL_TRUE);
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glDepthFunc (GL_LESS);
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glClearDepth (1.0);
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//Finally, set the line width to something wide...
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glLineWidth (3.0);
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}
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void G4OpenGLViewer::HaloingSecondPass () {
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//And finally, turn the colour buffer back on with a sesible line width...
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glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc (GL_LEQUAL);
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glLineWidth (1.0);
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}
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#endif
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