// // ******************************************************************** // * 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: G4OpenGLImmediateSceneHandler.cc 66373 2012-12-18 09:41:34Z gcosmo $ // // // Andrew Walkden 10th February 1997 // OpenGL immediate scene - draws immediately to buffer // (saving space on server). #ifdef G4VIS_BUILD_OPENGL_DRIVER #include "G4OpenGLImmediateSceneHandler.hh" #include "G4OpenGLViewer.hh" #include "G4OpenGLTransform3D.hh" #include "G4Polyline.hh" #include "G4Polymarker.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4Square.hh" #include "G4Scale.hh" #include "G4Polyhedron.hh" #include "G4AttHolder.hh" #include G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system,const G4String& name): G4OpenGLSceneHandler (system, fSceneIdCount++, name) {} G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler () {} #include G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible) { const G4Colour& c = GetColour (visible); G4double opacity = c.GetAlpha (); G4bool transparency_enabled = true; G4bool isMarkerNotHidden = true; G4OpenGLViewer* pViewer = dynamic_cast(fpViewer); if (pViewer) { transparency_enabled = pViewer->transparency_enabled; isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden(); } G4bool isMarker = false; try { (void) dynamic_cast(visible); isMarker = true; } catch (std::bad_cast) {} G4bool isPolyline = false; try { (void) dynamic_cast(visible); isPolyline = true; } catch (std::bad_cast) {} G4bool isMarkerOrPolyline = isMarker || isPolyline; G4bool treatAsTransparent = transparency_enabled && opacity < 1.; G4bool treatAsNotHidden = isMarkerNotHidden && (isMarker || isPolyline); if (fProcessing2D) glDisable (GL_DEPTH_TEST); else { if (isMarkerOrPolyline && isMarkerNotHidden) glDisable (GL_DEPTH_TEST); else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);} } if (fThreePassCapable) { // Ensure transparent objects are drawn opaque ones and before // non-hidden markers. The problem of blending/transparency/alpha // is quite a tricky one - see History of opengl-V07-01-01/2/3. if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) { // First pass... if (treatAsTransparent) { // Request pass for transparent objects... fSecondPassForTransparencyRequested = true; } if (treatAsNotHidden) { // Request pass for non-hidden markers... fThirdPassForNonHiddenMarkersRequested = true; } // On first pass, transparent objects and non-hidden markers are not drawn... if (treatAsTransparent || treatAsNotHidden) { return false; } } // On second pass, only transparent objects are drawn... if (fSecondPassForTransparency) { if (!treatAsTransparent) { return false; } } // On third pass, only non-hidden markers are drawn... if (fThirdPassForNonHiddenMarkers) { if (!treatAsNotHidden) { return false; } } } // fThreePassCapable // Loads G4Atts for picking... if (fpViewer->GetViewParameters().IsPicking()) { glLoadName(++fPickName); G4AttHolder* holder = new G4AttHolder; LoadAtts(visible, holder); fPickMap[fPickName] = holder; } if (transparency_enabled) { glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha()); } else { glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue()); } return true; } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline) { G4bool furtherprocessing = AddPrimitivePreamble(polyline); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(polyline); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker) { G4bool furtherprocessing = AddPrimitivePreamble(polymarker); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(polymarker); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text) { // Note: colour is still handled in // G4OpenGLSceneHandler::AddPrimitive(const G4Text&). G4bool furtherprocessing = AddPrimitivePreamble(text); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(text); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle) { G4bool furtherprocessing = AddPrimitivePreamble(circle); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(circle); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square) { G4bool furtherprocessing = AddPrimitivePreamble(square); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(square); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale) { G4bool furtherprocessing = AddPrimitivePreamble(scale); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(scale); } } void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) { // Note: colour is still handled in // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&). G4bool furtherprocessing = AddPrimitivePreamble(polyhedron); if (furtherprocessing) { G4OpenGLSceneHandler::AddPrimitive(polyhedron); } } void G4OpenGLImmediateSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); G4OpenGLTransform3D oglt (objectTransformation); glPushMatrix(); /*************************** Check matrix. const GLdouble* m = oglt.GetGLMatrix (); G4cout << "G4OpenGLTransform3D matrix:"; for (int i = 0; i < 16; i++) { if ((i % 4) == 0) G4cout << '\n'; G4cout << std::setw (15) << m[i]; } G4cout << G4endl; *****************************************/ glMultMatrixd (oglt.GetGLMatrix ()); } void G4OpenGLImmediateSceneHandler::EndPrimitives () { glPopMatrix(); // See all primitives immediately... At least soon... ScaledFlush(); G4OpenGLSceneHandler::EndPrimitives (); } void G4OpenGLImmediateSceneHandler::BeginPrimitives2D (const G4Transform3D& objectTransformation) { G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); // Push current 3D world matrices and load identity to define screen // coordinates... glMatrixMode (GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); glMatrixMode (GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); G4OpenGLTransform3D oglt (objectTransformation); glMultMatrixd (oglt.GetGLMatrix ()); glDisable(GL_DEPTH_TEST); // But see parent scene handler!! In glDisable (GL_LIGHTING); // some cases, we need to re-iterate this. } void G4OpenGLImmediateSceneHandler::EndPrimitives2D() { // Pop current 3D world matrices back again... glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); // See all primitives immediately... glFlush (); G4OpenGLSceneHandler::EndPrimitives2D (); } void G4OpenGLImmediateSceneHandler::BeginModeling () { G4VSceneHandler::BeginModeling(); } void G4OpenGLImmediateSceneHandler::EndModeling () { G4VSceneHandler::EndModeling (); } void G4OpenGLImmediateSceneHandler::ClearTransientStore () { // Nothing to do except redraw the scene ready for the next event. if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; #endif