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G4OpenGLImmediateSceneHandler.cc
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27 // $Id$
28 //
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30 // Andrew Walkden 10th February 1997
31 // OpenGL immediate scene - draws immediately to buffer
32 // (saving space on server).
33 
34 #ifdef G4VIS_BUILD_OPENGL_DRIVER
35 
36 // Included here - problems with HP compiler if not before other includes?
37 #include "G4NURBS.hh"
38 
39 // Here follows a special for Mesa, the OpenGL emulator. Does not affect
40 // other OpenGL's, as far as I'm aware. John Allison 18/9/96.
41 #define CENTERLINE_CLPP /* CenterLine C++ workaround: */
42 // Also seems to be required for HP's CC and AIX xlC, at least.
43 
45 
46 #include "G4OpenGLViewer.hh"
47 #include "G4OpenGLTransform3D.hh"
48 #include "G4Polyline.hh"
49 #include "G4Polymarker.hh"
50 #include "G4Text.hh"
51 #include "G4Circle.hh"
52 #include "G4Square.hh"
53 #include "G4Scale.hh"
54 #include "G4Polyhedron.hh"
55 #include "G4AttHolder.hh"
56 
57 #include <typeinfo>
58 
59 G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
60 (G4VGraphicsSystem& system,const G4String& name):
61  G4OpenGLSceneHandler (system, fSceneIdCount++, name)
62 {}
63 
64 G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
65 {}
66 
67 #include <iomanip>
68 
69 G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
70 {
71  const G4Colour& c = GetColour (visible);
72  G4double opacity = c.GetAlpha ();
73 
74  G4bool transparency_enabled = true;
75  G4bool isMarkerNotHidden = true;
76  G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
77  if (pViewer) {
78  transparency_enabled = pViewer->transparency_enabled;
79  isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
80  }
81 
82  G4bool isMarker = false;
83  try {
84  (void) dynamic_cast<const G4VMarker&>(visible);
85  isMarker = true;
86  }
87  catch (std::bad_cast) {}
88 
89  G4bool isPolyline = false;
90  try {
91  (void) dynamic_cast<const G4Polyline&>(visible);
92  isPolyline = true;
93  }
94  catch (std::bad_cast) {}
95 
96  G4bool isMarkerOrPolyline = isMarker || isPolyline;
97  G4bool treatAsTransparent = transparency_enabled && opacity < 1.;
98  G4bool treatAsNotHidden = isMarkerNotHidden && (isMarker || isPolyline);
99 
100  if (fProcessing2D) glDisable (GL_DEPTH_TEST);
101  else {
102  if (isMarkerOrPolyline && isMarkerNotHidden)
103  glDisable (GL_DEPTH_TEST);
104  else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
105  }
106 
107  if (fThreePassCapable) {
108 
109  // Ensure transparent objects are drawn opaque ones and before
110  // non-hidden markers. The problem of blending/transparency/alpha
111  // is quite a tricky one - see History of opengl-V07-01-01/2/3.
112  if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
113  // First pass...
114  if (treatAsTransparent) { // Request pass for transparent objects...
115  fSecondPassForTransparencyRequested = true;
116  }
117  if (treatAsNotHidden) { // Request pass for non-hidden markers...
118  fThirdPassForNonHiddenMarkersRequested = true;
119  }
120  // On first pass, transparent objects and non-hidden markers are not drawn...
121  if (treatAsTransparent || treatAsNotHidden) {
122  return false;
123  }
124  }
125 
126  // On second pass, only transparent objects are drawn...
127  if (fSecondPassForTransparency) {
128  if (!treatAsTransparent) {
129  return false;
130  }
131  }
132 
133  // On third pass, only non-hidden markers are drawn...
134  if (fThirdPassForNonHiddenMarkers) {
135  if (!treatAsNotHidden) {
136  return false;
137  }
138  }
139  } // fThreePassCapable
140 
141  // Loads G4Atts for picking...
142  if (fpViewer->GetViewParameters().IsPicking()) {
143  glLoadName(++fPickName);
144  G4AttHolder* holder = new G4AttHolder;
145  LoadAtts(visible, holder);
146  fPickMap[fPickName] = holder;
147  }
148 
149  if (transparency_enabled) {
150  glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
151  } else {
152  glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
153  }
154 
155  return true;
156 }
157 
158 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
159 {
160  G4bool furtherprocessing = AddPrimitivePreamble(polyline);
161  if (furtherprocessing) {
162  G4OpenGLSceneHandler::AddPrimitive(polyline);
163  }
164 }
165 
166 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
167 {
168  G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
169  if (furtherprocessing) {
170  G4OpenGLSceneHandler::AddPrimitive(polymarker);
171  }
172 }
173 
174 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
175 {
176  // Note: colour is still handled in
177  // G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
178  G4bool furtherprocessing = AddPrimitivePreamble(text);
179  if (furtherprocessing) {
180  G4OpenGLSceneHandler::AddPrimitive(text);
181  }
182 }
183 
184 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
185 {
186  G4bool furtherprocessing = AddPrimitivePreamble(circle);
187  if (furtherprocessing) {
188  G4OpenGLSceneHandler::AddPrimitive(circle);
189  }
190 }
191 
192 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
193 {
194  G4bool furtherprocessing = AddPrimitivePreamble(square);
195  if (furtherprocessing) {
196  G4OpenGLSceneHandler::AddPrimitive(square);
197  }
198 }
199 
200 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale)
201 {
202  G4bool furtherprocessing = AddPrimitivePreamble(scale);
203  if (furtherprocessing) {
204  G4OpenGLSceneHandler::AddPrimitive(scale);
205  }
206 }
207 
208 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
209 {
210  // Note: colour is still handled in
211  // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
212  G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
213  if (furtherprocessing) {
214  G4OpenGLSceneHandler::AddPrimitive(polyhedron);
215  }
216 }
217 
218 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4NURBS& nurbs)
219 {
220  // Note: colour is still handled in
221  // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&).
222  G4bool furtherprocessing = AddPrimitivePreamble(nurbs);
223  if (furtherprocessing) {
224  G4OpenGLSceneHandler::AddPrimitive(nurbs);
225  }
226 }
227 
228 void G4OpenGLImmediateSceneHandler::BeginPrimitives
229 (const G4Transform3D& objectTransformation)
230 {
231  G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
232 
233  G4OpenGLTransform3D oglt (objectTransformation);
234 
235  glPushMatrix();
236 
237  /*************************** Check matrix.
238  const GLdouble* m = oglt.GetGLMatrix ();
239  G4cout << "G4OpenGLTransform3D matrix:";
240  for (int i = 0; i < 16; i++) {
241  if ((i % 4) == 0) G4cout << '\n';
242  G4cout << std::setw (15) << m[i];
243  }
244  G4cout << G4endl;
245  *****************************************/
246 
247  glMultMatrixd (oglt.GetGLMatrix ());
248 }
249 
250 void G4OpenGLImmediateSceneHandler::EndPrimitives ()
251 {
252  glPopMatrix();
253 
254  // See all primitives immediately... At least soon...
255  ScaledFlush();
256 
257  G4OpenGLSceneHandler::EndPrimitives ();
258 }
259 
260 void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
261 (const G4Transform3D& objectTransformation)
262 {
263  G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
264 
265  // Push current 3D world matrices and load identity to define screen
266  // coordinates...
267  glMatrixMode (GL_PROJECTION);
268  glPushMatrix();
269  glLoadIdentity();
270  glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
271  glMatrixMode (GL_MODELVIEW);
272  glPushMatrix();
273  glLoadIdentity();
274  G4OpenGLTransform3D oglt (objectTransformation);
275  glMultMatrixd (oglt.GetGLMatrix ());
276  glDisable(GL_DEPTH_TEST); // But see parent scene handler!! In
277  glDisable (GL_LIGHTING); // some cases, we need to re-iterate this.
278 }
279 
280 void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
281 {
282  // Pop current 3D world matrices back again...
283  glMatrixMode (GL_PROJECTION);
284  glPopMatrix();
285  glMatrixMode (GL_MODELVIEW);
286  glPopMatrix();
287 
288  // See all primitives immediately...
289  glFlush ();
290 
291  G4OpenGLSceneHandler::EndPrimitives2D ();
292 }
293 
294 void G4OpenGLImmediateSceneHandler::BeginModeling () {
296 }
297 
298 void G4OpenGLImmediateSceneHandler::EndModeling () {
300 }
301 
302 void G4OpenGLImmediateSceneHandler::ClearTransientStore ()
303 {
304  // Nothing to do except redraw the scene ready for the next event.
305  if (fpViewer) {
306  fpViewer -> SetView ();
307  fpViewer -> ClearView ();
308  fpViewer -> DrawView ();
309  }
310 }
311 
312 G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
313 
314 #endif