Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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G4OpenGLViewer.cc
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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
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8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
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14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
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18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
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24// ********************************************************************
25//
26//
27// $Id$
28//
29//
30// Andrew Walkden 27th March 1996
31// OpenGL view - opens window, hard copy, etc.
32
33#ifdef G4VIS_BUILD_OPENGL_DRIVER
34
35#include "G4ios.hh"
36#include "G4SystemOfUnits.hh"
37#include "G4OpenGLViewer.hh"
40#include "G4OpenGL2PSAction.hh"
41
42#include "G4Scene.hh"
43#include "G4VisExtent.hh"
44#include "G4LogicalVolume.hh"
45#include "G4VSolid.hh"
46#include "G4Point3D.hh"
47#include "G4Normal3D.hh"
48#include "G4Plane3D.hh"
49#include "G4AttHolder.hh"
50#include "G4AttCheck.hh"
51#include "G4Text.hh"
52
53// GL2PS
54#include "Geant4_gl2ps.h"
55
56#include <sstream>
57
58G4int G4OpenGLViewer::fPrintSizeX = -1;
59G4int G4OpenGLViewer::fPrintSizeY = -1;
60G4String G4OpenGLViewer::fPrintFilename = "G4OpenGL";
61int G4OpenGLViewer::fPrintFilenameIndex = 0;
62
63G4OpenGLViewer::G4OpenGLViewer (G4OpenGLSceneHandler& scene):
64G4VViewer (scene, -1),
65fPrintColour (true),
66fVectoredPs (true),
67fOpenGLSceneHandler(scene),
68background (G4Colour(0.,0.,0.)),
69transparency_enabled (true),
70antialiasing_enabled (false),
71haloing_enabled (false),
72fStartTime(-DBL_MAX),
73fEndTime(DBL_MAX),
74fFadeFactor(0.),
75fDisplayHeadTime(false),
76fDisplayHeadTimeX(-0.9),
77fDisplayHeadTimeY(-0.9),
78fDisplayHeadTimeSize(24.),
79fDisplayHeadTimeRed(0.),
80fDisplayHeadTimeGreen(1.),
81fDisplayHeadTimeBlue(1.),
82fDisplayLightFront(false),
83fDisplayLightFrontX(0.),
84fDisplayLightFrontY(0.),
85fDisplayLightFrontZ(0.),
86fDisplayLightFrontT(0.),
87fDisplayLightFrontRed(0.),
88fDisplayLightFrontGreen(1.),
89fDisplayLightFrontBlue(0.),
90fRot_sens(1.),
91fPan_sens(0.01),
92fWinSize_x(0),
93fWinSize_y(0),
94fPointSize (0),
95fSizeHasChanged(0),
96fGl2psDefaultLineWith(1),
97fGl2psDefaultPointSize(2)
98{
99#ifdef G4DEBUG_VIS_OGL
100 printf("G4OpenGLViewer:: Creation\n");
101#endif
102 // Make changes to view parameters for OpenGL...
103 fVP.SetAutoRefresh(true);
104 fDefaultVP.SetAutoRefresh(true);
105
106 fGL2PSAction = new G4OpenGL2PSAction();
107
108 // glClearColor (0.0, 0.0, 0.0, 0.0);
109 // glClearDepth (1.0);
110 // glDisable (GL_BLEND);
111 // glDisable (GL_LINE_SMOOTH);
112 // glDisable (GL_POLYGON_SMOOTH);
113
114}
115
116G4OpenGLViewer::~G4OpenGLViewer ()
117{
118 delete fGL2PSAction;
119}
120
121void G4OpenGLViewer::InitializeGLView ()
122{
123#ifdef G4DEBUG_VIS_OGL
124 printf("G4OpenGLViewer::InitializeGLView\n");
125#endif
126
127 fWinSize_x = fVP.GetWindowSizeHintX();
128 fWinSize_y = fVP.GetWindowSizeHintY();
129
130 glClearColor (0.0, 0.0, 0.0, 0.0);
131 glClearDepth (1.0);
132 glDisable (GL_LINE_SMOOTH);
133 glDisable (GL_POLYGON_SMOOTH);
134
135// clear the buffers and window?
136 ClearView ();
137 FinishView ();
138
139 glDepthFunc (GL_LEQUAL);
140 glDepthMask (GL_TRUE);
141
142 glEnable (GL_BLEND);
143 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
144
145#ifdef G4DEBUG_VIS_OGL
146 printf("G4OpenGLViewer::InitializeGLView END\n");
147#endif
148}
149
150void G4OpenGLViewer::ClearView () {
151#ifdef G4DEBUG_VIS_OGL
152 printf("G4OpenGLViewer::ClearView\n");
153#endif
154 glClearColor (background.GetRed(),
155 background.GetGreen(),
156 background.GetBlue(),
157 1.);
158 glClearDepth (1.0);
159 //Below line does not compile with Mesa includes.
160 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
161 glClear (GL_COLOR_BUFFER_BIT);
162 glClear (GL_DEPTH_BUFFER_BIT);
163 glClear (GL_STENCIL_BUFFER_BIT);
164#ifdef G4DEBUG_VIS_OGL
165 printf("G4OpenGLViewer::ClearView flush\n");
166#endif
167 glFlush ();
168}
169
170
171void G4OpenGLViewer::ResizeWindow(unsigned int aWidth, unsigned int aHeight) {
172 if ((fWinSize_x != aWidth) || (fWinSize_y != aHeight)) {
173 fWinSize_x = aWidth;
174 fWinSize_y = aHeight;
175 fSizeHasChanged = true;
176 } else {
177 fSizeHasChanged = false;
178 }
179}
180
181/**
182 * Set the viewport of the scene
183 * MAXIMUM SIZE is :
184 * GLint dims[2];
185 * glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
186 */
187void G4OpenGLViewer::ResizeGLView()
188{
189#ifdef G4DEBUG_VIS_OGL
190 printf("G4OpenGLViewer::ResizeGLView %d %d %#lx\n",fWinSize_x,fWinSize_y,(unsigned long)this);
191#endif
192 // Check size
193 GLint dims[2];
194 dims[0] = 0;
195 dims[1] = 0;
196
197 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
198
199 if ((dims[0] !=0 ) && (dims[1] !=0)) {
200
201 if (fWinSize_x > (unsigned)dims[0]) {
202 G4cerr << "Try to resize view greater than max X viewport dimension. Desired size "<<fWinSize_x <<" is resize to "<< dims[0] << G4endl;
203 fWinSize_x = dims[0];
204 }
205 if (fWinSize_y > (unsigned)dims[1]) {
206 G4cerr << "Try to resize view greater than max Y viewport dimension. Desired size "<<fWinSize_y <<" is resize to "<< dims[1] << G4endl;
207 fWinSize_y = dims[1];
208 }
209 }
210
211 glViewport(0, 0, fWinSize_x,fWinSize_y);
212
213
214}
215
216
217void G4OpenGLViewer::SetView () {
218
219 if (!fSceneHandler.GetScene()) {
220 return;
221 }
222 // Calculates view representation based on extent of object being
223 // viewed and (initial) viewpoint. (Note: it can change later due
224 // to user interaction via visualization system's GUI.)
225
226 // Lighting.
227 GLfloat lightPosition [4];
228 lightPosition [0] = fVP.GetActualLightpointDirection().x();
229 lightPosition [1] = fVP.GetActualLightpointDirection().y();
230 lightPosition [2] = fVP.GetActualLightpointDirection().z();
231 lightPosition [3] = 0.;
232 // Light position is "true" light direction, so must come after gluLookAt.
233 GLfloat ambient [] = { 0.2, 0.2, 0.2, 1.};
234 GLfloat diffuse [] = { 0.8, 0.8, 0.8, 1.};
235 glEnable (GL_LIGHT0);
236 glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
237 glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
238
239 G4double ratioX = 1;
240 G4double ratioY = 1;
241 if (fWinSize_y > fWinSize_x) {
242 ratioX = ((G4double)fWinSize_y) / ((G4double)fWinSize_x);
243 }
244 if (fWinSize_x > fWinSize_y) {
245 ratioY = ((G4double)fWinSize_x) / ((G4double)fWinSize_y);
246 }
247
248 // Get radius of scene, etc.
249 // Note that this procedure properly takes into account zoom, dolly and pan.
250 const G4Point3D targetPoint
251 = fSceneHandler.GetScene()->GetStandardTargetPoint()
252 + fVP.GetCurrentTargetPoint ();
253 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
254 if(radius<=0.) radius = 1.;
255 const G4double cameraDistance = fVP.GetCameraDistance (radius);
256 const G4Point3D cameraPosition =
257 targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
258 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
259 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
260 const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius) * ratioY;
261 const GLdouble left = -right;
262 const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius) * ratioX;
263 const GLdouble bottom = -top;
264
265 // FIXME
266 ResizeGLView();
267 //SHOULD SetWindowsSizeHint()...
268
269 glMatrixMode (GL_PROJECTION); // set up Frustum.
270 glLoadIdentity();
271
272 const G4Vector3D scaleFactor = fVP.GetScaleFactor();
273 glScaled(scaleFactor.x(),scaleFactor.y(),scaleFactor.z());
274
275 if (fVP.GetFieldHalfAngle() == 0.) {
276 glOrtho (left, right, bottom, top, pnear, pfar);
277 }
278 else {
279 glFrustum (left, right, bottom, top, pnear, pfar);
280 }
281
282 glMatrixMode (GL_MODELVIEW); // apply further transformations to scene.
283 glLoadIdentity();
284
285 const G4Normal3D& upVector = fVP.GetUpVector ();
286 G4Point3D gltarget;
287 if (cameraDistance > 1.e-6 * radius) {
288 gltarget = targetPoint;
289 }
290 else {
291 gltarget = targetPoint - radius * fVP.GetViewpointDirection().unit();
292 }
293
294 const G4Point3D& pCamera = cameraPosition; // An alias for brevity.
295 gluLookAt (pCamera.x(), pCamera.y(), pCamera.z(), // Viewpoint.
296 gltarget.x(), gltarget.y(), gltarget.z(), // Target point.
297 upVector.x(), upVector.y(), upVector.z()); // Up vector.
298
299 // Light position is "true" light direction, so must come after gluLookAt.
300 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
301
302 // OpenGL no longer seems to reconstruct clipped edges, so, when the
303 // BooleanProcessor is up to it, abandon this and use generic
304 // clipping in G4OpenGLSceneHandler::CreateSectionPolyhedron. Also,
305 // force kernel visit on change of clipping plane in
306 // G4OpenGLStoredViewer::CompareForKernelVisit.
307 //if (fVP.IsSection () ) { // pair of back to back clip planes.
308 if (false) { // pair of back to back clip planes.
309 const G4Plane3D& sp = fVP.GetSectionPlane ();
310 double sArray[4];
311 sArray[0] = sp.a();
312 sArray[1] = sp.b();
313 sArray[2] = sp.c();
314 sArray[3] = sp.d() + radius * 1.e-05;
315 glClipPlane (GL_CLIP_PLANE0, sArray);
316 glEnable (GL_CLIP_PLANE0);
317 sArray[0] = -sp.a();
318 sArray[1] = -sp.b();
319 sArray[2] = -sp.c();
320 sArray[3] = -sp.d() + radius * 1.e-05;
321 glClipPlane (GL_CLIP_PLANE1, sArray);
322 glEnable (GL_CLIP_PLANE1);
323 } else {
324 glDisable (GL_CLIP_PLANE0);
325 glDisable (GL_CLIP_PLANE1);
326 }
327
328 // What we call intersection of cutaways is easy in OpenGL. You
329 // just keep cutting. Unions are more tricky - you have to have
330 // multiple passes and this is handled in
331 // G4OpenGLImmediate/StoredViewer::ProcessView.
332 const G4Planes& cutaways = fVP.GetCutawayPlanes();
333 size_t nPlanes = cutaways.size();
334 if (fVP.IsCutaway() &&
335 fVP.GetCutawayMode() == G4ViewParameters::cutawayIntersection &&
336 nPlanes > 0) {
337 double a[4];
338 a[0] = cutaways[0].a();
339 a[1] = cutaways[0].b();
340 a[2] = cutaways[0].c();
341 a[3] = cutaways[0].d();
342 glClipPlane (GL_CLIP_PLANE2, a);
343 glEnable (GL_CLIP_PLANE2);
344 if (nPlanes > 1) {
345 a[0] = cutaways[1].a();
346 a[1] = cutaways[1].b();
347 a[2] = cutaways[1].c();
348 a[3] = cutaways[1].d();
349 glClipPlane (GL_CLIP_PLANE3, a);
350 glEnable (GL_CLIP_PLANE3);
351 }
352 if (nPlanes > 2) {
353 a[0] = cutaways[2].a();
354 a[1] = cutaways[2].b();
355 a[2] = cutaways[2].c();
356 a[3] = cutaways[2].d();
357 glClipPlane (GL_CLIP_PLANE4, a);
358 glEnable (GL_CLIP_PLANE4);
359 }
360 } else {
361 glDisable (GL_CLIP_PLANE2);
362 glDisable (GL_CLIP_PLANE3);
363 glDisable (GL_CLIP_PLANE4);
364 }
365
366 // Background.
367 background = fVP.GetBackgroundColour ();
368
369}
370
371
372
373void G4OpenGLViewer::ResetView () {
375 fRot_sens = 1;
376 fPan_sens = 0.01;
377}
378
379
380void G4OpenGLViewer::HaloingFirstPass () {
381
382 //To perform haloing, first Draw all information to the depth buffer
383 //alone, using a chunky line width, and then Draw all info again, to
384 //the colour buffer, setting a thinner line width an the depth testing
385 //function to less than or equal, so if two lines cross, the one
386 //passing behind the other will not pass the depth test, and so not
387 //get rendered either side of the infront line for a short distance.
388
389 //First, disable writing to the colo(u)r buffer...
390 glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
391
392 //Now enable writing to the depth buffer...
393 glDepthMask (GL_TRUE);
394 glDepthFunc (GL_LESS);
395 glClearDepth (1.0);
396
397 //Finally, set the line width to something wide...
398 ChangeLineWidth(3.0);
399
400}
401
402void G4OpenGLViewer::HaloingSecondPass () {
403
404 //And finally, turn the colour buffer back on with a sesible line width...
405 glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
406 glDepthFunc (GL_LEQUAL);
407 ChangeLineWidth(1.0);
408
409}
410
411void G4OpenGLViewer::Pick(GLdouble x, GLdouble y)
412{
413 //G4cout << "X: " << x << ", Y: " << y << G4endl;
414 const G4int BUFSIZE = 512;
415 GLuint selectBuffer[BUFSIZE];
416 glSelectBuffer(BUFSIZE, selectBuffer);
417 glRenderMode(GL_SELECT);
418 glInitNames();
419 glPushName(0);
420 glMatrixMode(GL_PROJECTION);
421 G4double currentProjectionMatrix[16];
422 glGetDoublev(GL_PROJECTION_MATRIX, currentProjectionMatrix);
423 glPushMatrix();
424 glLoadIdentity();
425 GLint viewport[4];
426 glGetIntegerv(GL_VIEWPORT, viewport);
427 // Define 5x5 pixel pick area
428 gluPickMatrix(x, viewport[3] - y, 5., 5., viewport);
429 glMultMatrixd(currentProjectionMatrix);
430 glMatrixMode(GL_MODELVIEW);
431 DrawView();
432 GLint hits = glRenderMode(GL_RENDER);
433 if (hits < 0)
434 G4cout << "Too many hits. Zoom in to reduce overlaps." << G4endl;
435 else if (hits > 0) {
436 G4cout << hits << " hit(s)" << G4endl;
437 GLuint* p = selectBuffer;
438 for (GLint i = 0; i < hits; ++i) {
439 GLuint nnames = *p++;
440 // This bit of debug code or...
441 //GLuint zmin = *p++;
442 //GLuint zmax = *p++;
443 //G4cout << "Hit " << i << ": " << nnames << " names"
444 // << "\nzmin: " << zmin << ", zmax: " << zmax << G4endl;
445 // ...just increment the pointer
446 p++;
447 p++;
448 for (GLuint j = 0; j < nnames; ++j) {
449 GLuint name = *p++;
450 G4cout << "Hit: " << i
451 << ", Sub-hit: " << j
452 << ", PickName: " << name << G4endl;
453 std::map<GLuint, G4AttHolder*>::iterator iter =
454 fOpenGLSceneHandler.fPickMap.find(name);
455 if (iter != fOpenGLSceneHandler.fPickMap.end()) {
456 G4AttHolder* attHolder = iter->second;
457 if(attHolder && attHolder->GetAttDefs().size()) {
458 for (size_t iAtt = 0;
459 iAtt < attHolder->GetAttDefs().size(); ++iAtt) {
460 G4cout << G4AttCheck(attHolder->GetAttValues()[iAtt],
461 attHolder->GetAttDefs()[iAtt]);
462 }
463 }
464 }
465 }
466 G4cout << G4endl;
467 }
468 }
469 glMatrixMode(GL_PROJECTION);
470 glPopMatrix();
471 glMatrixMode(GL_MODELVIEW);
472}
473
474
475
476
477GLubyte* G4OpenGLViewer::grabPixels (int inColor, unsigned int width, unsigned int height) {
478
479 GLubyte* buffer;
480 GLint swapbytes, lsbfirst, rowlength;
481 GLint skiprows, skippixels, alignment;
482 GLenum format;
483 int size;
484
485 if (inColor) {
486 format = GL_RGB;
487 size = width*height*3;
488 } else {
489 format = GL_LUMINANCE;
490 size = width*height*1;
491 }
492
493 buffer = new GLubyte[size];
494 if (buffer == NULL)
495 return NULL;
496
497 glGetIntegerv (GL_UNPACK_SWAP_BYTES, &swapbytes);
498 glGetIntegerv (GL_UNPACK_LSB_FIRST, &lsbfirst);
499 glGetIntegerv (GL_UNPACK_ROW_LENGTH, &rowlength);
500
501 glGetIntegerv (GL_UNPACK_SKIP_ROWS, &skiprows);
502 glGetIntegerv (GL_UNPACK_SKIP_PIXELS, &skippixels);
503 glGetIntegerv (GL_UNPACK_ALIGNMENT, &alignment);
504
505 glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);
506 glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);
507 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
508
509 glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
510 glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
511 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
512
513 glReadBuffer(GL_FRONT);
514 glReadPixels (0, 0, (GLsizei)width, (GLsizei)height, format, GL_UNSIGNED_BYTE, (GLvoid*) buffer);
515
516 glPixelStorei (GL_UNPACK_SWAP_BYTES, swapbytes);
517 glPixelStorei (GL_UNPACK_LSB_FIRST, lsbfirst);
518 glPixelStorei (GL_UNPACK_ROW_LENGTH, rowlength);
519
520 glPixelStorei (GL_UNPACK_SKIP_ROWS, skiprows);
521 glPixelStorei (GL_UNPACK_SKIP_PIXELS, skippixels);
522 glPixelStorei (GL_UNPACK_ALIGNMENT, alignment);
523
524 return buffer;
525}
526
527void G4OpenGLViewer::printEPS() {
528 bool res;
529#ifdef G4DEBUG_VIS_OGL
530 printf("G4OpenGLViewer::printEPS file:%s Vec:%d Name:%s\n",getRealPrintFilename().c_str(),fVectoredPs,GetName().c_str());
531#endif
532
533 // Change the LC_NUMERIC value in order to have "." separtor and not ","
534 // This case is only useful for French, Canadien...
535 size_t len = strlen(setlocale(LC_NUMERIC,NULL));
536 char* oldLocale = (char*)(malloc(len+1));
537 if(oldLocale!=NULL) strncpy(oldLocale,setlocale(LC_NUMERIC,NULL),len);
538 setlocale(LC_NUMERIC,"C");
539
540 if (fVectoredPs) {
541 res = printVectoredEPS();
542 } else {
543 res = printNonVectoredEPS();
544 }
545
546 // restore the local
547 if (oldLocale) {
548 setlocale(LC_NUMERIC,oldLocale);
549 free(oldLocale);
550 }
551
552 if (res == false) {
553 G4cerr << "Error while saving file... "<<getRealPrintFilename().c_str()<< G4endl;
554 } else {
555 G4cout << "File "<<getRealPrintFilename().c_str()<<" has been saved " << G4endl;
556 }
557
558 // increment index if necessary
559 if ( fPrintFilenameIndex != -1) {
560 fPrintFilenameIndex++;
561 }
562
563#ifdef G4DEBUG_VIS_OGL
564 printf("G4OpenGLViewer::printEPS END\n");
565#endif
566}
567
568bool G4OpenGLViewer::printVectoredEPS() {
569 return printGl2PS();
570}
571
572bool G4OpenGLViewer::printNonVectoredEPS () {
573
574 int width = getRealPrintSizeX();
575 int height = getRealPrintSizeY();
576
577#ifdef G4DEBUG_VIS_OGL
578 printf("G4OpenGLViewer::printNonVectoredEPS file:%s Vec:%d X:%d Y:%d col:%d fWinX:%d fWinY:%d\n",getRealPrintFilename().c_str(),fVectoredPs,width,height,fPrintColour,fWinSize_x,fWinSize_y);
579#endif
580 FILE* fp;
581 GLubyte* pixels;
582 GLubyte* curpix;
583 int components, pos, i;
584
585 pixels = grabPixels (fPrintColour, width, height);
586
587 if (pixels == NULL) {
588 G4cerr << "Failed to get pixels from OpenGl viewport" << G4endl;
589 return false;
590 }
591 if (fPrintColour) {
592 components = 3;
593 } else {
594 components = 1;
595 }
596 std::string name = getRealPrintFilename();
597 fp = fopen (name.c_str(), "w");
598 if (fp == NULL) {
599 G4cerr << "Can't open filename " << name.c_str() << G4endl;
600 return false;
601 }
602
603 fprintf (fp, "%%!PS-Adobe-2.0 EPSF-1.2\n");
604 fprintf (fp, "%%%%Title: %s\n", name.c_str());
605 fprintf (fp, "%%%%Creator: OpenGL pixmap render output\n");
606 fprintf (fp, "%%%%BoundingBox: 0 0 %d %d\n", width, height);
607 fprintf (fp, "%%%%EndComments\n");
608 fprintf (fp, "gsave\n");
609 fprintf (fp, "/bwproc {\n");
610 fprintf (fp, " rgbproc\n");
611 fprintf (fp, " dup length 3 idiv string 0 3 0 \n");
612 fprintf (fp, " 5 -1 roll {\n");
613 fprintf (fp, " add 2 1 roll 1 sub dup 0 eq\n");
614 fprintf (fp, " { pop 3 idiv 3 -1 roll dup 4 -1 roll dup\n");
615 fprintf (fp, " 3 1 roll 5 -1 roll } put 1 add 3 0 \n");
616 fprintf (fp, " { 2 1 roll } ifelse\n");
617 fprintf (fp, " }forall\n");
618 fprintf (fp, " pop pop pop\n");
619 fprintf (fp, "} def\n");
620 fprintf (fp, "systemdict /colorimage known not {\n");
621 fprintf (fp, " /colorimage {\n");
622 fprintf (fp, " pop\n");
623 fprintf (fp, " pop\n");
624 fprintf (fp, " /rgbproc exch def\n");
625 fprintf (fp, " { bwproc } image\n");
626 fprintf (fp, " } def\n");
627 fprintf (fp, "} if\n");
628 fprintf (fp, "/picstr %d string def\n", width * components);
629 fprintf (fp, "%d %d scale\n", width, height);
630 fprintf (fp, "%d %d %d\n", width, height, 8);
631 fprintf (fp, "[%d 0 0 %d 0 0]\n", width, height);
632 fprintf (fp, "{currentfile picstr readhexstring pop}\n");
633 fprintf (fp, "false %d\n", components);
634 fprintf (fp, "colorimage\n");
635
636 curpix = (GLubyte*) pixels;
637 pos = 0;
638 for (i = width*height*components; i>0; i--) {
639 fprintf (fp, "%02hx ", (unsigned short)(*(curpix++)));
640 if (++pos >= 32) {
641 fprintf (fp, "\n");
642 pos = 0;
643 }
644 }
645 if (pos)
646 fprintf (fp, "\n");
647
648 fprintf (fp, "grestore\n");
649 fprintf (fp, "showpage\n");
650 delete [] pixels;
651 fclose (fp);
652
653 // Reset for next time (useful is size change)
654 // fPrintSizeX = -1;
655 // fPrintSizeY = -1;
656
657 return true;
658}
659
660/** Return if gl2ps is currently writing
661 */
662bool G4OpenGLViewer::isGl2psWriting() {
663
664 if (!fGL2PSAction) return false;
665 if (fGL2PSAction->fileWritingEnabled()) {
666 return true;
667 }
668 return false;
669}
670
671
672/* Draw Gl2Ps text if needed
673 */
674void G4OpenGLViewer::DrawText(const G4Text& g4text)
675{
676 // gl2ps or GL window ?
677 if (isGl2psWriting()) {
678
680 G4double size = fSceneHandler.GetMarkerSize(g4text,sizeType);
681 G4Point3D position = g4text.GetPosition();
682
683 G4String textString = g4text.GetText();
684 const char* textCString = textString.c_str();
685
686 glRasterPos3d(position.x(),position.y(),position.z());
687 GLint align = GL2PS_TEXT_B;
688
689 switch (g4text.GetLayout()) {
690 case G4Text::left: align = GL2PS_TEXT_BL; break;
691 case G4Text::centre: align = GL2PS_TEXT_B; break;
692 case G4Text::right: align = GL2PS_TEXT_BR;
693 }
694
695 gl2psTextOpt(textCString,"Times-Roman",GLshort(size),align,0);
696
697 } else {
698
699 static G4int callCount = 0;
700 ++callCount;
701 //if (callCount <= 10 || callCount%100 == 0) {
702 if (callCount <= 1) {
703 G4cout <<
704 "G4OpenGLViewer::DrawText: Not implemented for \""
705 << fName <<
706 "\"\n Called with "
707 << g4text
708 << G4endl;
709 }
710 }
711}
712
713/** Change PointSize on gl2ps if needed
714 */
715void G4OpenGLViewer::ChangePointSize(G4double size) {
716
717 if (isGl2psWriting()) {
718 fGL2PSAction->setPointSize(int(size));
719 } else {
720 glPointSize (size);
721 }
722}
723
724
725/** Change LineSize on gl2ps if needed
726 */
727void G4OpenGLViewer::ChangeLineWidth(G4double width) {
728
729 if (isGl2psWriting()) {
730 fGL2PSAction->setLineWidth(int(width));
731 } else {
732 glLineWidth (width);
733 }
734}
735
736
737bool G4OpenGLViewer::printGl2PS() {
738
739 int width = getRealPrintSizeX();
740 int height = getRealPrintSizeY();
741
742 if (!fGL2PSAction) return false;
743
744 fGL2PSAction->setFileName(getRealPrintFilename().c_str());
745 // try to resize
746 int X = fWinSize_x;
747 int Y = fWinSize_y;
748
749 fWinSize_x = width;
750 fWinSize_y = height;
751 // Laurent G. 16/03/10 : Not the good way to do.
752 // We should draw in a new offscreen context instead of
753 // resizing and drawing in current window...
754 // This should be solve when we will do an offscreen method
755 // to render OpenGL
756 // See :
757 // http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_offscreen/opengl_offscreen.html
758 // http://www.songho.ca/opengl/gl_fbo.html
759
760 ResizeGLView();
761 bool extendBuffer = true;
762 bool endWriteAction = false;
763 bool beginWriteAction = true;
764 while ((extendBuffer) && (! endWriteAction)) {
765
766 beginWriteAction = fGL2PSAction->enableFileWriting();
767 if (beginWriteAction) {
768
769 // Set the viewport
770 // fGL2PSAction->setViewport(0, 0, getRealPrintSizeX(),getRealPrintSizeY());
771 // By default, we choose the line width (trajectories...)
772 fGL2PSAction->setLineWidth(fGl2psDefaultLineWith);
773 // By default, we choose the point size (markers...)
774 fGL2PSAction->setPointSize(fGl2psDefaultPointSize);
775
776 DrawView ();
777 endWriteAction = fGL2PSAction->disableFileWriting();
778 }
779 if ((! endWriteAction) || (! beginWriteAction)) {
780 extendBuffer = fGL2PSAction->extendBufferSize();
781 }
782 }
783 fGL2PSAction->resetBufferSizeParameters();
784
785 if (!extendBuffer ) {
786 G4cerr << "gl2ps buffer size is not big enough to print this geometry. Thy to extend it. No output produced"<< G4endl;
787 }
788 if (!beginWriteAction ) {
789 G4cerr << "Error while writing in the file "<<getRealPrintFilename().c_str()<<". Check read/write access No output produced" << G4endl;
790 }
791 if (!endWriteAction ) {
792 G4cerr << "gl2ps error. No output produced" << G4endl;
793 }
794 fWinSize_x = X;
795 fWinSize_y = Y;
796
797 // Reset for next time (useful is size change)
798 // fPrintSizeX = 0;
799 // fPrintSizeY = 0;
800
801 return true;
802}
803
804unsigned int G4OpenGLViewer::getWinWidth() {
805 return fWinSize_x;
806}
807
808unsigned int G4OpenGLViewer::getWinHeight() {
809 return fWinSize_y;
810}
811
812G4bool G4OpenGLViewer::sizeHasChanged() {
813 return fSizeHasChanged;
814}
815
816G4int G4OpenGLViewer::getRealPrintSizeX() {
817 if (fPrintSizeX == -1) {
818 return fWinSize_x;
819 }
820 GLint dims[2];
821 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
822
823 // L.Garnier 01-2010: Some problems with mac 10.6
824 if ((dims[0] !=0 ) && (dims[1] !=0)) {
825 if (fPrintSizeX > dims[0]){
826 return dims[0];
827 }
828 }
829 if (fPrintSizeX < -1){
830 return 0;
831 }
832 return fPrintSizeX;
833}
834
835G4int G4OpenGLViewer::getRealPrintSizeY() {
836 if (fPrintSizeY == -1) {
837 return fWinSize_y;
838 }
839 GLint dims[2];
840 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims);
841
842 // L.Garnier 01-2010: Some problems with mac 10.6
843 if ((dims[0] !=0 ) && (dims[1] !=0)) {
844 if (fPrintSizeY > dims[1]){
845 return dims[1];
846 }
847 }
848 if (fPrintSizeY < -1){
849 return 0;
850 }
851 return fPrintSizeY;
852}
853
854void G4OpenGLViewer::setPrintSize(G4int X, G4int Y) {
855 fPrintSizeX = X;
856 fPrintSizeY = Y;
857}
858
859void G4OpenGLViewer::setPrintFilename(G4String name,G4bool inc) {
860 if (name != "") {
861 fPrintFilename = name;
862 } else {
863 fPrintFilename = "G4OpenGL"; // by default
864 }
865 if (inc) {
866 fPrintFilenameIndex=0;
867 } else {
868 fPrintFilenameIndex=-1;
869 }
870}
871
872std::string G4OpenGLViewer::getRealPrintFilename() {
873 std::string temp = fPrintFilename;
874 if (fPrintFilenameIndex != -1) {
875 temp += std::string("_");
876 std::ostringstream os;
877 os << fPrintFilenameIndex;
878 std::string nb_str = os.str();
879 temp += nb_str;
880 }
881 temp += ".eps";
882 return temp;
883}
884
885GLdouble G4OpenGLViewer::getSceneNearWidth()
886{
887 if (!fSceneHandler.GetScene()) {
888 return 0;
889 }
890 const G4Point3D targetPoint
891 = fSceneHandler.GetScene()->GetStandardTargetPoint()
892 + fVP.GetCurrentTargetPoint ();
893 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
894 if(radius<=0.) radius = 1.;
895 const G4double cameraDistance = fVP.GetCameraDistance (radius);
896 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
897 return 2 * fVP.GetFrontHalfHeight (pnear, radius);
898}
899
900GLdouble G4OpenGLViewer::getSceneFarWidth()
901{
902 if (!fSceneHandler.GetScene()) {
903 return 0;
904 }
905 const G4Point3D targetPoint
906 = fSceneHandler.GetScene()->GetStandardTargetPoint()
907 + fVP.GetCurrentTargetPoint ();
908 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
909 if(radius<=0.) radius = 1.;
910 const G4double cameraDistance = fVP.GetCameraDistance (radius);
911 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
912 const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
913 return 2 * fVP.GetFrontHalfHeight (pfar, radius);
914}
915
916
917GLdouble G4OpenGLViewer::getSceneDepth()
918{
919 if (!fSceneHandler.GetScene()) {
920 return 0;
921 }
922 const G4Point3D targetPoint
923 = fSceneHandler.GetScene()->GetStandardTargetPoint()
924 + fVP.GetCurrentTargetPoint ();
925 G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
926 if(radius<=0.) radius = 1.;
927 const G4double cameraDistance = fVP.GetCameraDistance (radius);
928 const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
929 return fVP.GetFarDistance (cameraDistance, pnear, radius)- pnear;
930}
931
932
933
934void G4OpenGLViewer::rotateScene(G4double dx, G4double dy)
935{
936 if (fVP.GetRotationStyle() == G4ViewParameters::freeRotation) {
937 rotateSceneInViewDirection(dx,dy);
938 } else {
939 if( dx != 0) {
940 rotateSceneThetaPhi(dx,0);
941 }
942 if( dy != 0) {
943 rotateSceneThetaPhi(0,dy);
944 }
945 }
946}
947
948
949void G4OpenGLViewer::rotateSceneToggle(G4double dx, G4double dy)
950{
951 if (fVP.GetRotationStyle() != G4ViewParameters::freeRotation) {
952 rotateSceneInViewDirection(dx,dy);
953 } else {
954 if( dx != 0) {
955 rotateSceneThetaPhi(dx,0);
956 }
957 if( dy != 0) {
958 rotateSceneThetaPhi(0,dy);
959 }
960 }
961}
962
963void G4OpenGLViewer::rotateSceneThetaPhi(G4double dx, G4double dy)
964{
965 if (!fSceneHandler.GetScene()) {
966 return;
967 }
968
969 G4Vector3D vp;
970 G4Vector3D up;
971
972 G4Vector3D xprime;
973 G4Vector3D yprime;
974 G4Vector3D zprime;
975
976 G4double delta_alpha;
977 G4double delta_theta;
978
979 G4Vector3D new_vp;
980 G4Vector3D new_up;
981
982 G4double cosalpha;
983 G4double sinalpha;
984
985 G4Vector3D a1;
986 G4Vector3D a2;
987 G4Vector3D delta;
988 G4Vector3D viewPoint;
989
990
991 //phi spin stuff here
992
993 vp = fVP.GetViewpointDirection ().unit ();
994 up = fVP.GetUpVector ().unit ();
995
996 yprime = (up.cross(vp)).unit();
997 zprime = (vp.cross(yprime)).unit();
998
999 if (fVP.GetLightsMoveWithCamera()) {
1000 delta_alpha = dy * fRot_sens;
1001 delta_theta = -dx * fRot_sens;
1002 } else {
1003 delta_alpha = -dy * fRot_sens;
1004 delta_theta = dx * fRot_sens;
1005 }
1006
1007 delta_alpha *= deg;
1008 delta_theta *= deg;
1009
1010 new_vp = std::cos(delta_alpha) * vp + std::sin(delta_alpha) * zprime;
1011
1012 // to avoid z rotation flipping
1013 // to allow more than 360� rotation
1014
1015 if (fVP.GetLightsMoveWithCamera()) {
1016 new_up = (new_vp.cross(yprime)).unit();
1017 if (new_vp.z()*vp.z() <0) {
1018 new_up.set(new_up.x(),-new_up.y(),new_up.z());
1019 }
1020 } else {
1021 new_up = up;
1022 if (new_vp.z()*vp.z() <0) {
1023 new_up.set(new_up.x(),-new_up.y(),new_up.z());
1024 }
1025 }
1026 fVP.SetUpVector(new_up);
1027 ////////////////
1028 // Rotates by fixed azimuthal angle delta_theta.
1029
1030 cosalpha = new_up.dot (new_vp.unit());
1031 sinalpha = std::sqrt (1. - std::pow (cosalpha, 2));
1032 yprime = (new_up.cross (new_vp.unit())).unit ();
1033 xprime = yprime.cross (new_up);
1034 // Projection of vp on plane perpendicular to up...
1035 a1 = sinalpha * xprime;
1036 // Required new projection...
1037 a2 = sinalpha * (std::cos (delta_theta) * xprime + std::sin (delta_theta) * yprime);
1038 // Required Increment vector...
1039 delta = a2 - a1;
1040 // So new viewpoint is...
1041 viewPoint = new_vp.unit() + delta;
1042
1043 fVP.SetViewAndLights (viewPoint);
1044}
1045
1046
1047void G4OpenGLViewer::rotateSceneInViewDirection(G4double dx, G4double dy)
1048{
1049 if (!fSceneHandler.GetScene()) {
1050 return;
1051 }
1052
1053 G4Vector3D vp;
1054 G4Vector3D up;
1055
1056 G4Vector3D xprime;
1057 G4Vector3D yprime;
1058 G4Vector3D zprime;
1059
1060 G4Vector3D new_vp;
1061 G4Vector3D new_up;
1062
1063 G4Vector3D a1;
1064 G4Vector3D a2;
1065 G4Vector3D delta;
1066 G4Vector3D viewPoint;
1067
1068 dx = dx/100;
1069 dy = dy/100;
1070
1071 //phi spin stuff here
1072
1073#ifdef G4DEBUG_VIS_OGL
1074 printf("G4OpenGLViewer::rotateScene dx:%f dy:%f delta:%f\n",dx,dy, fRot_sens);
1075#endif
1076
1077 vp = fVP.GetViewpointDirection ().unit();
1078 up = fVP.GetUpVector ().unit();
1079
1080 G4Vector3D zPrimeVector = G4Vector3D(up.y()*vp.z()-up.z()*vp.y(),
1081 up.z()*vp.x()-up.x()*vp.z(),
1082 up.x()*vp.y()-up.y()*vp.x());
1083
1084 viewPoint = vp/fRot_sens + (zPrimeVector*dx - up*dy) ;
1085 new_up = G4Vector3D(viewPoint.y()*zPrimeVector.z()-viewPoint.z()*zPrimeVector.y(),
1086 viewPoint.z()*zPrimeVector.x()-viewPoint.x()*zPrimeVector.z(),
1087 viewPoint.x()*zPrimeVector.y()-viewPoint.y()*zPrimeVector.x());
1088
1089 G4Vector3D new_upUnit = new_up.unit();
1090
1091
1092
1093 fVP.SetUpVector(new_upUnit);
1094 fVP.SetViewAndLights (viewPoint);
1095}
1096
1097
1098#endif
double G4double
Definition: G4Types.hh:64
int G4int
Definition: G4Types.hh:66
bool G4bool
Definition: G4Types.hh:67
HepGeom::Vector3D< G4double > G4Vector3D
Definition: G4Vector3D.hh:35
std::vector< G4Plane3D > G4Planes
#define G4endl
Definition: G4ios.hh:52
G4DLLIMPORT std::ostream G4cerr
G4DLLIMPORT std::ostream G4cout
#define gl2psTextOpt
Definition: Geant4_gl2ps.h:44
const std::vector< const std::vector< G4AttValue > * > & GetAttValues() const
Definition: G4AttHolder.hh:60
const std::vector< const std::map< G4String, G4AttDef > * > & GetAttDefs() const
Definition: G4AttHolder.hh:62
Definition: G4Text.hh:73
Layout GetLayout() const
G4String GetText() const
@ centre
Definition: G4Text.hh:77
@ right
Definition: G4Text.hh:77
@ left
Definition: G4Text.hh:77
G4Point3D GetPosition() const
virtual void ResetView()
BasicVector3D< T > cross(const BasicVector3D< T > &v) const
BasicVector3D< T > unit() const
void set(T x1, T y1, T z1)
T dot(const BasicVector3D< T > &v) const
#define GL2PS_TEXT_BL
Definition: gl2ps.h:176
#define GL2PS_TEXT_BR
Definition: gl2ps.h:177
#define GL2PS_TEXT_B
Definition: gl2ps.h:175
#define DBL_MAX
Definition: templates.hh:83
#define buffer
Definition: xmlparse.cc:611