Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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G4OpenGLStoredViewer.cc
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1//
2// ********************************************************************
3// * License and Disclaimer *
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25//
26//
27// $Id$
28//
29//
30// Andrew Walkden 7th February 1997
31// Class G4OpenGLStoredViewer : Encapsulates the `storedness' of
32// an OpenGL view, for inheritance by
33// derived (X, Xm...) classes.
34
35#ifdef G4VIS_BUILD_OPENGL_DRIVER
36
38
41#include "G4Text.hh"
42#include "G4Circle.hh"
43#include "G4UnitsTable.hh"
44#include "G4Scene.hh"
46
47G4OpenGLStoredViewer::G4OpenGLStoredViewer
48(G4OpenGLStoredSceneHandler& sceneHandler):
49G4VViewer (sceneHandler, -1),
50G4OpenGLViewer (sceneHandler),
51fG4OpenGLStoredSceneHandler (sceneHandler)
52{
53 fLastVP = fDefaultVP; // Not sure if this gets executed before or
54 // after G4VViewer::G4VViewer!! Doesn't matter much.
55}
56
57G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {}
58
59void G4OpenGLStoredViewer::KernelVisitDecision () {
60
61 // If there's a significant difference with the last view parameters
62 // of either the scene handler or this viewer, trigger a rebuild.
63
64 if (!fG4OpenGLStoredSceneHandler.fTopPODL ||
65 CompareForKernelVisit(fLastVP)) {
66 NeedKernelVisit ();
67 }
68 fLastVP = fVP;
69}
70
71G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) {
72
73 if (
74 (lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) ||
75 (lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) ||
76 (lastVP.GetRepStyle () != fVP.GetRepStyle ()) ||
77 (lastVP.IsCulling () != fVP.IsCulling ()) ||
78 (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
79 (lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) ||
80 (lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) ||
81 (lastVP.IsSection () != fVP.IsSection ()) ||
82 // Section (DCUT) implemented locally. But still need to visit
83 // kernel if status changes so that back plane culling can be
84 // switched.
85 (lastVP.IsCutaway () != fVP.IsCutaway ()) ||
86 // Cutaways implemented locally. But still need to visit kernel
87 // if status changes so that back plane culling can be switched.
88 (lastVP.IsExplode () != fVP.IsExplode ()) ||
89 (lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) ||
91 fVP.GetDefaultVisAttributes()->GetColour()) ||
93 fVP.GetDefaultTextVisAttributes()->GetColour()) ||
94 (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
95 (lastVP.IsPicking () != fVP.IsPicking ()) ||
96 (lastVP.GetVisAttributesModifiers().size() !=
97 fVP.GetVisAttributesModifiers().size())
98 )
99 return true;
100
101 if (lastVP.IsDensityCulling () &&
102 (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
103 return true;
104
105 /**************************************************************
106 Section (DCUT) implemented locally. No need to visit kernel if
107 section plane itself changes.
108 if (lastVP.IsSection () &&
109 (lastVP.GetSectionPlane () != fVP.GetSectionPlane ()))
110 return true;
111 ***************************************************************/
112
113 /**************************************************************
114 Cutaways implemented locally. No need to visit kernel if cutaway
115 planes themselves change.
116 if (lastVP.IsCutaway ()) {
117 if (lastVP.GetCutawayPlanes ().size () !=
118 fVP.GetCutawayPlanes ().size ()) return true;
119 for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i)
120 if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i])
121 return true;
122 }
123 ***************************************************************/
124
125 if (lastVP.IsExplode () &&
126 (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
127 return true;
128
129 return false;
130}
131
132void G4OpenGLStoredViewer::DrawDisplayLists () {
133#ifdef G4DEBUG_VIS_OGL
134 printf("G4OpenGLStoredViewer::DrawDisplayLists \n");
135#endif
136
137 const G4Planes& cutaways = fVP.GetCutawayPlanes();
138 G4bool cutawayUnion = fVP.IsCutaway() &&
139 fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion;
140 const size_t nCutaways = cutawayUnion? cutaways.size(): 1;
141#ifdef G4DEBUG_VIS_OGL
142 printf("G4OpenGLStoredViewer::DrawDisplayLists");
143#endif
144 G4int iPass = 1;
145 G4bool secondPassForTransparencyRequested = false;
146 G4bool thirdPassForNonHiddenMarkersRequested = false;
147 do {
148 for (size_t iCutaway = 0; iCutaway < nCutaways; ++iCutaway) {
149
150 if (cutawayUnion) {
151 double a[4];
152 a[0] = cutaways[iCutaway].a();
153 a[1] = cutaways[iCutaway].b();
154 a[2] = cutaways[iCutaway].c();
155 a[3] = cutaways[iCutaway].d();
156 glClipPlane (GL_CLIP_PLANE2, a);
157 glEnable (GL_CLIP_PLANE2);
158 }
159
160 G4bool isPicking = fVP.IsPicking();
161
162 for (size_t iPO = 0;
163 iPO < fG4OpenGLStoredSceneHandler.fPOList.size(); ++iPO) {
164 if (POSelected(iPO)) {
165 G4OpenGLStoredSceneHandler::PO& po =
166 fG4OpenGLStoredSceneHandler.fPOList[iPO];
167 G4Colour c = po.fColour;
168 DisplayTimePOColourModification(c,iPO);
169 const G4bool isTransparent = c.GetAlpha() < 1.;
170 if ( iPass == 1) {
171 if (isTransparent && transparency_enabled) {
172 secondPassForTransparencyRequested = true;
173 continue;
174 }
175 if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
176 thirdPassForNonHiddenMarkersRequested = true;
177 continue;
178 }
179 } else if (iPass == 2) { // Second pass for transparency.
180 if (!isTransparent) {
181 continue;
182 }
183 } else { // Third pass for non-hidden markers
184 if (!po.fMarkerOrPolyline) {
185 continue;
186 }
187 }
188 if (isPicking) glLoadName(po.fPickName);
189 if (transparency_enabled) {
190 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
191 } else {
192 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
193 }
194 if (po.fMarkerOrPolyline && fVP.IsMarkerNotHidden())
195 glDisable (GL_DEPTH_TEST);
196 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
197 if (po.fpG4TextPlus) {
198 if (po.fpG4TextPlus->fProcessing2D) {
199 glMatrixMode (GL_PROJECTION);
200 glPushMatrix();
201 glLoadIdentity();
202 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
203 glMatrixMode (GL_MODELVIEW);
204 glPushMatrix();
205 glLoadIdentity();
206 }
207 G4OpenGLTransform3D oglt (po.fTransform);
208 glMultMatrixd (oglt.GetGLMatrix ());
209 fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
210 (po.fpG4TextPlus->fG4Text);
211 if (po.fpG4TextPlus->fProcessing2D) {
212 glMatrixMode (GL_PROJECTION);
213 glPopMatrix();
214 glMatrixMode (GL_MODELVIEW);
215 glPopMatrix();
216 }
217 } else {
218 glPushMatrix();
219 G4OpenGLTransform3D oglt (po.fTransform);
220 glMultMatrixd (oglt.GetGLMatrix ());
221 glCallList (po.fDisplayListId);
222 glPopMatrix();
223 }
224 }
225 }
226
227 G4Transform3D lastMatrixTransform;
228 G4bool first = true;
229
230 for (size_t iTO = 0;
231 iTO < fG4OpenGLStoredSceneHandler.fTOList.size(); ++iTO) {
232 if (TOSelected(iTO)) {
233 G4OpenGLStoredSceneHandler::TO& to =
234 fG4OpenGLStoredSceneHandler.fTOList[iTO];
235 const G4Colour& c = to.fColour;
236 const G4bool isTransparent = c.GetAlpha() < 1.;
237 if ( iPass == 1) {
238 if (isTransparent && transparency_enabled) {
239 secondPassForTransparencyRequested = true;
240 continue;
241 }
242 if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden()) {
243 thirdPassForNonHiddenMarkersRequested = true;
244 continue;
245 }
246 } else if (iPass == 2) { // Second pass for transparency.
247 if (!isTransparent) {
248 continue;
249 }
250 } else { // Third pass for non-hidden markers
251 if (!to.fMarkerOrPolyline) {
252 continue;
253 }
254 }
255 if (to.fMarkerOrPolyline && fVP.IsMarkerNotHidden())
256 glDisable (GL_DEPTH_TEST);
257 else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
258 if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) {
259 if (fVP.IsPicking()) glLoadName(to.fPickName);
260 if (to.fpG4TextPlus) {
261 if (to.fpG4TextPlus->fProcessing2D) {
262 glMatrixMode (GL_PROJECTION);
263 glPushMatrix();
264 glLoadIdentity();
265 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
266 glMatrixMode (GL_MODELVIEW);
267 glPushMatrix();
268 glLoadIdentity();
269 }
270 G4OpenGLTransform3D oglt (to.fTransform);
271 glMultMatrixd (oglt.GetGLMatrix ());
272 if (transparency_enabled) {
273 glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
274 } else {
275 glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
276 }
277 fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive
278 (to.fpG4TextPlus->fG4Text);
279 if (to.fpG4TextPlus->fProcessing2D) {
280 glMatrixMode (GL_PROJECTION);
281 glPopMatrix();
282 glMatrixMode (GL_MODELVIEW);
283 glPopMatrix();
284 }
285 } else {
286 if (to.fTransform != lastMatrixTransform) {
287 if (! first) {
288 glPopMatrix();
289 }
290 first = false;
291 glPushMatrix();
292 G4OpenGLTransform3D oglt (to.fTransform);
293 glMultMatrixd (oglt.GetGLMatrix ());
294 }
295 const G4Colour& cc = to.fColour;
296 if (fFadeFactor > 0. && to.fEndTime < fEndTime) {
297 // Brightness scaling factor
298 G4double bsf = 1. - fFadeFactor *
299 ((fEndTime - to.fEndTime) / (fEndTime - fStartTime));
300 const G4Colour& bg = fVP.GetBackgroundColour();
301 if (transparency_enabled) {
302 glColor4d
303 (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
304 bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
305 bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue(),
306 bsf * cc.GetAlpha() + (1. - bsf) * bg.GetAlpha());
307 } else {
308 glColor3d
309 (bsf * cc.GetRed() + (1. - bsf) * bg.GetRed(),
310 bsf * cc.GetGreen() + (1. - bsf) * bg.GetGreen(),
311 bsf * cc.GetBlue() + (1. - bsf) * bg.GetBlue());
312 }
313 } else {
314 if (transparency_enabled) {
315 glColor4d(cc.GetRed(),cc.GetGreen(),cc.GetBlue(),cc.GetAlpha());
316 } else {
317 glColor3d(cc.GetRed(),cc.GetGreen(),cc.GetBlue());
318 }
319 }
320 glCallList (to.fDisplayListId);
321 }
322 if (to.fTransform != lastMatrixTransform) {
323 lastMatrixTransform = to.fTransform;
324 }
325 }
326 }
327 }
328 if (! first) {
329 glPopMatrix();
330 }
331
332 if (cutawayUnion) glDisable (GL_CLIP_PLANE2);
333 } // iCutaway
334
335 if (iPass == 2) secondPassForTransparencyRequested = false; // Done.
336 if (iPass == 3) thirdPassForNonHiddenMarkersRequested = false; // Done.
337
338 if (secondPassForTransparencyRequested) iPass = 2;
339 else if (thirdPassForNonHiddenMarkersRequested) iPass = 3;
340 else break;
341
342 } while (true);
343
344 // Display time at "head" of time range, which is fEndTime...
345 if (fDisplayHeadTime && fEndTime < DBL_MAX) {
346 glMatrixMode (GL_PROJECTION);
347 glPushMatrix();
348 glLoadIdentity();
349 glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
350 glMatrixMode (GL_MODELVIEW);
351 glPushMatrix();
352 glLoadIdentity();
353 G4Text headTimeText(G4BestUnit(fEndTime,"Time"),
354 G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.));
355 headTimeText.SetScreenSize(fDisplayHeadTimeSize);
357 (fDisplayHeadTimeRed,
358 fDisplayHeadTimeGreen,
359 fDisplayHeadTimeBlue));
360 headTimeText.SetVisAttributes(&visAtts);
361 fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(headTimeText);
362 glMatrixMode (GL_PROJECTION);
363 glPopMatrix();
364 glMatrixMode (GL_MODELVIEW);
365 glPopMatrix();
366 }
367
368 // Display light front...
369 if (fDisplayLightFront && fEndTime < DBL_MAX) {
370 G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light;
371 if (lightFrontRadius > 0.) {
372 G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ);
373 G4Point3D circleCentre = lightFrontCentre;
374 G4double circleRadius = lightFrontRadius;
375 if (fVP.GetFieldHalfAngle() > 0.) {
376 // Perspective view. Find horizon centre and radius...
377 G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() +
378 fVP.GetCurrentTargetPoint();
379 G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
380 if(sceneRadius <= 0.) sceneRadius = 1.;
381 G4double cameraDistance = fVP.GetCameraDistance(sceneRadius);
382 G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
383 G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre;
384 G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag();
385 /*
386 G4cout << "cameraPosition: " << cameraPosition
387 << ", lightFrontCentre: " << lightFrontCentre
388 << ", lightFrontRadius: " << lightFrontRadius
389 << ", lightFrontCentreDistance: " << lightFrontCentreDistance
390 << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection()
391 << G4endl;
392 */
393 if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) {
394 // Light front in front of camera...
395 G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance;
396 circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit();
397 circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2));
398 /*
399 G4cout << "sineHorizonAngle: " << sineHorizonAngle
400 << ", circleCentre: " << circleCentre
401 << ", circleRadius: " << circleRadius
402 << G4endl;
403 */
404 } else {
405 circleRadius = -1.;
406 }
407 }
408 if (circleRadius > 0.) {
409 G4Circle lightFront(circleCentre);
410 lightFront.SetWorldRadius(circleRadius);
411 glColor3d(fDisplayLightFrontRed,
412 fDisplayLightFrontGreen,
413 fDisplayLightFrontBlue);
414 fOpenGLSceneHandler.G4OpenGLSceneHandler::AddPrimitive(lightFront);
415 }
416 }
417 }
418}
419
420#endif
HepGeom::Point3D< G4double > G4Point3D
Definition: G4Point3D.hh:35
#define G4BestUnit(a, b)
#define G4_USE_G4BESTUNIT_FOR_VERBOSE 1
double G4double
Definition: G4Types.hh:64
int G4int
Definition: G4Types.hh:66
bool G4bool
Definition: G4Types.hh:67
std::vector< G4Plane3D > G4Planes
G4double GetBlue() const
Definition: G4Colour.hh:140
G4double GetAlpha() const
Definition: G4Colour.hh:141
static G4bool GetColour(const G4String &key, G4Colour &result)
Definition: G4Colour.cc:123
G4double GetRed() const
Definition: G4Colour.hh:138
G4double GetGreen() const
Definition: G4Colour.hh:139
Definition: G4Text.hh:73
const std::vector< G4ModelingParameters::VisAttributesModifier > & GetVisAttributesModifiers() const
G4int GetNoOfSides() const
G4double GetExplodeFactor() const
G4bool IsCutaway() const
const G4Colour & GetBackgroundColour() const
G4bool IsSection() const
G4bool IsPicking() const
G4bool IsCulling() const
const G4VisAttributes * GetDefaultTextVisAttributes() const
G4bool IsExplode() const
G4bool IsCullingInvisible() const
RepStyle GetRepStyle() const
const G4VisAttributes * GetDefaultVisAttributes() const
G4bool IsDensityCulling() const
G4double GetVisibleDensity() const
G4bool IsCullingCovered() const
DrawingStyle GetDrawingStyle() const
G4bool IsAuxEdgeVisible() const
const G4Colour & GetColour() const
BasicVector3D< T > unit() const
#define DBL_MAX
Definition: templates.hh:83