// // ******************************************************************** // * 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: G4OpenGLViewer.hh 86360 2014-11-10 08:34:16Z gcosmo $ // // // Andrew Walkden 27th March 1996 // OpenGL viewer - opens window, hard copy, etc. #ifdef G4VIS_BUILD_OPENGL_DRIVER #ifndef G4OPENGLVIEWER_HH #define G4OPENGLVIEWER_HH #include "G4VViewer.hh" #include "G4OpenGL.hh" #ifdef G4OPENGL_VERSION_2 #include "G4OpenGLVboDrawer.hh" #endif class G4OpenGLSceneHandler; class G4OpenGL2PSAction; class G4Text; class G4OpenGLViewerPickMap { public : inline void setName(G4String n) { fName = n; } inline void setHitNumber(G4int n) { fHitNumber = n; } inline void setSubHitNumber(G4int n) { fSubHitNumber = n; } inline void setPickName(G4int n) { fPickName= n; } inline void addAttributes(G4String att) { fAttributes.push_back(att); } #ifdef LAYERED_GEOMETRY_PICKING_EXTENSIONS inline void setPickCoordinates3D(const G4ThreeVector &v) { fCoordinates = v; } inline G4ThreeVector getPickCoordinates3D() { return fCoordinates; } #endif inline G4String getName() { return fName; } inline G4int getHitNumber() { return fHitNumber; } inline G4int getSubHitNumber() { return fSubHitNumber; } inline G4int getPickName() { return fPickName; } inline std::vector getAttributes() { return fAttributes; } G4String print(); private : G4String fName; G4int fHitNumber; G4int fSubHitNumber; G4int fPickName; std::vector fAttributes; #ifdef LAYERED_GEOMETRY_PICKING_EXTENSIONS G4ThreeVector fCoordinates; #endif }; // Base class for various OpenGLView classes. class G4OpenGLViewer: virtual public G4VViewer { friend class G4OpenGLSceneHandler; friend class G4OpenGLImmediateSceneHandler; friend class G4OpenGLStoredSceneHandler; friend class G4OpenGLFileSceneHandler; friend class G4OpenGLViewerMessenger; public: void ClearView (); void ClearViewWithoutFlush (); //////////////////////////////Vectored PostScript production functions/// bool printEPS(); virtual bool exportImage(std::string name="", int width=-1, int height=-1); bool setExportImageFormat(std::string format,bool quiet = false); // change the export image format according to thoses available for the current viewer // Special case for Wt, we want to have acces to the drawer #ifdef G4OPENGL_VERSION_2 inline G4OpenGLVboDrawer* getWtDrawer() {return fVboDrawer;} // Associate the Wt drawer to the OpenGLViewer and the OpenGLSceneHandler void setVboDrawer(G4OpenGLVboDrawer* drawer); G4OpenGLVboDrawer* fVboDrawer; inline bool isInitialized() { return fGlViewInitialized; } #endif protected: G4OpenGLViewer (G4OpenGLSceneHandler& scene); virtual ~G4OpenGLViewer (); private: G4OpenGLViewer(const G4OpenGLViewer&); G4OpenGLViewer& operator= (const G4OpenGLViewer&); protected: void SetView (); void ResetView (); virtual void DrawText(const G4Text&); void ChangePointSize(G4double size); void ChangeLineWidth(G4double width); void HaloingFirstPass (); void HaloingSecondPass (); void HLRFirstPass (); void HLRSecondPass (); void HLRThirdPass (); void InitializeGLView (); void ResizeGLView(); void ResizeWindow(unsigned int, unsigned int); virtual G4String Pick(GLdouble x, GLdouble y); std::vector < G4OpenGLViewerPickMap* > GetPickDetails(GLdouble x, GLdouble y); virtual void CreateFontLists () {} void rotateScene (G4double dx, G4double dy); void rotateSceneToggle (G4double dx, G4double dy); //////////////////////////////Vectored PostScript production functions/// // print EPS file. Depending of fVectoredPs, it will print Vectored or not void setExportSize(G4int,G4int); // set the new print size. // -1 means 'print size' = 'window size' // Setting size greater than max OpenGL viewport size will set the size to // maximum bool setExportFilename(G4String name,G4bool inc = true); // set export filename. // if inc, then the filename will be increment by one each time // try to guesss the correct format according to the extention std::string getRealPrintFilename(); unsigned int getWinWidth() const; unsigned int getWinHeight() const; G4bool sizeHasChanged(); // return true if size has change since last redraw GLdouble getSceneNearWidth(); GLdouble getSceneFarWidth(); GLdouble getSceneDepth(); void addExportImageFormat(std::string format); // add a image format to the available export format list G4bool isGl2psWriting(); void g4GluPickMatrix(GLdouble x, GLdouble y, GLdouble width, GLdouble height, GLint viewport[4]); // MESA implementation of gluPickMatrix void g4GluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz ); // MESA implementation of gluLookAt G4bool fPrintColour; G4bool fVectoredPs; G4OpenGLSceneHandler& fOpenGLSceneHandler; G4Colour background; //the OpenGL clear colour G4bool transparency_enabled, //is alpha blending enabled? antialiasing_enabled, //is antialiasing enabled? haloing_enabled; //is haloing enabled for wireframe? G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps). G4double fFadeFactor; // 0: no fade; 1: maximum fade with time within range. G4bool fDisplayHeadTime; // Display head time (fEndTime) in 2D text. G4double fDisplayHeadTimeX, fDisplayHeadTimeY; // 2D screen coords. G4double fDisplayHeadTimeSize; // Screen size. G4double fDisplayHeadTimeRed, fDisplayHeadTimeGreen, fDisplayHeadTimeBlue; G4bool fDisplayLightFront;// Display light front at head time originating at G4double fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ, fDisplayLightFrontT; G4double fDisplayLightFrontRed, fDisplayLightFrontGreen, fDisplayLightFrontBlue; G4OpenGL2PSAction* fGL2PSAction; G4double fRot_sens; // Rotation sensibility in degrees G4double fPan_sens; // Translation sensibility unsigned int fWinSize_x; unsigned int fWinSize_y; std::vector < std::string > fExportImageFormatVector; std::string fDefaultExportImageFormat; std::string fExportImageFormat; int fExportFilenameIndex; G4int fPrintSizeX; G4int fPrintSizeY; private : G4float fPointSize; G4String fExportFilename; G4String fDefaultExportFilename; G4bool fSizeHasChanged; int fGl2psDefaultLineWith; int fGl2psDefaultPointSize; bool fGlViewInitialized; // size of the OpenGL frame void rotateSceneThetaPhi(G4double dx, G4double dy); void rotateSceneInViewDirection (G4double dx, G4double dy); bool printGl2PS(); G4int getRealExportWidth(); G4int getRealExportHeight(); GLubyte* grabPixels (int inColor, unsigned int width, unsigned int height); bool printNonVectoredEPS (); // print non vectored EPS files bool printVectoredEPS(); // print vectored EPS files bool fIsGettingPickInfos; // Block SetView() during picking #ifdef G4OPENGL_VERSION_2 public: #ifdef G4VIS_BUILD_OPENGLWT_DRIVER inline Wt::WGLWidget::Program getShaderProgram() { return fShaderProgram; } inline Wt::WGLWidget::UniformLocation getShaderProjectionMatrix() { return fpMatrixUniform; } inline Wt::WGLWidget::UniformLocation getShaderTransformMatrix() { return ftMatrixUniform; } #else inline GLuint getShaderProgram() { return fShaderProgram; } inline GLuint getShaderProjectionMatrix() { return fpMatrixUniform; } inline GLuint getShaderTransformMatrix() { return ftMatrixUniform; } inline GLuint getShaderViewModelMatrix() { return fmvMatrixUniform; } #endif protected : // define the keyword shader to handle it in a better way for OpenGL and WebGL #ifdef G4VIS_BUILD_OPENGLWT_DRIVER #define Shader Wt::WGLWidget::Shader #else #define Shader GLuint #endif // define some attributes and variables for OpenGL and WebGL #ifdef G4VIS_BUILD_OPENGLWT_DRIVER Wt::WGLWidget::Program fShaderProgram; // Program and related variables Wt::WGLWidget::AttribLocation fVertexPositionAttribute; Wt::WGLWidget::AttribLocation fVertexNormalAttribute; Wt::WGLWidget::UniformLocation fpMatrixUniform; Wt::WGLWidget::UniformLocation fcMatrixUniform; Wt::WGLWidget::UniformLocation fmvMatrixUniform; Wt::WGLWidget::UniformLocation fnMatrixUniform; Wt::WGLWidget::UniformLocation ftMatrixUniform; #else GLuint fShaderProgram; // Program and related variables GLuint fVertexPositionAttribute; GLuint fVertexNormalAttribute; GLuint fpMatrixUniform; GLuint fcMatrixUniform; GLuint fmvMatrixUniform; GLuint fnMatrixUniform; GLuint ftMatrixUniform; #endif #endif }; #endif #endif