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Reference Guide
TEveQuadSetGL.cxx
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1 // @(#)root/eve:$Id$
2 // Authors: Matevz Tadel & Alja Mrak-Tadel: 2006, 2007
3 
4 /*************************************************************************
5  * Copyright (C) 1995-2007, Rene Brun and Fons Rademakers. *
6  * All rights reserved. *
7  * *
8  * For the licensing terms see $ROOTSYS/LICENSE. *
9  * For the list of contributors see $ROOTSYS/README/CREDITS. *
10  *************************************************************************/
11 
12 #include "TMath.h"
13 
14 #include "TEveQuadSetGL.h"
15 
16 #include "TGLRnrCtx.h"
17 #include "TGLIncludes.h"
18 
19 /** \class TEveQuadSetGL
20 \ingroup TEve
21 GL-renderer for TEveQuadSet class.
22 */
23 
25 
26 ////////////////////////////////////////////////////////////////////////////////
27 /// Constructor.
28 
30 {
31  // fDLCache = false; // Disable DL.
33 }
34 
35 ////////////////////////////////////////////////////////////////////////////////
36 /// Set model object.
37 
39 {
40  fM = SetModelDynCast<TEveQuadSet>(obj);
41  return kTRUE;
42 }
43 
44 namespace
45 {
46  inline void AntiFlick(Float_t x, Float_t y, Float_t z)
47  {
48  // Render anti-flickering point.
49  glBegin(GL_POINTS);
50  glVertex3f(x, y, z);
51  glEnd();
52  }
53 }
54 
55 ////////////////////////////////////////////////////////////////////////////////
56 /// Draw quad-set with GL.
57 
59 {
60  static const TEveException eH("TEveQuadSetGL::DirectDraw ");
61 
62  // printf("QuadSetGLRenderer::DirectDraw Style %d, LOD %d\n", rnrCtx.Style(), rnrCtx.LOD());
63 
64  TEveQuadSet& mQ = * fM;
65 
66  if (mQ.fPlex.Size() > 0)
67  {
68  if (! mQ.fSingleColor && ! mQ.fValueIsColor && mQ.fPalette == 0)
69  {
70  mQ.AssertPalette();
71  }
72 
73  glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);
74  glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
75  glEnable(GL_COLOR_MATERIAL);
76  glDisable(GL_CULL_FACE);
77 
78  if ( ! rnrCtx.IsDrawPassOutlineLine())
79  {
81  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
82  else if (mQ.fRenderMode == TEveDigitSet::kRM_Line)
83  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
84  }
85 
86  if (mQ.fDisableLighting) glDisable(GL_LIGHTING);
87 
89  else if (mQ.fQuadType < TEveQuadSet::kQT_Line_End) RenderLines(rnrCtx);
91 
92  glPopAttrib();
93  }
94 
95  DrawFrameIfNeeded(rnrCtx);
96 }
97 
98 ////////////////////////////////////////////////////////////////////////////////
99 /// GL rendering for free-quads and rectangles.
100 
102 {
103  static const TEveException eH("TEveQuadSetGL::RenderQuads ");
104 
105  TEveQuadSet& mQ = * fM;
106 
107  GLenum primitiveType;
109  {
110  primitiveType = GL_QUADS;
112  glEnable(GL_NORMALIZE);
113  else
114  glNormal3f(0, 0, 1);
115  } else {
116  primitiveType = GL_LINE_LOOP;
117  }
118 
120  if (rnrCtx.Highlight() && fHighlightSet)
122 
123  if (rnrCtx.SecSelection()) glPushName(0);
124 
125  switch (mQ.fQuadType)
126  {
128  {
129  Float_t e1[3], e2[3], normal[3];
130  while (qi.next()) {
132  if (SetupColor(q))
133  {
134  Float_t* p = q.fVertices;
135  e1[0] = p[3] - p[0]; e1[1] = p[4] - p[1]; e1[2] = p[5] - p[2];
136  e2[0] = p[6] - p[0]; e2[1] = p[7] - p[1]; e2[2] = p[8] - p[2];
137  TMath::Cross(e1, e2, normal);
138  if (rnrCtx.SecSelection()) glLoadName(qi.index());
139  glBegin(primitiveType);
140  glNormal3fv(normal);
141  glVertex3fv(p);
142  glVertex3fv(p + 3);
143  glVertex3fv(p + 6);
144  glVertex3fv(p + 9);
145  glEnd();
146  if (mQ.fAntiFlick)
147  AntiFlick(0.5f*(p[0]+p[6]), 0.5f*(p[1]+p[7]), 0.5f*(p[2]+p[8]));
148  }
149  }
150  break;
151  }
152 
154  {
155  while (qi.next()) {
157  if (SetupColor(q))
158  {
159  if (rnrCtx.SecSelection()) glLoadName(qi.index());
160  glBegin(primitiveType);
161  glVertex3f(q.fA, q.fB, q.fC);
162  glVertex3f(q.fA + q.fW, q.fB, q.fC);
163  glVertex3f(q.fA + q.fW, q.fB + q.fH, q.fC);
164  glVertex3f(q.fA, q.fB + q.fH, q.fC);
165  glEnd();
166  if (mQ.fAntiFlick)
167  AntiFlick(q.fA + 0.5f*q.fW, q.fB + 0.5f*q.fH, q.fC);
168  }
169  }
170  break;
171  }
172 
174  {
175  while (qi.next()) {
177  if (SetupColor(q))
178  {
179  if (rnrCtx.SecSelection()) glLoadName(qi.index());
180  glBegin(primitiveType);
181  glVertex3f(q.fA, q.fC, q.fB);
182  glVertex3f(q.fA + q.fW, q.fC, q.fB);
183  glVertex3f(q.fA + q.fW, q.fC, q.fB + q.fH);
184  glVertex3f(q.fA, q.fC, q.fB + q.fH);
185  glEnd();
186  if (mQ.fAntiFlick)
187  AntiFlick(q.fA + 0.5f*q.fW, q.fC, q.fB + 0.5f*q.fH);
188  }
189  }
190  break;
191  }
192 
194  {
195  while (qi.next()) {
197  if (SetupColor(q))
198  {
199  if (rnrCtx.SecSelection()) glLoadName(qi.index());
200  glBegin(primitiveType);
201  glVertex3f(q.fC, q.fA, q.fB);
202  glVertex3f(q.fC, q.fA + q.fW, q.fB);
203  glVertex3f(q.fC, q.fA + q.fW, q.fB + q.fH);
204  glVertex3f(q.fC, q.fA, q.fB + q.fH);
205  glEnd();
206  if (mQ.fAntiFlick)
207  AntiFlick(q.fC, q.fA + 0.5f*q.fW, q.fB + 0.5f*q.fH);
208  }
209  }
210  break;
211  }
212 
214  {
215  const Float_t& w = mQ.fDefWidth;
216  const Float_t& h = mQ.fDefHeight;
217  while (qi.next()) {
219  if (SetupColor(q))
220  {
221  if (rnrCtx.SecSelection()) glLoadName(qi.index());
222  glBegin(primitiveType);
223  glVertex3f(q.fA, q.fB, q.fC);
224  glVertex3f(q.fA + w, q.fB, q.fC);
225  glVertex3f(q.fA + w, q.fB + h, q.fC);
226  glVertex3f(q.fA, q.fB + h, q.fC);
227  glEnd();
228  glEnd();
229  if (mQ.fAntiFlick)
230  AntiFlick(q.fA + 0.5f*w, q.fB + 0.5f*h, q.fC);
231  }
232  }
233  break;
234  }
235 
237  {
238  const Float_t& z = mQ.fDefCoord;
239  while (qi.next()) {
241  if (SetupColor(q))
242  {
243  if (rnrCtx.SecSelection()) glLoadName(qi.index());
244  glBegin(primitiveType);
245  glVertex3f(q.fA, q.fB, z);
246  glVertex3f(q.fA + q.fW, q.fB, z);
247  glVertex3f(q.fA + q.fW, q.fB + q.fH, z);
248  glVertex3f(q.fA, q.fB + q.fH, z);
249  glEnd();
250  if (mQ.fAntiFlick)
251  AntiFlick(q.fA + 0.5f*q.fW, q.fB + 0.5f*q.fH, z);
252  }
253  }
254  break;
255  }
256 
258  {
259  const Float_t& y = mQ.fDefCoord;
260  while (qi.next()) {
262  if (SetupColor(q))
263  {
264  if (rnrCtx.SecSelection()) glLoadName(qi.index());
265  glBegin(primitiveType);
266  glVertex3f(q.fA, y, q.fB);
267  glVertex3f(q.fA + q.fW, y, q.fB);
268  glVertex3f(q.fA + q.fW, y, q.fB + q.fH);
269  glVertex3f(q.fA, y, q.fB + q.fH);
270  glEnd();
271  if (mQ.fAntiFlick)
272  AntiFlick(q.fA + 0.5f*q.fW, y, q.fB + 0.5f*q.fH);
273  }
274  }
275  break;
276  }
277 
279  {
280  const Float_t& x = mQ.fDefCoord;
281  while (qi.next()) {
283  if (SetupColor(q))
284  {
285  if (rnrCtx.SecSelection()) glLoadName(qi.index());
286  glBegin(primitiveType);
287  glVertex3f(x, q.fA, q.fB);
288  glVertex3f(x, q.fA + q.fW, q.fB);
289  glVertex3f(x, q.fA + q.fW, q.fB + q.fH);
290  glVertex3f(x, q.fA, q.fB + q.fH);
291  glEnd();
292  if (mQ.fAntiFlick)
293  AntiFlick(x, q.fA + 0.5f*q.fW, q.fB + 0.5f*q.fH);
294  }
295  }
296  break;
297  }
298 
300  {
301  const Float_t& z = mQ.fDefCoord;
302  const Float_t& w = mQ.fDefWidth;
303  const Float_t& h = mQ.fDefHeight;
304  while (qi.next()) {
306  if (SetupColor(q))
307  {
308  if (rnrCtx.SecSelection()) glLoadName(qi.index());
309  glBegin(primitiveType);
310  glVertex3f(q.fA, q.fB, z);
311  glVertex3f(q.fA + w, q.fB, z);
312  glVertex3f(q.fA + w, q.fB + h, z);
313  glVertex3f(q.fA, q.fB + h, z);
314  glEnd();
315  if (mQ.fAntiFlick)
316  AntiFlick(q.fA + 0.5f*w, q.fB + 0.5f*h, z);
317  }
318  }
319  break;
320  }
321 
323  {
324  const Float_t& y = mQ.fDefCoord;
325  const Float_t& w = mQ.fDefWidth;
326  const Float_t& h = mQ.fDefHeight;
327  while (qi.next()) {
329  if (SetupColor(q))
330  {
331  if (rnrCtx.SecSelection()) glLoadName(qi.index());
332  glBegin(primitiveType);
333  glVertex3f(q.fA, y, q.fB);
334  glVertex3f(q.fA + w, y, q.fB);
335  glVertex3f(q.fA + w, y, q.fB + h);
336  glVertex3f(q.fA, y, q.fB + h);
337  glEnd();
338  if (mQ.fAntiFlick)
339  AntiFlick(q.fA + 0.5f*w, y, q.fB + 0.5f*h);
340  }
341  }
342  break;
343  }
344 
346  {
347  const Float_t& x = mQ.fDefCoord;
348  const Float_t& w = mQ.fDefWidth;
349  const Float_t& h = mQ.fDefHeight;
350  while (qi.next()) {
352  if (SetupColor(q))
353  {
354  if (rnrCtx.SecSelection()) glLoadName(qi.index());
355  glBegin(primitiveType);
356  glVertex3f(x, q.fA, q.fB);
357  glVertex3f(x, q.fA + w, q.fB);
358  glVertex3f(x, q.fA + w, q.fB + h);
359  glVertex3f(x, q.fA, q.fB + h);
360  glEnd();
361  if (mQ.fAntiFlick)
362  AntiFlick(x, q.fA + 0.5f*w, q.fB + 0.5f*h);
363  }
364  }
365  break;
366  }
367 
368  default:
369  throw(eH + "unsupported quad-type.");
370 
371  } // end switch quad-type
372 
373  if (rnrCtx.SecSelection()) glPopName();
374 }
375 
376 ////////////////////////////////////////////////////////////////////////////////
377 /// GL rendering for line-types.
378 
380 {
381  static const TEveException eH("TEveQuadSetGL::RenderLines ");
382 
383  TEveQuadSet& mQ = * fM;
384 
386  if (rnrCtx.Highlight() && fHighlightSet)
388 
389  if (rnrCtx.SecSelection()) glPushName(0);
390 
391  switch (mQ.fQuadType)
392  {
393 
395  {
396  const Float_t& z = mQ.fDefCoord;
397  while (qi.next()) {
399  if (SetupColor(q))
400  {
401  if (rnrCtx.SecSelection()) glLoadName(qi.index());
402  glBegin(GL_LINES);
403  glVertex3f(q.fA, q.fB, z);
404  glVertex3f(q.fA + q.fDx, q.fB + q.fDy, z);
405  glEnd();
406  }
407  }
408  break;
409  }
410 
412  {
413  const Float_t& z = mQ.fDefCoord;
414  while (qi.next()) {
416  if (SetupColor(q))
417  {
418  if (rnrCtx.SecSelection()) glLoadName(qi.index());
419  glBegin(GL_LINES);
420  glVertex3f(q.fA, z, q.fB);
421  glVertex3f(q.fA + q.fDx, z, q.fB + q.fDy);
422  glEnd();
423  }
424  }
425  break;
426  }
427 
428  default:
429  throw(eH + "unsupported quad-type.");
430 
431  }
432 
433  if (rnrCtx.SecSelection()) glPopName();
434 }
435 
436 ////////////////////////////////////////////////////////////////////////////////
437 /// GL rendering for hexagons.
438 
440 {
441  static const TEveException eH("TEveQuadSetGL::RenderHexagons ");
442 
443  const Float_t sqr3hf = 0.5*TMath::Sqrt(3);
444 
445  TEveQuadSet& mQ = * fM;
446 
447  GLenum primitveType = (mQ.fRenderMode != TEveDigitSet::kRM_Line) ?
448  GL_POLYGON : GL_LINE_LOOP;
449 
450  glNormal3f(0, 0, 1);
451 
453  if (rnrCtx.Highlight() && fHighlightSet)
455 
456  if (rnrCtx.SecSelection()) glPushName(0);
457 
458  switch (mQ.fQuadType)
459  {
461  {
462  while (qi.next()) {
464  if (SetupColor(q))
465  {
466  const Float_t rh = q.fR * 0.5;
467  const Float_t rs = q.fR * sqr3hf;
468  if (rnrCtx.SecSelection()) glLoadName(qi.index());
469  glBegin(primitveType);
470  glVertex3f( q.fR + q.fA, q.fB, q.fC);
471  glVertex3f( rh + q.fA, rs + q.fB, q.fC);
472  glVertex3f( -rh + q.fA, rs + q.fB, q.fC);
473  glVertex3f(-q.fR + q.fA, q.fB, q.fC);
474  glVertex3f( -rh + q.fA, -rs + q.fB, q.fC);
475  glVertex3f( rh + q.fA, -rs + q.fB, q.fC);
476  glEnd();
477  if (mQ.fAntiFlick)
478  AntiFlick(q.fA, q.fB, q.fC);
479  }
480  }
481  break;
482  }
483 
485  {
486  while (qi.next()) {
488  if (SetupColor(q))
489  {
490  const Float_t rh = q.fR * 0.5;
491  const Float_t rs = q.fR * sqr3hf;
492  if (rnrCtx.SecSelection()) glLoadName(qi.index());
493  glBegin(primitveType);
494  glVertex3f( rs + q.fA, rh + q.fB, q.fC);
495  glVertex3f( q.fA, q.fR + q.fB, q.fC);
496  glVertex3f(-rs + q.fA, rh + q.fB, q.fC);
497  glVertex3f(-rs + q.fA, -rh + q.fB, q.fC);
498  glVertex3f( q.fA, -q.fR + q.fB, q.fC);
499  glVertex3f( rs + q.fA, -rh + q.fB, q.fC);
500  glEnd();
501  if (mQ.fAntiFlick)
502  AntiFlick(q.fA, q.fB, q.fC);
503  }
504  }
505  break;
506  }
507 
508  default:
509  throw(eH + "unsupported quad-type.");
510 
511  } // end switch quad-type
512 
513  if (rnrCtx.SecSelection()) glPopName();
514 }
TEveChunkManager fPlex
Definition: TEveDigitSet.h:65
Float_t fDefHeight
Definition: TEveQuadSet.h:75
Bool_t Highlight() const
Definition: TGLRnrCtx.h:218
const std::set< Int_t > * fSelection
The TGLRnrCtx class aggregates data for a given redering context as needed by various parts of the RO...
Definition: TGLRnrCtx.h:40
Bool_t SecSelection() const
Definition: TGLRnrCtx.h:224
Bool_t fSingleColor
Definition: TEveDigitSet.h:62
void RenderLines(TGLRnrCtx &rnrCtx) const
GL rendering for line-types.
float Float_t
Definition: RtypesCore.h:53
const char Option_t
Definition: RtypesCore.h:62
const std::set< Int_t > * fHighlightSet
void RenderQuads(TGLRnrCtx &rnrCtx) const
GL rendering for free-quads and rectangles.
virtual Bool_t SetModel(TObject *obj, const Option_t *opt=0)
Set model object.
TEveRGBAPalette * AssertPalette()
Make sure the TEveRGBAPalette pointer is not null.
#define f(i)
Definition: RSha256.hxx:104
bool Bool_t
Definition: RtypesCore.h:59
Bool_t IsDrawPassOutlineLine() const
Definition: TGLRnrCtx.h:207
Bool_t fAntiFlick
Definition: TEveDigitSet.h:63
Double_t x[n]
Definition: legend1.C:17
OpenGL renderer class for TEveDigitSet.
Int_t Size() const
EQuadType_e fQuadType
Definition: TEveQuadSet.h:72
Float_t fDefCoord
Definition: TEveQuadSet.h:76
void RenderHexagons(TGLRnrCtx &rnrCtx) const
GL rendering for hexagons.
TEveQuadSet * fM
Definition: TEveQuadSetGL.h:24
Bool_t fDisableLighting
Definition: TEveDigitSet.h:75
Bool_t fValueIsColor
Definition: TEveDigitSet.h:61
TEveRGBAPalette * fPalette
Definition: TEveDigitSet.h:71
virtual void DirectDraw(TGLRnrCtx &rnrCtx) const
Draw quad-set with GL.
ERenderMode_e fRenderMode
Definition: TEveDigitSet.h:72
T * Cross(const T v1[3], const T v2[3], T out[3])
Calculate the Cross Product of two vectors: out = [v1 x v2].
Definition: TMath.h:1295
#define h(i)
Definition: RSha256.hxx:106
#define ClassImp(name)
Definition: Rtypes.h:359
Double_t y[n]
Definition: legend1.C:17
Bool_t fMultiColor
Definition: TGLObject.h:28
Mother of all ROOT objects.
Definition: TObject.h:37
you should not use this method at all Int_t Int_t z
Definition: TRolke.cxx:630
Bool_t next()
Go to next atom.
void DrawFrameIfNeeded(TGLRnrCtx &rnrCtx) const
Make a decision if the frame should be drawn.
Float_t fDefWidth
Definition: TEveQuadSet.h:74
Exception class thrown by TEve classes and macros.
Definition: TEveUtil.h:102
GL-renderer for TEveQuadSet class.
Definition: TEveQuadSetGL.h:18
Double_t Sqrt(Double_t x)
Definition: TMath.h:690
float * q
Definition: THbookFile.cxx:87
const Bool_t kTRUE
Definition: RtypesCore.h:87
Bool_t SetupColor(const TEveDigitSet::DigitBase_t &q) const
Set color for rendering of the specified digit.
TEveQuadSetGL()
Constructor.
Supports various internal formats that result in rendering of a set of planar (lines, rectangles, hexagons with shared normal) objects.
Definition: TEveQuadSet.h:19