Import Geant4 11.0.0.beta source tree
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@@ -115,11 +115,8 @@ public:
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bool setExportImageFormat(std::string format,bool quiet = false);
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// change the export image format according to thoses available for the current viewer
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// Special case for Wt, we want to have acces to the drawer
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#ifdef G4OPENGL_VERSION_2
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inline G4OpenGLVboDrawer* getWtDrawer() {return fVboDrawer;}
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// Associate the Wt drawer to the OpenGLViewer and the OpenGLSceneHandler
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void setVboDrawer(G4OpenGLVboDrawer* drawer);
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G4OpenGLVboDrawer* fVboDrawer;
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@@ -251,17 +248,6 @@ private :
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#ifdef G4OPENGL_VERSION_2
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public:
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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inline Wt::WGLWidget::Program getShaderProgram() {
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return fShaderProgram;
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}
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inline Wt::WGLWidget::UniformLocation getShaderProjectionMatrix() {
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return fpMatrixUniform;
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}
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inline Wt::WGLWidget::UniformLocation getShaderTransformMatrix() {
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return ftMatrixUniform;
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}
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#else
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inline GLuint getShaderProgram() {
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return fShaderProgram;
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}
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@@ -274,30 +260,13 @@ public:
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inline GLuint getShaderViewModelMatrix() {
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return fmvMatrixUniform;
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}
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#endif // G4VIS_BUILD_OPENGLWT_DRIVER
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protected :
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// define the keyword shader to handle it in a better way for OpenGL and WebGL
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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#define Shader Wt::WGLWidget::Shader
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#else
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#define Shader GLuint
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#endif // G4VIS_BUILD_OPENGLWT_DRIVER
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// define some attributes and variables for OpenGL and WebGL
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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Wt::WGLWidget::Program fShaderProgram;
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// Program and related variables
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Wt::WGLWidget::AttribLocation fVertexPositionAttribute;
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Wt::WGLWidget::AttribLocation fVertexNormalAttribute;
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Wt::WGLWidget::UniformLocation fpMatrixUniform;
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Wt::WGLWidget::UniformLocation fcMatrixUniform;
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Wt::WGLWidget::UniformLocation fmvMatrixUniform;
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Wt::WGLWidget::UniformLocation fnMatrixUniform;
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Wt::WGLWidget::UniformLocation ftMatrixUniform;
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#else
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GLuint fShaderProgram;
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// Program and related variables
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@@ -308,7 +277,6 @@ protected :
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GLuint fmvMatrixUniform;
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GLuint fnMatrixUniform;
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GLuint ftMatrixUniform;
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#endif // G4VIS_BUILD_OPENGLWT_DRIVER
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#endif
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};
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