Import Geant4 8.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 14:36:02 +02:00
parent d93e1e39a9
commit 8a51e0bc40
5471 changed files with 99628 additions and 55248 deletions
@@ -21,8 +21,8 @@
// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.cc,v 1.20 2005/06/02 17:43:46 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
// $Id: G4OpenGLStoredSceneHandler.cc,v 1.23 2005/09/29 14:27:03 allison Exp $
// GEANT4 tag $Name: geant4-08-00 $
//
//
// Andrew Walkden 10th February 1997
@@ -40,7 +40,9 @@
#include "G4OpenGLStoredSceneHandler.hh"
#include "G4OpenGLViewerDataStore.hh"
#include "G4VPhysicalVolume.hh"
#include "G4LogicalVolume.hh"
G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
const G4String& name):
@@ -196,13 +198,45 @@ void G4OpenGLStoredSceneHandler::ClearTransientStore () {
void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
if (fReadyForTransients) {
// Always draw transient solids, e.g., hits represented as solids.
// (As we have no control over the order of drawing of transient
// objects, we cannot do anything about transparent ones, as
// below, so always draw them.)
G4VSceneHandler::RequestPrimitives (solid);
}
else {
// Stop-gap solution for display List re-use. A proper
// implementation would use geometry hierarchy.
// For non-transient (run-duration) objects, ensure transparent
// objects are drawn last. The problem of
// blending/transparency/alpha is quite a tricky one - see History
// of opengl-V07-01-01/2/3.
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
const G4Colour& c = pVA -> GetColour ();
G4double opacity = c.GetAlpha ();
if (!fSecondPass) {
G4bool transparency_enabled =
G4OpenGLViewerDataStore::GetTransparencyEnabled(fpViewer);
if (transparency_enabled && opacity < 1.) {
// On first pass, transparent objects are not drawn, but flag is set...
fSecondPassRequested = true;
return;
}
}
// On second pass, opaque objects are not drwan...
if (fSecondPass && opacity >= 1.) return;
// If a display list already exists for this solid, re-use it if
// possible. We could be smarter, and recognise repeated branches
// of the geometry hierarchy, for example. But this a;gorithm
// should be secure, I think...
const G4VSolid* pSolid = &solid;
if (fpCurrentPV && !(fpCurrentPV -> IsReplicated ()) &&
if (fpCurrentPV &&
// Provided it is not replicated (because if so, the solid's
// parameters might have been changed)...
!(fpCurrentPV -> IsReplicated ()) &&
// ...and if the solid has already been rendered...
(fSolidMap.find (pSolid) != fSolidMap.end ())) {
fDisplayListId = fSolidMap [pSolid];
fPODLList.push_back (fDisplayListId);