Import Geant4 0.1.0 source tree
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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.2 1999/01/11 00:47:42 allison Exp $
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// GEANT4 tag $Name: geant4-00-01 $
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//
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//
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// Andrew Walkden 10th February 1997
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// OpenGL immediate scene - draws immediately to buffer
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// (saving space on server).
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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// Included here - problems with HP compiler if not before other includes?
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#include "G4NURBS.hh"
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// Here follows a special for Mesa, the OpenGL emulator. Does not affect
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// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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// Also seems to be required for HP's CC and AIX xlC, at least.
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include <GL/glu.h>
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#include "G4OpenGLSceneHandler.hh"
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#include "G4OpenGLViewer.hh"
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#include "G4OpenGLTransform3D.hh"
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#include "G4Point3D.hh"
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#include "G4Normal3D.hh"
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#include "G4Transform3D.hh"
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#include "G4Polyline.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4VisAttributes.hh"
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#include "G4OpenGLImmediateSceneHandler.hh"
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G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system,
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const G4String& name):
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G4OpenGLSceneHandler (system, fSceneIdCount++, name)
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{
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fSceneCount++;
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}
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G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
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{
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fSceneCount--;
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}
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#include <iomanip.h>
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void G4OpenGLImmediateSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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G4VSceneHandler::BeginPrimitives (objectTransformation);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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/*************************** Check matrix.
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const GLdouble* m = oglt.GetGLMatrix ();
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G4cout << "G4OpenGLTransform3D matrix:";
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for (int i = 0; i < 16; i++) {
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if ((i % 4) == 0) G4cout << '\n';
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G4cout << setw (15) << m[i];
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}
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G4cout << endl;
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*****************************************/
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glMultMatrixd (oglt.GetGLMatrix ());
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}
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void G4OpenGLImmediateSceneHandler::EndPrimitives () {
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glPopMatrix();
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if (fReadyForTransients) {
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glFlush ();
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}
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G4VSceneHandler::EndPrimitives ();
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}
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void G4OpenGLImmediateSceneHandler::BeginModeling () {
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if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
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initialize_hlr = true;
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}
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G4VSceneHandler::BeginModeling();
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}
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void G4OpenGLImmediateSceneHandler::EndModeling () {
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G4VSceneHandler::EndModeling ();
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if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
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initialize_hlr = true;
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// glDisable (GL_POLYGON_OFFSET_FILL);
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}
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}
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G4int G4OpenGLImmediateSceneHandler::GetSceneCount () {
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return fSceneCount;
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}
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G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
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G4int G4OpenGLImmediateSceneHandler::fSceneCount = 0;
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#endif
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