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: G4OpenGLStoredSceneHandler.cc,v 1.2 1999/01/11 00:47:45 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 stored scene - creates OpenGL display lists.
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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 "G4VPhysicalVolume.hh"
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#include "G4ModelingParameters.hh"
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#include "G4OpenGLStoredSceneHandler.hh"
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inline static unsigned pSolidHashFun
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(const G4OpenGLStoredSceneHandler::G4VSolidPointer& pSolid) {
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return (unsigned)pSolid;
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}
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G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
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const G4String& name):
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G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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fMemoryForDisplayLists (true),
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fTopPODL (0),
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fSolidDictionary (pSolidHashFun)
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{
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fSceneCount++;
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}
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{
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fSceneCount--;
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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G4VSceneHandler::BeginPrimitives (objectTransformation);
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if (fMemoryForDisplayLists) {
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if (!(fDisplayListId = glGenLists (1))) { // Could pre-allocate?
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G4cout << "********************* WARNING! ********************\n"
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<<"Unable to allocate any more display lists in OpenGL.\n "
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<< " Continuing drawing in IMMEDIATE MODE.\n"
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<< "***************************************************" << endl;
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fMemoryForDisplayLists = false;
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}
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}
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if (fMemoryForDisplayLists) {
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if (fReadyForTransients) {
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fTODLList.append (fDisplayListId);
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fTODLTransformList.append (objectTransformation);
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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}
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else {
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fPODLList.append (fDisplayListId);
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fPODLTransformList.append (objectTransformation);
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glNewList (fDisplayListId, GL_COMPILE);
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}
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} else {
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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}
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives () {
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if (fMemoryForDisplayLists) {
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glEndList();
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}
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if (fReadyForTransients || !fMemoryForDisplayLists) {
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glPopMatrix();
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glFlush ();
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glDrawBuffer (GL_BACK);
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}
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G4VSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::ClearStore () {
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int i;
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// Delete OpenGL display lists.
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for (i = 0; i < fPODLList.entries (); i++) {
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if (fPODLList (i)) {
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glDeleteLists (fPODLList (i), 1);
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} else {
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G4cerr << "Warning : NULL display List in fPODLList." << endl;
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}
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}
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for (i = 0; i < fTODLList.entries (); i++) {
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if (fTODLList (i)) {
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glDeleteLists (fTODLList (i), 1);
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} else {
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G4cerr << "Warning : NULL display List in fTODLList." << endl;
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}
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}
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if (fTopPODL) glDeleteLists (fTopPODL, 1);
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fTopPODL = 0;
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fMemoryForDisplayLists = glIsList (fTopPODL = glGenLists (1));
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// Clear other lists, dictionary, etc.
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fPODLList.clear ();
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fTODLList.clear ();
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fPODLTransformList.clear ();
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fTODLTransformList.clear ();
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fSolidDictionary.clear ();
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}
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void G4OpenGLStoredSceneHandler::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 G4OpenGLStoredSceneHandler::EndModeling () {
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// Make a List which calls the other lists.
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// if (!(fTopPODL = glGenLists (1))) {
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// G4Exception ("Unable to allocate display List for fTopPODL in G4OpenGLStoredSceneHandler");
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// }
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glNewList (fTopPODL, GL_COMPILE); {
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for (int i = 0; i < fPODLList.entries (); i++) {
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glPushMatrix();
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G4OpenGLTransform3D oglt (fPODLTransformList (i));
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glMultMatrixd (oglt.GetGLMatrix ());
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glCallList (fPODLList(i));
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glPopMatrix();
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}
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}
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glEndList ();
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G4VSceneHandler::EndModeling ();
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if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
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initialize_hlr = false;
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// glDisable (GL_POLYGON_OFFSET_FILL);
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}
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}
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void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
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if (fReadyForTransients ||
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GetModel () -> GetModelingParameters () -> GetRepStyle () ==
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G4ModelingParameters::hierarchy) {
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G4VSceneHandler::RequestPrimitives (solid);
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}
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else {
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// Stop-gap solution for display List re-use. A proper
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// implementation would use geometry hierarchy.
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G4VSolidPointer pSolid = (G4VSolidPointer) &solid;
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if (!(fpCurrentPV -> IsReplicated ()) &&
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fSolidDictionary.findValue (pSolid, fDisplayListId)) {
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fPODLList.append (fDisplayListId);
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fPODLTransformList.append (*fpObjectTransformation);
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}
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else {
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G4VSceneHandler::RequestPrimitives (solid);
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fSolidDictionary.insertKeyAndValue (pSolid, fDisplayListId);
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}
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}
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}
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G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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G4int G4OpenGLStoredSceneHandler::fSceneCount = 0;
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#endif
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