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: G4OpenGLStoredXmViewer.cc,v 1.1 1999/01/09 16:23:28 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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// Class G4OpenGLStoredXmViewer : a class derived from G4OpenGLXmViewer
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// and G4OpenGLStoredViewer.
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#ifdef G4VIS_BUILD_OPENGLXM_DRIVER
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#include "G4OpenGLStoredXmViewer.hh"
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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 "G4ios.hh"
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#include <assert.h>
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#include <unistd.h>
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G4OpenGLStoredXmViewer::G4OpenGLStoredXmViewer (G4OpenGLStoredSceneHandler& scene,
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const G4String& name):
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G4OpenGLViewer (scene),
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G4OpenGLXmViewer (scene),
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G4OpenGLStoredViewer (scene),
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G4VViewer (scene, scene.IncrementViewCount (), name) {
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if (fViewId < 0) return; // In case error in base class instantiation.
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if (!vi_stored) {
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fViewId = -1; // This flags an error.
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G4cerr << "G4OpenGLStoredXmViewer::G4OpenGLStoredXmViewer -"
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" G4OpenGLXmViewer couldn't get a visual." << endl;
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return;
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}
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CreateGLXContext (vi_stored);
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InitializeGLView ();
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CreateMainWindow ();
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// clear the buffers and window.
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ClearView ();
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FinishView ();
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glDepthFunc (GL_LEQUAL);
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glDepthMask (GL_TRUE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel (GL_FLAT);
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}
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void G4OpenGLStoredXmViewer::DrawView () {
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if (white_background == true) {
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glClearColor (1., 1., 1., 1.);
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} else {
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glClearColor (0., 0., 0., 1.);
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}
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//Make sure current viewer is attached and clean...
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glXMakeCurrent (dpy, win, cx);
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glViewport (0, 0, WinSize_x, WinSize_y);
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ClearView ();
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G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();
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//See if things have changed from last time and remake if necessary...
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KernelVisitDecision ();
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ProcessView ();
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if(style!=G4ViewParameters::hlr &&
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haloing_enabled) {
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HaloingFirstPass ();
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DrawDisplayLists ();
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glFlush ();
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HaloingSecondPass ();
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}
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DrawDisplayLists ();
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FinishView ();
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}
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#endif
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