Import Geant4 9.5.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 16:46:55 +02:00
parent 89a9605df1
commit b1eb5424d2
10957 changed files with 888481 additions and 160139 deletions
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010/11/10 17:11:20 allison Exp $
// GEANT4 tag $Name: geant4-09-04 $
// $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010-11-10 17:11:20 allison Exp $
// GEANT4 tag $Name: not supported by cvs2svn $
//
//
// Andrew Walkden 10th February 1997
@@ -85,6 +85,37 @@ fTopPODL (0)
G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
{}
void G4OpenGLStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
if (fReadyForTransients) glDrawBuffer (GL_FRONT);
// Display list setup moved to AddPrimitivePreamble. See notes there.
}
void G4OpenGLStoredSceneHandler::EndPrimitives ()
{
// See all primitives immediately... At least soon...
ScaledFlush();
glDrawBuffer (GL_BACK);
G4OpenGLSceneHandler::EndPrimitives ();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives2D
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
if (fReadyForTransients) glDrawBuffer (GL_FRONT);
}
void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
{
// See all primitives immediately... At least soon...
ScaledFlush();
glDrawBuffer (GL_BACK);
G4OpenGLSceneHandler::EndPrimitives2D ();
}
void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
{
// Track nesting depth to avoid recursive calls, for example, from a
@@ -126,8 +157,8 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
to.fStartTime = pVA->GetStartTime();
to.fEndTime = pVA->GetEndTime();
ExtraTOProcessing(fTOList.size()); // Pass TO list index of next item.
fTOList.push_back(to);
glDrawBuffer (GL_FRONT);
glPushMatrix();
G4OpenGLTransform3D oglt (*fpObjectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
@@ -137,6 +168,7 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
else {
PO po(fDisplayListId, *fpObjectTransformation);
po.fPickName = fPickName;
ExtraPOProcessing(fPOList.size()); // Pass PO list index of next item.
fPOList.push_back(po);
glNewList (fDisplayListId, GL_COMPILE);
glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
@@ -193,8 +225,6 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
}
if (fReadyForTransients || !fMemoryForDisplayLists) {
glPopMatrix();
glFlush ();
glDrawBuffer (GL_BACK);
}
fAddPrimitivePreambleNestingDepth--;
}
@@ -263,30 +293,6 @@ void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
AddPrimitivePostamble();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
// Display list setup moved to AddPrimitivePreamble. See notes there.
}
void G4OpenGLStoredSceneHandler::EndPrimitives ()
{
G4OpenGLSceneHandler::EndPrimitives ();
}
void G4OpenGLStoredSceneHandler::BeginPrimitives2D
(const G4Transform3D& objectTransformation)
{
G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
}
void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
{
G4OpenGLSceneHandler::EndPrimitives2D ();
}
void G4OpenGLStoredSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
ClearStore(); // ...and all that goes with it.
@@ -457,6 +463,7 @@ void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
fPickMap[++fPickName] = holder;
po.fPickName = fPickName;
}
ExtraPOProcessing(fPOList.size()); // Pass PO list index of next item.
fPOList.push_back(po);
}
else {