Import Geant4 9.5.0 source tree
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010/11/10 17:11:20 allison Exp $
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// GEANT4 tag $Name: geant4-09-04 $
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010-11-10 17:11:20 allison Exp $
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// GEANT4 tag $Name: not supported by cvs2svn $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -85,6 +85,37 @@ fTopPODL (0)
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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if (fReadyForTransients) glDrawBuffer (GL_FRONT);
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// Display list setup moved to AddPrimitivePreamble. See notes there.
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives ()
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{
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// See all primitives immediately... At least soon...
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ScaledFlush();
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glDrawBuffer (GL_BACK);
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G4OpenGLSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives2D
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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if (fReadyForTransients) glDrawBuffer (GL_FRONT);
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
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{
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// See all primitives immediately... At least soon...
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ScaledFlush();
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glDrawBuffer (GL_BACK);
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G4OpenGLSceneHandler::EndPrimitives2D ();
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}
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void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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{
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// Track nesting depth to avoid recursive calls, for example, from a
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@@ -126,8 +157,8 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
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to.fStartTime = pVA->GetStartTime();
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to.fEndTime = pVA->GetEndTime();
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ExtraTOProcessing(fTOList.size()); // Pass TO list index of next item.
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fTOList.push_back(to);
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (*fpObjectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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@@ -137,6 +168,7 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
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else {
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PO po(fDisplayListId, *fpObjectTransformation);
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po.fPickName = fPickName;
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ExtraPOProcessing(fPOList.size()); // Pass PO list index of next item.
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fPOList.push_back(po);
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glNewList (fDisplayListId, GL_COMPILE);
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glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
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@@ -193,8 +225,6 @@ void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
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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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fAddPrimitivePreambleNestingDepth--;
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}
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@@ -263,30 +293,6 @@ void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs)
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AddPrimitivePostamble();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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// Display list setup moved to AddPrimitivePreamble. See notes there.
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives ()
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{
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G4OpenGLSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives2D
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
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{
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G4OpenGLSceneHandler::EndPrimitives2D ();
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}
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void G4OpenGLStoredSceneHandler::BeginModeling () {
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G4VSceneHandler::BeginModeling();
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ClearStore(); // ...and all that goes with it.
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@@ -457,6 +463,7 @@ void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid)
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fPickMap[++fPickName] = holder;
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po.fPickName = fPickName;
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}
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ExtraPOProcessing(fPOList.size()); // Pass PO list index of next item.
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fPOList.push_back(po);
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}
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else {
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