Import Geant4 11.2.0.beta source tree
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@@ -34,9 +34,6 @@
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#include "G4VViewer.hh"
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#include "G4OpenGL.hh"
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#ifdef G4OPENGL_VERSION_2
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#include "G4OpenGLVboDrawer.hh"
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#endif
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class G4OpenGLSceneHandler;
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class G4gl2ps;
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@@ -110,16 +107,6 @@ public:
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virtual bool exportImage(std::string name="", int width=-1, int height=-1);
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bool setExportImageFormat(std::string format,bool quiet = false);
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#ifdef G4OPENGL_VERSION_2
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void setVboDrawer(G4OpenGLVboDrawer* drawer);
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G4OpenGLVboDrawer* fVboDrawer;
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inline bool isInitialized() {
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return fGlViewInitialized;
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}
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#endif
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protected:
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G4OpenGLViewer (G4OpenGLSceneHandler& scene);
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virtual ~G4OpenGLViewer ();
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@@ -241,39 +228,6 @@ private :
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bool fIsGettingPickInfos;
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// Block SetView() during picking
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#ifdef G4OPENGL_VERSION_2
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public:
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inline GLuint getShaderProgram() {
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return fShaderProgram;
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}
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inline GLuint getShaderProjectionMatrix() {
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return fpMatrixUniform;
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}
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inline GLuint getShaderTransformMatrix() {
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return ftMatrixUniform;
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}
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inline GLuint getShaderViewModelMatrix() {
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return fmvMatrixUniform;
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}
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protected :
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// define the keyword shader to handle it in a better way for OpenGL and WebGL
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#define Shader GLuint
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// define some attributes and variables for OpenGL and WebGL
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GLuint fShaderProgram;
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// Program and related variables
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GLuint fVertexPositionAttribute;
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GLuint fVertexNormalAttribute;
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GLuint fpMatrixUniform;
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GLuint fcMatrixUniform;
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GLuint fmvMatrixUniform;
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GLuint fnMatrixUniform;
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GLuint ftMatrixUniform;
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#endif
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};
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#endif
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