// This code implementation is the intellectual property of // the GEANT4 collaboration. // // By copying, distributing or modifying the Program (or any work // based on the Program) you indicate your acceptance of this statement, // and all its terms. // // $Id: G4OpenGLImmediateSceneHandler.cc,v 1.3 1999/12/15 14:54:07 gunter Exp $ // GEANT4 tag $Name: geant4-01-01 $ // // // Andrew Walkden 10th February 1997 // OpenGL immediate scene - draws immediately to buffer // (saving space on server). #ifdef G4VIS_BUILD_OPENGL_DRIVER // Included here - problems with HP compiler if not before other includes? #include "G4NURBS.hh" // Here follows a special for Mesa, the OpenGL emulator. Does not affect // other OpenGL's, as far as I'm aware. John Allison 18/9/96. #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ // Also seems to be required for HP's CC and AIX xlC, at least. #include #include #include #include "G4OpenGLSceneHandler.hh" #include "G4OpenGLViewer.hh" #include "G4OpenGLTransform3D.hh" #include "G4Point3D.hh" #include "G4Normal3D.hh" #include "G4Transform3D.hh" #include "G4Polyline.hh" #include "G4Text.hh" #include "G4Circle.hh" #include "G4Square.hh" #include "G4Polyhedron.hh" #include "G4VisAttributes.hh" #include "G4OpenGLImmediateSceneHandler.hh" G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system, const G4String& name): G4OpenGLSceneHandler (system, fSceneIdCount++, name) { fSceneCount++; } G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler () { fSceneCount--; } #include "g4std/iomanip" void G4OpenGLImmediateSceneHandler::BeginPrimitives (const G4Transform3D& objectTransformation) { G4VSceneHandler::BeginPrimitives (objectTransformation); glPushMatrix(); G4OpenGLTransform3D oglt (objectTransformation); /*************************** Check matrix. const GLdouble* m = oglt.GetGLMatrix (); G4cout << "G4OpenGLTransform3D matrix:"; for (int i = 0; i < 16; i++) { if ((i % 4) == 0) G4cout << '\n'; G4cout << G4std::setw (15) << m[i]; } G4cout << G4endl; *****************************************/ glMultMatrixd (oglt.GetGLMatrix ()); } void G4OpenGLImmediateSceneHandler::EndPrimitives () { glPopMatrix(); if (fReadyForTransients) { glFlush (); } G4VSceneHandler::EndPrimitives (); } void G4OpenGLImmediateSceneHandler::BeginModeling () { if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) { initialize_hlr = true; } G4VSceneHandler::BeginModeling(); } void G4OpenGLImmediateSceneHandler::EndModeling () { G4VSceneHandler::EndModeling (); if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) { initialize_hlr = true; // glDisable (GL_POLYGON_OFFSET_FILL); } } G4int G4OpenGLImmediateSceneHandler::GetSceneCount () { return fSceneCount; } G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; G4int G4OpenGLImmediateSceneHandler::fSceneCount = 0; #endif