// 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: G4OpenGLStoredSceneHandler.hh,v 1.10 2001/02/23 15:43:08 johna Exp $ // GEANT4 tag $Name: geant4-03-01 $ // // // Andrew Walkden 10th February 1997 // G4OpenGLStoredSceneHandler - creates OpenGL Display lists. #ifdef G4VIS_BUILD_OPENGL_DRIVER #ifndef G4OPENGLSTOREDSCENEHANDLER_HH #define G4OPENGLSTOREDSCENEHANDLER_HH #include "G4VSceneHandler.hh" #include "G4OpenGLViewer.hh" #include "G4OpenGLStoredViewer.hh" #include "globals.hh" #include "G4RotationMatrix.hh" #include "G4OpenGLSceneHandler.hh" #include "g4std/map" #include "g4std/vector" class G4OpenGLStored; class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler { public: G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = ""); virtual ~G4OpenGLStoredSceneHandler (); void BeginPrimitives (const G4Transform3D& objectTransformation); void EndPrimitives (); void BeginModeling (); void EndModeling (); static G4int GetSceneCount (); private: friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs. void ClearStore (); void RequestPrimitives (const G4VSolid& solid); static G4int fSceneIdCount; // static counter for OpenGLStored scenes. static G4int fSceneCount; // No. of extanct scene handlers. G4int fDisplayListId; // Workspace. G4bool fMemoryForDisplayLists; // avoid memory overflow // PODL = Persistent Object Display List. GLint fTopPODL; // List which calls the other PODLs. G4std::vector fPODLList; G4std::vector fPODLTransformList; // TODL = Transient Object Display List. G4std::vector fTODLList; G4std::vector fTODLTransformList; // Stop-gap solution of structure re-use. // A proper implementation would use geometry hierarchy. G4std::map > fSolidMap; }; inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () { return fSceneCount; } #endif #endif