// // ******************************************************************** // * DISCLAIMER * // * * // * The following disclaimer summarizes all the specific disclaimers * // * of contributors to this software. The specific disclaimers,which * // * govern, are listed with their locations in: * // * http://cern.ch/geant4/license * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. * // * * // * 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 1.10 2004/07/01 15:29:10 johna Exp $ // GEANT4 tag $Name: geant4-07-00-cand-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 "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 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 << std::setw (15) << m[i]; } G4cout << G4endl; *****************************************/ glMultMatrixd (oglt.GetGLMatrix ()); } void G4OpenGLImmediateSceneHandler::EndPrimitives () { glPopMatrix(); if (fReadyForTransients) { glFlush (); } G4VSceneHandler::EndPrimitives (); } void G4OpenGLImmediateSceneHandler::BeginModeling () { G4VSceneHandler::BeginModeling(); } void G4OpenGLImmediateSceneHandler::EndModeling () { G4VSceneHandler::EndModeling (); } void G4OpenGLImmediateSceneHandler::ClearTransientStore () { G4VSceneHandler::ClearTransientStore (); // For immediate mode, clear screen and re-draw detector. if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } G4int G4OpenGLImmediateSceneHandler::GetSceneCount () { return fSceneCount; } G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0; G4int G4OpenGLImmediateSceneHandler::fSceneCount = 0; #endif