// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * 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. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // // // Andrew Walkden 10th February 1997 // G4OpenGLStoredSceneHandler - creates OpenGL Display lists. #ifndef G4OPENGLSTOREDSCENEHANDLER_HH #define G4OPENGLSTOREDSCENEHANDLER_HH #include "globals.hh" #include "G4OpenGLSceneHandler.hh" #include "G4Text.hh" #include #include class G4OpenGLStored; class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler { friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs. public: G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = ""); virtual ~G4OpenGLStoredSceneHandler (); void BeginPrimitives (const G4Transform3D& objectTransformation); void EndPrimitives (); void BeginPrimitives2D (const G4Transform3D& objectTransformation); void EndPrimitives2D (); void BeginModeling (); void EndModeling (); using G4VSceneHandler::AddPrimitive; void AddPrimitive (const G4Polyline&); void AddPrimitive (const G4Polymarker&); void AddPrimitive (const G4Circle&); void AddPrimitive (const G4Square&); void AddPrimitive (const G4Text&); void AddPrimitive (const G4Polyhedron&); void ClearStore (); void ClearTransientStore (); static G4int GetDisplayListLimit() {return fDisplayListLimit;} static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;} protected: G4bool AddPrimitivePreamble(const G4VMarker& visible); G4bool AddPrimitivePreamble(const G4Polyline& visible); G4bool AddPrimitivePreamble(const G4Polyhedron& visible); // Return false if no further processing required. void AddPrimitivePostamble(); // Two virtual functions for extra processing in a sub-class, for // example, to make a display tree. They are to return true if the // visible object uses gl commands for drawing. This is // predominantly true; a notable exception is Qt text. In that // case, a display list does not need to be created; all relevant // information is assumed to be stored in the PO/TOList. virtual G4bool ExtraPOProcessing (const G4Visible&, size_t /*currentPOListIndex*/) {return true;} virtual G4bool ExtraTOProcessing (const G4Visible&, size_t /*currentTOListIndex*/) {return true;} static G4int fSceneIdCount; // static counter for OpenGLStored scenes. // Display list management. All static since there's only one OGL store. static G4int fDisplayListId; // Workspace. static G4bool fMemoryForDisplayLists; // avoid memory overflow static G4int fDisplayListLimit; // avoid memory overflow // PODL = Persistent Object Display List. // This "top PODL" was made redundant when the PO list was // "unwrapped" 27th October 2011, but keep it for now in case we // need to wrap it again. GLint fTopPODL; // List which calls the other PODLs. // G4Text plus transform and 2/3D. struct G4TextPlus { G4TextPlus(const G4Text& text): fG4Text(text), fProcessing2D(false) {} G4Text fG4Text; G4bool fProcessing2D; }; // PO = Persistent Object, i.e., run-durantion object, e.g., geometry. struct PO { PO(); PO(const PO&); PO(G4int id, const G4Transform3D& tr = G4Transform3D()); ~PO(); PO& operator= (const PO&); G4int fDisplayListId; G4Transform3D fTransform; GLuint fPickName; G4Colour fColour; G4TextPlus* fpG4TextPlus; G4bool fMarkerOrPolyline; }; std::vector fPOList; // TO = Transient Object, e.g., trajectories. struct TO { TO(); TO(const TO&); TO(G4int id, const G4Transform3D& tr = G4Transform3D()); ~TO(); TO& operator= (const TO&); G4int fDisplayListId; G4Transform3D fTransform; GLuint fPickName; G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps). G4Colour fColour; G4TextPlus* fpG4TextPlus; G4bool fMarkerOrPolyline; }; std::vector fTOList; // Stop-gap solution of structure re-use. // A proper implementation would use geometry hierarchy. std::map > fSolidMap; private: bool AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline); }; #endif