// // ******************************************************************** // * 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 27th March 1996 // OpenGL scene handler - base for immediate mode and stored mode classes to // inherit from. #if defined (G4VIS_BUILD_OPENGL_DRIVER) || defined (G4VIS_USE_OPENGL) #ifndef G4OPENGLSCENEHANDLER_HH #define G4OPENGLSCENEHANDLER_HH #include "globals.hh" #include "G4VSceneHandler.hh" #include "G4OpenGL.hh" #include class G4AttHolder; // Base class for various OpenGLSceneHandler classes. class G4OpenGLSceneHandler: public G4VSceneHandler { friend class G4OpenGLViewer; public: virtual void BeginPrimitives (const G4Transform3D& objectTransformation); virtual void EndPrimitives (); virtual void BeginPrimitives2D (const G4Transform3D& objectTransformation); virtual void EndPrimitives2D (); void AddPrimitive (const G4Polyline&); void AddPrimitive (const G4Polymarker&); void AddPrimitive (const G4Text&); void AddPrimitive (const G4Circle&); void AddPrimitive (const G4Square&); void AddPrimitivesCircle (const std::vector &); void AddPrimitivesSquare (const std::vector &); void AddPrimitive (const G4Scale&); void AddPrimitive (const G4Polyhedron&); void PreAddSolid (const G4Transform3D& objectTransformation, const G4VisAttributes&); void AddSolid (const G4Box&); void AddSolid (const G4Cons&); void AddSolid (const G4Tubs&); void AddSolid (const G4Trd&); void AddSolid (const G4Trap&); void AddSolid (const G4Sphere&); void AddSolid (const G4Para&); void AddSolid (const G4Torus&); void AddSolid (const G4Polycone&); void AddSolid (const G4Polyhedra&); void AddSolid (const G4Orb&); void AddSolid (const G4Ellipsoid&); void AddSolid (const G4VSolid&); void AddCompound (const G4VTrajectory&); void AddCompound (const G4VHit&); void AddCompound (const G4VDigi&); void AddCompound (const G4THitsMap&); void AddCompound (const G4THitsMap&); // enum for /vis/ogl/flushAt. enum FlushAction { endOfEvent, endOfRun, eachPrimitive, NthPrimitive, NthEvent, never }; static G4int GetEntitiesFlushInterval() {return fEntitiesFlushInterval;} static FlushAction GetFlushAction() {return fFlushAction;} static void SetEntitiesFlushInterval(G4int interval) {fEntitiesFlushInterval = interval;} static void SetFlushAction(FlushAction action) {fFlushAction = action;} #ifdef G4OPENGL_VERSION_2 private : // vertex vector to be given to the graphic card std::vector fOglVertex; // indices vector to be given to the graphic card std::vector fOglIndices; // before, drawyType (as GL_QUADS, GL_TRIANGLES...) was // given in glBegin. Now it has to be given in glDrawArray (at the end) GLenum fDrawArrayType; // emulate GL_QUADS behaviour by inverting two last positions bool fEmulate_GL_QUADS; // Try to optimize a bit the pipeline void OptimizeVBOForTrd(); void OptimizeVBOForCons(G4int aNoFacet); // emulating glEnd and glBegin void glEndVBO(); void glBeginVBO(GLenum type); void drawVBOArray(std::vector vertices); // Buffers used to access vertex and indices elements #if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT) Wt::WGLWidget::Buffer fVertexBufferObject; Wt::WGLWidget::Buffer fIndicesBufferObject; #else GLuint fVertexBufferObject; GLuint fIndicesBufferObject; #endif // G4VIS_BUILD_OPENGLWT_DRIVER #endif //G4OPENGL_VERSION_2 protected: G4OpenGLSceneHandler (G4VGraphicsSystem& system, G4int id, const G4String& name = ""); virtual ~G4OpenGLSceneHandler (); void ProcessScene(); G4DisplacedSolid* CreateSectionSolid (); G4DisplacedSolid* CreateCutawaySolid (); void ClearAndDestroyAtts(); // Destroys att holders and clears pick map. #ifdef G4OPENGL_VERSION_2 // Special case for VBO, we want to have acces to the VBO drawer everywhere // because instead of OpenGL call which are static, VBO openGL functions : // - Are functions of an WGLWidget object(G4OpenGLImmediateViewer in our case) // - Needs an access to the QGLSHader // - Have to be redefined in a VBO way inline void setVboDrawer(G4OpenGLVboDrawer* drawer) { fVboDrawer = drawer; } G4OpenGLVboDrawer* fVboDrawer; #endif // G4OPENGL_VERSION_2 GLuint fPickName; std::map fPickMap; // For picking. // Shared code to wait until we make a single glFlush void ScaledFlush () ; // Static so that they apply to all OGL scene handlers... static FlushAction fFlushAction; // Number of entities between flushes static G4int fEntitiesFlushInterval; // True if caller of primitives is capable of processing three passes. G4bool fThreePassCapable; G4bool fSecondPassForTransparencyRequested; G4bool fSecondPassForTransparency; G4bool fThirdPassForNonHiddenMarkersRequested; G4bool fThirdPassForNonHiddenMarkers; static const GLubyte fStippleMaskHashed [128]; bool fEdgeFlag; }; #include "G4OpenGLSceneHandler.icc" #endif // G4OPENGLSCENEHANDLER_HH #endif // G4VIS_BUILD_OPENGL_DRIVER