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geant4/source/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc
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2016-06-08 15:34:16 +02:00

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C++

// 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 <GL/gl.h>
#include <GL/glx.h>
#include <GL/glu.h>
#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