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geant4/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
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//
// ********************************************************************
// * 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 *
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// * 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. *
// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.18 2006/06/29 21:18:00 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
//
// 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 <map>
#include <vector>
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
public:
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
void EndPrimitives ();
void BeginPrimitives2D ();
void EndPrimitives2D ();
void BeginModeling ();
void EndModeling ();
private:
friend class G4OpenGLStoredViewer;
// ..allows access to P/TODLs.
void ClearStore ();
void ClearTransientStore ();
void RequestPrimitives (const G4VSolid& solid);
static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
G4int fDisplayListId; // Workspace.
G4bool fMemoryForDisplayLists; // avoid memory overflow
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
std::vector<G4int> fPODLList;
std::vector<G4Transform3D> fPODLTransformList;
// TODL = Transient Object Display List.
std::vector<G4int> fTODLList;
std::vector<G4Transform3D> fTODLTransformList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
};
#endif
#endif