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geant4/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
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2018-12-07 15:15:39 +01:00

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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 *
// * 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.
#if defined (G4VIS_BUILD_OPENGL_DRIVER) || defined (G4VIS_USE_OPENGL)
#ifndef G4OPENGLSTOREDSCENEHANDLER_HH
#define G4OPENGLSTOREDSCENEHANDLER_HH
#include "globals.hh"
#include "G4OpenGLSceneHandler.hh"
#include "G4Text.hh"
#include <map>
#include <vector>
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 ();
void AddPrimitive (const G4Polyline&);
void AddPrimitive (const G4Polymarker&);
void AddPrimitive (const G4Circle&);
void AddPrimitive (const G4Square&);
void AddPrimitive (const G4Text&);
void AddPrimitive (const G4Scale&);
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<PO> 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<TO> fTOList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
private:
bool AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline);
};
#endif
#endif