Files
geant4/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
T
2016-06-08 16:39:52 +02:00

94 lines
3.7 KiB
C++

//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * 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. *
// * *
// * 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: G4OpenGLStoredSceneHandler.hh,v 1.13 2001/08/14 18:03:14 johna Exp $
// GEANT4 tag $Name: geant4-04-01 $
//
//
// 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 "g4std/map"
#include "g4std/vector"
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
public:
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
void EndPrimitives ();
void BeginModeling ();
void EndModeling ();
static G4int GetSceneCount ();
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.
static G4int fSceneCount; // No. of extanct scene handlers.
G4int fDisplayListId; // Workspace.
G4bool fMemoryForDisplayLists; // avoid memory overflow
G4ViewParameters fLastVP; // Keeps memory of last view parameters,
// namely the ones which go with the graphical database
// (display lists). A view may interrogate this to decide if
// it needs to visit the kernel, i.e., to remake the
// graphical database.
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
G4std::vector<G4int> fPODLList;
G4std::vector<G4Transform3D> fPODLTransformList;
// TODL = Transient Object Display List.
G4std::vector<G4int> fTODLList;
G4std::vector<G4Transform3D> fTODLTransformList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
G4std::map <const G4VSolid*, G4int, G4std::less <const G4VSolid*> > fSolidMap;
};
inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () {
return fSceneCount;
}
#endif
#endif