239 lines
7.2 KiB
C++
239 lines
7.2 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.15 2002/11/27 12:44:09 johna Exp $
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// GEANT4 tag $Name: geant4-05-00 $
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//
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//
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// Andrew Walkden 10th February 1997
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// OpenGL stored scene - creates OpenGL display lists.
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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// Included here - problems with HP compiler if not before other includes?
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#include "G4NURBS.hh"
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// Here follows a special for Mesa, the OpenGL emulator. Does not affect
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// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
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#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
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// Also seems to be required for HP's CC and AIX xlC, at least.
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#include <GL/gl.h>
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#include "G4OpenGLStoredSceneHandler.hh"
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#include "G4VPhysicalVolume.hh"
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G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
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const G4String& name):
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G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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fMemoryForDisplayLists (true),
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fTopPODL (0)
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{
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fSceneCount++;
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}
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{
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fSceneCount--;
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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G4VSceneHandler::BeginPrimitives (objectTransformation);
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if (fMemoryForDisplayLists) {
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fDisplayListId = glGenLists (1);
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if (!fDisplayListId) { // Could pre-allocate?
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G4cout << "********************* WARNING! ********************\n"
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<<"Unable to allocate any more display lists in OpenGL.\n "
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<< " Continuing drawing in IMMEDIATE MODE.\n"
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<< "***************************************************" << G4endl;
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fMemoryForDisplayLists = false;
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}
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}
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if (fMemoryForDisplayLists) {
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if (fReadyForTransients) {
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fTODLList.push_back (fDisplayListId);
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fTODLTransformList.push_back (objectTransformation);
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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}
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else {
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fPODLList.push_back (fDisplayListId);
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fPODLTransformList.push_back (objectTransformation);
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glNewList (fDisplayListId, GL_COMPILE);
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}
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} else {
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glDrawBuffer (GL_FRONT);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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}
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives () {
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if (fMemoryForDisplayLists) {
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glEndList();
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}
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if (fReadyForTransients || !fMemoryForDisplayLists) {
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glPopMatrix();
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glFlush ();
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glDrawBuffer (GL_BACK);
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}
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G4VSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::BeginModeling () {
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G4VSceneHandler::BeginModeling();
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if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
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initialize_hlr = true;
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}
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ClearStore(); // ...and all that goes with it.
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}
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void G4OpenGLStoredSceneHandler::EndModeling () {
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// Make a List which calls the other lists.
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fTopPODL = glGenLists (1);
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if (!fTopPODL) {
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G4cout <<
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"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
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" display List for fTopPODL - try OpenGL Immediated mode."
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<< G4endl;
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}
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else {
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glNewList (fTopPODL, GL_COMPILE); {
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for (size_t i = 0; i < fPODLList.size (); i++) {
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glPushMatrix();
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G4OpenGLTransform3D oglt (fPODLTransformList [i]);
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glMultMatrixd (oglt.GetGLMatrix ());
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glCallList (fPODLList[i]);
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glPopMatrix();
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}
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}
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glEndList ();
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if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
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initialize_hlr = false;
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// glDisable (GL_POLYGON_OFFSET_FILL);
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}
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}
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G4VSceneHandler::EndModeling ();
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}
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void G4OpenGLStoredSceneHandler::ClearStore () {
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G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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size_t i;
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// Delete OpenGL permanent display lists.
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for (i = 0; i < fPODLList.size (); i++) {
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if (fPODLList [i]) {
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glDeleteLists (fPODLList [i], 1);
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} else {
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G4cerr << "Warning : NULL display List in fPODLList." << G4endl;
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}
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}
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if (fTopPODL) glDeleteLists (fTopPODL, 1);
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fTopPODL = 0;
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// Clear other lists, dictionary, etc.
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fPODLList.clear ();
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fPODLTransformList.clear ();
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fSolidMap.clear ();
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// ...and clear transient store...
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for (i = 0; i < fTODLList.size (); i++) {
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if (fTODLList [i]) {
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glDeleteLists (fTODLList [i], 1);
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} else {
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G4cerr << "Warning : NULL display List in fTODLList." << G4endl;
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}
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}
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fTODLList.clear ();
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fTODLTransformList.clear ();
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}
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void G4OpenGLStoredSceneHandler::ClearTransientStore () {
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G4VSceneHandler::ClearTransientStore ();
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size_t i;
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// Delete OpenGL transient display lists.
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for (i = 0; i < fTODLList.size (); i++) {
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if (fTODLList [i]) {
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glDeleteLists (fTODLList [i], 1);
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} else {
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G4cerr << "Warning : NULL display List in fTODLList." << G4endl;
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}
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}
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// Clear other lists, dictionary, etc.
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fTODLList.clear ();
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fTODLTransformList.clear ();
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// Make sure screen corresponds to graphical database...
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if (fpViewer) {
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fpViewer -> SetView ();
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fpViewer -> ClearView ();
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fpViewer -> DrawView ();
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}
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}
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void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
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if (fReadyForTransients) {
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G4VSceneHandler::RequestPrimitives (solid);
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}
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else {
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// Stop-gap solution for display List re-use. A proper
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// implementation would use geometry hierarchy.
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const G4VSolid* pSolid = &solid;
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if (!(fpCurrentPV -> IsReplicated ()) &&
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(fSolidMap.find (pSolid) != fSolidMap.end ())) {
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fDisplayListId = fSolidMap [pSolid];
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fPODLList.push_back (fDisplayListId);
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fPODLTransformList.push_back (*fpObjectTransformation);
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}
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else {
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G4VSceneHandler::RequestPrimitives (solid);
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fSolidMap [pSolid] = fDisplayListId;
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}
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}
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}
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G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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G4int G4OpenGLStoredSceneHandler::fSceneCount = 0;
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#endif
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