330 lines
10 KiB
C++
330 lines
10 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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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. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLViewer.hh 101714 2016-11-22 08:53:13Z gcosmo $
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//
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//
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// Andrew Walkden 27th March 1996
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// OpenGL viewer - opens window, hard copy, etc.
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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#ifndef G4OPENGLVIEWER_HH
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#define G4OPENGLVIEWER_HH
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#include "G4VViewer.hh"
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#include "G4OpenGL.hh"
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#ifdef G4OPENGL_VERSION_2
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#include "G4OpenGLVboDrawer.hh"
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#endif
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class G4OpenGLSceneHandler;
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class G4OpenGL2PSAction;
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class G4Text;
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class G4OpenGLViewerPickMap {
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public :
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inline void setName(G4String n) {
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fName = n;
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}
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inline void setHitNumber(G4int n) {
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fHitNumber = n;
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}
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inline void setSubHitNumber(G4int n) {
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fSubHitNumber = n;
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}
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inline void setPickName(G4int n) {
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fPickName= n;
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}
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inline void addAttributes(G4String att) {
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fAttributes.push_back(att);
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}
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inline G4String getName() {
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return fName;
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}
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inline G4int getHitNumber() {
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return fHitNumber;
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}
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inline G4int getSubHitNumber() {
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return fSubHitNumber;
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}
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inline G4int getPickName() {
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return fPickName;
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}
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inline std::vector <G4String > getAttributes() {
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return fAttributes;
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}
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G4String print();
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private :
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G4String fName;
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G4int fHitNumber;
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G4int fSubHitNumber;
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G4int fPickName;
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std::vector <G4String > fAttributes;
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};
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// Base class for various OpenGLView classes.
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class G4OpenGLViewer: virtual public G4VViewer {
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friend class G4OpenGLSceneHandler;
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friend class G4OpenGLImmediateSceneHandler;
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friend class G4OpenGLStoredSceneHandler;
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friend class G4OpenGLFileSceneHandler;
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friend class G4OpenGLViewerMessenger;
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public:
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void ClearView ();
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void ClearViewWithoutFlush ();
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//////////////////////////////Vectored PostScript production functions///
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bool printEPS();
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virtual bool exportImage(std::string name="", int width=-1, int height=-1);
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bool setExportImageFormat(std::string format,bool quiet = false);
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// change the export image format according to thoses available for the current viewer
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// Special case for Wt, we want to have acces to the drawer
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#ifdef G4OPENGL_VERSION_2
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inline G4OpenGLVboDrawer* getWtDrawer() {return fVboDrawer;}
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// Associate the Wt drawer to the OpenGLViewer and the OpenGLSceneHandler
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void setVboDrawer(G4OpenGLVboDrawer* drawer);
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G4OpenGLVboDrawer* fVboDrawer;
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inline bool isInitialized() {
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return fGlViewInitialized;
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}
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#endif
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protected:
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G4OpenGLViewer (G4OpenGLSceneHandler& scene);
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virtual ~G4OpenGLViewer ();
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private:
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G4OpenGLViewer(const G4OpenGLViewer&);
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G4OpenGLViewer& operator= (const G4OpenGLViewer&);
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protected:
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void SetView ();
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void ResetView ();
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virtual void DrawText(const G4Text&);
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void ChangePointSize(G4double size);
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void ChangeLineWidth(G4double width);
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void HaloingFirstPass ();
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void HaloingSecondPass ();
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void HLRFirstPass ();
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void HLRSecondPass ();
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void HLRThirdPass ();
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void InitializeGLView ();
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void ResizeGLView();
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void ResizeWindow(unsigned int, unsigned int);
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virtual G4String Pick(GLdouble x, GLdouble y);
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std::vector < G4OpenGLViewerPickMap* > GetPickDetails(GLdouble x, GLdouble y);
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virtual void CreateFontLists () {}
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void rotateScene (G4double dx, G4double dy);
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void rotateSceneToggle (G4double dx, G4double dy);
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//////////////////////////////Vectored PostScript production functions///
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// print EPS file. Depending of fVectoredPs, it will print Vectored or not
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void setExportSize(G4int,G4int);
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// set the new print size.
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// -1 means 'print size' = 'window size'
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// Setting size greater than max OpenGL viewport size will set the size to
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// maximum
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bool setExportFilename(G4String name,G4bool inc = true);
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// set export filename.
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// if inc, then the filename will be increment by one each time
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// try to guesss the correct format according to the extention
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std::string getRealPrintFilename();
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unsigned int getWinWidth() const;
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unsigned int getWinHeight() const;
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G4bool sizeHasChanged();
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// return true if size has change since last redraw
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GLdouble getSceneNearWidth();
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GLdouble getSceneFarWidth();
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GLdouble getSceneDepth();
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void addExportImageFormat(std::string format);
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// add a image format to the available export format list
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G4bool isGl2psWriting();
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G4bool isFramebufferReady();
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void g4GluPickMatrix(GLdouble x, GLdouble y, GLdouble width, GLdouble height,
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GLint viewport[4]);
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// MESA implementation of gluPickMatrix
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void g4GluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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GLdouble centerx, GLdouble centery, GLdouble
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centerz,
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GLdouble upx, GLdouble upy, GLdouble upz );
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// MESA implementation of gluLookAt
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void g4GlOrtho (GLdouble left, GLdouble right,
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GLdouble bottom, GLdouble top,
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GLdouble near, GLdouble far);
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// Redefinition on glOrtho to solve precision issues
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void g4GlFrustum (GLdouble left, GLdouble right,
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GLdouble bottom, GLdouble top,
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GLdouble near, GLdouble far);
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// Redefinition on glFrustum to solve precision issues
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G4bool fPrintColour;
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G4bool fVectoredPs;
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G4OpenGLSceneHandler& fOpenGLSceneHandler;
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G4Colour background; //the OpenGL clear colour
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G4bool
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transparency_enabled, //is alpha blending enabled?
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antialiasing_enabled, //is antialiasing enabled?
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haloing_enabled; //is haloing enabled for wireframe?
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G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
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G4double fFadeFactor; // 0: no fade; 1: maximum fade with time within range.
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G4bool fDisplayHeadTime; // Display head time (fEndTime) in 2D text.
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G4double fDisplayHeadTimeX, fDisplayHeadTimeY; // 2D screen coords.
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G4double fDisplayHeadTimeSize; // Screen size.
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G4double fDisplayHeadTimeRed, fDisplayHeadTimeGreen, fDisplayHeadTimeBlue;
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G4bool fDisplayLightFront;// Display light front at head time originating at
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G4double fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ,
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fDisplayLightFrontT;
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G4double fDisplayLightFrontRed, fDisplayLightFrontGreen, fDisplayLightFrontBlue;
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G4OpenGL2PSAction* fGL2PSAction;
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G4double fRot_sens; // Rotation sensibility in degrees
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G4double fPan_sens; // Translation sensibility
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unsigned int fWinSize_x;
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unsigned int fWinSize_y;
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std::vector < std::string > fExportImageFormatVector;
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std::string fDefaultExportImageFormat;
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std::string fExportImageFormat;
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int fExportFilenameIndex;
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G4int fPrintSizeX;
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G4int fPrintSizeY;
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private :
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G4float fPointSize;
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G4String fExportFilename;
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G4String fDefaultExportFilename;
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G4bool fSizeHasChanged;
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int fGl2psDefaultLineWith;
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int fGl2psDefaultPointSize;
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bool fGlViewInitialized;
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// size of the OpenGL frame
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void rotateSceneThetaPhi(G4double dx, G4double dy);
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void rotateSceneInViewDirection (G4double dx, G4double dy);
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bool printGl2PS();
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G4int getRealExportWidth();
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G4int getRealExportHeight();
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GLubyte* grabPixels (int inColor,
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unsigned int width,
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unsigned int height);
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bool printNonVectoredEPS ();
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// print non vectored EPS files
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bool printVectoredEPS();
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// print vectored EPS files
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bool fIsGettingPickInfos;
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// Block SetView() during picking
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#ifdef G4OPENGL_VERSION_2
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public:
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#ifdef G4VIS_BUILD_OPENGLWT_DRIVER
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inline Wt::WGLWidget::Program getShaderProgram() {
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return fShaderProgram;
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}
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inline Wt::WGLWidget::UniformLocation getShaderProjectionMatrix() {
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return fpMatrixUniform;
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}
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inline Wt::WGLWidget::UniformLocation getShaderTransformMatrix() {
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return ftMatrixUniform;
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}
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#else
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inline GLuint getShaderProgram() {
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return fShaderProgram;
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}
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inline GLuint getShaderProjectionMatrix() {
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return fpMatrixUniform;
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}
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inline GLuint getShaderTransformMatrix() {
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return ftMatrixUniform;
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}
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inline GLuint getShaderViewModelMatrix() {
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return fmvMatrixUniform;
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}
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#endif
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protected :
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// define the keyword shader to handle it in a better way for OpenGL and WebGL
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#ifdef G4VIS_BUILD_OPENGLWT_DRIVER
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#define Shader Wt::WGLWidget::Shader
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#else
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#define Shader GLuint
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#endif
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// define some attributes and variables for OpenGL and WebGL
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#ifdef G4VIS_BUILD_OPENGLWT_DRIVER
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Wt::WGLWidget::Program fShaderProgram;
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// Program and related variables
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Wt::WGLWidget::AttribLocation fVertexPositionAttribute;
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Wt::WGLWidget::AttribLocation fVertexNormalAttribute;
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Wt::WGLWidget::UniformLocation fpMatrixUniform;
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Wt::WGLWidget::UniformLocation fcMatrixUniform;
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Wt::WGLWidget::UniformLocation fmvMatrixUniform;
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Wt::WGLWidget::UniformLocation fnMatrixUniform;
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Wt::WGLWidget::UniformLocation ftMatrixUniform;
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#else
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GLuint fShaderProgram;
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// Program and related variables
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GLuint fVertexPositionAttribute;
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GLuint fVertexNormalAttribute;
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GLuint fpMatrixUniform;
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GLuint fcMatrixUniform;
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GLuint fmvMatrixUniform;
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GLuint fnMatrixUniform;
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GLuint ftMatrixUniform;
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#endif
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#endif
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};
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#endif
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#endif
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