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geant4/source/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc
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2016-06-09 11:11:55 +02:00

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//
// ********************************************************************
// * 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: G4OpenGLImmediateSceneHandler.cc,v 1.10 2004/07/01 15:29:10 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
//
//
// Andrew Walkden 10th February 1997
// OpenGL immediate scene - draws immediately to buffer
// (saving space on server).
#ifdef G4VIS_BUILD_OPENGL_DRIVER
// Included here - problems with HP compiler if not before other includes?
#include "G4NURBS.hh"
// Here follows a special for Mesa, the OpenGL emulator. Does not affect
// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
// Also seems to be required for HP's CC and AIX xlC, at least.
#include "G4OpenGLSceneHandler.hh"
#include "G4OpenGLViewer.hh"
#include "G4OpenGLTransform3D.hh"
#include "G4Point3D.hh"
#include "G4Normal3D.hh"
#include "G4Transform3D.hh"
#include "G4Polyline.hh"
#include "G4Text.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
#include "G4Polyhedron.hh"
#include "G4VisAttributes.hh"
#include "G4OpenGLImmediateSceneHandler.hh"
G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler (G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLSceneHandler (system, fSceneIdCount++, name)
{
fSceneCount++;
}
G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
{
fSceneCount--;
}
#include <iomanip>
void G4OpenGLImmediateSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation) {
G4VSceneHandler::BeginPrimitives (objectTransformation);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
/*************************** Check matrix.
const GLdouble* m = oglt.GetGLMatrix ();
G4cout << "G4OpenGLTransform3D matrix:";
for (int i = 0; i < 16; i++) {
if ((i % 4) == 0) G4cout << '\n';
G4cout << std::setw (15) << m[i];
}
G4cout << G4endl;
*****************************************/
glMultMatrixd (oglt.GetGLMatrix ());
}
void G4OpenGLImmediateSceneHandler::EndPrimitives () {
glPopMatrix();
if (fReadyForTransients) {
glFlush ();
}
G4VSceneHandler::EndPrimitives ();
}
void G4OpenGLImmediateSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
}
void G4OpenGLImmediateSceneHandler::EndModeling () {
G4VSceneHandler::EndModeling ();
}
void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
// For immediate mode, clear screen and re-draw detector.
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
G4int G4OpenGLImmediateSceneHandler::GetSceneCount () {
return fSceneCount;
}
G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
G4int G4OpenGLImmediateSceneHandler::fSceneCount = 0;
#endif