117 lines
3.8 KiB
C++
117 lines
3.8 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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//
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//
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// Class G4OpenGLImmediateWin32Viewer : a class derived from G4OpenGLWin32Viewer and
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// G4OpenGLImmediateViewer.
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#ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER
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#include "G4OpenGLImmediateWin32Viewer.hh"
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#include "G4OpenGLImmediateSceneHandler.hh"
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#include "G4ios.hh"
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G4OpenGLImmediateWin32Viewer::G4OpenGLImmediateWin32Viewer
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(G4OpenGLImmediateSceneHandler& sceneHandler,
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const G4String& name):
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G4OpenGLViewer (sceneHandler),
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G4OpenGLWin32Viewer (sceneHandler),
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G4OpenGLImmediateViewer (sceneHandler),
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G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (), name) {
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if (fViewId < 0) return; // In case error in base class instantiation.
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}
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void G4OpenGLImmediateWin32Viewer::Initialise () {
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// ensure a suitable window was found
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CreateGLWin32Context ();
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CreateMainWindow ();
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CreateFontLists ();
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// If a double buffer context has been forced upon us, ignore the
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// back buffer for this OpenGLImmediate view.
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glDrawBuffer (GL_FRONT);
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// clear the buffers and window.
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ClearView ();
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FinishView ();
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glDepthFunc (GL_LEQUAL);
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glDepthMask (GL_TRUE);
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}
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void G4OpenGLImmediateWin32Viewer::DrawView () {
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// If a double buffer context has been forced upon us, ignore the
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// back buffer for this OpenGLImmediate view.
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glDrawBuffer (GL_FRONT);
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G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();
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glViewport (0, 0, getWinWidth(), getWinHeight());
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if(style!=G4ViewParameters::hlr &&
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haloing_enabled) {
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HaloingFirstPass ();
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NeedKernelVisit ();
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ProcessView ();
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glFlush ();
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HaloingSecondPass ();
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}
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NeedKernelVisit (); // Always need to visit G4 kernel.
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ProcessView ();
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FinishView ();
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}
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//////////////////////////////////////////////////////////////////////////////
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void G4OpenGLImmediateWin32Viewer::FinishView (
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)
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//////////////////////////////////////////////////////////////////////////////
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
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{
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if(!fHDC) return;
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glFlush ();
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// Empty the Windows message queue :
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MSG event;
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while ( ::PeekMessage(&event, NULL, 0, 0, PM_REMOVE) ) {
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::TranslateMessage(&event);
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::DispatchMessage (&event);
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}
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}
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#endif
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