157 lines
5.8 KiB
C++
157 lines
5.8 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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// $Id: G4OpenGLStoredSceneHandler.hh 81942 2014-06-06 15:54:20Z gcosmo $
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//
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//
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// Andrew Walkden 10th February 1997
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// G4OpenGLStoredSceneHandler - creates OpenGL Display lists.
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#ifdef G4VIS_BUILD_OPENGL_DRIVER
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#ifndef G4OPENGLSTOREDSCENEHANDLER_HH
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#define G4OPENGLSTOREDSCENEHANDLER_HH
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#include "globals.hh"
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#include "G4OpenGLSceneHandler.hh"
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#include "G4Text.hh"
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#include <map>
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#include <vector>
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class G4OpenGLStored;
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class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
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friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
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public:
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G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
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virtual ~G4OpenGLStoredSceneHandler ();
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void BeginPrimitives (const G4Transform3D& objectTransformation);
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void EndPrimitives ();
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void BeginPrimitives2D (const G4Transform3D& objectTransformation);
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void EndPrimitives2D ();
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void BeginModeling ();
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void EndModeling ();
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void AddPrimitive (const G4Polyline&);
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void AddPrimitive (const G4Polymarker&);
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void AddPrimitive (const G4Circle&);
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void AddPrimitive (const G4Square&);
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void AddPrimitive (const G4Text&);
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void AddPrimitive (const G4Scale&);
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void AddPrimitive (const G4Polyhedron&);
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void ClearStore ();
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void ClearTransientStore ();
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static G4int GetDisplayListLimit() {return fDisplayListLimit;}
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static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;}
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protected:
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G4bool AddPrimitivePreamble(const G4VMarker& visible);
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G4bool AddPrimitivePreamble(const G4Polyline& visible);
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G4bool AddPrimitivePreamble(const G4Polyhedron& visible);
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// Return false if no further processing required.
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void AddPrimitivePostamble();
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// Two virtual functions for extra processing in a sub-class, for
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// example, to make a display tree. They are to return true if the
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// visible object uses gl commands for drawing. This is
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// predominantly true; a notable exception is Qt text. In that
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// case, a display list does not need to be created; all relevant
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// information is assumed to be stored in the PO/TOList.
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virtual G4bool ExtraPOProcessing
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(const G4Visible&, size_t /*currentPOListIndex*/) {return true;}
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virtual G4bool ExtraTOProcessing
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(const G4Visible&, size_t /*currentTOListIndex*/) {return true;}
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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// Display list management. All static since there's only one OGL store.
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static G4int fDisplayListId; // Workspace.
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static G4bool fMemoryForDisplayLists; // avoid memory overflow
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static G4int fDisplayListLimit; // avoid memory overflow
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// PODL = Persistent Object Display List.
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// This "top PODL" was made redundant when the PO list was
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// "unwrapped" 27th October 2011, but keep it for now in case we
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// need to wrap it again.
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GLint fTopPODL; // List which calls the other PODLs.
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// G4Text plus transform and 2/3D.
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struct G4TextPlus {
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G4TextPlus(const G4Text& text): fG4Text(text), fProcessing2D(false) {}
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G4Text fG4Text;
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G4bool fProcessing2D;
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};
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// PO = Persistent Object, i.e., run-durantion object, e.g., geometry.
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struct PO {
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PO();
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PO(const PO&);
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PO(G4int id, const G4Transform3D& tr = G4Transform3D());
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~PO();
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PO& operator= (const PO&);
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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G4Colour fColour;
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G4TextPlus* fpG4TextPlus;
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G4bool fMarkerOrPolyline;
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};
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std::vector<PO> fPOList;
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// TO = Transient Object, e.g., trajectories.
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struct TO {
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TO();
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TO(const TO&);
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TO(G4int id, const G4Transform3D& tr = G4Transform3D());
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~TO();
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TO& operator= (const TO&);
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G4int fDisplayListId;
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G4Transform3D fTransform;
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GLuint fPickName;
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G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
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G4Colour fColour;
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G4TextPlus* fpG4TextPlus;
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G4bool fMarkerOrPolyline;
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};
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std::vector<TO> fTOList;
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// Stop-gap solution of structure re-use.
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// A proper implementation would use geometry hierarchy.
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std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
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private:
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bool AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline);
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};
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#endif
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#endif
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