636 lines
21 KiB
C++
636 lines
21 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.cc 110480 2018-05-25 07:25:18Z gcosmo $
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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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#include "G4OpenGLStoredSceneHandler.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4LogicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4Polyline.hh"
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#include "G4Polymarker.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4AttHolder.hh"
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#include "G4OpenGLTransform3D.hh"
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#include "G4OpenGLViewer.hh"
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#include "G4AttHolder.hh"
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#include <typeinfo>
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G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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G4int G4OpenGLStoredSceneHandler::fDisplayListId = 0;
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G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
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G4int G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
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G4OpenGLStoredSceneHandler::PO::PO():
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fDisplayListId(0),
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fPickName(0),
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fpG4TextPlus(0),
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fMarkerOrPolyline(false)
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{}
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G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po):
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fDisplayListId(po.fDisplayListId),
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fTransform(po.fTransform),
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fPickName(po.fPickName),
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fColour(po.fColour),
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fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0),
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fMarkerOrPolyline(po.fMarkerOrPolyline)
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{}
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G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr):
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fDisplayListId(id),
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fTransform(tr),
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fPickName(0),
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fpG4TextPlus(0),
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fMarkerOrPolyline(false)
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{}
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G4OpenGLStoredSceneHandler::PO::~PO()
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{
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delete fpG4TextPlus;
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}
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G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator=
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(const G4OpenGLStoredSceneHandler::PO& rhs)
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{
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if (&rhs == this) return *this;
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fDisplayListId = rhs.fDisplayListId;
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fTransform = rhs.fTransform;
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fPickName = rhs.fPickName;
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fColour = rhs.fColour;
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fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
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fMarkerOrPolyline = rhs.fMarkerOrPolyline;
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return *this;
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}
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G4OpenGLStoredSceneHandler::TO::TO():
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fDisplayListId(0),
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fPickName(0),
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fStartTime(-G4VisAttributes::fVeryLongTime),
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fEndTime(G4VisAttributes::fVeryLongTime),
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fpG4TextPlus(0),
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fMarkerOrPolyline(false)
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{}
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G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to):
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fDisplayListId(to.fDisplayListId),
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fTransform(to.fTransform),
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fPickName(to.fPickName),
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fStartTime(to.fStartTime),
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fEndTime(to.fEndTime),
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fColour(to.fColour),
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fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0),
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fMarkerOrPolyline(to.fMarkerOrPolyline)
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{}
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G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr):
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fDisplayListId(id),
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fTransform(tr),
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fPickName(0),
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fStartTime(-G4VisAttributes::fVeryLongTime),
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fEndTime(G4VisAttributes::fVeryLongTime),
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fpG4TextPlus(0),
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fMarkerOrPolyline(false)
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{}
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G4OpenGLStoredSceneHandler::TO::~TO()
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{
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delete fpG4TextPlus;
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}
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G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator=
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(const G4OpenGLStoredSceneHandler::TO& rhs)
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{
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if (&rhs == this) return *this;
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fDisplayListId = rhs.fDisplayListId;
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fTransform = rhs.fTransform;
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fPickName = rhs.fPickName;
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fStartTime = rhs.fStartTime;
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fEndTime = rhs.fEndTime;
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fColour = rhs.fColour;
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fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
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fMarkerOrPolyline = rhs.fMarkerOrPolyline;
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return *this;
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}
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G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
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(G4VGraphicsSystem& system,
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const G4String& name):
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G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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fTopPODL (0)
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{}
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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if (fReadyForTransients) glDrawBuffer (GL_FRONT);
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// Display list setup moved to AddPrimitivePreamble. See notes there.
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives ()
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{
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// See all primitives immediately... At least soon...
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ScaledFlush();
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glDrawBuffer (GL_BACK);
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G4OpenGLSceneHandler::EndPrimitives ();
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}
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void G4OpenGLStoredSceneHandler::BeginPrimitives2D
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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if (fReadyForTransients) glDrawBuffer (GL_FRONT);
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}
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void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
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{
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// See all primitives immediately... At least soon...
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ScaledFlush();
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glDrawBuffer (GL_BACK);
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G4OpenGLSceneHandler::EndPrimitives2D ();
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}
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G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
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{
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return AddPrimitivePreambleInternal(visible, true, false);
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}
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G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
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{
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return AddPrimitivePreambleInternal(visible, false, true);
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}
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G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
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{
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return AddPrimitivePreambleInternal(visible, false, false);
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}
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G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreambleInternal
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(const G4Visible& visible, bool isMarker, bool isPolyline)
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{
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// Get applicable vis attributes for all primitives.
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fpVisAttribs = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
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const G4Colour& c = GetColour ();
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G4double opacity = c.GetAlpha ();
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G4bool transparency_enabled = true;
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G4bool isMarkerNotHidden = true;
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G4OpenGLViewer* pOGLViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
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if (pOGLViewer) {
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transparency_enabled = pOGLViewer->transparency_enabled;
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isMarkerNotHidden = pOGLViewer->fVP.IsMarkerNotHidden();
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}
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G4bool isTransparent = opacity < 1.;
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G4bool isMarkerOrPolyline = isMarker || isPolyline;
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G4bool treatAsTransparent = transparency_enabled && isTransparent;
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G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline;
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if (fProcessing2D) glDisable (GL_DEPTH_TEST);
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else {
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if (isMarkerOrPolyline && isMarkerNotHidden)
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glDisable (GL_DEPTH_TEST);
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else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
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}
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if (fThreePassCapable) {
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// Ensure transparent objects are drawn opaque ones and before
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// non-hidden markers. The problem of blending/transparency/alpha
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// is quite a tricky one - see History of opengl-V07-01-01/2/3.
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if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
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// First pass...
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if (treatAsTransparent) { // Request pass for transparent objects...
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fSecondPassForTransparencyRequested = true;
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}
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if (treatAsNotHidden) { // Request pass for non-hidden markers...
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fThirdPassForNonHiddenMarkersRequested = true;
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}
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// On first pass, transparent objects and non-hidden markers are not drawn...
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if (treatAsTransparent || treatAsNotHidden) {
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return false; // No further processing.
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}
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}
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// On second pass, only transparent objects are drawn...
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if (fSecondPassForTransparency) {
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if (!treatAsTransparent) {
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return false; // No further processing.
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}
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}
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// On third pass, only non-hidden markers are drawn...
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if (fThirdPassForNonHiddenMarkers) {
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if (!treatAsNotHidden) {
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return false; // No further processing.
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}
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}
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} // fThreePassCapable
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// Loads G4Atts for picking...
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G4bool isPicking = false;
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if (fpViewer->GetViewParameters().IsPicking()) {
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isPicking = true;
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glLoadName(++fPickName);
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G4AttHolder* holder = new G4AttHolder;
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LoadAtts(visible, holder);
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fPickMap[fPickName] = holder;
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}
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// Can we re-use a display list?
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const G4VSolid* pSolid = 0;
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size())
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// Touchables have been modified - don't risk re-using display list.
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goto end_of_display_list_reuse_test;
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if (pPVModel) {
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// Check that it isn't a G4LogicalVolumeModel (which is a sub-class of
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// G4PhysicalVolumeModel).
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G4LogicalVolumeModel* pLVModel =
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dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
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if (pLVModel)
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// Logical volume model - don't re-use.
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goto end_of_display_list_reuse_test;
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// If part of the geometry hierarchy, i.e., from a
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// G4PhysicalVolumeModel, check if a display list already exists for
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// this solid, re-use it if possible. We could be smarter, and
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// recognise repeated branches of the geometry hierarchy, for
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// example. But this algorithm should be secure, I think...
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G4VPhysicalVolume* pPV = pPVModel->GetCurrentPV();
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if (!pPV)
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// It's probably a dummy model, e.g., for a user-drawn hit?
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goto end_of_display_list_reuse_test;
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G4LogicalVolume* pLV = pPV->GetLogicalVolume();
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if (!pLV)
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// Dummy model again?
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goto end_of_display_list_reuse_test;
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pSolid = pLV->GetSolid();
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EAxis axis = kRho;
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G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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if (pCurrentPV -> IsReplicated ()) {
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G4int nReplicas;
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G4double width;
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G4double offset;
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G4bool consuming;
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pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
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}
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// Provided it is not parametrised (because if so, the
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// solid's parameters might have been changed)...
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if (!(pCurrentPV -> IsParameterised ()) &&
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// Provided it is not replicated radially (because if so, the
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// solid's parameters will have been changed)...
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!(pCurrentPV -> IsReplicated () && axis == kRho) &&
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// ...and if the solid has already been rendered...
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(fSolidMap.find (pSolid) != fSolidMap.end ())) {
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fDisplayListId = fSolidMap [pSolid];
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PO po(fDisplayListId,fObjectTransformation);
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if (isPicking) po.fPickName = fPickName;
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po.fColour = c;
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po.fMarkerOrPolyline = isMarkerOrPolyline;
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fPOList.push_back(po);
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// No need to test if gl commands are used (result of
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// ExtraPOProcessing) because we have already decided they will
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// not, at least not here. Also, pass a dummy G4Visible since
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// not relevant for G4PhysicalVolumeModel.
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(void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1);
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return false; // No further processing.
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}
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}
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end_of_display_list_reuse_test:
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// Because of our need to control colour of transients (display by
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// time fading), display lists may only cover a single primitive.
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// So display list setup is here.
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if (fMemoryForDisplayLists) {
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fDisplayListId = glGenLists (1);
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if (glGetError() == GL_OUT_OF_MEMORY ||
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fDisplayListId > fDisplayListLimit) {
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G4cout <<
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"********************* WARNING! ********************"
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"\n* Display list limit reached in OpenGL."
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"\n* Continuing drawing WITHOUT STORING. Scene only partially refreshable."
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"\n* Current limit: " << fDisplayListLimit <<
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". Change with \"/vis/ogl/set/displayListLimit\"."
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"\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 (pSolid) fSolidMap [pSolid] = fDisplayListId;
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if (fMemoryForDisplayLists) {
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if (fReadyForTransients) {
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TO to(fDisplayListId, fObjectTransformation);
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if (isPicking) to.fPickName = fPickName;
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to.fColour = c;
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to.fStartTime = fpVisAttribs->GetStartTime();
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to.fEndTime = fpVisAttribs->GetEndTime();
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to.fMarkerOrPolyline = isMarkerOrPolyline;
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fTOList.push_back(to);
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// For transient objects, colour, transformation, are kept in
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// the TO, so should *not* be in the display list. As mentioned
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// above, in some cases (display-by-time fading) we need to have
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// independent control of colour. But for now transform and set
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// colour for immediate display.
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glPushMatrix();
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G4OpenGLTransform3D oglt (fObjectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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if (transparency_enabled) {
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glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
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} else {
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glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
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}
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(void) ExtraTOProcessing(visible, fTOList.size() - 1);
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// Ignore return value of the above. If this visible does not use
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// gl commands, a display list is created that is empty and not
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// used.
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glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
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} else {
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PO po(fDisplayListId, fObjectTransformation);
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if (isPicking) po.fPickName = fPickName;
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po.fColour = c;
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po.fMarkerOrPolyline = isMarkerOrPolyline;
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fPOList.push_back(po);
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// For permanent objects, colour is kept in the PO, so should
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// *not* be in the display list. This is so that sub-classes
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// may implement colour modifications according to their own
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// criteria, e.g., scen tree slider in Qt. But for now set
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// colour for immediate display.
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if (transparency_enabled) {
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glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
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} else {
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glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
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}
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G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1);
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// Transients are displayed as they come (GL_COMPILE_AND_EXECUTE
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// above) but persistents are compiled into display lists
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// (GL_COMPILE only) and then drawn from the display lists with
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// their fObjectTransformation as stored in fPOList. Thus,
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// there is no need to do glMultMatrixd here. If
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// ExtraPOProcessing says the visible object does not use gl
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// commands, simply return and abandon further processing. It
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// is assumed that all relevant information is kept in the
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// POList.
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if (!usesGLCommands) return false;
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glNewList (fDisplayListId, GL_COMPILE);
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}
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} else { // Out of memory (or being used when display lists not required).
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glPushMatrix();
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G4OpenGLTransform3D oglt (fObjectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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if (transparency_enabled) {
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glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
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} else {
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glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
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}
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}
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if (fProcessing2D) {
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// Push current 3D world matrices and load identity to define screen
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// coordinates...
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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if (pOGLViewer) {
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pOGLViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
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}
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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G4OpenGLTransform3D oglt (fObjectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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glDisable (GL_LIGHTING);
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} else {
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glEnable (GL_LIGHTING);
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}
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return true;
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}
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void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
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{
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if (fProcessing2D) {
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// Pop current 3D world matrices back again...
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glMatrixMode (GL_PROJECTION);
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glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix();
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}
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// if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close?
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if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
|
|
G4cerr <<
|
|
"ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
|
|
" to allocate display List for fTopPODL - try OpenGL Immediated mode."
|
|
<< G4endl;
|
|
}
|
|
if (fMemoryForDisplayLists) {
|
|
glEndList();
|
|
if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
|
|
G4cerr <<
|
|
"ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
|
|
" to allocate display List for fTopPODL - try OpenGL Immediated mode."
|
|
<< G4endl;
|
|
}
|
|
}
|
|
if (fReadyForTransients || !fMemoryForDisplayLists) {
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polyline);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polyline);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polymarker);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
|
|
{
|
|
// Note: colour is still handled in
|
|
// G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
|
|
// gets into the display list
|
|
G4bool furtherprocessing = AddPrimitivePreamble(text);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(text);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(circle);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(circle);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
|
|
{
|
|
G4bool furtherprocessing = AddPrimitivePreamble(square);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(square);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
|
|
{
|
|
// Let base class split into primitives.
|
|
G4OpenGLSceneHandler::AddPrimitive(scale);
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
|
|
{
|
|
// Note: colour is still handled in
|
|
// G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
|
|
// gets into the display list
|
|
G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
|
|
if (furtherprocessing) {
|
|
G4OpenGLSceneHandler::AddPrimitive(polyhedron);
|
|
AddPrimitivePostamble();
|
|
}
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::BeginModeling () {
|
|
G4VSceneHandler::BeginModeling();
|
|
/* Debug...
|
|
fDisplayListId = glGenLists (1);
|
|
G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
|
|
*/
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::EndModeling () {
|
|
// Make a List which calls the other lists.
|
|
fTopPODL = glGenLists (1);
|
|
if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate?
|
|
G4cerr <<
|
|
"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
|
|
" display List for fTopPODL - try OpenGL Immediated mode."
|
|
<< G4endl;
|
|
} else {
|
|
|
|
glNewList (fTopPODL, GL_COMPILE); {
|
|
for (size_t i = 0; i < fPOList.size (); i++) {
|
|
glPushMatrix();
|
|
G4OpenGLTransform3D oglt (fPOList[i].fTransform);
|
|
glMultMatrixd (oglt.GetGLMatrix ());
|
|
if (fpViewer->GetViewParameters().IsPicking())
|
|
glLoadName(fPOList[i].fPickName);
|
|
glCallList (fPOList[i].fDisplayListId);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
glEndList ();
|
|
|
|
if (glGetError() == GL_OUT_OF_MEMORY) { // Could close?
|
|
G4cerr <<
|
|
"ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
|
|
" display List for fTopPODL - try OpenGL Immediated mode."
|
|
<< G4endl;
|
|
}
|
|
}
|
|
|
|
G4VSceneHandler::EndModeling ();
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::ClearStore () {
|
|
|
|
//G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
|
|
|
|
G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
|
|
|
|
// Delete OpenGL permanent display lists.
|
|
for (size_t i = 0; i < fPOList.size (); i++)
|
|
glDeleteLists (fPOList[i].fDisplayListId, 1);
|
|
if (fTopPODL) glDeleteLists (fTopPODL, 1);
|
|
fTopPODL = 0;
|
|
|
|
// Clear other lists, dictionary, etc.
|
|
fPOList.clear ();
|
|
fSolidMap.clear ();
|
|
ClearAndDestroyAtts();
|
|
|
|
// ...and clear transient store...
|
|
for (size_t i = 0; i < fTOList.size (); i++)
|
|
glDeleteLists(fTOList[i].fDisplayListId, 1);
|
|
fTOList.clear ();
|
|
|
|
fMemoryForDisplayLists = true;
|
|
}
|
|
|
|
void G4OpenGLStoredSceneHandler::ClearTransientStore ()
|
|
{
|
|
//G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
|
|
|
|
// Delete OpenGL transient display lists and Transient Objects themselves.
|
|
for (size_t i = 0; i < fTOList.size (); i++)
|
|
glDeleteLists(fTOList[i].fDisplayListId, 1);
|
|
fTOList.clear ();
|
|
|
|
fMemoryForDisplayLists = true;
|
|
|
|
// Redraw the scene ready for the next event.
|
|
if (fpViewer) {
|
|
fpViewer -> SetView ();
|
|
fpViewer -> ClearView ();
|
|
fpViewer -> DrawView ();
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|