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geant4/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * 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. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.27 2008/04/28 16:19:40 allison Exp $
// GEANT4 tag $Name: geant4-09-02 $
//
//
// Andrew Walkden 10th February 1997
// G4OpenGLStoredSceneHandler - creates OpenGL Display lists.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
#ifndef G4OPENGLSTOREDSCENEHANDLER_HH
#define G4OPENGLSTOREDSCENEHANDLER_HH
#include "G4VSceneHandler.hh"
#include "G4OpenGLViewer.hh"
#include "G4OpenGLStoredViewer.hh"
#include "globals.hh"
#include "G4RotationMatrix.hh"
#include "G4OpenGLSceneHandler.hh"
#include <map>
#include <vector>
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
public:
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
void EndPrimitives ();
void BeginPrimitives2D (const G4Transform3D& objectTransformation);
void EndPrimitives2D ();
void BeginModeling ();
void EndModeling ();
void AddPrimitive (const G4Polyline&);
void AddPrimitive (const G4Polymarker&);
void AddPrimitive (const G4Circle&);
void AddPrimitive (const G4Square&);
void AddPrimitive (const G4Text&);
void AddPrimitive (const G4Scale&);
void AddPrimitive (const G4Polyhedron&);
void AddPrimitive (const G4NURBS&);
void ClearStore ();
void ClearTransientStore ();
protected:
void RequestPrimitives (const G4VSolid& solid);
void AddPrimitivePreamble(const G4Visible& visible);
void AddPrimitivePostamble();
static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
G4int fDisplayListId; // Workspace.
G4bool fMemoryForDisplayLists; // avoid memory overflow
G4int fAddPrimitivePreambleNestingDepth;
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
struct PO {
PO(G4int id, const G4Transform3D& tr = G4Transform3D());
G4int fDisplayListId;
G4Transform3D fTransform;
GLuint fPickName;
};
std::vector<PO> fPOList;
// TO = Transparent Object.
struct TO {
TO(G4int id, const G4Transform3D& tr = G4Transform3D());
G4int fDisplayListId;
G4Transform3D fTransform;
GLuint fPickName;
G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
G4Colour fColour;
};
std::vector<TO> fTOList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
};
#endif
#endif