386 lines
16 KiB
C++
386 lines
16 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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// G4OpenGLVboDrawer : Class to provide Wt and Qt specific
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// functionality for OpenGL in GEANT4
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#ifndef G4OpenGLVboDrawer_HH
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#define G4OpenGLVboDrawer_HH
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#include "G4OpenGL.hh"
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#ifdef G4OPENGL_VERSION_2
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// GL2PS
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#define GL2PS_TEXT_B 4
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#define GL2PS_TEXT_BL 5
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#define GL2PS_TEXT_BR 6
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#define GL2PS_EPS 1
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#define GL2PS_PDF 2
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#define GL2PS_PS 3
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#define GL2PS_SVG 4
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#define glEdgeFlag(a) fVboDrawer->empty()
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#define glRenderMode(a) fVboDrawer->returnNULL()
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#define glClipPlane(a,b) fVboDrawer->empty()
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#define glGetIntegerv(a,b) fVboDrawer->empty()
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#define glGetFloatv(a,b) fVboDrawer->empty()
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#define glGetDoublev(a,b) fVboDrawer->empty()
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#define glPassThrough fVboDrawer->empty()
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#define glGetBooleanv fVboDrawer->empty()
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#define glLoadName(a) fVboDrawer->empty()
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#define glPushMatrix() fVboDrawer->empty()
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#define glLoadIdentity() fVboDrawer->empty()
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#define glPopMatrix() fVboDrawer->empty()
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#define glCallList(a) fVboDrawer->empty()
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#define glGenLists(a) fVboDrawer->returnNULL()
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#define glVertex3d fVboDrawer->empty()
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#define glBegin fVboDrawer->empty()
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#define glEnd fVboDrawer->empty()
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#define glNewList(a,b) fVboDrawer->empty()
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#define glEndList() fVboDrawer->empty()
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#define glPolygonMode(a,b) fVboDrawer->empty()
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#define glDrawBuffer(a) fVboDrawer->empty()
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#define glDeleteLists(a,b) fVboDrawer->empty()
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#define glStencilFunc(a,b,c) fVboDrawer->empty()
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#define glStencilOp(a,b,c) fVboDrawer->empty()
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#define glColorMaterial(a,b) fVboDrawer->empty()
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#define glLightfv(a,b,c) fVboDrawer->empty()
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#define glScaled(a,b,c) fVboDrawer->empty()
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#define gluLookAt fVboDrawer->empty()
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#define gluPickMatrix fVboDrawer->empty()
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#define glSelectBuffer(a,b) fVboDrawer->empty()
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#define glInitNames() fVboDrawer->empty()
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#define glPushNames(a) fVboDrawer->empty()
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#define glPushName(a) fVboDrawer->empty()
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#define glPixelStorei(a,b) fVboDrawer->empty()
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#define glRasterPos3d(a,b,c) fVboDrawer->empty()
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#define Geant4_gl2psTextOpt(a,b,c,d,e) fVboDrawer->empty()
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#define glMaterialfv(a,b,c) fVboDrawer->empty()
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#define glCullFace(a) fVboDrawer->empty()
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#define glReadBuffer(a) fVboDrawer->empty()
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#define glReadPixels(a,b,c,d,e,f,g) fVboDrawer->empty()
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#define glTranslatef(a,b,c) fVboDrawer->empty() // TO BE FIXED
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// +--------------------------------+
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// + WT (OpenGL ES) case +
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// +--------------------------------+
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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class G4OpenGLImmediateWtViewer;
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// specific definition for WT :
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// WARNING fVboDrawer should be the exact name of the object!
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#define glGetError() Wt::WGLWidget::NONE
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#define glOrtho fVboDrawer->vboGlOrtho
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#define glFrustum fVboDrawer->vboGlFrustum
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#define glViewport fVboDrawer->vboGlViewport
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#define glEnable fVboDrawer->vboGlEnable
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#define glDisable fVboDrawer->vboGlDisable
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#define glBlendFunc fVboDrawer->vboGlBlendFunc
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#define glClear fVboDrawer->vboGlClear
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#define glClearColor fVboDrawer->vboGlClearColor
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#define glClearDepth fVboDrawer->vboGlClearDepth
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#define glDepthFunc fVboDrawer->vboGlDepthFunc
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#define glDepthMask fVboDrawer->vboGlDepthMask
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#define glFlush fVboDrawer->vboGlFlush
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#define glColorMask fVboDrawer->vboGlColorMask
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#define glLineWidth fVboDrawer->vboGlLineWidth
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#define glUniformMatrix4 fVboDrawer->vboGlUniformMatrix4
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#define glDrawArrays fVboDrawer->vboGlDrawArrays
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#define glCreateBuffer fVboDrawer->vboGlCreateBuffer
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#define glVertexPointer fVboDrawer->vboGlVertexPointer
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#define glBindBuffer fVboDrawer->vboGlBindBuffer
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#define glDeleteBuffer fVboDrawer->vboGlDeleteBuffer
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#define glBufferDatafv fVboDrawer->vboGlBufferDatafv
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#define glBufferDataiv fVboDrawer->vboGlBufferDataiv
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#define glGetAttribLocation fVboDrawer->vboGlGetAttribLocation
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#define glEnableVertexAttribArray fVboDrawer->vboGlEnableVertexAttribArray
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#define glDisableVertexAttribArray fVboDrawer->vboGlDisableVertexAttribArray
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#define glShaderSource fVboDrawer->vboGlShaderSource
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#define glCompileShader fVboDrawer->vboGlCompileShader
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#define glCreateShader fVboDrawer->vboGlCreateShader
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#define glCreateProgram fVboDrawer->vboGlCreateProgram
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#define glAttachShader fVboDrawer->vboGlAttachShader
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#define glLinkProgram fVboDrawer->vboGlLinkProgram
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#define glUseProgram fVboDrawer->vboGlUseProgram
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#define glDrawElements fVboDrawer->vboGlDrawElements
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#define glVertexAttribPointer fVboDrawer->vboGlVertexAttribPointer
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#define glGetUniformLocation fVboDrawer->vboGlGetUniformLocation
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#define glPointSize fVboDrawer->vboGlPointSize
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#define glColor3d fVboDrawer->vboGlColor3d
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#define glColor4d fVboDrawer->vboGlColor4d
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#define glColor4fv fVboDrawer->vboGlColor4fv
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#define glMultMatrixd fVboDrawer->vboGlMultMatrixd
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#define glMultMatrixf fVboDrawer->vboGlMultMatrixf
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#define glGetUniformLocation fVboDrawer->vboGlGetUniformLocation
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#define glGetAttribLocation fVboDrawer->vboGlGetAttribLocation
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#define glMatrixMode fVboDrawer->vboGlMatrixMode
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// Only used in fvboDrawer->VboDrawer to be compatible between Wt and Qt framework
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#define glUniform1f fVboViewer->uniform1f
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#define glUniform4fv fVboViewer->uniform4fv
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#define glUniformMatrix4dv fVboDrawer->vboGlUniformMatrix4;
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#define glUniformMatrix4fv fVboDrawer->vboGlUniformMatrix4fv;
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#define GL_VIEWPORT Wt::WGLWidget::VIEWPORT
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#define GL_RGBA Wt::WGLWidget::RGBA
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#define GL_ONE_MINUS_SRC_ALPHA Wt::WGLWidget::ONE_MINUS_SRC_ALPHA
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#define GL_BLEND Wt::WGLWidget::BLEND
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#define GL_SRC_ALPHA Wt::WGLWidget::SRC_ALPHA
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#define GL_LEQUAL Wt::WGLWidget::LEQUAL
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#define GL_FALSE false
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#define GL_LESS Wt::WGLWidget::LESS
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#define GL_SELECT Wt::WGLWidget::SELECT
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#define GL_TRUE true
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#define GL_RGB Wt::WGLWidget::RGB
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#define GL_CURRENT_RASTER_POSITION_VALID Wt::WGLWidget::CURRENT_RASTER_POSITION_VALID
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#define GL_ONE Wt::WGLWidget::ONE
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#define GL_ZERO Wt::WGLWidget::ZERO
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#define GL_COLOR_INDEX Wt::WGLWidget::COLOR_INDEX
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#define GL_LINE_TOKEN Wt::WGLWidget::LINE_TOKEN
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#define GL_LINE_RESET_TOKEN Wt::WGLWidget::LINE_RESET_TOKEN
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#define GL_POLYGON_TOKEN Wt::WGLWidget::POLYGON_TOKEN
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#define GL_FEEDBACK Wt::WGLWidget::FEEDBACK
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#define GL_COLOR_CLEAR_VALUE Wt::WGLWidget::COLOR_CLEAR_VALUE
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#define GL_BITMAP_TOKEN Wt::WGLWidget::BITMAP_TOKEN
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#define GL_DRAW_PIXEL_TOKEN Wt::WGLWidget::DRAW_PIXEL_TOKEN
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#define GL_COPY_PIXEL_TOKEN Wt::WGLWidget::COPY_PIXEL_TOKEN
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#define GL_PASS_THROUGH_TOKEN Wt::WGLWidget::PASS_THROUGH_TOKEN
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#define GL_3D_COLOR Wt::WGLWidget::3D_COLOR
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#define GL_DEPTH_TEST Wt::WGLWidget::DEPTH_TEST
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#define GL_FRONT Wt::WGLWidget::FRONT
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#define GL_BACK Wt::WGLWidget::BACK
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#define GL_FRONT_AND_BACK Wt::WGLWidget::FRONT_AND_BACK
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#define GL_OUT_OF_MEMORY Wt::WGLWidget::OUT_OF_MEMORY
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#define GL_LINE_STRIP Wt::WGLWidget::LINE_STRIP
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#define GL_QUADS Wt::WGLWidget::QUADS
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#define GL_LINE_LOOP Wt::WGLWidget::LINE_LOOP
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#define GL_LINES Wt::WGLWidget::LINES
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#define GL_POINTS Wt::WGLWidget::POINTS
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#define GL_TRIANGLES Wt::WGLWidget::TRIANGLES
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#define GL_TRIANGLE_STRIP Wt::WGLWidget::TRIANGLE_STRIP
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#define GL_TRIANGLE_FAN Wt::WGLWidget::TRIANGLE_FAN
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#define GL_FLOAT Wt::WGLWidget::FLOAT
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#define GL_STENCIL_TEST Wt::WGLWidget::STENCIL_TEST
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#define GL_ALWAYS Wt::WGLWidget::ALWAYS
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#define GL_INVERT Wt::WGLWidget::INVERT
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#define GL_COMPILE_AND_EXECUTE Wt::WGLWidget::COMPILE_AND_EXECUTE
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#define GL_COMPILE Wt::WGLWidget::COMPILE
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#define GL_COLOR_BUFFER_BIT Wt::WGLWidget::COLOR_BUFFER_BIT
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#define GL_DEPTH_BUFFER_BIT Wt::WGLWidget::DEPTH_BUFFER_BIT
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#define GL_STENCIL_BUFFER_BIT Wt::WGLWidget::STENCIL_BUFFER_BIT
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#define GL_UNSIGNED_BYTE Wt::WGLWidget::UNSIGNED_BYTE
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#define GL_ARRAY_BUFFER Wt::WGLWidget::ARRAY_BUFFER
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#define GL_ELEMENT_ARRAY_BUFFER Wt::WGLWidget::ELEMENT_ARRAY_BUFFER
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#define GL_RENDER Wt::WGLWidget::RENDER
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#define GL_LUMINANCE Wt::WGLWidget::LUMINANCE
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#define GL_STATIC_DRAW Wt::WGLWidget::STATIC_DRAW
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#define GL_FRAGMENT_SHADER Wt::WGLWidget::FRAGMENT_SHADER
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#define GL_VERTEX_SHADER Wt::WGLWidget::VERTEX_SHADER
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#define GL_UNSIGNED_INT Wt::WGLWidget::UNSIGNED_INT
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#define GL_UNSIGNED_SHORT Wt::WGLWidget::UNSIGNED_SHORT
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#define GL_CULL_FACE Wt::WGLWidget::CULL_FACE
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#define GL_MAX_VIEWPORT_DIMS Wt::WGLWidget::MAX_VIEWPORT_DIMS
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#define GL_PROJECTION Wt::WGLWidget::FRAGMENT_SHADER // Not the good value, but should be ok, work together with GL_MODELVIEW
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#define GL_MODELVIEW Wt::WGLWidget::VERTEX_SHADER // Not the good value, but should be ok, work together with GL_PROJECTION
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// to be implemented
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#define GL_LINE 0
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#define GL_FILL 0
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#define GL_PROJECTION_MATRIX 0
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#define GL_UNPACK_SWAP_BYTES 0
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#define GL_UNPACK_LSB_FIRST 0
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#define GL_UNPACK_SKIP_ROWS 0
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#define GL_UNPACK_LOW_LENGHT 0
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#define GL_UNPACK_SKIP_PIXELS 0
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#define GL_UNPACK_ALIGNMENT 0
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#define GL_UNPACK_ROW_LENGTH 0
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#define GL_CLIP_PLANE0 Wt::WGLWidget::NONE
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#define GL_CLIP_PLANE1 Wt::WGLWidget::NONE
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#define GL_CLIP_PLANE2 Wt::WGLWidget::NONE
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#define GL_CLIP_PLANE3 Wt::WGLWidget::NONE
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#define GL_CLIP_PLANE4 Wt::WGLWidget::NONE
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#define GL_COLOR_MATERIAL Wt::WGLWidget::NONE
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#define GL_AMBIENT_AND_DIFFUSE Wt::WGLWidget::NONE
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#define GL_POLYGON 0
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#define GL_LIGHTING Wt::WGLWidget::NONE
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#define GL_POINT_SMOOTH Wt::WGLWidget::NONE
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#define GL_LINE_SMOOTH Wt::WGLWidget::NONE
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#define GL_POLYGON_SMOOTH Wt::WGLWidget::NONE
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#define GL_LIGHT0 Wt::WGLWidget::NONE
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#define GL_AMBIENT Wt::WGLWidget::NONE
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#define GL_DIFFUSE Wt::WGLWidget::NONE
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#define GL_POSITION Wt::WGLWidget::NONE
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#define GLenum Wt::WGLWidget::GLenum
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#define GLchar char
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typedef unsigned char GLboolean;
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typedef unsigned int GLbitfield;
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typedef void GLvoid;
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typedef char GLbyte;
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typedef short GLshort;
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typedef int GLint;
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typedef unsigned char GLubyte;
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typedef unsigned short GLushort;
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typedef unsigned int GLuint;
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typedef int GLsizei;
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typedef float GLfloat;
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typedef float GLclampf;
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typedef double GLdouble;
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typedef double GLclampd;
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#else
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// +--------------------------------+
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// + QT (OpenGL ES) case +
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// +--------------------------------+
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class G4OpenGLImmediateQtViewer;
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#define glOrtho fVboDrawer->vboGlOrtho
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#define glFrustum fVboDrawer->vboGlFrustum
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#define glMultMatrixf fVboDrawer->vboGlMultMatrixf
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#define glMultMatrixd fVboDrawer->vboGlMultMatrixd
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#define glMatrixMode fVboDrawer->vboGlMatrixMode
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#define glPointSize fVboDrawer->vboGlPointSize
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#define glColor3d fVboDrawer->vboGlColor3d
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#define glColor4d fVboDrawer->vboGlColor4d
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#define glColor4fv fVboDrawer->vboGlColor4fv
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#endif // G4VIS_BUILD_OPENGLQT_DRIVER
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class G4OpenGLViewer;
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class G4OpenGLVboDrawer {
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public:
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G4OpenGLVboDrawer (G4OpenGLViewer*, std::string type);
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// Create a new OpenGL Drawer. Type could be one of the following :
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// OGL-ES, OGL-Stored, OGL-Immediate, OGL-VBO
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virtual ~G4OpenGLVboDrawer ();
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// WT specific
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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void vboGlClear(Wt::WFlags< GLenum > mask);
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void vboGlUniformMatrix4(const Wt::WGLWidget::UniformLocation &location, const Wt::WMatrix4x4 &mat);
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void vboGlUniformMatrix4(const Wt::WGLWidget::UniformLocation &location, const double* matrix);
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void vboGlUniformMatrix4fv(const Wt::WGLWidget::UniformLocation &location, const float* matrix);
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void vboGlUniformMatrix4(const Wt::WGLWidget::UniformLocation &location, const Wt::WGLWidget::JavaScriptMatrix4x4 &mat);
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Wt::WGLWidget::Buffer vboGlCreateBuffer();
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void vboGlBindBuffer(GLenum target, Wt::WGLWidget::Buffer buffer);
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void vboGlDeleteBuffer(Wt::WGLWidget::Buffer buffer);
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void vboGlVertexAttribPointer(Wt::WGLWidget::AttribLocation location, int size, GLenum type, bool normalized, unsigned stride, unsigned offset);
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void vboGlShaderSource(Wt::WGLWidget::Shader shader, GLsizei , const GLchar **src, const GLint *);
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void vboGlCompileShader(Wt::WGLWidget::Shader shader);
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Wt::WGLWidget::Shader vboGlCreateShader(GLenum shader);
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Wt::WGLWidget::Program vboGlCreateProgram();
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void vboGlAttachShader(Wt::WGLWidget::Program program, Wt::WGLWidget::Shader shader);
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void vboGlLinkProgram(Wt::WGLWidget::Program program);
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void vboGlUseProgram(Wt::WGLWidget::Program program);
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void vboGlEnableVertexAttribArray(Wt::WGLWidget::AttribLocation pointer);
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void vboGlDisableVertexAttribArray(Wt::WGLWidget::AttribLocation pointer);
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Wt::WGLWidget::UniformLocation vboGlGetUniformLocation(Wt::WGLWidget::Program programm,const std::string &src);
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Wt::WGLWidget::AttribLocation vboGlGetAttribLocation(Wt::WGLWidget::Program shader,const std::string &src);
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void vboGlClearColor (double r, double g, double b, double a);
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void vboGlClearDepth(double depth);
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void vboGlViewport(int x, int y, unsigned width, unsigned height);
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void vboGlEnable(GLenum cap);
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void vboGlDisable(GLenum cap);
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void vboGlBlendFunc (GLenum sfactor, GLenum dfactor);
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void vboGlDepthFunc (GLenum func);
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void vboGlDepthMask(bool flag);
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void vboGlColorMask (bool red, bool green, bool blue, bool alpha);
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void vboGlLineWidth(double width);
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void vboGlDrawArrays(GLenum mode, int first, unsigned count);
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void vboGlBufferDatafv(GLenum target, const std::vector<double>::iterator begin, const std::vector<double>::iterator end, GLenum usage);
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void vboGlBufferDataiv(GLenum target, const std::vector<unsigned short>::iterator begin, const std::vector<unsigned short>::iterator end, GLenum usage, GLenum type);
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void vboGlDrawElements(GLenum mode, unsigned count, GLenum type, unsigned offset);
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void vboGlMultMatrixf( const GLfloat *m );
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void vboGlMultMatrixd( const GLdouble *m );
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#else
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void vboGlMultMatrixf( const GLfloat *m );
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void vboGlMultMatrixd( const GLdouble *m );
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#endif // G4VIS_BUILD_OPENGLWT_DRIVER
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void vboGlFlush();
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void vboGlOrtho(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);
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void vboGlFrustum(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);
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void vboGlMatrixMode(GLenum);
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void vboGlPointSize(float size);
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inline void vboGlColor3d(int red,int green,int blue) {
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vboGlColor4d(red,green, blue, 1.0);
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}
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void vboGlColor4d(int red,int green,int blue,int alpha);
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void vboGlColor4fv(const GLfloat*);
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inline const char * getFragmentShaderSrc() {
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return fFragmentShaderSrc;
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}
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inline const char * getVertexShaderSrc() {
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return fVertexShaderSrc;
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}
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inline bool isVBO() {
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if ((fOGLType == "OGL-ES") || (fOGLType == "OGL-VBO")) {
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return true;
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}
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return false;
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}
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inline void empty() {}
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inline GLuint returnNULL() {
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return 0;
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}
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private:
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const char *fFragmentShaderSrc;
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const char *fVertexShaderSrc;
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std::string fOGLType;
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GLenum fMatrixMode;
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#if defined (G4VIS_BUILD_OPENGLWT_DRIVER) || defined (G4VIS_USE_OPENGLWT)
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G4OpenGLImmediateWtViewer* fVboViewer;
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#else
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G4OpenGLImmediateQtViewer* fVboViewer;
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#endif // G4VIS_BUILD_OPENGLWT_DRIVER
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};
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#endif // G4OPENGL_VERSION_2
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#endif // G4OpenGLVboDrawer_HH
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