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geant4/source/visualization/OpenGL/include/G4OpenGLSceneHandler.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: G4OpenGLSceneHandler.hh 85263 2014-10-27 08:58:31Z gcosmo $
//
//
// Andrew Walkden 27th March 1996
// OpenGL scene handler - base for immediate mode and stored mode classes to
// inherit from.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
#ifndef G4OPENGLSCENEHANDLER_HH
#define G4OPENGLSCENEHANDLER_HH
#include "globals.hh"
#include "G4VSceneHandler.hh"
#include "G4OpenGL.hh"
#include <map>
class G4AttHolder;
// Base class for various OpenGLSceneHandler classes.
class G4OpenGLSceneHandler: public G4VSceneHandler {
friend class G4OpenGLViewer;
public:
virtual void BeginPrimitives (const G4Transform3D& objectTransformation);
virtual void EndPrimitives ();
virtual void BeginPrimitives2D (const G4Transform3D& objectTransformation);
virtual void EndPrimitives2D ();
void AddPrimitive (const G4Polyline&);
void AddPrimitive (const G4Polymarker&);
void AddPrimitive (const G4Text&);
void AddPrimitive (const G4Circle&);
void AddPrimitive (const G4Square&);
void AddPrimitivesCircle (const std::vector <G4VMarker>&);
void AddPrimitivesSquare (const std::vector <G4VMarker>&);
void AddPrimitive (const G4Scale&);
void AddPrimitive (const G4Polyhedron&);
void PreAddSolid (const G4Transform3D& objectTransformation,
const G4VisAttributes&);
void AddSolid (const G4Box&);
void AddSolid (const G4Cons&);
void AddSolid (const G4Tubs&);
void AddSolid (const G4Trd&);
void AddSolid (const G4Trap&);
void AddSolid (const G4Sphere&);
void AddSolid (const G4Para&);
void AddSolid (const G4Torus&);
void AddSolid (const G4Polycone&);
void AddSolid (const G4Polyhedra&);
void AddSolid (const G4VSolid&);
void AddCompound (const G4VTrajectory&);
void AddCompound (const G4VHit&);
void AddCompound (const G4VDigi&);
void AddCompound (const G4THitsMap<G4double>&);
G4int GetEventsDrawInterval() {return fEventsDrawInterval;}
void SetEventsDrawInterval(G4int interval) {fEventsDrawInterval = interval;}
#ifdef G4OPENGL_VERSION_2
private :
// vertex vector to be given to the graphic card
std::vector<double> fOglVertex;
// indices vector to be given to the graphic card
std::vector<unsigned short> fOglIndices;
// before, drawyType (as GL_QUADS, GL_TRIANGLES...) was
// given in glBegin. Now it has to be given in glDrawArray (at the end)
GLenum fDrawArrayType;
// emulate GL_QUADS behaviour by inverting two last positions
bool fEmulate_GL_QUADS;
// Try to optimize a bit the pipeline
void OptimizeVBOForTrd();
void OptimizeVBOForCons(G4int aNoFacet);
// emulating glEnd and glBegin
void glEndVBO();
void glBeginVBO(GLenum type);
void drawVBOArray(std::vector<double> vertices);
// Buffers used to access vertex and indices elements
#ifndef G4VIS_BUILD_OPENGLWT_DRIVER
GLuint fVertexBufferObject;
GLuint fIndicesBufferObject;
#else
Wt::WGLWidget::Buffer fVertexBufferObject;
Wt::WGLWidget::Buffer fIndicesBufferObject;
#endif // G4VIS_BUILD_OPENGLWT_DRIVER
#endif //G4OPENGL_VERSION_2
protected:
G4OpenGLSceneHandler (G4VGraphicsSystem& system,
G4int id,
const G4String& name = "");
virtual ~G4OpenGLSceneHandler ();
void ProcessScene();
G4VSolid* CreateSectionSolid ();
G4VSolid* CreateCutawaySolid ();
void ClearAndDestroyAtts(); // Destroys att holders and clears pick map.
#ifdef G4OPENGL_VERSION_2
// Special case for VBO, we want to have acces to the VBO drawer everywhere
// because instead of OpenGL call which are static, VBO openGL functions :
// - Are functions of an WGLWidget object(G4OpenGLImmediateViewer in our case)
// - Needs an access to the QGLSHader
// - Have to be redefined in a VBO way
inline void setVboDrawer(G4OpenGLVboDrawer* drawer) {
fVboDrawer = drawer;
}
G4OpenGLVboDrawer* fVboDrawer;
#endif // G4OPENGL_VERSION_2
GLuint fPickName;
std::map<GLuint, G4AttHolder*> fPickMap; // For picking.
// Shared code to wait until we make a single glFlush
void ScaledFlush () ;
// Number of events to wait until we make a single glFlush
G4int fEventsDrawInterval;
// Number of events waiting to be flushed
G4int fEventsWaitingToBeFlushed;
// True if caller of primitives is capable of processing three passes.
G4bool fThreePassCapable;
G4bool fSecondPassForTransparencyRequested;
G4bool fSecondPassForTransparency;
G4bool fThirdPassForNonHiddenMarkersRequested;
G4bool fThirdPassForNonHiddenMarkers;
static const GLubyte fStippleMaskHashed [128];
bool fEdgeFlag;
};
#include "G4OpenGLSceneHandler.icc"
#endif // G4OPENGLSCENEHANDLER_HH
#endif // G4VIS_BUILD_OPENGL_DRIVER