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geant4/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
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2016-06-08 15:28:20 +02:00

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// This code implementation is the intellectual property of
// the GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4OpenGLStoredSceneHandler.hh,v 1.6.2.1 1999/12/07 20:53:18 gunter Exp $
// GEANT4 tag $Name: geant4-01-00 $
//
//
// 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 "g4std/map"
class G4OpenGLStored;
class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
public:
G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
virtual ~G4OpenGLStoredSceneHandler ();
void BeginPrimitives (const G4Transform3D& objectTransformation);
void EndPrimitives ();
void BeginModeling ();
void EndModeling ();
static G4int GetSceneCount ();
G4bool fMemoryForDisplayLists; // avoid memory overflow
private:
friend class G4OpenGLStoredViewer;
// ..allows access to P/TODLs.
void ClearStore ();
void RequestPrimitives (const G4VSolid& solid);
static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
static G4int fSceneCount; // No. of extanct scenes.
G4int fDisplayListId; // Workspace.
// PODL = Persistent Object Display List.
GLint fTopPODL; // List which calls the other PODLs.
G4RWTValOrderedVector<G4int> fPODLList;
G4RWTValOrderedVector<G4Transform3D> fPODLTransformList;
// TODL = Transient Object Display List.
G4RWTValOrderedVector<G4int> fTODLList;
G4RWTValOrderedVector<G4Transform3D> fTODLTransformList;
// Stop-gap solution of structure re-use.
// A proper implementation would use geometry hierarchy.
G4std::map <const G4VSolid*, G4int, less <const G4VSolid*> > fSolidMap;
};
inline G4int G4OpenGLStoredSceneHandler::GetSceneCount () {
return fSceneCount;
}
#endif
#endif