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geant4/source/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc
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//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * 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. *
// * *
// * 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.cc,v 1.15 2002/11/27 12:44:09 johna Exp $
// GEANT4 tag $Name: geant4-05-01 $
//
//
// Andrew Walkden 10th February 1997
// OpenGL stored scene - creates OpenGL display lists.
#ifdef G4VIS_BUILD_OPENGL_DRIVER
// Included here - problems with HP compiler if not before other includes?
#include "G4NURBS.hh"
// Here follows a special for Mesa, the OpenGL emulator. Does not affect
// other OpenGL's, as far as I'm aware. John Allison 18/9/96.
#define CENTERLINE_CLPP /* CenterLine C++ workaround: */
// Also seems to be required for HP's CC and AIX xlC, at least.
#include <GL/gl.h>
#include "G4OpenGLStoredSceneHandler.hh"
#include "G4VPhysicalVolume.hh"
G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system,
const G4String& name):
G4OpenGLSceneHandler (system, fSceneIdCount++, name),
fMemoryForDisplayLists (true),
fTopPODL (0)
{
fSceneCount++;
}
G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
{
fSceneCount--;
}
void G4OpenGLStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation) {
G4VSceneHandler::BeginPrimitives (objectTransformation);
if (fMemoryForDisplayLists) {
fDisplayListId = glGenLists (1);
if (!fDisplayListId) { // Could pre-allocate?
G4cout << "********************* WARNING! ********************\n"
<<"Unable to allocate any more display lists in OpenGL.\n "
<< " Continuing drawing in IMMEDIATE MODE.\n"
<< "***************************************************" << G4endl;
fMemoryForDisplayLists = false;
}
}
if (fMemoryForDisplayLists) {
if (fReadyForTransients) {
fTODLList.push_back (fDisplayListId);
fTODLTransformList.push_back (objectTransformation);
glDrawBuffer (GL_FRONT);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
}
else {
fPODLList.push_back (fDisplayListId);
fPODLTransformList.push_back (objectTransformation);
glNewList (fDisplayListId, GL_COMPILE);
}
} else {
glDrawBuffer (GL_FRONT);
glPushMatrix();
G4OpenGLTransform3D oglt (objectTransformation);
glMultMatrixd (oglt.GetGLMatrix ());
}
}
void G4OpenGLStoredSceneHandler::EndPrimitives () {
if (fMemoryForDisplayLists) {
glEndList();
}
if (fReadyForTransients || !fMemoryForDisplayLists) {
glPopMatrix();
glFlush ();
glDrawBuffer (GL_BACK);
}
G4VSceneHandler::EndPrimitives ();
}
void G4OpenGLStoredSceneHandler::BeginModeling () {
G4VSceneHandler::BeginModeling();
if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
initialize_hlr = true;
}
ClearStore(); // ...and all that goes with it.
}
void G4OpenGLStoredSceneHandler::EndModeling () {
// Make a List which calls the other lists.
fTopPODL = glGenLists (1);
if (!fTopPODL) {
G4cout <<
"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 < fPODLList.size (); i++) {
glPushMatrix();
G4OpenGLTransform3D oglt (fPODLTransformList [i]);
glMultMatrixd (oglt.GetGLMatrix ());
glCallList (fPODLList[i]);
glPopMatrix();
}
}
glEndList ();
if (fpViewer -> GetViewParameters ().GetDrawingStyle() == G4ViewParameters::hlr) {
initialize_hlr = false;
// glDisable (GL_POLYGON_OFFSET_FILL);
}
}
G4VSceneHandler::EndModeling ();
}
void G4OpenGLStoredSceneHandler::ClearStore () {
G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
size_t i;
// Delete OpenGL permanent display lists.
for (i = 0; i < fPODLList.size (); i++) {
if (fPODLList [i]) {
glDeleteLists (fPODLList [i], 1);
} else {
G4cerr << "Warning : NULL display List in fPODLList." << G4endl;
}
}
if (fTopPODL) glDeleteLists (fTopPODL, 1);
fTopPODL = 0;
// Clear other lists, dictionary, etc.
fPODLList.clear ();
fPODLTransformList.clear ();
fSolidMap.clear ();
// ...and clear transient store...
for (i = 0; i < fTODLList.size (); i++) {
if (fTODLList [i]) {
glDeleteLists (fTODLList [i], 1);
} else {
G4cerr << "Warning : NULL display List in fTODLList." << G4endl;
}
}
fTODLList.clear ();
fTODLTransformList.clear ();
}
void G4OpenGLStoredSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
size_t i;
// Delete OpenGL transient display lists.
for (i = 0; i < fTODLList.size (); i++) {
if (fTODLList [i]) {
glDeleteLists (fTODLList [i], 1);
} else {
G4cerr << "Warning : NULL display List in fTODLList." << G4endl;
}
}
// Clear other lists, dictionary, etc.
fTODLList.clear ();
fTODLTransformList.clear ();
// Make sure screen corresponds to graphical database...
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}
void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
if (fReadyForTransients) {
G4VSceneHandler::RequestPrimitives (solid);
}
else {
// Stop-gap solution for display List re-use. A proper
// implementation would use geometry hierarchy.
const G4VSolid* pSolid = &solid;
if (!(fpCurrentPV -> IsReplicated ()) &&
(fSolidMap.find (pSolid) != fSolidMap.end ())) {
fDisplayListId = fSolidMap [pSolid];
fPODLList.push_back (fDisplayListId);
fPODLTransformList.push_back (*fpObjectTransformation);
}
else {
G4VSceneHandler::RequestPrimitives (solid);
fSolidMap [pSolid] = fDisplayListId;
}
}
}
G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
G4int G4OpenGLStoredSceneHandler::fSceneCount = 0;
#endif