source: trunk/geant4/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh@ 637

Last change on this file since 637 was 631, checked in by garnier, 18 years ago

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4OpenGLStoredSceneHandler.hh,v 1.24 2007/04/04 16:50:26 allison Exp $
28// GEANT4 tag $Name: $
29//
30//
31// Andrew Walkden 10th February 1997
32// G4OpenGLStoredSceneHandler - creates OpenGL Display lists.
33
34#ifdef G4VIS_BUILD_OPENGL_DRIVER
35
36#ifndef G4OPENGLSTOREDSCENEHANDLER_HH
37#define G4OPENGLSTOREDSCENEHANDLER_HH
38
39#include "G4VSceneHandler.hh"
40#include "G4OpenGLViewer.hh"
41#include "G4OpenGLStoredViewer.hh"
42#include "globals.hh"
43#include "G4RotationMatrix.hh"
44#include "G4OpenGLSceneHandler.hh"
45#include <map>
46#include <vector>
47
48class G4OpenGLStored;
49
50class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
51
52 friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
53
54public:
55
56 G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
57 virtual ~G4OpenGLStoredSceneHandler ();
58 void BeginPrimitives (const G4Transform3D& objectTransformation);
59 void EndPrimitives ();
60 void BeginPrimitives2D ();
61 void EndPrimitives2D ();
62 void BeginModeling ();
63 void EndModeling ();
64 void AddPrimitive (const G4Polyline&);
65 void AddPrimitive (const G4Polymarker&);
66 void AddPrimitive (const G4Circle&);
67 void AddPrimitive (const G4Square&);
68 void AddPrimitive (const G4Text&);
69 void AddPrimitive (const G4Scale&);
70 void AddPrimitive (const G4Polyhedron&);
71 void AddPrimitive (const G4NURBS&);
72 void ClearStore ();
73 void ClearTransientStore ();
74
75protected:
76
77 void RequestPrimitives (const G4VSolid& solid);
78 void AddPrimitivePreamble(const G4Visible& visible);
79 void AddPrimitivePostamble();
80
81 static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
82 G4int fDisplayListId; // Workspace.
83 G4bool fMemoryForDisplayLists; // avoid memory overflow
84 G4int fAddPrimitivePreambleNestingDepth;
85
86 // PODL = Persistent Object Display List.
87 GLint fTopPODL; // List which calls the other PODLs.
88 struct PO {
89 PO(G4int id, const G4Transform3D& tr = G4Transform3D()):
90 fDisplayListId(id), fTransform(tr), fPickName(0) {}
91 G4int fDisplayListId;
92 G4Transform3D fTransform;
93 GLuint fPickName;
94 };
95 std::vector<PO> fPOList;
96
97 // TO = Transparent Object.
98 struct TO {
99 TO(G4int id, const G4Transform3D& tr = G4Transform3D()):
100 fDisplayListId(id), fTransform(tr), fPickName(0),
101 fStartTime(-G4OPENGL_DBL_MAX), fEndTime(G4OPENGL_DBL_MAX) {}
102 G4int fDisplayListId;
103 G4Transform3D fTransform;
104 GLuint fPickName;
105 G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
106 G4Colour fColour;
107 };
108 std::vector<TO> fTOList;
109
110 // Stop-gap solution of structure re-use.
111 // A proper implementation would use geometry hierarchy.
112 std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
113
114private:
115 G4bool fProcessing2D;
116};
117
118#endif
119
120#endif
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