// // ******************************************************************** // * 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: G4OpenGLViewer.hh,v 1.22 2008/03/10 16:57:04 lgarnier Exp $ // GEANT4 tag $Name: $ // // // Andrew Walkden 27th March 1996 // OpenGL viewer - opens window, hard copy, etc. #ifdef G4VIS_BUILD_OPENGL_DRIVER #ifndef G4OPENGLVIEWER_HH #define G4OPENGLVIEWER_HH #include "G4VViewer.hh" #include "G4OpenGL.hh" class G4OpenGLSceneHandler; // Base class for various OpenGLView classes. class G4OpenGLViewer: virtual public G4VViewer { friend class G4OpenGLSceneHandler; friend class G4OpenGLImmediateSceneHandler; friend class G4OpenGLStoredSceneHandler; friend class G4OpenGLFileSceneHandler; friend class G4OpenGLViewerMessenger; public: void ClearView (); protected: G4OpenGLViewer (G4OpenGLSceneHandler& scene); virtual ~G4OpenGLViewer (); void SetView (); void HaloingFirstPass (); void HaloingSecondPass (); void HLRFirstPass (); void HLRSecondPass (); void HLRThirdPass (); void InitializeGLView (); void Pick(GLdouble x, GLdouble y); virtual void CreateFontLists () {} virtual void print(); void rotateScene (G4double dx, G4double dy,G4double delta); //////////////////////////////Vectored PostScript production functions/// void printBuffer(GLint, GLfloat*); GLfloat* spewPrimitiveEPS (FILE*, GLfloat*); void spewSortedFeedback (FILE*, GLint, GLfloat*); void spewWireframeEPS (FILE*, GLint, GLfloat*, const char*); void print3DcolorVertex(GLint, GLint*, GLfloat*); GLdouble getSceneNearWidth(); GLdouble getSceneFarWidth(); GLdouble getSceneDepth(); G4float pointSize; char print_string[50]; G4bool print_colour; G4bool vectored_ps; G4OpenGLSceneHandler& fOpenGLSceneHandler; G4Colour background; //the OpenGL clear colour unsigned int WinSize_x, WinSize_y; G4bool transparency_enabled, //is alpha blending enabled? antialiasing_enabled, //is antialiasing enabled? haloing_enabled; //is haloing enabled for wireframe? G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps). G4double fFadeFactor; // 0: no fade; 1: maximum fade with time within range. G4bool fDisplayHeadTime; // Display head time (fEndTime) in 2D text. G4double fDisplayHeadTimeX, fDisplayHeadTimeY; // 2D screen coords. G4double fDisplayHeadTimeSize; // Screen size. G4double fDisplayHeadTimeRed, fDisplayHeadTimeGreen, fDisplayHeadTimeBlue; G4bool fDisplayLightFront;// Display light front at head time originating at G4double fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ, fDisplayLightFrontT; G4double fDisplayLightFrontRed, fDisplayLightFrontGreen, fDisplayLightFrontBlue; }; typedef struct G4OpenGLViewerFeedback3Dcolor { GLfloat x; GLfloat y; GLfloat z; GLfloat red; GLfloat green; GLfloat blue; GLfloat alpha; } Feedback3Dcolor; #endif #endif