source: trunk/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh@ 1353

Last change on this file since 1353 was 1346, checked in by garnier, 15 years ago

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[529]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//
[1346]27// $Id: G4OpenGLStoredSceneHandler.hh,v 1.32 2010/11/10 17:10:49 allison Exp $
[1340]28// GEANT4 tag $Name: $
[529]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 "globals.hh"
40#include "G4OpenGLSceneHandler.hh"
41#include <map>
42#include <vector>
43
44class G4OpenGLStored;
45
46class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
47
48 friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
49
50public:
51
52 G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
53 virtual ~G4OpenGLStoredSceneHandler ();
54 void BeginPrimitives (const G4Transform3D& objectTransformation);
55 void EndPrimitives ();
[688]56 void BeginPrimitives2D (const G4Transform3D& objectTransformation);
[529]57 void EndPrimitives2D ();
58 void BeginModeling ();
59 void EndModeling ();
60 void AddPrimitive (const G4Polyline&);
[593]61 void AddPrimitive (const G4Polymarker&);
[529]62 void AddPrimitive (const G4Circle&);
63 void AddPrimitive (const G4Square&);
[593]64 void AddPrimitive (const G4Text&);
65 void AddPrimitive (const G4Scale&);
66 void AddPrimitive (const G4Polyhedron&);
67 void AddPrimitive (const G4NURBS&);
[529]68 void ClearStore ();
69 void ClearTransientStore ();
70
[1340]71 static G4int GetDisplayListLimit() {return fDisplayListLimit;}
72 static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;}
73
[529]74protected:
75
76 void RequestPrimitives (const G4VSolid& solid);
77 void AddPrimitivePreamble(const G4Visible& visible);
78 void AddPrimitivePostamble();
79
[1343]80 static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
81 // Display list management. All static since there's only one OGL store.
82 static G4int fDisplayListId; // Workspace.
83 static G4bool fMemoryForDisplayLists; // avoid memory overflow
84 static G4int fDisplayListLimit; // avoid memory overflow
[529]85 G4int fAddPrimitivePreambleNestingDepth;
86
87 // PODL = Persistent Object Display List.
88 GLint fTopPODL; // List which calls the other PODLs.
[1346]89 // PO = Persistent Object, i.e., run-durantion object, e.g., geometry.
[529]90 struct PO {
[790]91 PO(G4int id, const G4Transform3D& tr = G4Transform3D());
[529]92 G4int fDisplayListId;
93 G4Transform3D fTransform;
[593]94 GLuint fPickName;
[529]95 };
96 std::vector<PO> fPOList;
97
[1346]98 // TO = Transient Object, e.g., trajectories.
[529]99 struct TO {
[790]100 TO(G4int id, const G4Transform3D& tr = G4Transform3D());
[529]101 G4int fDisplayListId;
102 G4Transform3D fTransform;
[593]103 GLuint fPickName;
[529]104 G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
105 G4Colour fColour;
106 };
107 std::vector<TO> fTOList;
108
109 // Stop-gap solution of structure re-use.
110 // A proper implementation would use geometry hierarchy.
111 std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
112};
113
114#endif
115
116#endif
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