source: trunk/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh@ 954

Last change on this file since 954 was 942, checked in by garnier, 17 years ago

en test

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File size: 4.2 KB
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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//
[915]27// $Id: G4OpenGLStoredSceneHandler.hh,v 1.28 2009/02/04 16:48:40 lgarnier Exp $
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>
[935]43#include "G4Polymarker.hh"
[529]44
45class G4OpenGLStored;
46
47class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
48
49 friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
50
51public:
52
53 G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = "");
54 virtual ~G4OpenGLStoredSceneHandler ();
55 void BeginPrimitives (const G4Transform3D& objectTransformation);
56 void EndPrimitives ();
[688]57 void BeginPrimitives2D (const G4Transform3D& objectTransformation);
[529]58 void EndPrimitives2D ();
59 void BeginModeling ();
60 void EndModeling ();
61 void AddPrimitive (const G4Polyline&);
[593]62 void AddPrimitive (const G4Polymarker&);
[529]63 void AddPrimitive (const G4Circle&);
64 void AddPrimitive (const G4Square&);
[593]65 void AddPrimitive (const G4Text&);
66 void AddPrimitive (const G4Scale&);
67 void AddPrimitive (const G4Polyhedron&);
68 void AddPrimitive (const G4NURBS&);
[529]69 void ClearStore ();
70 void ClearTransientStore ();
71
72protected:
73
74 void RequestPrimitives (const G4VSolid& solid);
75 void AddPrimitivePreamble(const G4Visible& visible);
76 void AddPrimitivePostamble();
77
78 static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
79 G4int fDisplayListId; // Workspace.
80 G4bool fMemoryForDisplayLists; // avoid memory overflow
81 G4int fAddPrimitivePreambleNestingDepth;
82
83 // PODL = Persistent Object Display List.
84 GLint fTopPODL; // List which calls the other PODLs.
85 struct PO {
[790]86 PO(G4int id, const G4Transform3D& tr = G4Transform3D());
[529]87 G4int fDisplayListId;
88 G4Transform3D fTransform;
[593]89 GLuint fPickName;
[529]90 };
91 std::vector<PO> fPOList;
92
93 // TO = Transparent Object.
94 struct TO {
[790]95 TO(G4int id, const G4Transform3D& tr = G4Transform3D());
[529]96 G4int fDisplayListId;
97 G4Transform3D fTransform;
[593]98 GLuint fPickName;
[529]99 G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
100 G4Colour fColour;
101 };
102 std::vector<TO> fTOList;
103
104 // Stop-gap solution of structure re-use.
105 // A proper implementation would use geometry hierarchy.
106 std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
[935]107
108private:
109 G4Polymarker fLastPolymarker ;
[942]110 std::vector< std::vector< G4Polymarker> > fLastPolymarkers ;
[938]111 int nbDoublons;
[529]112};
113
114#endif
115
116#endif
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