// // ******************************************************************** // * 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: G4OpenGLStoredSceneHandler.hh,v 1.28 2009/02/04 16:48:40 lgarnier Exp $ // GEANT4 tag $Name: geant4-09-04-beta-01 $ // // // Andrew Walkden 10th February 1997 // G4OpenGLStoredSceneHandler - creates OpenGL Display lists. #ifdef G4VIS_BUILD_OPENGL_DRIVER #ifndef G4OPENGLSTOREDSCENEHANDLER_HH #define G4OPENGLSTOREDSCENEHANDLER_HH #include "globals.hh" #include "G4OpenGLSceneHandler.hh" #include #include class G4OpenGLStored; class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler { friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs. public: G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, const G4String& name = ""); virtual ~G4OpenGLStoredSceneHandler (); void BeginPrimitives (const G4Transform3D& objectTransformation); void EndPrimitives (); void BeginPrimitives2D (const G4Transform3D& objectTransformation); void EndPrimitives2D (); void BeginModeling (); void EndModeling (); void AddPrimitive (const G4Polyline&); void AddPrimitive (const G4Polymarker&); void AddPrimitive (const G4Circle&); void AddPrimitive (const G4Square&); void AddPrimitive (const G4Text&); void AddPrimitive (const G4Scale&); void AddPrimitive (const G4Polyhedron&); void AddPrimitive (const G4NURBS&); void ClearStore (); void ClearTransientStore (); protected: void RequestPrimitives (const G4VSolid& solid); void AddPrimitivePreamble(const G4Visible& visible); void AddPrimitivePostamble(); static G4int fSceneIdCount; // static counter for OpenGLStored scenes. G4int fDisplayListId; // Workspace. G4bool fMemoryForDisplayLists; // avoid memory overflow G4int fAddPrimitivePreambleNestingDepth; // PODL = Persistent Object Display List. GLint fTopPODL; // List which calls the other PODLs. struct PO { PO(G4int id, const G4Transform3D& tr = G4Transform3D()); G4int fDisplayListId; G4Transform3D fTransform; GLuint fPickName; }; std::vector fPOList; // TO = Transparent Object. struct TO { TO(G4int id, const G4Transform3D& tr = G4Transform3D()); G4int fDisplayListId; G4Transform3D fTransform; GLuint fPickName; G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps). G4Colour fColour; }; std::vector fTOList; // Stop-gap solution of structure re-use. // A proper implementation would use geometry hierarchy. std::map > fSolidMap; }; #endif #endif