source: trunk/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh @ 1343

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27// $Id: G4OpenGLStoredSceneHandler.hh,v 1.30 2010/11/06 12:09:41 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 "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 ();
56  void BeginPrimitives2D (const G4Transform3D& objectTransformation);
57  void EndPrimitives2D ();
58  void BeginModeling ();
59  void EndModeling ();
60  void AddPrimitive (const G4Polyline&);
61  void AddPrimitive (const G4Polymarker&);
62  void AddPrimitive (const G4Circle&);
63  void AddPrimitive (const G4Square&);
64  void AddPrimitive (const G4Text&);
65  void AddPrimitive (const G4Scale&);
66  void AddPrimitive (const G4Polyhedron&);
67  void AddPrimitive (const G4NURBS&);
68  void ClearStore ();
69  void ClearTransientStore ();
70
71  static G4int GetDisplayListLimit() {return fDisplayListLimit;}
72  static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;}
73
74protected:
75
76  void RequestPrimitives (const G4VSolid& solid);
77  void AddPrimitivePreamble(const G4Visible& visible);
78  void AddPrimitivePostamble();
79
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
85  static G4int  fDisplayListBase;        // avoid memory overflow
86  G4int fAddPrimitivePreambleNestingDepth;
87 
88  // PODL = Persistent Object Display List.
89  GLint  fTopPODL;                  // List which calls the other PODLs.
90  struct PO {
91    PO(G4int id, const G4Transform3D& tr = G4Transform3D());
92    G4int fDisplayListId;
93    G4Transform3D fTransform;
94    GLuint fPickName;
95  };
96  std::vector<PO> fPOList;
97 
98  // TO = Transparent Object.
99  struct TO {
100    TO(G4int id, const G4Transform3D& tr = G4Transform3D());
101    G4int fDisplayListId;
102    G4Transform3D fTransform;
103    GLuint fPickName;
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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