1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.40 2009/02/04 16:48:41 lgarnier Exp $ |
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28 | // GEANT4 tag $Name: $ |
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29 | // |
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30 | // |
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31 | // Andrew Walkden 10th February 1997 |
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32 | // OpenGL stored scene - creates OpenGL display lists. |
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33 | |
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34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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35 | |
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36 | // Included here - problems with HP compiler if not before other includes? |
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37 | #include "G4NURBS.hh" |
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38 | |
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39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
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40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
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41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
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42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
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43 | |
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44 | #include "G4OpenGLStoredSceneHandler.hh" |
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45 | |
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46 | #include "G4PhysicalVolumeModel.hh" |
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47 | #include "G4VPhysicalVolume.hh" |
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48 | #include "G4LogicalVolume.hh" |
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49 | #include "G4Polyline.hh" |
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50 | #include "G4Polymarker.hh" |
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51 | #include "G4Text.hh" |
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52 | #include "G4Circle.hh" |
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53 | #include "G4Square.hh" |
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54 | #include "G4Polyhedron.hh" |
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55 | #include "G4AttHolder.hh" |
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56 | #include "G4OpenGLTransform3D.hh" |
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57 | #include "G4OpenGLViewer.hh" |
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58 | |
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59 | G4OpenGLStoredSceneHandler::PO::PO |
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60 | (G4int id, |
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61 | const G4Transform3D& tr): |
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62 | fDisplayListId(id), |
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63 | fTransform(tr), |
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64 | fPickName(0) |
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65 | {} |
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66 | |
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67 | G4OpenGLStoredSceneHandler::TO::TO |
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68 | (G4int id, |
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69 | const G4Transform3D& tr): |
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70 | fDisplayListId(id), |
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71 | fTransform(tr), |
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72 | fPickName(0), |
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73 | fStartTime(-DBL_MAX), |
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74 | fEndTime(DBL_MAX) |
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75 | {} |
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76 | |
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77 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler |
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78 | (G4VGraphicsSystem& system, |
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79 | const G4String& name): |
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80 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
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81 | fMemoryForDisplayLists (true), |
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82 | fAddPrimitivePreambleNestingDepth (0), |
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83 | fTopPODL (0), |
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84 | fLastPolymarker(), |
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85 | fLastPolymarkers(), |
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86 | nbDoublons(0) |
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87 | {} |
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88 | |
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89 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
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90 | {} |
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91 | |
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92 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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93 | { |
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94 | // Track nesting depth to avoid recursive calls, for example, from a |
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95 | // G4Polymarker that invokes a G4Circle... |
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96 | fAddPrimitivePreambleNestingDepth++; |
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97 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
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98 | |
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99 | // Because of our need to control colour of transients (display by |
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100 | // time fading), display lists may only cover a single primitive. |
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101 | // So display list setup is here. |
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102 | |
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103 | if (fpViewer->GetViewParameters().IsPicking()) { |
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104 | fPickMap[++fPickName] = 0; |
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105 | } |
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106 | |
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107 | const G4Colour& c = GetColour (visible); |
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108 | |
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109 | if (fMemoryForDisplayLists) { |
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110 | fDisplayListId = glGenLists (1); |
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111 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? |
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112 | G4cout << |
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113 | "********************* WARNING! ********************" |
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114 | "\nUnable to allocate any more display lists in OpenGL." |
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115 | "\n Continuing drawing in IMMEDIATE MODE." |
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116 | "\n***************************************************" |
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117 | << G4endl; |
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118 | fMemoryForDisplayLists = false; |
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119 | } |
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120 | } |
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121 | if (fMemoryForDisplayLists) { |
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122 | if (fReadyForTransients) { |
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123 | TO to(fDisplayListId, *fpObjectTransformation); |
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124 | to.fPickName = fPickName; |
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125 | to.fColour = c; |
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126 | const G4VisAttributes* pVA = |
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127 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
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128 | to.fStartTime = pVA->GetStartTime(); |
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129 | to.fEndTime = pVA->GetEndTime(); |
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130 | fTOList.push_back(to); |
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131 | glDrawBuffer (GL_FRONT); |
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132 | glPushMatrix(); |
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133 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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134 | glMultMatrixd (oglt.GetGLMatrix ()); |
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135 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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136 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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137 | } |
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138 | else { |
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139 | PO po(fDisplayListId, *fpObjectTransformation); |
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140 | po.fPickName = fPickName; |
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141 | fPOList.push_back(po); |
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142 | glNewList (fDisplayListId, GL_COMPILE); |
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143 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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144 | } |
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145 | } else { |
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146 | glDrawBuffer (GL_FRONT); |
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147 | glPushMatrix(); |
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148 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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149 | glMultMatrixd (oglt.GetGLMatrix ()); |
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150 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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151 | } |
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152 | |
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153 | if (fProcessing2D) { |
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154 | // Push current 3D world matrices and load identity to define screen |
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155 | // coordinates... |
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156 | glMatrixMode (GL_PROJECTION); |
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157 | glPushMatrix(); |
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158 | glLoadIdentity(); |
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159 | glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG); |
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160 | glMatrixMode (GL_MODELVIEW); |
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161 | glPushMatrix(); |
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162 | glLoadIdentity(); |
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163 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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164 | glMultMatrixd (oglt.GetGLMatrix ()); |
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165 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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166 | } |
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167 | } |
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168 | |
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169 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
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170 | { |
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171 | if (fProcessing2D) { |
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172 | // Pop current 3D world matrices back again... |
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173 | glMatrixMode (GL_PROJECTION); |
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174 | glPopMatrix(); |
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175 | glMatrixMode (GL_MODELVIEW); |
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176 | glPopMatrix(); |
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177 | } |
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178 | |
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179 | // if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) { // Could close? |
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180 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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181 | G4cout << |
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182 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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183 | " display List for fTopPODL - try OpenGL Immediated mode." |
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184 | << G4endl; |
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185 | } |
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186 | if (fMemoryForDisplayLists) { |
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187 | glEndList(); |
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188 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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189 | G4cout << |
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190 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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191 | " display List for fTopPODL - try OpenGL Immediated mode." |
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192 | << G4endl; |
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193 | } |
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194 | } |
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195 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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196 | glPopMatrix(); |
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197 | #ifdef G4DEBUG_VIS_OGL |
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198 | printf("G4OpenGLStoredSceneHandler::AddPrimitivePostamble glFlush\n"); |
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199 | #endif |
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200 | glFlush (); |
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201 | glDrawBuffer (GL_BACK); |
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202 | } |
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203 | fAddPrimitivePreambleNestingDepth--; |
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204 | } |
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205 | |
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206 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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207 | { |
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208 | AddPrimitivePreamble(polyline); |
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209 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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210 | AddPrimitivePostamble(); |
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211 | } |
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212 | |
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213 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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214 | { |
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215 | |
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216 | printf("G4OpenGLStoredSceneHandler::AddPrimitive\n"); |
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217 | |
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218 | std::vector< G4Polymarker > poly; |
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219 | // 40,83 N03 lancement |
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220 | // 289,69 10Gev supp doublons + bitmap 21 frame en 10 sec |
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221 | // 343,45 10Gev full polymarker + bitmap 15 frame en 10 sec |
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222 | // 351,67 10Gev full polymarker - bitmap 31 frame en 10 sec |
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223 | // 257,90 10Gev supp doublons MAX - bitmap 42 frame en 10 sec 45757 markers et 16243 enleves |
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224 | // Check |
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225 | int reste = polymarker.size(); |
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226 | bool res = false; |
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227 | if (fLastPolymarkers.size() > 0 ) { |
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228 | |
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229 | // Loop new point to check |
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230 | for (unsigned int b=0; b< polymarker.size();b++) { |
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231 | // printf("check %d/%d\n",b,polymarker.size()); |
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232 | res= false; |
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233 | |
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234 | // Look for stored point list |
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235 | for (unsigned int a=0; a< fLastPolymarkers.size() ;a++) { |
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236 | // printf("against vect %d/%d\n",a,fLastPolymarker.size()); |
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237 | std::vector < G4Polymarker > storedPoly = fLastPolymarkers[a]; |
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238 | int size= storedPoly.size()-1; |
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239 | |
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240 | // Look for point |
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241 | for (int aPoly=0; aPoly< size ;aPoly++) { |
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242 | // printf("against poly %d/%d\n",aPoly,storedPoly.size()); |
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243 | if (( storedPoly[size-aPoly].GetPosition().x() == polymarker[b].x()) && |
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244 | ( storedPoly[size-aPoly].GetPosition().y() == polymarker[b].y()) && |
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245 | ( storedPoly[size-aPoly].GetPosition().z() == polymarker[b].z())) { |
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246 | reste --; |
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247 | // res= true; |
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248 | nbDoublons++; |
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249 | // printf("G4OpenGLStoredSceneHandler::AddPrimitive PT %d/%d ALREADY FOUND TOT:%d. OLD pos %d/%d in %d PolyMarkerList STILL %d Marker in list. Point is %f %f %f\n",b,polymarker.size(), nbDoublons, aPoly,size,a ,reste,polymarker[b].x(),polymarker[b].y(),polymarker[b].z()); |
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250 | } |
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251 | } |
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252 | } |
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253 | // Add |
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254 | if (!res) { |
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255 | G4Polymarker tmp; |
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256 | tmp.SetPosition(polymarker[b]); |
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257 | poly.push_back(tmp); |
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258 | } |
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259 | } |
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260 | } else { |
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261 | for (unsigned int b=0; b< polymarker.size();b++) { |
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262 | G4Polymarker tmp; |
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263 | tmp.SetPosition(polymarker[b]); |
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264 | poly.push_back(tmp); |
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265 | } |
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266 | } |
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267 | fLastPolymarkers.push_back(poly); |
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268 | #define TEST_MARKER 1 |
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269 | #ifdef TEST_MARKER |
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270 | // if it is already done |
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271 | if (poly.size() == 1 ) { |
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272 | // if (polymarker.size() >0) { |
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273 | // if (( fLastPolymarker.GetPosition().x() == polymarker[0].x()) && |
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274 | // ( fLastPolymarker.GetPosition().y() == polymarker[0].y()) && |
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275 | // ( fLastPolymarker.GetPosition().z() == polymarker[0].z())) { |
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276 | // if (fpViewer->GetViewParameters().IsPicking()) { |
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277 | // glLoadName(++fPickName); |
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278 | // fPickMap[fPickName] = 0; |
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279 | // } |
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280 | // printf("G4OpenGLStoredSceneHandler::AddPrimitive SUPPR ----------- point %f %f %f\n",polymarker[0].x(),polymarker[0].y(),polymarker[0].z()); |
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281 | const G4Colour& c = GetColour (polymarker); |
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282 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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283 | G4OpenGLSceneHandler::AddPrimitive(poly[0]); |
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284 | // fLastPolymarker.SetPosition(polymarker[poly]); |
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285 | return; |
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286 | } |
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287 | #endif |
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288 | printf("G4OpenGLStoredSceneHandler::AddPrimitive new marker list\n"); |
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289 | AddPrimitivePreamble(polymarker); |
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290 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
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291 | AddPrimitivePostamble(); |
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292 | // fLastPolymarker.SetPosition(polymarker[polymarker.size()-1]); |
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293 | } |
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294 | |
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295 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) |
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296 | { |
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297 | // Note: colour is still handled in |
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298 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still |
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299 | // gets into the display list |
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300 | AddPrimitivePreamble(text); |
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301 | G4OpenGLSceneHandler::AddPrimitive(text); |
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302 | AddPrimitivePostamble(); |
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303 | } |
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304 | |
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305 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
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306 | { |
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307 | AddPrimitivePreamble(circle); |
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308 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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309 | AddPrimitivePostamble(); |
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310 | } |
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311 | |
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312 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
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313 | { |
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314 | AddPrimitivePreamble(square); |
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315 | G4OpenGLSceneHandler::AddPrimitive(square); |
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316 | AddPrimitivePostamble(); |
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317 | } |
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318 | |
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319 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) |
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320 | { |
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321 | // Let base class split into primitives. |
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322 | G4OpenGLSceneHandler::AddPrimitive(scale); |
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323 | } |
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324 | |
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325 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) |
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326 | { |
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327 | // Note: colour is still handled in |
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328 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still |
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329 | // gets into the display list |
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330 | AddPrimitivePreamble(polyhedron); |
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331 | G4OpenGLSceneHandler::AddPrimitive(polyhedron); |
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332 | AddPrimitivePostamble(); |
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333 | } |
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334 | |
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335 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) |
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336 | { |
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337 | // Note: colour is still handled in |
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338 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still |
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339 | // gets into the display list |
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340 | AddPrimitivePreamble(nurbs); |
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341 | G4OpenGLSceneHandler::AddPrimitive(nurbs); |
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342 | AddPrimitivePostamble(); |
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343 | } |
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344 | |
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345 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
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346 | (const G4Transform3D& objectTransformation) |
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347 | { |
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348 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); |
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349 | |
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350 | // Display list setup moved to AddPrimitivePreamble. See notes there. |
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351 | } |
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352 | |
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353 | void G4OpenGLStoredSceneHandler::EndPrimitives () |
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354 | { |
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355 | G4OpenGLSceneHandler::EndPrimitives (); |
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356 | } |
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357 | |
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358 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D |
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359 | (const G4Transform3D& objectTransformation) |
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360 | { |
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361 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); |
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362 | } |
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363 | |
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364 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
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365 | { |
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366 | G4OpenGLSceneHandler::EndPrimitives2D (); |
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367 | } |
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368 | |
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369 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
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370 | G4VSceneHandler::BeginModeling(); |
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371 | ClearStore(); // ...and all that goes with it. |
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372 | /* Debug... |
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373 | fDisplayListId = glGenLists (1); |
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374 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
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375 | */ |
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376 | } |
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377 | |
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378 | void G4OpenGLStoredSceneHandler::EndModeling () { |
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379 | // Make a List which calls the other lists. |
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380 | printf("G4OpenGLStoredSceneHandler::EndModeling Cree une nouvelle liste+++++++++++++++++++++++++++\n"); |
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381 | fTopPODL = glGenLists (1); |
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382 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could pre-allocate? |
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383 | G4cout << |
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384 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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385 | " display List for fTopPODL - try OpenGL Immediated mode." |
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386 | << G4endl; |
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387 | } else { |
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388 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
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389 | for (size_t i = 0; i < fPOList.size (); i++) { |
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390 | glPushMatrix(); |
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391 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
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392 | glMultMatrixd (oglt.GetGLMatrix ()); |
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393 | if (fpViewer->GetViewParameters().IsPicking()) |
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394 | glLoadName(fPOList[i].fPickName); |
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395 | glCallList (fPOList[i].fDisplayListId); |
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396 | glPopMatrix(); |
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397 | } |
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398 | } |
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399 | glEndList (); |
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400 | if (glGetError() == GL_OUT_OF_MEMORY) { // Could close? |
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401 | G4cout << |
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402 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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403 | " display List for fTopPODL - try OpenGL Immediated mode." |
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404 | << G4endl; |
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405 | } |
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406 | } |
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407 | |
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408 | G4VSceneHandler::EndModeling (); |
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409 | |
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410 | /* Debug... |
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411 | fDisplayListId = glGenLists (1); |
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412 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
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413 | */ |
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414 | } |
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415 | |
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416 | void G4OpenGLStoredSceneHandler::ClearStore () { |
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417 | |
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418 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
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419 | |
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420 | // Delete OpenGL permanent display lists. |
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421 | for (size_t i = 0; i < fPOList.size (); i++) |
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422 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
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423 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
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424 | fTopPODL = 0; |
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425 | |
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426 | // Clear other lists, dictionary, etc. |
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427 | fPOList.clear (); |
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428 | fSolidMap.clear (); |
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429 | ClearAndDestroyAtts(); |
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430 | |
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431 | // ...and clear transient store... |
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432 | for (size_t i = 0; i < fTOList.size (); i++) |
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433 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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434 | fTOList.clear (); |
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435 | } |
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436 | |
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437 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
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438 | |
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439 | G4VSceneHandler::ClearTransientStore (); |
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440 | |
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441 | // Delete OpenGL transient display lists and Transient Objects themselves. |
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442 | for (size_t i = 0; i < fTOList.size (); i++) |
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443 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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444 | fTOList.clear (); |
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445 | |
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446 | // Make sure screen corresponds to graphical database... |
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447 | if (fpViewer) { |
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448 | fpViewer -> SetView (); |
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449 | fpViewer -> ClearView (); |
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450 | fpViewer -> DrawView (); |
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451 | } |
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452 | } |
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453 | |
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454 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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455 | { |
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456 | if (fReadyForTransients) { |
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457 | // Always draw transient solids, e.g., hits represented as solids. |
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458 | // (As we have no control over the order of drawing of transient |
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459 | // objects, we cannot do anything about transparent ones, as |
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460 | // below, so always draw them.) |
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461 | G4VSceneHandler::RequestPrimitives (solid); |
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462 | return; |
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463 | } |
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464 | |
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465 | // For non-transient (run-duration) objects, ensure transparent |
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466 | // objects are drawn last. The problem of |
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467 | // blending/transparency/alpha is quite a tricky one - see History |
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468 | // of opengl-V07-01-01/2/3. |
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469 | // Get vis attributes - pick up defaults if none. |
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470 | const G4VisAttributes* pVA = |
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471 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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472 | const G4Colour& c = pVA -> GetColour (); |
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473 | G4double opacity = c.GetAlpha (); |
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474 | |
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475 | if (!fSecondPass) { |
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476 | G4bool transparency_enabled = true; |
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477 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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478 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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479 | if (transparency_enabled && opacity < 1.) { |
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480 | // On first pass, transparent objects are not drawn, but flag is set... |
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481 | fSecondPassRequested = true; |
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482 | return; |
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483 | } |
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484 | } |
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485 | |
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486 | // On second pass, opaque objects are not drwan... |
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487 | if (fSecondPass && opacity >= 1.) return; |
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488 | |
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489 | G4PhysicalVolumeModel* pPVModel = |
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490 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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491 | |
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492 | if (pPVModel) { |
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493 | // If part of the geometry hierarchy, i.e., from a |
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494 | // G4PhysicalVolumeModel, check if a display list already exists for |
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495 | // this solid, re-use it if possible. We could be smarter, and |
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496 | // recognise repeated branches of the geometry hierarchy, for |
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497 | // example. But this algorithm should be secure, I think... |
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498 | const G4VSolid* pSolid = &solid; |
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499 | EAxis axis = kRho; |
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500 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
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501 | if (pCurrentPV -> IsReplicated ()) { |
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502 | G4int nReplicas; |
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503 | G4double width; |
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504 | G4double offset; |
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505 | G4bool consuming; |
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506 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
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507 | } |
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508 | // Provided it is not parametrised (because if so, the |
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509 | // solid's parameters might have been changed)... |
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510 | if (!(pCurrentPV -> IsParameterised ()) && |
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511 | // Provided it is not replicated radially (because if so, the |
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512 | // solid's parameters will have been changed)... |
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513 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
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514 | // ...and if the solid has already been rendered... |
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515 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
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516 | fDisplayListId = fSolidMap [pSolid]; |
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517 | PO po(fDisplayListId,*fpObjectTransformation); |
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518 | if (fpViewer->GetViewParameters().IsPicking()) { |
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519 | G4AttHolder* holder = new G4AttHolder; |
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520 | // Load G4Atts from G4VisAttributes, if any... |
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521 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); |
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522 | if (va) { |
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523 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); |
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524 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); |
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525 | } |
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526 | // Load G4Atts from G4PhysicalVolumeModel... |
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527 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); |
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528 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); |
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529 | fPickMap[++fPickName] = holder; |
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530 | po.fPickName = fPickName; |
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531 | } |
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532 | fPOList.push_back(po); |
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533 | } |
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534 | else { |
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535 | G4VSceneHandler::RequestPrimitives (solid); |
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536 | fSolidMap [pSolid] = fDisplayListId; |
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537 | } |
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538 | return; |
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539 | } |
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540 | |
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541 | // Otherwise invoke base class method... |
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542 | G4VSceneHandler::RequestPrimitives (solid); |
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543 | } |
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544 | |
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545 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
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546 | |
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547 | #endif |
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