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//
// $Id: G4OpenGLImmediateWin32Viewer.cc,v 1.17 2009/01/13 09:47:05 lgarnier Exp $
// GEANT4 tag $Name:  $
//
// 
// Class G4OpenGLImmediateWin32Viewer : a class derived from G4OpenGLWin32Viewer and
//                                G4OpenGLImmediateViewer.

#ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER

#include "G4OpenGLImmediateWin32Viewer.hh"

#include "G4ios.hh"

G4OpenGLImmediateWin32Viewer::G4OpenGLImmediateWin32Viewer
(G4OpenGLImmediateSceneHandler& sceneHandler,
 const G4String&  name):
G4OpenGLViewer (sceneHandler),
G4OpenGLWin32Viewer (sceneHandler),
G4OpenGLImmediateViewer (sceneHandler),
G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (), name) {

  if (fViewId < 0) return;  // In case error in base class instantiation.
}

void G4OpenGLImmediateWin32Viewer::Initialise () {

// ensure a suitable window was found

  CreateGLWin32Context ();
  CreateMainWindow ();
  CreateFontLists ();

  // If a double buffer context has been forced upon us, ignore the
  // back buffer for this OpenGLImmediate view.
  glDrawBuffer (GL_FRONT);

  // clear the buffers and window.
  ClearView ();
  FinishView ();

  glDepthFunc (GL_LEQUAL);
  glDepthMask (GL_TRUE);
}

void G4OpenGLImmediateWin32Viewer::DrawView () {

  // If a double buffer context has been forced upon us, ignore the
  // back buffer for this OpenGLImmediate view.
  glDrawBuffer (GL_FRONT);

  G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();

  //Make sure current viewer is attached and clean...
  //Win32 version needed
  //glXMakeCurrent (dpy, win, cx);
  glViewport (0, 0, fWinSize_x, fWinSize_y);

  if(style!=G4ViewParameters::hlr &&
     haloing_enabled) {

    HaloingFirstPass ();
    NeedKernelVisit ();
    ProcessView ();
    glFlush ();

    HaloingSecondPass ();

  }

  NeedKernelVisit ();  // Always need to visit G4 kernel.
  ProcessView ();
  FinishView ();

}

//////////////////////////////////////////////////////////////////////////////
void G4OpenGLImmediateWin32Viewer::FinishView (
) 
//////////////////////////////////////////////////////////////////////////////
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
{
  if(!fHDC) return;

  glFlush ();

  // Empty the Windows message queue :
  MSG event;
  while ( ::PeekMessage(&event, NULL, 0, 0, PM_REMOVE) ) {
    ::TranslateMessage(&event);
    ::DispatchMessage (&event);
  }
}

#endif
