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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.28 2009/02/04 16:48:40 lgarnier Exp $
// GEANT4 tag $Name:  $
//
// 
// 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 <map>
#include <vector>
#include "G4Polymarker.hh"

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<PO> 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<TO> fTOList; 
  
  // Stop-gap solution of structure re-use.
  // A proper implementation would use geometry hierarchy.
  std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;

private:
  G4Polymarker fLastPolymarker ;
  std::vector<   std::vector< G4Polymarker> > fLastPolymarkers ;
  int nbDoublons;
};

#endif

#endif
