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//
// $Id: G4OpenGLStoredWin32Viewer.cc,v 1.20 2009/01/13 09:47:05 lgarnier Exp $
// GEANT4 tag $Name:  $
//
// 
// Class G4OpenGLStoredWin32Viewer : a class derived from G4OpenGLWin32Viewer and
//                             G4OpenGLStoredViewer.

#ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER

#include "G4OpenGLStoredWin32Viewer.hh"

#include "G4ios.hh"

G4OpenGLStoredWin32Viewer::G4OpenGLStoredWin32Viewer
(G4OpenGLStoredSceneHandler& sceneHandler,
 const G4String&  name):
G4OpenGLViewer (sceneHandler),
G4OpenGLWin32Viewer (sceneHandler),
G4OpenGLStoredViewer (sceneHandler),
G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (), name) {

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

void G4OpenGLStoredWin32Viewer::Initialise () {

  //Check that G4OpenGLWin32Viewer got a double buffered colour visual

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

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

  glDepthFunc (GL_LEQUAL);
  glDepthMask (GL_TRUE);
}

void G4OpenGLStoredWin32Viewer::DrawView () {

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

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

  //See if things have changed from last time and remake if necessary...
  // The fNeedKernelVisit flag might have been set by the user in
  // /vis/viewer/rebuild, but if not, make decision and set flag only
  // if necessary...
  if (!fNeedKernelVisit) KernelVisitDecision ();
  G4bool kernelVisitWasNeeded = fNeedKernelVisit; // Keep (ProcessView resets).
  ProcessView ();

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

    HaloingFirstPass ();
    DrawDisplayLists ();
    glFlush ();

    HaloingSecondPass ();

    DrawDisplayLists ();
    FinishView ();

  } else {

    // If kernel visit was needed, drawing and FinishView will already
    // have been done, so...
    if (!kernelVisitWasNeeded) {
      DrawDisplayLists ();
      FinishView ();
    } else {
    // However, union cutaways are implemented in DrawDisplayLists, so make
    // an extra pass...
      if (fVP.IsCutaway() &&
	  fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion) {
	ClearView();
	DrawDisplayLists ();
	FinishView ();
      } else { // ADD TO AVOID KernelVisit=1 and nothing to display
        DrawDisplayLists ();
        FinishView ();
      }
    }
  }
}

//////////////////////////////////////////////////////////////////////////////
void G4OpenGLStoredWin32Viewer::FinishView (
) 
//////////////////////////////////////////////////////////////////////////////
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
{
  if(!fHDC) return;

  glFlush ();
  GLint renderMode;
  glGetIntegerv(GL_RENDER_MODE, &renderMode);
  if (renderMode == GL_RENDER) ::SwapBuffers(fHDC);

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

#endif
