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G4OpenGLStoredSceneHandler.hh
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27 // $Id$
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30 // Andrew Walkden 10th February 1997
31 // G4OpenGLStoredSceneHandler - creates OpenGL Display lists.
32 
33 #ifdef G4VIS_BUILD_OPENGL_DRIVER
34 
35 #ifndef G4OPENGLSTOREDSCENEHANDLER_HH
36 #define G4OPENGLSTOREDSCENEHANDLER_HH
37 
38 #include "globals.hh"
39 #include "G4OpenGLSceneHandler.hh"
40 #include "G4Text.hh"
41 #include <map>
42 #include <vector>
43 
44 class G4OpenGLStored;
45 
46 class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
47 
48  friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
49 
50 public:
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 
74 protected:
75 
76  G4bool AddPrimitivePreamble(const G4Visible& visible);
77  // Return false if no further processing required.
78 
79  void AddPrimitivePostamble();
80 
81  // Two virtual functions for extra processing in a sub-class, for
82  // example, to make a display tree. They are to return true if the
83  // visible object uses gl commands for drawing. This is
84  // predominantly true; a notable exception is Qt text. In that
85  // case, a display list does not need to be created; all relevant
86  // information is assumed to be stored in the PO/TOList.
87  virtual G4bool ExtraPOProcessing
88  (const G4Visible&, size_t /*currentPOListIndex*/) {return true;}
89  virtual G4bool ExtraTOProcessing
90  (const G4Visible&, size_t /*currentTOListIndex*/) {return true;}
91 
92  static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
93  // Display list management. All static since there's only one OGL store.
94  static G4int fDisplayListId; // Workspace.
95  static G4bool fMemoryForDisplayLists; // avoid memory overflow
96  static G4int fDisplayListLimit; // avoid memory overflow
97 
98  // PODL = Persistent Object Display List.
99  // This "top PODL" was made redundant when the PO list was
100  // "unwrapped" 27th October 2011, but keep it for now in case we
101  // need to wrap it again.
102  GLint fTopPODL; // List which calls the other PODLs.
103 
104  // G4Text plus transform and 2/3D.
105  struct G4TextPlus {
106  G4TextPlus(const G4Text& text): fG4Text(text), fProcessing2D(false) {}
107  G4Text fG4Text;
108  G4bool fProcessing2D;
109  };
110 
111  // PO = Persistent Object, i.e., run-durantion object, e.g., geometry.
112  struct PO {
113  PO();
114  PO(const PO&);
115  PO(G4int id, const G4Transform3D& tr = G4Transform3D());
116  ~PO();
117  PO& operator= (const PO&);
118  G4int fDisplayListId;
119  G4Transform3D fTransform;
120  GLuint fPickName;
121  G4Colour fColour;
122  G4TextPlus* fpG4TextPlus;
123  G4bool fMarkerOrPolyline;
124  };
125  std::vector<PO> fPOList;
126 
127  // TO = Transient Object, e.g., trajectories.
128  struct TO {
129  TO();
130  TO(const TO&);
131  TO(G4int id, const G4Transform3D& tr = G4Transform3D());
132  ~TO();
133  TO& operator= (const TO&);
134  G4int fDisplayListId;
135  G4Transform3D fTransform;
136  GLuint fPickName;
137  G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
138  G4Colour fColour;
139  G4TextPlus* fpG4TextPlus;
140  G4bool fMarkerOrPolyline;
141  };
142  std::vector<TO> fTOList;
143 
144  // Stop-gap solution of structure re-use.
145  // A proper implementation would use geometry hierarchy.
146  std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
147 
148 };
149 
150 #endif
151 
152 #endif