Geant4_10
G4OpenGLStoredSceneHandler.hh
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27 // $Id: G4OpenGLStoredSceneHandler.hh 66373 2012-12-18 09:41:34Z gcosmo $
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29 //
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 ClearStore ();
68  void ClearTransientStore ();
69 
70  static G4int GetDisplayListLimit() {return fDisplayListLimit;}
71  static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;}
72 
73 protected:
74 
75  G4bool AddPrimitivePreamble(const G4Visible& visible);
76  // Return false if no further processing required.
77 
78  void AddPrimitivePostamble();
79 
80  // Two virtual functions for extra processing in a sub-class, for
81  // example, to make a display tree. They are to return true if the
82  // visible object uses gl commands for drawing. This is
83  // predominantly true; a notable exception is Qt text. In that
84  // case, a display list does not need to be created; all relevant
85  // information is assumed to be stored in the PO/TOList.
86  virtual G4bool ExtraPOProcessing
87  (const G4Visible&, size_t /*currentPOListIndex*/) {return true;}
88  virtual G4bool ExtraTOProcessing
89  (const G4Visible&, size_t /*currentTOListIndex*/) {return true;}
90 
91  static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
92  // Display list management. All static since there's only one OGL store.
93  static G4int fDisplayListId; // Workspace.
94  static G4bool fMemoryForDisplayLists; // avoid memory overflow
95  static G4int fDisplayListLimit; // avoid memory overflow
96 
97  // PODL = Persistent Object Display List.
98  // This "top PODL" was made redundant when the PO list was
99  // "unwrapped" 27th October 2011, but keep it for now in case we
100  // need to wrap it again.
101  GLint fTopPODL; // List which calls the other PODLs.
102 
103  // G4Text plus transform and 2/3D.
104  struct G4TextPlus {
105  G4TextPlus(const G4Text& text): fG4Text(text), fProcessing2D(false) {}
106  G4Text fG4Text;
107  G4bool fProcessing2D;
108  };
109 
110  // PO = Persistent Object, i.e., run-durantion object, e.g., geometry.
111  struct PO {
112  PO();
113  PO(const PO&);
114  PO(G4int id, const G4Transform3D& tr = G4Transform3D());
115  ~PO();
116  PO& operator= (const PO&);
117  G4int fDisplayListId;
118  G4Transform3D fTransform;
119  GLuint fPickName;
120  G4Colour fColour;
121  G4TextPlus* fpG4TextPlus;
122  G4bool fMarkerOrPolyline;
123  };
124  std::vector<PO> fPOList;
125 
126  // TO = Transient Object, e.g., trajectories.
127  struct TO {
128  TO();
129  TO(const TO&);
130  TO(G4int id, const G4Transform3D& tr = G4Transform3D());
131  ~TO();
132  TO& operator= (const TO&);
133  G4int fDisplayListId;
134  G4Transform3D fTransform;
135  GLuint fPickName;
136  G4double fStartTime, fEndTime; // Time range (e.g., for trajectory steps).
137  G4Colour fColour;
138  G4TextPlus* fpG4TextPlus;
139  G4bool fMarkerOrPolyline;
140  };
141  std::vector<TO> fTOList;
142 
143  // Stop-gap solution of structure re-use.
144  // A proper implementation would use geometry hierarchy.
145  std::map <const G4VSolid*, G4int, std::less <const G4VSolid*> > fSolidMap;
146 
147 };
148 
149 #endif
150 
151 #endif
Definition: G4Text.hh:73
const XML_Char * name
Definition: expat.h:151
int G4int
Definition: G4Types.hh:78
bool G4bool
Definition: G4Types.hh:79
HepGeom::Transform3D G4Transform3D
system("rm -rf dna.root")
double G4double
Definition: G4Types.hh:76