Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
Loading...
Searching...
No Matches
G4OpenGLStoredWin32Viewer.cc
Go to the documentation of this file.
1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27//
28//
29// Class G4OpenGLStoredWin32Viewer : a class derived from G4OpenGLWin32Viewer and
30// G4OpenGLStoredViewer.
31
32#ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER
33
35
37
38#include "G4ios.hh"
39
40G4OpenGLStoredWin32Viewer::G4OpenGLStoredWin32Viewer
41(G4OpenGLStoredSceneHandler& sceneHandler,
42 const G4String& name):
43G4OpenGLViewer (sceneHandler),
44G4OpenGLWin32Viewer (sceneHandler),
45G4OpenGLStoredViewer (sceneHandler),
46G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (), name) {
47
48 if (fViewId < 0) return; // In case error in base class instantiation.
49}
50
51void G4OpenGLStoredWin32Viewer::Initialise () {
52
53 //Check that G4OpenGLWin32Viewer got a double buffered colour visual
54
55 CreateGLWin32Context ();
56 CreateMainWindow ();
57 CreateFontLists ();
58
59// clear the buffers and window.
60 ClearView ();
61 FinishView ();
62
63 glDepthFunc (GL_LEQUAL);
64 glDepthMask (GL_TRUE);
65}
66
67void G4OpenGLStoredWin32Viewer::DrawView () {
68
69 glViewport (0, 0, getWinWidth(), getWinHeight());
70
71 G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();
72
73 //See if things have changed from last time and remake if necessary...
74 // The fNeedKernelVisit flag might have been set by the user in
75 // /vis/viewer/rebuild, but if not, make decision and set flag only
76 // if necessary...
77 if (!fNeedKernelVisit) KernelVisitDecision ();
78 fLastVP = fVP;
79 G4bool kernelVisitWasNeeded = fNeedKernelVisit; // Keep (ProcessView resets).
80 ProcessView ();
81
82 if(style!=G4ViewParameters::hlr &&
83 haloing_enabled) {
84
85 HaloingFirstPass ();
86 DrawDisplayLists ();
87 glFlush ();
88
89 HaloingSecondPass ();
90
91 DrawDisplayLists ();
92 FinishView ();
93
94 } else {
95
96 // If kernel visit was needed, drawing and FinishView will already
97 // have been done, so...
98 if (!kernelVisitWasNeeded) {
99 DrawDisplayLists ();
100 FinishView ();
101 } else {
102 // However, union cutaways are implemented in DrawDisplayLists, so make
103 // an extra pass...
104 if (fVP.IsCutaway() &&
105 fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion) {
106 ClearView();
107 DrawDisplayLists ();
108 FinishView ();
109 } else { // ADD TO AVOID KernelVisit=1 and nothing to display
110 DrawDisplayLists ();
111 FinishView ();
112 }
113 }
114 }
115}
116
117//////////////////////////////////////////////////////////////////////////////
118void G4OpenGLStoredWin32Viewer::FinishView (
119)
120//////////////////////////////////////////////////////////////////////////////
121//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
122{
123 if(!fHDC) return;
124
125 glFlush ();
126 GLint renderMode;
127 glGetIntegerv(GL_RENDER_MODE, &renderMode);
128 if (renderMode == GL_RENDER) ::SwapBuffers(fHDC);
129
130 // Empty the Windows message queue :
131 MSG event;
132 while ( ::PeekMessage(&event, NULL, 0, 0, PM_REMOVE) ) {
133 ::TranslateMessage(&event);
134 ::DispatchMessage (&event);
135 }
136}
137
138#endif
bool G4bool
Definition: G4Types.hh:86
const char * name(G4int ptype)