Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
Loading...
Searching...
No Matches
G4OpenGLStoredSceneHandler.hh
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// $Id$
28//
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"
40#include "G4Text.hh"
41#include <map>
42#include <vector>
43
44class G4OpenGLStored;
45
46class G4OpenGLStoredSceneHandler: public G4OpenGLSceneHandler {
47
48 friend class G4OpenGLStoredViewer; // ..allows access to P/TODLs.
49
50public:
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
74protected:
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
HepGeom::Transform3D G4Transform3D
double G4double
Definition: G4Types.hh:64
int G4int
Definition: G4Types.hh:66
bool G4bool
Definition: G4Types.hh:67
Definition: G4Text.hh:73