Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc

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Differences between /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 10.0)


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 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4OpenGLStoredSceneHandler.cc 66373 2012-12-18 09:41:34Z gcosmo $
 27 //                                                 28 //
 28 //                                                 29 // 
 29 // Andrew Walkden  10th February 1997              30 // Andrew Walkden  10th February 1997
 30 // OpenGL stored scene - creates OpenGL displa     31 // OpenGL stored scene - creates OpenGL display lists.
 31                                                    32 
                                                   >>  33 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  34 
 32 #include "G4OpenGLStoredSceneHandler.hh"           35 #include "G4OpenGLStoredSceneHandler.hh"
 33                                                    36 
 34 #include "G4PhysicalVolumeModel.hh"                37 #include "G4PhysicalVolumeModel.hh"
 35 #include "G4LogicalVolumeModel.hh"                 38 #include "G4LogicalVolumeModel.hh"
 36 #include "G4VPhysicalVolume.hh"                    39 #include "G4VPhysicalVolume.hh"
 37 #include "G4LogicalVolume.hh"                      40 #include "G4LogicalVolume.hh"
 38 #include "G4Polyline.hh"                           41 #include "G4Polyline.hh"
 39 #include "G4Polymarker.hh"                         42 #include "G4Polymarker.hh"
 40 #include "G4Text.hh"                               43 #include "G4Text.hh"
 41 #include "G4Circle.hh"                             44 #include "G4Circle.hh"
 42 #include "G4Square.hh"                             45 #include "G4Square.hh"
 43 #include "G4Polyhedron.hh"                         46 #include "G4Polyhedron.hh"
 44 #include "G4AttHolder.hh"                          47 #include "G4AttHolder.hh"
 45 #include "G4OpenGLTransform3D.hh"                  48 #include "G4OpenGLTransform3D.hh"
 46 #include "G4OpenGLViewer.hh"                       49 #include "G4OpenGLViewer.hh"
 47 #include "G4AttHolder.hh"                          50 #include "G4AttHolder.hh"
 48                                                    51 
 49 #include <typeinfo>                                52 #include <typeinfo>
 50                                                    53 
 51 G4int G4OpenGLStoredSceneHandler::fSceneIdCoun << 
 52                                                << 
 53 G4int  G4OpenGLStoredSceneHandler::fDisplayLis << 
 54                                                << 
 55 G4OpenGLStoredSceneHandler::PO::PO():              54 G4OpenGLStoredSceneHandler::PO::PO():
 56   fDisplayListId(0),                               55   fDisplayListId(0),
 57   fPickName(0),                                    56   fPickName(0),
 58   fpG4TextPlus(0),                                 57   fpG4TextPlus(0),
 59   fMarkerOrPolyline(false)                         58   fMarkerOrPolyline(false)
 60 {}                                                 59 {}
 61                                                    60 
 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope     61 G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po):
 63   fDisplayListId(po.fDisplayListId),               62   fDisplayListId(po.fDisplayListId),
 64   fTransform(po.fTransform),                       63   fTransform(po.fTransform),
 65   fPickName(po.fPickName),                         64   fPickName(po.fPickName),
 66   fColour(po.fColour),                             65   fColour(po.fColour),
 67   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus     66   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0),
 68   fMarkerOrPolyline(po.fMarkerOrPolyline)          67   fMarkerOrPolyline(po.fMarkerOrPolyline)
 69 {}                                                 68 {}
 70                                                    69 
 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c     70 G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr):
 72   fDisplayListId(id),                              71   fDisplayListId(id),
 73   fTransform(tr),                                  72   fTransform(tr),
 74   fPickName(0),                                    73   fPickName(0),
 75   fpG4TextPlus(0),                                 74   fpG4TextPlus(0),
 76   fMarkerOrPolyline(false)                         75   fMarkerOrPolyline(false)
 77 {}                                                 76 {}
 78                                                    77 
 79 G4OpenGLStoredSceneHandler::PO::~PO()              78 G4OpenGLStoredSceneHandler::PO::~PO()
 80 {                                                  79 {
 81   delete fpG4TextPlus;                             80   delete fpG4TextPlus;
 82 }                                                  81 }
 83                                                    82 
 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored     83 G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator=
 85   (const G4OpenGLStoredSceneHandler::PO& rhs)      84   (const G4OpenGLStoredSceneHandler::PO& rhs)
 86 {                                                  85 {
 87   if (&rhs == this) return *this;                  86   if (&rhs == this) return *this;
 88   fDisplayListId = rhs.fDisplayListId;             87   fDisplayListId = rhs.fDisplayListId;
 89   fTransform = rhs.fTransform;                     88   fTransform = rhs.fTransform;
 90   fPickName = rhs.fPickName;                       89   fPickName = rhs.fPickName;
 91   fColour = rhs.fColour;                           90   fColour = rhs.fColour;
 92   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP     91   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
 93   fMarkerOrPolyline = rhs.fMarkerOrPolyline;       92   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
 94   return *this;                                    93   return *this;
 95 }                                                  94 }
 96                                                    95 
 97 G4OpenGLStoredSceneHandler::TO::TO():              96 G4OpenGLStoredSceneHandler::TO::TO():
 98   fDisplayListId(0),                               97   fDisplayListId(0),
 99   fPickName(0),                                    98   fPickName(0),
100   fStartTime(-G4VisAttributes::fVeryLongTime), <<  99   fStartTime(-DBL_MAX),
101   fEndTime(G4VisAttributes::fVeryLongTime),    << 100   fEndTime(DBL_MAX),
102   fpG4TextPlus(0),                                101   fpG4TextPlus(0),
103   fMarkerOrPolyline(false)                        102   fMarkerOrPolyline(false)
104 {}                                                103 {}
105                                                   104 
106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope    105 G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to):
107   fDisplayListId(to.fDisplayListId),              106   fDisplayListId(to.fDisplayListId),
108   fTransform(to.fTransform),                      107   fTransform(to.fTransform),
109   fPickName(to.fPickName),                        108   fPickName(to.fPickName),
110   fStartTime(to.fStartTime),                      109   fStartTime(to.fStartTime),
111   fEndTime(to.fEndTime),                          110   fEndTime(to.fEndTime),
112   fColour(to.fColour),                            111   fColour(to.fColour),
113   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus    112   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0),
114   fMarkerOrPolyline(to.fMarkerOrPolyline)         113   fMarkerOrPolyline(to.fMarkerOrPolyline)
115 {}                                                114 {}
116                                                   115 
117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c    116 G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr):
118   fDisplayListId(id),                             117   fDisplayListId(id),
119   fTransform(tr),                                 118   fTransform(tr),
120   fPickName(0),                                   119   fPickName(0),
121   fStartTime(-G4VisAttributes::fVeryLongTime), << 120   fStartTime(-DBL_MAX),
122   fEndTime(G4VisAttributes::fVeryLongTime),    << 121   fEndTime(DBL_MAX),
123   fpG4TextPlus(0),                                122   fpG4TextPlus(0),
124   fMarkerOrPolyline(false)                        123   fMarkerOrPolyline(false)
125 {}                                                124 {}
126                                                   125 
127 G4OpenGLStoredSceneHandler::TO::~TO()             126 G4OpenGLStoredSceneHandler::TO::~TO()
128 {                                                 127 {
129   delete fpG4TextPlus;                            128   delete fpG4TextPlus;
130 }                                                 129 }
131                                                   130 
132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored    131 G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator=
133   (const G4OpenGLStoredSceneHandler::TO& rhs)     132   (const G4OpenGLStoredSceneHandler::TO& rhs)
134 {                                                 133 {
135   if (&rhs == this) return *this;                 134   if (&rhs == this) return *this;
136   fDisplayListId = rhs.fDisplayListId;            135   fDisplayListId = rhs.fDisplayListId;
137   fTransform = rhs.fTransform;                    136   fTransform = rhs.fTransform;
138   fPickName = rhs.fPickName;                      137   fPickName = rhs.fPickName;
139   fStartTime = rhs.fStartTime;                    138   fStartTime = rhs.fStartTime;
140   fEndTime = rhs.fEndTime;                        139   fEndTime = rhs.fEndTime;
141   fColour = rhs.fColour;                          140   fColour = rhs.fColour;
142   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP    141   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
143   fMarkerOrPolyline = rhs.fMarkerOrPolyline;      142   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
144   return *this;                                   143   return *this;
145 }                                                 144 }
146                                                   145 
147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen    146 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
148 (G4VGraphicsSystem& system,                       147 (G4VGraphicsSystem& system,
149  const G4String& name):                           148  const G4String& name):
150 G4OpenGLSceneHandler (system, fSceneIdCount++,    149 G4OpenGLSceneHandler (system, fSceneIdCount++, name),
151 fDoNotUseDisplayList(false),                   << 
152 fTopPODL (0)                                      150 fTopPODL (0)
153 {}                                                151 {}
154                                                   152 
155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce    153 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
156 {}                                                154 {}
157                                                   155 
158 void G4OpenGLStoredSceneHandler::BeginPrimitiv    156 void G4OpenGLStoredSceneHandler::BeginPrimitives
159 (const G4Transform3D& objectTransformation)       157 (const G4Transform3D& objectTransformation)
160 {                                                 158 {  
161   G4OpenGLSceneHandler::BeginPrimitives (objec    159   G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
162   if (fReadyForTransients) glDrawBuffer (GL_FR    160   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
163   // Display list setup moved to AddPrimitiveP    161   // Display list setup moved to AddPrimitivePreamble.  See notes there.
164 }                                                 162 }
165                                                   163 
166 void G4OpenGLStoredSceneHandler::EndPrimitives    164 void G4OpenGLStoredSceneHandler::EndPrimitives ()
167 {                                                 165 {
168   // See all primitives immediately...  At lea    166   // See all primitives immediately...  At least soon...
169   ScaledFlush();                                  167   ScaledFlush();
170   glDrawBuffer (GL_BACK);                         168   glDrawBuffer (GL_BACK);
171   G4OpenGLSceneHandler::EndPrimitives ();         169   G4OpenGLSceneHandler::EndPrimitives ();
172 }                                                 170 }
173                                                   171 
174 void G4OpenGLStoredSceneHandler::BeginPrimitiv    172 void G4OpenGLStoredSceneHandler::BeginPrimitives2D
175 (const G4Transform3D& objectTransformation)       173 (const G4Transform3D& objectTransformation)
176 {                                                 174 {
177   G4OpenGLSceneHandler::BeginPrimitives2D(obje    175   G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
178   if (fReadyForTransients) glDrawBuffer (GL_FR    176   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
179 }                                                 177 }
180                                                   178 
181 void G4OpenGLStoredSceneHandler::EndPrimitives    179 void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
182 {                                                 180 {
183   // See all primitives immediately...  At lea    181   // See all primitives immediately...  At least soon...
184   ScaledFlush();                                  182   ScaledFlush();
185   glDrawBuffer (GL_BACK);                         183   glDrawBuffer (GL_BACK);
186   G4OpenGLSceneHandler::EndPrimitives2D ();       184   G4OpenGLSceneHandler::EndPrimitives2D ();
187 }                                                 185 }
188                                                   186 
189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 187 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
190 {                                              << 
191   return AddPrimitivePreambleInternal(visible, << 
192 }                                              << 
193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 
194 {                                              << 
195   return AddPrimitivePreambleInternal(visible, << 
196 }                                              << 
197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 
198 {                                              << 
199   return AddPrimitivePreambleInternal(visible, << 
200 }                                              << 
201                                                << 
202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 
203 (const G4Visible& visible, bool isMarker, bool << 
204 {                                                 188 {
205 // Get applicable vis attributes for all primi << 189   const G4Colour& c = GetColour (visible);
206   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
207   const G4Colour& c = GetColour ();            << 
208   G4double opacity = c.GetAlpha ();               190   G4double opacity = c.GetAlpha ();
209                                                   191 
210   G4bool transparency_enabled = true;             192   G4bool transparency_enabled = true;
211   G4bool isMarkerNotHidden = true;                193   G4bool isMarkerNotHidden = true;
212   G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 194   G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
213   if (pOGLViewer) {                            << 195   if (pViewer) {
214     transparency_enabled = pOGLViewer->transpa << 196     transparency_enabled = pViewer->transparency_enabled;
215     isMarkerNotHidden = pOGLViewer->fVP.IsMark << 197     isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
                                                   >> 198   }
                                                   >> 199   
                                                   >> 200   G4bool isMarker = false;
                                                   >> 201   try {
                                                   >> 202     (void) dynamic_cast<const G4VMarker&>(visible);
                                                   >> 203     isMarker = true;
                                                   >> 204   }
                                                   >> 205   catch (std::bad_cast) {}
                                                   >> 206   
                                                   >> 207   G4bool isPolyline = false;
                                                   >> 208   try {
                                                   >> 209     (void) dynamic_cast<const G4Polyline&>(visible);
                                                   >> 210     isPolyline = true;
216   }                                               211   }
                                                   >> 212   catch (std::bad_cast) {}
217                                                   213   
218   G4bool isTransparent = opacity < 1.;            214   G4bool isTransparent = opacity < 1.;
219   G4bool isMarkerOrPolyline = isMarker || isPo    215   G4bool isMarkerOrPolyline = isMarker || isPolyline;
220   G4bool treatAsTransparent = transparency_ena    216   G4bool treatAsTransparent = transparency_enabled && isTransparent;
221   G4bool treatAsNotHidden = isMarkerNotHidden     217   G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline;
222                                                   218   
223   if (fProcessing2D) glDisable (GL_DEPTH_TEST)    219   if (fProcessing2D) glDisable (GL_DEPTH_TEST);
224   else {                                          220   else {
225     if (isMarkerOrPolyline && isMarkerNotHidde    221     if (isMarkerOrPolyline && isMarkerNotHidden)
226       glDisable (GL_DEPTH_TEST);                  222       glDisable (GL_DEPTH_TEST);
227     else {glEnable (GL_DEPTH_TEST); glDepthFun    223     else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
228   }                                               224   }
229                                                   225 
230   if (fThreePassCapable) {                        226   if (fThreePassCapable) {
231                                                   227     
232     // Ensure transparent objects are drawn *a << 228     // Ensure transparent objects are drawn opaque ones and before
233     // non-hidden markers.  The problem of ble    229     // non-hidden markers.  The problem of blending/transparency/alpha
234     // is quite a tricky one - see History of     230     // is quite a tricky one - see History of opengl-V07-01-01/2/3.
235     if (!(fSecondPassForTransparency || fThird    231     if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
236       // First pass...                            232       // First pass...
237       if (treatAsTransparent) {  // Request pa    233       if (treatAsTransparent) {  // Request pass for transparent objects...
238         fSecondPassForTransparencyRequested =     234         fSecondPassForTransparencyRequested = true;
239       }                                           235       }
240       if (treatAsNotHidden) {    // Request pa    236       if (treatAsNotHidden) {    // Request pass for non-hidden markers...
241         fThirdPassForNonHiddenMarkersRequested    237         fThirdPassForNonHiddenMarkersRequested = true;
242       }                                           238       }
243       // On first pass, transparent objects an    239       // On first pass, transparent objects and non-hidden markers are not drawn...
244       if (treatAsTransparent || treatAsNotHidd    240       if (treatAsTransparent || treatAsNotHidden) {
245         return false;  // No further processin    241         return false;  // No further processing.
246       }                                           242       }
247     }                                             243     }
248                                                   244     
249     // On second pass, only transparent object    245     // On second pass, only transparent objects are drawn...
250     if (fSecondPassForTransparency) {             246     if (fSecondPassForTransparency) {
251       if (!treatAsTransparent) {                  247       if (!treatAsTransparent) {
252         return false;  // No further processin    248         return false;  // No further processing.
253       }                                           249       }
254     }                                             250     }
255                                                   251     
256     // On third pass, only non-hidden markers     252     // On third pass, only non-hidden markers are drawn...
257     if (fThirdPassForNonHiddenMarkers) {          253     if (fThirdPassForNonHiddenMarkers) {
258       if (!treatAsNotHidden) {                    254       if (!treatAsNotHidden) {
259         return false;  // No further processin    255         return false;  // No further processing.
                                                   >> 256         
260       }                                           257       }
261     }                                             258     }
262   }  // fThreePassCapable                         259   }  // fThreePassCapable
263                                                   260   
264   // Loads G4Atts for picking...                  261   // Loads G4Atts for picking...
265   G4bool isPicking = false;                       262   G4bool isPicking = false;
266   if (fpViewer->GetViewParameters().IsPicking(    263   if (fpViewer->GetViewParameters().IsPicking()) {
267     isPicking = true;                             264     isPicking = true;
268     glLoadName(++fPickName);                      265     glLoadName(++fPickName);
269     G4AttHolder* holder = new G4AttHolder;        266     G4AttHolder* holder = new G4AttHolder;
270     LoadAtts(visible, holder);                    267     LoadAtts(visible, holder);
271     fPickMap[fPickName] = holder;                 268     fPickMap[fPickName] = holder;
272   }                                               269   }
                                                   >> 270   
                                                   >> 271   // Can we re-use a display list?
                                                   >> 272   const G4VSolid* pSolid = 0;
                                                   >> 273   G4PhysicalVolumeModel* pPVModel =
                                                   >> 274   dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
                                                   >> 275   if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size())
                                                   >> 276     // Touchables have been modified - don't risk re-using display list.
                                                   >> 277     goto end_of_display_list_reuse_test;
                                                   >> 278   if (pPVModel) {
                                                   >> 279     // Check that it isn't a G4LogicalVolumeModel (which is a sub-class of
                                                   >> 280     // G4PhysicalVolumeModel).
                                                   >> 281     G4LogicalVolumeModel* pLVModel =
                                                   >> 282     dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
                                                   >> 283     if (pLVModel)
                                                   >> 284       // Logical volume model - don't re-use.
                                                   >> 285       goto end_of_display_list_reuse_test;
                                                   >> 286     // If part of the geometry hierarchy, i.e., from a
                                                   >> 287     // G4PhysicalVolumeModel, check if a display list already exists for
                                                   >> 288     // this solid, re-use it if possible.  We could be smarter, and
                                                   >> 289     // recognise repeated branches of the geometry hierarchy, for
                                                   >> 290     // example.  But this algorithm should be secure, I think...
                                                   >> 291     pSolid = pPVModel->GetCurrentPV()->GetLogicalVolume()->GetSolid();
                                                   >> 292     EAxis axis = kRho;
                                                   >> 293     G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
                                                   >> 294     if (pCurrentPV -> IsReplicated ()) {
                                                   >> 295       G4int nReplicas;
                                                   >> 296       G4double width;
                                                   >> 297       G4double offset;
                                                   >> 298       G4bool consuming;
                                                   >> 299       pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
                                                   >> 300     }
                                                   >> 301     // Provided it is not parametrised (because if so, the
                                                   >> 302     // solid's parameters might have been changed)...
                                                   >> 303     if (!(pCurrentPV -> IsParameterised ()) &&
                                                   >> 304         // Provided it is not replicated radially (because if so, the
                                                   >> 305         // solid's parameters will have been changed)...
                                                   >> 306         !(pCurrentPV -> IsReplicated () && axis == kRho) &&
                                                   >> 307         // ...and if the solid has already been rendered...
                                                   >> 308         (fSolidMap.find (pSolid) != fSolidMap.end ())) {
                                                   >> 309       fDisplayListId = fSolidMap [pSolid];
                                                   >> 310       PO po(fDisplayListId,fObjectTransformation);
                                                   >> 311       if (isPicking) po.fPickName = fPickName;
                                                   >> 312       po.fColour = c;
                                                   >> 313       po.fMarkerOrPolyline = isMarkerOrPolyline;
                                                   >> 314       fPOList.push_back(po);
                                                   >> 315       // No need to test if gl commands are used (result of
                                                   >> 316       // ExtraPOProcessing) because we have already decided they will
                                                   >> 317       // not, at least not here.  Also, pass a dummy G4Visible since
                                                   >> 318       // not relevant for G4PhysicalVolumeModel.
                                                   >> 319       (void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1);
                                                   >> 320       return false;  // No further processing.
                                                   >> 321     }
                                                   >> 322   }
                                                   >> 323 end_of_display_list_reuse_test:
273                                                   324 
274   // Because of our need to control colour of     325   // Because of our need to control colour of transients (display by
275   // time fading), display lists may only cove    326   // time fading), display lists may only cover a single primitive.
276   // So display list setup is here.               327   // So display list setup is here.
277                                                << 328   
278   if (fDoNotUseDisplayList) {                  << 329   if (fMemoryForDisplayLists) {
279                                                << 
280     glPushMatrix();                            << 
281     G4OpenGLTransform3D oglt (fObjectTransform << 
282     glMultMatrixd (oglt.GetGLMatrix ());       << 
283     if (transparency_enabled) {                << 
284       glColor4d(c.GetRed(),c.GetGreen(),c.GetB << 
285     } else {                                   << 
286       glColor3d(c.GetRed(),c.GetGreen(),c.GetB << 
287     }                                          << 
288                                                << 
289   } else {                                     << 
290                                                << 
291     fDisplayListId = glGenLists (1);              330     fDisplayListId = glGenLists (1);
292     if (glGetError() == GL_OUT_OF_MEMORY) {    << 331     if (glGetError() == GL_OUT_OF_MEMORY ||
293       static G4int errorCount = 0;             << 332   fDisplayListId > fDisplayListLimit) {
294       if (errorCount < 5) {                    << 333       G4cout <<
295         errorCount++;                          << 334       "********************* WARNING! ********************"
296         G4ExceptionDescription ed;             << 335       "\n*  Display list limit reached in OpenGL."
297         ed <<                                  << 336       "\n*  Continuing drawing WITHOUT STORING. Scene only partially refreshable."
298         "Error attempting to create an OpenGL  << 337       "\n*  Current limit: " << fDisplayListLimit <<
299         "\nCurrent display list id: " << fDisp << 338       ".  Change with \"/vis/ogl/set/displayListLimit\"."
300         "\nMaybe out of memory?";              << 339       "\n***************************************************"
301         G4Exception                            << 340       << G4endl;
302         ("G4OpenGLStoredSceneHandler::AddPrimi << 341       fMemoryForDisplayLists = false;
303          JustWarning,ed);                      << 
304       }                                        << 
305       return false;                            << 
306     }                                             342     }
                                                   >> 343   }
                                                   >> 344   
                                                   >> 345   if (pSolid) fSolidMap [pSolid] = fDisplayListId;
                                                   >> 346 
                                                   >> 347   if (fMemoryForDisplayLists) {
307     if (fReadyForTransients) {                    348     if (fReadyForTransients) {
308       TO to(fDisplayListId, fObjectTransformat    349       TO to(fDisplayListId, fObjectTransformation);
309       if (isPicking) to.fPickName = fPickName;    350       if (isPicking) to.fPickName = fPickName;
310       to.fColour = c;                             351       to.fColour = c;
311       to.fStartTime = fpVisAttribs->GetStartTi << 352       const G4VisAttributes* pVA =
312       to.fEndTime = fpVisAttribs->GetEndTime() << 353   fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
                                                   >> 354       to.fStartTime = pVA->GetStartTime();
                                                   >> 355       to.fEndTime = pVA->GetEndTime();
313       to.fMarkerOrPolyline = isMarkerOrPolylin    356       to.fMarkerOrPolyline = isMarkerOrPolyline;
314       fTOList.push_back(to);                      357       fTOList.push_back(to);
315       // For transient objects, colour, transf    358       // For transient objects, colour, transformation, are kept in
316       // the TO, so should *not* be in the dis    359       // the TO, so should *not* be in the display list.  As mentioned
317       // above, in some cases (display-by-time    360       // above, in some cases (display-by-time fading) we need to have
318       // independent control of colour.  But f    361       // independent control of colour.  But for now transform and set
319       // colour for immediate display.            362       // colour for immediate display.
320       glPushMatrix();                             363       glPushMatrix();
321       G4OpenGLTransform3D oglt (fObjectTransfo    364       G4OpenGLTransform3D oglt (fObjectTransformation);
322       glMultMatrixd (oglt.GetGLMatrix ());        365       glMultMatrixd (oglt.GetGLMatrix ());
323       if (transparency_enabled) {                 366       if (transparency_enabled) {
324         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    367         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
325       } else {                                    368       } else {
326         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    369         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
327       }                                           370       }
328       (void) ExtraTOProcessing(visible, fTOLis    371       (void) ExtraTOProcessing(visible, fTOList.size() - 1);
329       // Ignore return value of the above.  If    372       // Ignore return value of the above.  If this visible does not use
330       // gl commands, a display list is create    373       // gl commands, a display list is created that is empty and not
331       // used.                                    374       // used.
332       glNewList (fDisplayListId, GL_COMPILE_AN    375       glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
333     } else {                                      376     } else {
334       PO po(fDisplayListId, fObjectTransformat    377       PO po(fDisplayListId, fObjectTransformation);
335       if (isPicking) po.fPickName = fPickName;    378       if (isPicking) po.fPickName = fPickName;
336       po.fColour = c;                             379       po.fColour = c;
337       po.fMarkerOrPolyline = isMarkerOrPolylin    380       po.fMarkerOrPolyline = isMarkerOrPolyline;
338       fPOList.push_back(po);                      381       fPOList.push_back(po);
339       // For permanent objects, colour is kept    382       // For permanent objects, colour is kept in the PO, so should
340       // *not* be in the display list.  This i    383       // *not* be in the display list.  This is so that sub-classes
341       // may implement colour modifications ac    384       // may implement colour modifications according to their own
342       // criteria, e.g., scene tree slider in  << 385       // criteria, e.g., scen tree slider in Qt.  But for now set
343       // colour for immediate display.            386       // colour for immediate display.
344       if (transparency_enabled) {                 387       if (transparency_enabled) {
345         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    388         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
346       } else {                                    389       } else {
347         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    390         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
348       }                                           391       }
349       G4bool usesGLCommands = ExtraPOProcessin    392       G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1);
350       // Transients are displayed as they come    393       // Transients are displayed as they come (GL_COMPILE_AND_EXECUTE
351       // above) but persistents are compiled i    394       // above) but persistents are compiled into display lists
352       // (GL_COMPILE only) and then drawn from    395       // (GL_COMPILE only) and then drawn from the display lists with
353       // their fObjectTransformation as stored    396       // their fObjectTransformation as stored in fPOList.  Thus,
354       // there is no need to do glMultMatrixd     397       // there is no need to do glMultMatrixd here.  If
355       // ExtraPOProcessing says the visible ob    398       // ExtraPOProcessing says the visible object does not use gl
356       // commands, simply return and abandon f    399       // commands, simply return and abandon further processing.  It
357       // is assumed that all relevant informat    400       // is assumed that all relevant information is kept in the
358       // POList.                                  401       // POList.
359       if (!usesGLCommands) return false;          402       if (!usesGLCommands) return false;
360       glNewList (fDisplayListId, GL_COMPILE);     403       glNewList (fDisplayListId, GL_COMPILE);
361     }                                             404     }
                                                   >> 405   } else {  // Out of memory (or being used when display lists not required).
                                                   >> 406     glDrawBuffer (GL_FRONT);
                                                   >> 407     glPushMatrix();
                                                   >> 408     G4OpenGLTransform3D oglt (fObjectTransformation);
                                                   >> 409     glMultMatrixd (oglt.GetGLMatrix ());
                                                   >> 410     if (transparency_enabled) {
                                                   >> 411       glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 412     } else {
                                                   >> 413       glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 414     }
362   }                                               415   }
363                                                   416 
364   if (fProcessing2D) {                            417   if (fProcessing2D) {
365     // Push current 3D world matrices and load    418     // Push current 3D world matrices and load identity to define screen
366     // coordinates...                             419     // coordinates...
367     glMatrixMode (GL_PROJECTION);                 420     glMatrixMode (GL_PROJECTION);
368     glPushMatrix();                               421     glPushMatrix();
369     glLoadIdentity();                             422     glLoadIdentity();
370     if (pOGLViewer) {                          << 423     glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
371       pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 
372     }                                          << 
373     glMatrixMode (GL_MODELVIEW);                  424     glMatrixMode (GL_MODELVIEW);
374     glPushMatrix();                               425     glPushMatrix();
375     glLoadIdentity();                             426     glLoadIdentity();
376     G4OpenGLTransform3D oglt (fObjectTransform    427     G4OpenGLTransform3D oglt (fObjectTransformation);
377     glMultMatrixd (oglt.GetGLMatrix ());          428     glMultMatrixd (oglt.GetGLMatrix ());
378     glDisable (GL_LIGHTING);                   << 429     glDisable(GL_DEPTH_TEST);  // But see parent scene handler!!  In
379   } else {                                     << 430     glDisable (GL_LIGHTING);   // some cases, we need to re-iterate this.
380     if (isMarker) {                            << 
381       glDisable (GL_LIGHTING);                 << 
382     } else {                                   << 
383       glEnable (GL_LIGHTING);                  << 
384     }                                          << 
385   }                                               431   }
386                                                   432 
387   return true;                                    433   return true;
388 }                                                 434 }
389                                                   435 
390 void G4OpenGLStoredSceneHandler::AddPrimitiveP    436 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
391 {                                                 437 {
392   if (fProcessing2D) {                            438   if (fProcessing2D) {
393     // Pop current 3D world matrices back agai    439     // Pop current 3D world matrices back again...
394     glMatrixMode (GL_PROJECTION);                 440     glMatrixMode (GL_PROJECTION);
395     glPopMatrix();                                441     glPopMatrix();
396     glMatrixMode (GL_MODELVIEW);                  442     glMatrixMode (GL_MODELVIEW);
397     glPopMatrix();                                443     glPopMatrix();
398   }                                               444   }
399                                                   445 
400   //  if ((glGetError() == GL_TABLE_TOO_LARGE)    446   //  if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) {  // Could close?
401   if (glGetError() == GL_OUT_OF_MEMORY) {  //     447   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
402     G4cerr <<                                  << 448     G4cout <<
403       "ERROR: G4OpenGLStoredSceneHandler::AddP    449       "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
404       "  to allocate display List for fTopPODL    450       "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
405            << G4endl;                             451            << G4endl;
406   }                                               452   }
407   if (!fDoNotUseDisplayList) {                 << 453   if (fMemoryForDisplayLists) {
408     glEndList();                                  454     glEndList();
409     if (glGetError() == GL_OUT_OF_MEMORY) {  /    455     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
410       G4cerr <<                                << 456       G4cout <<
411         "ERROR: G4OpenGLStoredSceneHandler::Ad    457         "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
412   "  to allocate display List for fTopPODL - t    458   "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
413              << G4endl;                           459              << G4endl;
414     }                                             460     }
415   }                                               461   }
416   if (fReadyForTransients || fDoNotUseDisplayL << 462   if (fReadyForTransients || !fMemoryForDisplayLists) {
417     glPopMatrix();                                463     glPopMatrix();
418   }                                               464   }
419 }                                                 465 }
420                                                   466 
421 void G4OpenGLStoredSceneHandler::AddPrimitive     467 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
422 {                                                 468 {
423   G4bool furtherprocessing = AddPrimitivePream    469   G4bool furtherprocessing = AddPrimitivePreamble(polyline);
424   if (furtherprocessing) {                        470   if (furtherprocessing) {
425     G4OpenGLSceneHandler::AddPrimitive(polylin    471     G4OpenGLSceneHandler::AddPrimitive(polyline);
426     AddPrimitivePostamble();                      472     AddPrimitivePostamble();
427   }                                               473   }
428 }                                                 474 }
429                                                   475 
430 void G4OpenGLStoredSceneHandler::AddPrimitive     476 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
431 {                                                 477 {
432   G4bool furtherprocessing = AddPrimitivePream    478   G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
433   if (furtherprocessing) {                        479   if (furtherprocessing) {
434     G4OpenGLSceneHandler::AddPrimitive(polymar    480     G4OpenGLSceneHandler::AddPrimitive(polymarker);
435     AddPrimitivePostamble();                      481     AddPrimitivePostamble();
436   }                                               482   }
437 }                                                 483 }
438                                                   484 
439 void G4OpenGLStoredSceneHandler::AddPrimitive     485 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
440 {                                                 486 {
441   // Note: colour is still handled in             487   // Note: colour is still handled in
442   // G4OpenGLSceneHandler::AddPrimitive(const     488   // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
443   // gets into the display list                   489   // gets into the display list
444   G4bool furtherprocessing = AddPrimitivePream    490   G4bool furtherprocessing = AddPrimitivePreamble(text);
445   if (furtherprocessing) {                        491   if (furtherprocessing) {
446     G4OpenGLSceneHandler::AddPrimitive(text);     492     G4OpenGLSceneHandler::AddPrimitive(text);
447     AddPrimitivePostamble();                      493     AddPrimitivePostamble();
448   }                                               494   }
449 }                                                 495 }
450                                                   496 
451 void G4OpenGLStoredSceneHandler::AddPrimitive     497 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
452 {                                                 498 {
453   G4bool furtherprocessing = AddPrimitivePream    499   G4bool furtherprocessing = AddPrimitivePreamble(circle);
454   if (furtherprocessing) {                        500   if (furtherprocessing) {
455     G4OpenGLSceneHandler::AddPrimitive(circle)    501     G4OpenGLSceneHandler::AddPrimitive(circle);
456     AddPrimitivePostamble();                      502     AddPrimitivePostamble();
457   }                                               503   }
458 }                                                 504 }
459                                                   505 
460 void G4OpenGLStoredSceneHandler::AddPrimitive     506 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
461 {                                                 507 {
462   G4bool furtherprocessing = AddPrimitivePream    508   G4bool furtherprocessing = AddPrimitivePreamble(square);
463   if (furtherprocessing) {                        509   if (furtherprocessing) {
464     G4OpenGLSceneHandler::AddPrimitive(square)    510     G4OpenGLSceneHandler::AddPrimitive(square);
465     AddPrimitivePostamble();                      511     AddPrimitivePostamble();
466   }                                               512   }
467 }                                                 513 }
468                                                   514 
                                                   >> 515 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
                                                   >> 516 {
                                                   >> 517   // Let base class split into primitives.
                                                   >> 518   G4OpenGLSceneHandler::AddPrimitive(scale);
                                                   >> 519 }
                                                   >> 520 
469 void G4OpenGLStoredSceneHandler::AddPrimitive     521 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
470 {                                                 522 {
471   // Note: colour is still handled in             523   // Note: colour is still handled in
472   // G4OpenGLSceneHandler::AddPrimitive(const     524   // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
473   // gets into the display list                   525   // gets into the display list
474   G4bool furtherprocessing = AddPrimitivePream    526   G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
475   if (furtherprocessing) {                        527   if (furtherprocessing) {
476     G4OpenGLSceneHandler::AddPrimitive(polyhed    528     G4OpenGLSceneHandler::AddPrimitive(polyhedron);
477     AddPrimitivePostamble();                      529     AddPrimitivePostamble();
478   }                                               530   }
479 }                                                 531 }
480                                                   532 
481 void G4OpenGLStoredSceneHandler::BeginModeling    533 void G4OpenGLStoredSceneHandler::BeginModeling () {
482   G4VSceneHandler::BeginModeling();               534   G4VSceneHandler::BeginModeling();
483   /* Debug...                                     535   /* Debug...
484   fDisplayListId = glGenLists (1);                536   fDisplayListId = glGenLists (1);
485   G4cout << "OGL::fDisplayListId (start): " <<    537   G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
486   */                                              538   */
487 }                                                 539 }
488                                                   540 
489 void G4OpenGLStoredSceneHandler::EndModeling (    541 void G4OpenGLStoredSceneHandler::EndModeling () {
490   // Make a List which calls the other lists.     542   // Make a List which calls the other lists.
491   fTopPODL = glGenLists (1);                      543   fTopPODL = glGenLists (1);
492   if (glGetError() == GL_OUT_OF_MEMORY) {  //     544   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
493     G4cerr <<                                  << 545     G4cout <<
494       "ERROR: G4OpenGLStoredSceneHandler::EndM    546       "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
495       "  display List for fTopPODL - try OpenG    547       "  display List for fTopPODL - try OpenGL Immediated mode."
496      << G4endl;                                   548      << G4endl;
497   } else {                                        549   } else {
498                                                   550 
499     glNewList (fTopPODL, GL_COMPILE); {           551     glNewList (fTopPODL, GL_COMPILE); {
500       for (size_t i = 0; i < fPOList.size ();     552       for (size_t i = 0; i < fPOList.size (); i++) {
501   glPushMatrix();                                 553   glPushMatrix();
502   G4OpenGLTransform3D oglt (fPOList[i].fTransf    554   G4OpenGLTransform3D oglt (fPOList[i].fTransform);
503   glMultMatrixd (oglt.GetGLMatrix ());            555   glMultMatrixd (oglt.GetGLMatrix ());
504   if (fpViewer->GetViewParameters().IsPicking(    556   if (fpViewer->GetViewParameters().IsPicking())
505     glLoadName(fPOList[i].fPickName);             557     glLoadName(fPOList[i].fPickName);
506   glCallList (fPOList[i].fDisplayListId);         558   glCallList (fPOList[i].fDisplayListId);
507   glPopMatrix();                                  559   glPopMatrix();
508       }                                           560       }
509     }                                             561     }
510     glEndList ();                                 562     glEndList ();
511                                                   563 
512     if (glGetError() == GL_OUT_OF_MEMORY) {  /    564     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
513       G4cerr <<                                << 565       G4cout <<
514         "ERROR: G4OpenGLStoredSceneHandler::En    566         "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
515         "  display List for fTopPODL - try Ope    567         "  display List for fTopPODL - try OpenGL Immediated mode."
516              << G4endl;                           568              << G4endl;
517     }                                             569     }
518   }                                               570   }
519                                                   571 
520   G4VSceneHandler::EndModeling ();                572   G4VSceneHandler::EndModeling ();
521 }                                                 573 }
522                                                   574 
523 void G4OpenGLStoredSceneHandler::ClearStore ()    575 void G4OpenGLStoredSceneHandler::ClearStore () {
524                                                   576 
525   //G4cout << "G4OpenGLStoredSceneHandler::Cle    577   //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
526                                                   578 
527   G4VSceneHandler::ClearStore ();  // Sets nee    579   G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
528                                                   580 
529   // Delete OpenGL permanent display lists.       581   // Delete OpenGL permanent display lists.
530   for (size_t i = 0; i < fPOList.size (); i++)    582   for (size_t i = 0; i < fPOList.size (); i++)
531     glDeleteLists (fPOList[i].fDisplayListId,     583     glDeleteLists (fPOList[i].fDisplayListId, 1);
532   if (fTopPODL) glDeleteLists (fTopPODL, 1);      584   if (fTopPODL) glDeleteLists (fTopPODL, 1);
533   fTopPODL = 0;                                   585   fTopPODL = 0;
534                                                   586 
535   // Clear other lists, dictionary, etc.          587   // Clear other lists, dictionary, etc.
536   fPOList.clear ();                               588   fPOList.clear ();
537   fSolidMap.clear ();                             589   fSolidMap.clear ();
538   ClearAndDestroyAtts();                          590   ClearAndDestroyAtts();
539                                                   591 
540   // ...and clear transient store...              592   // ...and clear transient store...
541   for (size_t i = 0; i < fTOList.size (); i++)    593   for (size_t i = 0; i < fTOList.size (); i++)
542     glDeleteLists(fTOList[i].fDisplayListId, 1    594     glDeleteLists(fTOList[i].fDisplayListId, 1);
543   fTOList.clear ();                               595   fTOList.clear ();
                                                   >> 596 
                                                   >> 597   fMemoryForDisplayLists = true;
544 }                                                 598 }
545                                                   599 
546 void G4OpenGLStoredSceneHandler::ClearTransien    600 void G4OpenGLStoredSceneHandler::ClearTransientStore ()
547 {                                                 601 {
548   //G4cout << "G4OpenGLStoredSceneHandler::Cle    602   //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
549                                                   603 
550   // Delete OpenGL transient display lists and    604   // Delete OpenGL transient display lists and Transient Objects themselves.
551   for (size_t i = 0; i < fTOList.size (); i++)    605   for (size_t i = 0; i < fTOList.size (); i++)
552     glDeleteLists(fTOList[i].fDisplayListId, 1    606     glDeleteLists(fTOList[i].fDisplayListId, 1);
553   fTOList.clear ();                               607   fTOList.clear ();
554                                                   608 
                                                   >> 609   fMemoryForDisplayLists = true;
                                                   >> 610 
555   // Redraw the scene ready for the next event    611   // Redraw the scene ready for the next event.
556   if (fpViewer) {                                 612   if (fpViewer) {
557     fpViewer -> SetView ();                       613     fpViewer -> SetView ();
558     fpViewer -> ClearView ();                     614     fpViewer -> ClearView ();
559     fpViewer -> DrawView ();                      615     fpViewer -> DrawView ();
560   }                                               616   }
561 }                                                 617 }
                                                   >> 618 
                                                   >> 619 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
                                                   >> 620 
                                                   >> 621 G4int  G4OpenGLStoredSceneHandler::fDisplayListId = 0;
                                                   >> 622 G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
                                                   >> 623 G4int  G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
                                                   >> 624 
                                                   >> 625 #endif
562                                                   626