Geant4 Cross Reference

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Geant4/visualization/OpenGL/src/G4OpenGLStoredWin32Viewer.cc

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Diff markup

Differences between /visualization/OpenGL/src/G4OpenGLStoredWin32Viewer.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLStoredWin32Viewer.cc (Version 1.1)


                                                   >>   1 // This code implementation is the intellectual property of
                                                   >>   2 // the GEANT4 collaboration.
  1 //                                                  3 //
  2 // ******************************************* <<   4 // By copying, distributing or modifying the Program (or any work
  3 // * License and Disclaimer                    <<   5 // based on the Program) you indicate your acceptance of this statement,
  4 // *                                           <<   6 // and all its terms.
  5 // * The  Geant4 software  is  copyright of th << 
  6 // * the Geant4 Collaboration.  It is provided << 
  7 // * conditions of the Geant4 Software License << 
  8 // * LICENSE and available at  http://cern.ch/ << 
  9 // * include a list of copyright holders.      << 
 10 // *                                           << 
 11 // * Neither the authors of this software syst << 
 12 // * institutes,nor the agencies providing fin << 
 13 // * work  make  any representation or  warran << 
 14 // * regarding  this  software system or assum << 
 15 // * use.  Please see the license in the file  << 
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                           << 
 18 // * This  code  implementation is the result  << 
 19 // * technical work of the GEANT4 collaboratio << 
 20 // * By using,  copying,  modifying or  distri << 
 21 // * any work based  on the software)  you  ag << 
 22 // * use  in  resulting  scientific  publicati << 
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // ******************************************* << 
 25 //                                             << 
 26 //                                                  7 //
                                                   >>   8 // $Id: G4OpenGLStoredWin32Viewer.cc,v 1.2 1999/12/15 14:54:08 gunter Exp $
                                                   >>   9 // GEANT4 tag $Name: geant4-01-01 $
 27 //                                                 10 //
 28 //                                                 11 // 
 29 // Class G4OpenGLStoredWin32Viewer : a class d     12 // Class G4OpenGLStoredWin32Viewer : a class derived from G4OpenGLWin32Viewer and
 30 //                             G4OpenGLStoredV     13 //                             G4OpenGLStoredViewer.
 31                                                    14 
                                                   >>  15 #ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER
                                                   >>  16 
 32 #include "G4OpenGLStoredWin32Viewer.hh"            17 #include "G4OpenGLStoredWin32Viewer.hh"
 33                                                    18 
 34 #include "G4OpenGLStoredSceneHandler.hh"       <<  19 #include <GL/gl.h>
                                                   >>  20 #include <GL/glx.h>
                                                   >>  21 #include <GL/glu.h>
 35                                                    22 
 36 #include "G4ios.hh"                                23 #include "G4ios.hh"
                                                   >>  24 #include <assert.h>
                                                   >>  25 #include <unistd.h>
 37                                                    26 
 38 G4OpenGLStoredWin32Viewer::G4OpenGLStoredWin32 <<  27 G4OpenGLStoredWin32Viewer::G4OpenGLStoredWin32Viewer (G4OpenGLStoredSceneHandler& scene):
 39 (G4OpenGLStoredSceneHandler& sceneHandler,     <<  28 G4OpenGLViewer (scene),
 40  const G4String&  name):                       <<  29 G4OpenGLWin32Viewer (scene),
 41 G4OpenGLViewer (sceneHandler),                 <<  30 G4OpenGLStoredViewer (scene),
 42 G4OpenGLWin32Viewer (sceneHandler),            <<  31 G4VViewer (scene, scene.IncrementViewCount ()) {
 43 G4OpenGLStoredViewer (sceneHandler),           << 
 44 G4VViewer (sceneHandler, sceneHandler.Incremen << 
 45                                                    32 
 46   if (fViewId < 0) return;  // In case error i     33   if (fViewId < 0) return;  // In case error in base class instantiation.
 47 }                                              << 
 48                                                << 
 49 void G4OpenGLStoredWin32Viewer::Initialise ()  << 
 50                                                    34 
 51   //Check that G4OpenGLWin32Viewer got a doubl     35   //Check that G4OpenGLWin32Viewer got a double buffered colour visual
 52                                                    36 
 53   CreateGLWin32Context ();                         37   CreateGLWin32Context ();
 54   CreateMainWindow ();                             38   CreateMainWindow ();
 55   CreateFontLists ();                          << 
 56                                                    39 
 57 // clear the buffers and window.                   40 // clear the buffers and window.
 58   ClearView ();                                    41   ClearView ();
 59   FinishView ();                                   42   FinishView ();
 60                                                    43 
 61   glDepthFunc (GL_LEQUAL);                         44   glDepthFunc (GL_LEQUAL);
 62   glDepthMask (GL_TRUE);                           45   glDepthMask (GL_TRUE);
                                                   >>  46 
 63 }                                                  47 }
 64                                                    48 
 65 void G4OpenGLStoredWin32Viewer::DrawView () {      49 void G4OpenGLStoredWin32Viewer::DrawView () {
 66                                                    50 
 67   glViewport (0, 0, getWinWidth(), getWinHeigh <<  51   if (white_background == true) {
                                                   >>  52     glClearColor (1., 1., 1., 1.);
                                                   >>  53   } else {
                                                   >>  54     glClearColor (0., 0., 0., 1.);
                                                   >>  55   }
                                                   >>  56 
                                                   >>  57   //Make sure current viewer is attached and clean...
                                                   >>  58   //Win32 version needed
                                                   >>  59   //  glXMakeCurrent (dpy, win, cx);
                                                   >>  60   glViewport (0, 0, WinSize_x, WinSize_y);
                                                   >>  61   ClearView ();
 68                                                    62 
 69   G4ViewParameters::DrawingStyle style = GetVi     63   G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();
 70                                                    64 
 71   //See if things have changed from last time      65   //See if things have changed from last time and remake if necessary...
 72   // The fNeedKernelVisit flag might have been <<  66   KernelVisitDecision ();
 73   // /vis/viewer/rebuild, but if not, make dec << 
 74   // if necessary...                           << 
 75   if (!fNeedKernelVisit) KernelVisitDecision ( << 
 76   fLastVP = fVP;                               << 
 77   G4bool kernelVisitWasNeeded = fNeedKernelVis << 
 78   ProcessView ();                                  67   ProcessView ();
 79                                                    68 
 80   if(style!=G4ViewParameters::hlr &&               69   if(style!=G4ViewParameters::hlr &&
 81      haloing_enabled) {                            70      haloing_enabled) {
 82                                                    71 
 83     HaloingFirstPass ();                           72     HaloingFirstPass ();
 84     DrawDisplayLists ();                           73     DrawDisplayLists ();
 85     glFlush ();                                    74     glFlush ();
 86                                                    75 
 87     HaloingSecondPass ();                          76     HaloingSecondPass ();
 88                                                    77 
 89     DrawDisplayLists ();                       <<  78   }
 90     FinishView ();                             << 
 91                                                    79 
 92   } else {                                     <<  80   DrawDisplayLists ();
 93                                                    81 
 94     // If kernel visit was needed, drawing and <<  82   FinishView ();
 95     // have been done, so...                   <<  83   
 96     if (!kernelVisitWasNeeded) {               << 
 97       DrawDisplayLists ();                     << 
 98       FinishView ();                           << 
 99     } else {                                   << 
100     // However, union cutaways are implemented << 
101     // an extra pass...                        << 
102       if (fVP.IsCutaway() &&                   << 
103     fVP.GetCutawayMode() == G4ViewParameters:: << 
104   ClearView();                                 << 
105   DrawDisplayLists ();                         << 
106   FinishView ();                               << 
107       } else { // ADD TO AVOID KernelVisit=1 a << 
108         DrawDisplayLists ();                   << 
109         FinishView ();                         << 
110       }                                        << 
111     }                                          << 
112   }                                            << 
113 }                                                  84 }
114                                                    85 
115 ////////////////////////////////////////////// <<  86 #endif
116 void G4OpenGLStoredWin32Viewer::FinishView (   << 
117 )                                              << 
118 ////////////////////////////////////////////// << 
119 //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! << 
120 {                                              << 
121   if(!fHDC) return;                            << 
122                                                << 
123   glFlush ();                                  << 
124   GLint renderMode;                            << 
125   glGetIntegerv(GL_RENDER_MODE, &renderMode);  << 
126   if (renderMode == GL_RENDER) ::SwapBuffers(f << 
127                                                << 
128   // Empty the Windows message queue :         << 
129   MSG event;                                   << 
130   while ( ::PeekMessage(&event, NULL, 0, 0, PM << 
131     ::TranslateMessage(&event);                << 
132     ::DispatchMessage (&event);                << 
133   }                                            << 
134 }                                              << 
135                                                    87