Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLImmediateWin32Viewer.cc

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  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 G4OpenGLImmediateWin32Viewer : a class derived from G4OpenGLWin32Viewer and
 30 //                                G4OpenGLImmediateViewer.
 31 
 32 #include "G4OpenGLImmediateWin32Viewer.hh"
 33 #include "G4OpenGLImmediateSceneHandler.hh"
 34 
 35 #include "G4ios.hh"
 36 
 37 G4OpenGLImmediateWin32Viewer::G4OpenGLImmediateWin32Viewer
 38 (G4OpenGLImmediateSceneHandler& sceneHandler,
 39  const G4String&  name):
 40 G4OpenGLViewer (sceneHandler),
 41 G4OpenGLWin32Viewer (sceneHandler),
 42 G4OpenGLImmediateViewer (sceneHandler),
 43 G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (), name) {
 44 
 45   if (fViewId < 0) return;  // In case error in base class instantiation.
 46 }
 47 
 48 void G4OpenGLImmediateWin32Viewer::Initialise () {
 49 
 50 // ensure a suitable window was found
 51 
 52   CreateGLWin32Context ();
 53   CreateMainWindow ();
 54   CreateFontLists ();
 55 
 56   // If a double buffer context has been forced upon us, ignore the
 57   // back buffer for this OpenGLImmediate view.
 58   glDrawBuffer (GL_FRONT);
 59 
 60   // clear the buffers and window.
 61   ClearView ();
 62   FinishView ();
 63 
 64   glDepthFunc (GL_LEQUAL);
 65   glDepthMask (GL_TRUE);
 66 }
 67 
 68 void G4OpenGLImmediateWin32Viewer::DrawView () {
 69 
 70   // If a double buffer context has been forced upon us, ignore the
 71   // back buffer for this OpenGLImmediate view.
 72   glDrawBuffer (GL_FRONT);
 73 
 74   G4ViewParameters::DrawingStyle style = GetViewParameters().GetDrawingStyle();
 75 
 76   glViewport (0, 0, getWinWidth(), getWinHeight());
 77 
 78   if(style!=G4ViewParameters::hlr &&
 79      haloing_enabled) {
 80 
 81     HaloingFirstPass ();
 82     NeedKernelVisit ();
 83     ProcessView ();
 84     glFlush ();
 85 
 86     HaloingSecondPass ();
 87 
 88   }
 89 
 90   NeedKernelVisit ();  // Always need to visit G4 kernel.
 91   ProcessView ();
 92   FinishView ();
 93 
 94 }
 95 
 96 //////////////////////////////////////////////////////////////////////////////
 97 void G4OpenGLImmediateWin32Viewer::FinishView (
 98 ) 
 99 //////////////////////////////////////////////////////////////////////////////
100 //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!//
101 {
102   if(!fHDC) return;
103 
104   glFlush ();
105 
106   // Empty the Windows message queue :
107   MSG event;
108   while ( ::PeekMessage(&event, NULL, 0, 0, PM_REMOVE) ) {
109     ::TranslateMessage(&event);
110     ::DispatchMessage (&event);
111   }
112 }
113