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geant4/source/visualization/management/include/G4VisExecutive.icc
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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4VisExecutive.icc 75567 2013-11-04 11:35:11Z gcosmo $
//
//
// John Allison 24th January 1998.
#ifndef G4VISEXECUTIVE_ICC
#define G4VISEXECUTIVE_ICC
// Supported drivers...
// Not needing external packages or libraries...
#include "G4ASCIITree.hh"
#include "G4DAWNFILE.hh"
#include "G4HepRep.hh"
#include "G4HepRepFile.hh"
#include "G4RayTracer.hh"
#include "G4HitFilterFactories.hh"
#include "G4DigiFilterFactories.hh"
#include "G4TrajectoryFilterFactories.hh"
#include "G4TrajectoryModelFactories.hh"
#include "G4VRML1File.hh"
#include "G4VRML2File.hh"
#include "G4GMocrenFile.hh"
// FIXME : avoid mix with QT/WT driver (should be done by cmake??)
#if defined(G4VIS_USE_OPENGLWT)
// do not want GL2P2 in WT case
#undef G4VIS_BUILD_OPENGL_GL2PS
#endif
// Needing external packages or libraries...
#ifdef G4VIS_USE_DAWN
#include "G4FukuiRenderer.hh"
#endif
#ifdef G4VIS_USE_OPENGLX
#include "G4OpenGLImmediateX.hh"
#include "G4OpenGLStoredX.hh"
#endif
#ifdef G4VIS_USE_OPENGLWIN32
#include "G4OpenGLImmediateWin32.hh"
#include "G4OpenGLStoredWin32.hh"
#endif
#ifdef G4VIS_USE_OPENGLXM
#include "G4OpenGLImmediateXm.hh"
#include "G4OpenGLStoredXm.hh"
#endif
#ifdef G4VIS_USE_OPENGLQT
#include "G4OpenGLImmediateQt.hh"
#include "G4OpenGLStoredQt.hh"
#endif
#ifdef G4VIS_USE_OPENGLWT
#include "G4OpenGLImmediateWt.hh"
#endif
#ifdef G4VIS_USE_OIX
#include "G4OpenInventorX.hh"
#include "G4OpenInventorXtExtended.hh"
#endif
#ifdef G4VIS_USE_OIWIN32
#include "G4OpenInventorWin32.hh"
#endif
#ifdef G4VIS_USE_RAYTRACERX
#include "G4RayTracerX.hh"
#endif
#ifdef G4VIS_USE_VRML
#include "G4VRML1.hh"
#include "G4VRML2.hh"
#endif
inline
G4VisExecutive::G4VisExecutive (const G4String& verbosityString):
G4VisManager(verbosityString)
{}
// The inline keyword prevents the compiler making an external
// reference even though they cannot actually be inlined since they
// are virtual functions. This prevents a "multiple definition" error
// if it is included in more than one file. However, as explained in
// the class description in G4VisExecutive.hh, it should never be
// necessary to #include "G4VisExecutive.hh" in more than one file
// since after instantiation the object can be treated as a
// G4VisManager.
inline void
G4VisExecutive::RegisterGraphicsSystems () {
// Graphics Systems not needing external packages or libraries...
RegisterGraphicsSystem (new G4ASCIITree);
RegisterGraphicsSystem (new G4DAWNFILE);
RegisterGraphicsSystem (new G4HepRep);
RegisterGraphicsSystem (new G4HepRepFile);
RegisterGraphicsSystem (new G4RayTracer);
RegisterGraphicsSystem (new G4VRML1File);
RegisterGraphicsSystem (new G4VRML2File);
RegisterGraphicsSystem (new G4GMocrenFile);
// Graphics systems needing external packages or libraries...
#ifdef G4VIS_USE_DAWN
RegisterGraphicsSystem (new G4FukuiRenderer);
#endif
// Register OGL graphics system with generic nicknames.
// Note: Any graphics system can be used with any UI session except
// OPENGLQT - this must have a UI Qt session unless in batch mode. This
// is handled in /vis/sceneHandler/create but a potential fallback is
// defined here.
#ifdef G4VIS_USE_OPENGL
G4VGraphicsSystem* ogl = 0;
G4VGraphicsSystem* ogli = 0;
G4VGraphicsSystem* ogls = 0;
G4VGraphicsSystem* ogl_fallback = 0;
G4VGraphicsSystem* ogli_fallback = 0;
G4VGraphicsSystem* ogls_fallback = 0;
#ifdef G4VIS_USE_OPENGLQT
ogl = new G4OpenGLStoredQt;
ogli = new G4OpenGLImmediateQt;
ogls = new G4OpenGLStoredQt;
#if defined G4VIS_USE_OPENGLXM
ogl_fallback = new G4OpenGLStoredXm;
ogli_fallback = new G4OpenGLImmediateXm;
ogls_fallback = new G4OpenGLStoredXm;
#elif defined G4VIS_USE_OPENGLX
ogl_fallback = new G4OpenGLStoredX;
ogli_fallback = new G4OpenGLImmediateX;
ogls_fallback = new G4OpenGLStoredX;
#elif defined G4VIS_USE_OPENGLWIN32
ogl_fallback = new G4OpenGLStoredWin32;
ogli_fallback = new G4OpenGLImmediateWin32;
ogls_fallback = new G4OpenGLStoredWin32;
#endif
#elif defined G4VIS_USE_OPENGLWT
ogl = new G4OpenGLImmediateWt;
ogli = new G4OpenGLImmediateWt;
ogls = new G4OpenGLImmediateWt;
#elif defined G4VIS_USE_OPENGLXM
ogl = new G4OpenGLStoredXm;
ogli = new G4OpenGLImmediateXm;
ogls = new G4OpenGLStoredXm;
#elif defined G4VIS_USE_OPENGLWIN32
ogl = new G4OpenGLStoredWin32;
ogli = new G4OpenGLImmediateWin32;
ogls = new G4OpenGLStoredWin32;
#elif defined G4VIS_USE_OPENGLX
ogl = new G4OpenGLStoredX;
ogli = new G4OpenGLImmediateX;
ogls = new G4OpenGLStoredX;
#endif
if (ogl) {
ogl->SetNickname("OGL");
RegisterGraphicsSystem (ogl);
}
if (ogli) {
ogli->SetNickname("OGLI");
RegisterGraphicsSystem (ogli);
}
if (ogls) {
ogls->SetNickname("OGLS");
RegisterGraphicsSystem (ogls);
}
if (ogl_fallback) {
ogl_fallback->SetNickname("OGL_FALLBACK");
RegisterGraphicsSystem (ogl_fallback);
}
if (ogli_fallback) {
ogli_fallback->SetNickname("OGLI_FALLBACK");
RegisterGraphicsSystem (ogli_fallback);
}
if (ogls_fallback) {
ogls_fallback->SetNickname("OGLS_FALLBACK");
RegisterGraphicsSystem (ogls_fallback);
}
#endif
#ifdef G4VIS_USE_OPENGLX
RegisterGraphicsSystem (new G4OpenGLImmediateX);
RegisterGraphicsSystem (new G4OpenGLStoredX);
#endif
#ifdef G4VIS_USE_OPENGLWIN32
RegisterGraphicsSystem (new G4OpenGLImmediateWin32);
RegisterGraphicsSystem (new G4OpenGLStoredWin32);
#endif
#ifdef G4VIS_USE_OPENGLXM
RegisterGraphicsSystem (new G4OpenGLImmediateXm);
RegisterGraphicsSystem (new G4OpenGLStoredXm);
#endif
#ifdef G4VIS_USE_OPENGLQT
G4VGraphicsSystem* gsi = new G4OpenGLImmediateQt;
G4VGraphicsSystem* gss = new G4OpenGLStoredQt;
RegisterGraphicsSystem (gsi);
RegisterGraphicsSystem (gss);
G4VGraphicsSystem* gsi_fallback = 0;
G4VGraphicsSystem* gss_fallback = 0;
#if defined G4VIS_USE_OPENGLXM
gsi_fallback = new G4OpenGLImmediateXm;
gss_fallback = new G4OpenGLStoredXm;
#elif defined G4VIS_USE_OPENGLX
gsi_fallback = new G4OpenGLImmediateX;
gss_fallback = new G4OpenGLStoredX;
#elif defined G4VIS_USE_OPENGLWIN32
gsi_fallback = new G4OpenGLImmediateWin32;
gss_fallback = new G4OpenGLStoredWin32;
#endif
if (gsi_fallback) {
gsi_fallback->SetNickname(gsi->GetNickname()+"_FALLBACK");
RegisterGraphicsSystem (gsi_fallback);
}
if (gss_fallback) {
gss_fallback->SetNickname(gss->GetNickname()+"_FALLBACK");
RegisterGraphicsSystem (gss_fallback);
}
#endif
#ifdef G4VIS_USE_OPENGLWT
RegisterGraphicsSystem (new G4OpenGLImmediateWt);
#endif
// Register OI graphics system with generic nickname
#ifdef G4VIS_USE_OI
G4VGraphicsSystem* oi = 0;
#ifdef G4VIS_USE_OIX
oi = new G4OpenInventorX;
#endif
#ifdef G4VIS_USE_OIWIN32
oi = new G4OpenInventorWin32;
#endif
if (oi) {
oi->SetNickname("OI");
RegisterGraphicsSystem (oi);
}
#endif
#ifdef G4VIS_USE_OIX
RegisterGraphicsSystem (new G4OpenInventorX);
RegisterGraphicsSystem (new G4OpenInventorXtExtended);
#endif
#ifdef G4VIS_USE_OIWIN32
RegisterGraphicsSystem (new G4OpenInventorWin32);
#endif
#ifdef G4VIS_USE_RAYTRACERX
RegisterGraphicsSystem (new G4RayTracerX);
#endif
#ifdef G4VIS_USE_VRML
RegisterGraphicsSystem (new G4VRML1);
RegisterGraphicsSystem (new G4VRML2);
#endif
}
// See comments about inlining above.
inline void
G4VisExecutive::RegisterModelFactories()
{
// Trajectory draw models
RegisterModelFactory(new G4TrajectoryGenericDrawerFactory());
RegisterModelFactory(new G4TrajectoryDrawByChargeFactory());
RegisterModelFactory(new G4TrajectoryDrawByParticleIDFactory());
RegisterModelFactory(new G4TrajectoryDrawByOriginVolumeFactory());
RegisterModelFactory(new G4TrajectoryDrawByAttributeFactory());
// Trajectory filter models
RegisterModelFactory(new G4TrajectoryChargeFilterFactory());
RegisterModelFactory(new G4TrajectoryParticleFilterFactory());
RegisterModelFactory(new G4TrajectoryOriginVolumeFilterFactory());
RegisterModelFactory(new G4TrajectoryAttributeFilterFactory());
// Hit filter models
RegisterModelFactory(new G4HitAttributeFilterFactory());
// Digi filter models
RegisterModelFactory(new G4DigiAttributeFilterFactory());
}
#endif