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