1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkFlagpoleLabel.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkFlagpoleLabel
* @brief Renders a flagpole (line) with a label at the top that faces the camera
*
* This class draws a line from the base to the top of the flagpole. It then
* places a text annotation at the top, centered horizontally. The text is
* always oriented with the flagpole but will rotate aroundthe flagpole to
* face the camera.
*/
#ifndef vtkFlagpoleLabel_h
#define vtkFlagpoleLabel_h
#include "vtkActor.h"
#include "vtkNew.h" // For.... vtkNew!
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkSmartPointer.h" // For.... vtkSmartPointer!
VTK_ABI_NAMESPACE_BEGIN
class vtkActor;
class vtkImageData;
class vtkLineSource;
class vtkPolyData;
class vtkPolyDataMapper;
class vtkRenderer;
class vtkTextProperty;
class vtkTextRenderer;
class VTKRENDERINGCORE_EXPORT vtkFlagpoleLabel : public vtkActor
{
public:
static vtkFlagpoleLabel* New();
vtkTypeMacro(vtkFlagpoleLabel, vtkActor);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* The UTF-8 encoded string to display.
* @{
*/
void SetInput(const char* in);
vtkGetStringMacro(Input);
/** @} */
/**
* The vtkTextProperty object that controls the rendered text.
* @{
*/
void SetTextProperty(vtkTextProperty* tprop);
vtkGetObjectMacro(TextProperty, vtkTextProperty);
/** @} */
/**
* Force the actor to render during the opaque or translucent pass.
* @{
*/
void SetForceOpaque(bool opaque) override;
bool GetForceOpaque() VTK_FUTURE_CONST override;
void ForceOpaqueOn() override;
void ForceOpaqueOff() override;
void SetForceTranslucent(bool trans) override;
bool GetForceTranslucent() VTK_FUTURE_CONST override;
void ForceTranslucentOn() override;
void ForceTranslucentOff() override;
/**@}*/
/**
* Defers to internal actor.
*/
vtkTypeBool HasTranslucentPolygonalGeometry() override;
/**
* Check/update geometry/texture in opaque pass, since it only happens once.
*/
int RenderOpaqueGeometry(vtkViewport* vp) override;
/**
* Just render in translucent pass, since it can execute multiple times
* (depth peeling, for instance).
*/
int RenderTranslucentPolygonalGeometry(vtkViewport* vp) override;
void ReleaseGraphicsResources(vtkWindow* win) override;
double* GetBounds() override;
using Superclass::GetBounds;
/**
* Set/Get the world coordinate position of the base
*/
vtkGetVector3Macro(BasePosition, double);
void SetBasePosition(double x, double y, double z);
/**
* Set/Get the world coordinate position of the top
*/
vtkGetVector3Macro(TopPosition, double);
void SetTopPosition(double x, double y, double z);
/**
* Set/Get the size of the flag. 1.0 is the default size
* which corresponds to a preset texels/window value. Adjust this
* to increase or decrease the default size.
*/
vtkGetMacro(FlagSize, double);
vtkSetMacro(FlagSize, double);
protected:
vtkFlagpoleLabel();
~vtkFlagpoleLabel() override;
bool InputIsValid();
void UpdateInternals(vtkRenderer* ren);
bool TextureIsStale(vtkRenderer* ren);
void GenerateTexture(vtkRenderer* ren);
bool QuadIsStale(vtkRenderer* ren);
void GenerateQuad(vtkRenderer* ren);
// Used by the opaque pass to tell the translucent pass not to render.
void Invalidate();
bool IsValid();
// Used to sync the internal actor's state.
void PreRender();
// Text specification:
char* Input;
vtkTextProperty* TextProperty;
// Cached metadata to determine if things need rebuildin'
int RenderedDPI;
vtkTimeStamp InputMTime;
// We cache this so we can recompute the bounds between renders, if needed.
vtkSmartPointer<vtkRenderer> RenderedRenderer;
// Rendering stuffies
vtkNew<vtkTextRenderer> TextRenderer;
vtkNew<vtkImageData> Image;
vtkNew<vtkPolyData> Quad;
vtkNew<vtkPolyDataMapper> QuadMapper;
vtkNew<vtkActor> QuadActor;
vtkNew<vtkPolyDataMapper> PoleMapper;
vtkNew<vtkLineSource> LineSource;
vtkNew<vtkActor> PoleActor;
double TopPosition[3];
double BasePosition[3];
double FlagSize;
private:
vtkFlagpoleLabel(const vtkFlagpoleLabel&) = delete;
void operator=(const vtkFlagpoleLabel&) = delete;
};
VTK_ABI_NAMESPACE_END
#endif // vtkFlagpoleLabel_h
|