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/*=========================================================================
Program: Visualization Toolkit
Module: vtkRenderWindow.cxx
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.
=========================================================================*/
#include "vtkRenderWindow.h"
#include "vtkCamera.h"
#include "vtkCollection.h"
#include "vtkCommand.h"
#include "vtkGraphicsFactory.h"
#include "vtkMath.h"
#include "vtkNew.h"
#include "vtkObjectFactory.h"
#include "vtkPropCollection.h"
#include "vtkRenderTimerLog.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkRendererCollection.h"
#include "vtkStereoCompositor.h"
#include "vtkTimerLog.h"
#include "vtkTransform.h"
#include "vtkUnsignedCharArray.h"
#include <cmath>
#include <utility> // for std::swap
//------------------------------------------------------------------------------
VTK_ABI_NAMESPACE_BEGIN
vtkObjectFactoryNewMacro(vtkRenderWindow);
// Construct an instance of vtkRenderWindow with its screen size
// set to 300x300, borders turned on, positioned at (0,0), double
// buffering turned on, stereo capable off.
vtkRenderWindow::vtkRenderWindow()
{
this->Borders = 1;
this->FullScreen = 0;
this->OldScreen[0] = this->OldScreen[1] = 0;
this->OldScreen[2] = this->OldScreen[3] = 300;
this->OldScreen[4] = 1;
this->DoubleBuffer = 1;
this->PointSmoothing = 0;
this->LineSmoothing = 0;
this->PolygonSmoothing = 0;
this->StereoRender = 0;
this->StereoType = VTK_STEREO_RED_BLUE;
this->StereoCapableWindow = 0;
this->AlphaBitPlanes = 0;
this->StencilCapable = 0;
this->Interactor = nullptr;
this->DesiredUpdateRate = 0.0001;
this->StereoBuffer = vtkSmartPointer<vtkUnsignedCharArray>::New();
this->ResultFrame = vtkSmartPointer<vtkUnsignedCharArray>::New();
this->SwapBuffers = 1;
this->AbortRender = 0;
this->InAbortCheck = 0;
this->InRender = 0;
this->NeverRendered = 1;
this->Renderers = vtkRendererCollection::New();
this->NumberOfLayers = 1;
this->CurrentCursor = VTK_CURSOR_DEFAULT;
this->AnaglyphColorSaturation = 0.65f;
this->AnaglyphColorMask[0] = 4; // red
this->AnaglyphColorMask[1] = 3; // cyan
this->AbortCheckTime = 0.0;
this->CapturingGL2PSSpecialProps = 0;
this->MultiSamples = 0;
this->UseSRGBColorSpace = false;
#ifdef VTK_DEFAULT_RENDER_WINDOW_OFFSCREEN
this->ShowWindow = false;
this->UseOffScreenBuffers = true;
#endif
this->DeviceIndex = 0;
this->SharedRenderWindow = nullptr;
this->CursorFileName = nullptr;
}
//------------------------------------------------------------------------------
vtkRenderWindow::~vtkRenderWindow()
{
this->SetInteractor(nullptr);
this->SetSharedRenderWindow(nullptr);
this->SetCursorFileName(nullptr);
if (this->Renderers)
{
vtkRenderer* ren;
vtkCollectionSimpleIterator rit;
this->Renderers->InitTraversal(rit);
while ((ren = this->Renderers->GetNextRenderer(rit)))
{
ren->SetRenderWindow(nullptr);
}
this->Renderers->Delete();
}
}
void vtkRenderWindow::SetMultiSamples(int val)
{
if (val == 1)
{
val = 0;
}
if (val == this->MultiSamples)
{
return;
}
this->MultiSamples = val;
this->Modified();
}
//------------------------------------------------------------------------------
// Create an interactor that will work with this renderer.
vtkRenderWindowInteractor* vtkRenderWindow::MakeRenderWindowInteractor()
{
this->Interactor = vtkRenderWindowInteractor::New();
this->Interactor->SetRenderWindow(this);
return this->Interactor;
}
void vtkRenderWindow::SetSharedRenderWindow(vtkRenderWindow* val)
{
if (this->SharedRenderWindow == val)
{
return;
}
if (this->SharedRenderWindow)
{
// this->ReleaseGraphicsResources();
this->SharedRenderWindow->UnRegister(this);
}
this->SharedRenderWindow = val;
if (val)
{
val->Register(this);
}
}
//------------------------------------------------------------------------------
// Set the interactor that will work with this renderer.
void vtkRenderWindow::SetInteractor(vtkRenderWindowInteractor* rwi)
{
if (this->Interactor != rwi)
{
// to avoid destructor recursion
vtkRenderWindowInteractor* temp = this->Interactor;
this->Interactor = rwi;
if (temp != nullptr)
{
temp->UnRegister(this);
}
if (this->Interactor != nullptr)
{
this->Interactor->Register(this);
int isize[2];
this->Interactor->GetSize(isize);
if (0 == isize[0] && 0 == isize[1])
{
this->Interactor->SetSize(this->GetSize());
}
if (this->Interactor->GetRenderWindow() != this)
{
this->Interactor->SetRenderWindow(this);
}
}
}
}
void vtkRenderWindow::GetPhysicalToWorldMatrix(vtkMatrix4x4* matrix)
{
if (matrix)
{
matrix->Identity();
}
}
bool vtkRenderWindow::GetDeviceToWorldMatrixForDevice(
vtkEventDataDevice vtkNotUsed(device), vtkMatrix4x4* vtkNotUsed(deviceToWorldMatrix))
{
return false;
}
//------------------------------------------------------------------------------
void vtkRenderWindow::SetDesiredUpdateRate(double rate)
{
vtkRenderer* aren;
if (this->DesiredUpdateRate != rate)
{
vtkCollectionSimpleIterator rsit;
for (this->Renderers->InitTraversal(rsit); (aren = this->Renderers->GetNextRenderer(rsit));)
{
aren->SetAllocatedRenderTime(1.0 / (rate * this->Renderers->GetNumberOfItems()));
}
this->DesiredUpdateRate = rate;
this->Modified();
}
}
//------------------------------------------------------------------------------
void vtkRenderWindow::SetStereoType(int stereoType)
{
if (this->StereoType == stereoType)
{
return;
}
this->StereoType = stereoType;
this->InvokeEvent(vtkCommand::WindowStereoTypeChangedEvent);
this->Modified();
}
//------------------------------------------------------------------------------
//
// Set the variable that indicates that we want a stereo capable window
// be created. This method can only be called before a window is realized.
//
void vtkRenderWindow::SetStereoCapableWindow(vtkTypeBool capable)
{
if (this->StereoCapableWindow != capable)
{
this->StereoCapableWindow = capable;
this->Modified();
}
}
//------------------------------------------------------------------------------
// Turn on stereo rendering
void vtkRenderWindow::SetStereoRender(vtkTypeBool stereo)
{
if (stereo == this->StereoRender)
{
return;
}
if (this->StereoCapableWindow || (this->StereoType != VTK_STEREO_CRYSTAL_EYES))
{
this->StereoRender = stereo;
this->Modified();
}
else
{
vtkWarningMacro(<< "Adjusting stereo mode on a window that does not "
<< "support stereo type " << this->GetStereoTypeAsString()
<< " is not possible.");
}
}
//------------------------------------------------------------------------------
// Ask each renderer owned by this RenderWindow to render its image and
// synchronize this process.
void vtkRenderWindow::Render()
{
// if we are in the middle of an abort check then return now
if (this->InAbortCheck)
{
return;
}
// if we are in a render already from somewhere else abort now
if (this->InRender)
{
return;
}
// if SetSize has not yet been called (from a script, possible off
// screen use, other scenarios?) then call it here with reasonable
// default values
if (0 == this->Size[0] && 0 == this->Size[1])
{
this->SetSize(300, 300);
}
// reset the Abort flag
this->AbortRender = 0;
this->InRender = 1;
vtkDebugMacro(<< "Starting Render Method.\n");
this->InvokeEvent(vtkCommand::StartEvent, nullptr);
this->NeverRendered = 0;
if (this->Interactor && !this->Interactor->GetInitialized())
{
this->Interactor->Initialize();
}
this->Start(); // Ensure context exists
vtkRenderTimerLog::ScopedEventLogger event;
if (this->RenderTimer->GetLoggingEnabled())
{
this->RenderTimer->MarkFrame();
event = this->RenderTimer->StartScopedEvent("vtkRenderWindow::Render");
}
this->DoStereoRender();
this->End(); // restores original bindings
this->CopyResultFrame();
// reset the buffer size without freeing any memory.
this->ResultFrame->Reset();
// Stop the render timer before invoking the EndEvent.
event.Stop();
this->InRender = 0;
this->InvokeEvent(vtkCommand::EndEvent, nullptr);
}
//------------------------------------------------------------------------------
// Handle rendering the two different views for stereo rendering.
void vtkRenderWindow::DoStereoRender()
{
vtkCollectionSimpleIterator rsit;
this->StereoUpdate();
if (!this->StereoRender || (this->StereoType != VTK_STEREO_RIGHT))
{ // render the left eye
vtkRenderer* aren;
for (this->Renderers->InitTraversal(rsit); (aren = this->Renderers->GetNextRenderer(rsit));)
{
// Ugly piece of code - we need to know if the camera already
// exists or not. If it does not yet exist, we must reset the
// camera here - otherwise it will never be done (missing its
// oppportunity to be reset in the Render method of the
// vtkRenderer because it will already exist by that point...)
if (!aren->IsActiveCameraCreated())
{
aren->ResetCamera();
}
aren->GetActiveCamera()->SetLeftEye(1);
}
this->Renderers->Render();
}
if (this->StereoRender)
{
this->StereoMidpoint();
if (this->StereoType != VTK_STEREO_LEFT)
{ // render the right eye
vtkRenderer* aren;
for (this->Renderers->InitTraversal(rsit); (aren = this->Renderers->GetNextRenderer(rsit));)
{
// Duplicate the ugly code here too. Of course, most
// times the left eye will have been rendered before
// the right eye, but it is possible that the user sets
// everything up and renders just the right eye - so we
// need this check here too.
if (!aren->IsActiveCameraCreated())
{
aren->ResetCamera();
}
if (this->StereoType != VTK_STEREO_FAKE)
{
aren->GetActiveCamera()->SetLeftEye(0);
}
}
this->Renderers->Render();
}
this->StereoRenderComplete();
}
}
//------------------------------------------------------------------------------
// Add a renderer to the list of renderers.
void vtkRenderWindow::AddRenderer(vtkRenderer* ren)
{
if (this->HasRenderer(ren))
{
return;
}
// we are its parent
ren->SetRenderWindow(this);
this->Renderers->AddItem(ren);
vtkRenderer* aren;
vtkCollectionSimpleIterator rsit;
for (this->Renderers->InitTraversal(rsit); (aren = this->Renderers->GetNextRenderer(rsit));)
{
aren->SetAllocatedRenderTime(
1.0 / (this->DesiredUpdateRate * this->Renderers->GetNumberOfItems()));
}
}
//------------------------------------------------------------------------------
// Remove a renderer from the list of renderers.
void vtkRenderWindow::RemoveRenderer(vtkRenderer* ren)
{
// we are its parent
if (ren->GetRenderWindow() == this)
{
ren->ReleaseGraphicsResources(this);
ren->SetRenderWindow(nullptr);
}
this->Renderers->RemoveItem(ren);
}
int vtkRenderWindow::HasRenderer(vtkRenderer* ren)
{
return (ren && this->Renderers->IsItemPresent(ren));
}
//------------------------------------------------------------------------------
int vtkRenderWindow::CheckAbortStatus()
{
if (!this->InAbortCheck)
{
// Only check for abort at most 5 times per second.
if (vtkTimerLog::GetUniversalTime() - this->AbortCheckTime > 0.2)
{
this->InAbortCheck = 1;
this->InvokeEvent(vtkCommand::AbortCheckEvent, nullptr);
this->InAbortCheck = 0;
this->AbortCheckTime = vtkTimerLog::GetUniversalTime();
}
}
return this->AbortRender;
}
//------------------------------------------------------------------------------
void vtkRenderWindow::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Borders: " << (this->Borders ? "On\n" : "Off\n");
os << indent << "Double Buffer: " << (this->DoubleBuffer ? "On\n" : "Off\n");
os << indent << "Full Screen: " << (this->FullScreen ? "On\n" : "Off\n");
os << indent << "Renderers:\n";
this->Renderers->PrintSelf(os, indent.GetNextIndent());
os << indent
<< "Stereo Capable Window Requested: " << (this->StereoCapableWindow ? "Yes\n" : "No\n");
os << indent << "Stereo Render: " << (this->StereoRender ? "On\n" : "Off\n");
os << indent << "Point Smoothing: " << (this->PointSmoothing ? "On\n" : "Off\n");
os << indent << "Line Smoothing: " << (this->LineSmoothing ? "On\n" : "Off\n");
os << indent << "Polygon Smoothing: " << (this->PolygonSmoothing ? "On\n" : "Off\n");
os << indent << "Abort Render: " << this->AbortRender << "\n";
os << indent << "Current Cursor: " << this->CurrentCursor << "\n";
os << indent << "Desired Update Rate: " << this->DesiredUpdateRate << "\n";
os << indent << "In Abort Check: " << this->InAbortCheck << "\n";
os << indent << "NeverRendered: " << this->NeverRendered << "\n";
os << indent << "Interactor: " << this->Interactor << "\n";
os << indent << "Swap Buffers: " << (this->SwapBuffers ? "On\n" : "Off\n");
os << indent << "Stereo Type: " << this->GetStereoTypeAsString() << "\n";
os << indent << "Number of Layers: " << this->NumberOfLayers << "\n";
os << indent << "AlphaBitPlanes: " << (this->AlphaBitPlanes ? "On" : "Off") << endl;
os << indent << "UseSRGBColorSpace: " << (this->UseSRGBColorSpace ? "On" : "Off") << endl;
os << indent << "AnaglyphColorSaturation: " << this->AnaglyphColorSaturation << "\n";
os << indent << "AnaglyphColorMask: " << this->AnaglyphColorMask[0] << " , "
<< this->AnaglyphColorMask[1] << "\n";
os << indent << "MultiSamples: " << this->MultiSamples << "\n";
os << indent << "StencilCapable: " << (this->StencilCapable ? "True" : "False") << endl;
}
//------------------------------------------------------------------------------
// Update the system, if needed, due to stereo rendering. For some stereo
// methods, subclasses might need to switch some hardware settings here.
void vtkRenderWindow::StereoUpdate() {}
//------------------------------------------------------------------------------
// Intermediate method performs operations required between the rendering
// of the left and right eye.
void vtkRenderWindow::StereoMidpoint()
{
vtkRenderer* aren;
/* For IceT stereo */
for (Renderers->InitTraversal(); (aren = Renderers->GetNextItem());)
{
aren->StereoMidpoint();
}
if ((this->StereoType == VTK_STEREO_RED_BLUE) || (this->StereoType == VTK_STEREO_INTERLACED) ||
(this->StereoType == VTK_STEREO_DRESDEN) || (this->StereoType == VTK_STEREO_ANAGLYPH) ||
(this->StereoType == VTK_STEREO_CHECKERBOARD) ||
(this->StereoType == VTK_STEREO_SPLITVIEWPORT_HORIZONTAL))
{
int* size;
// get the size
size = this->GetSize();
// get the data
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->StereoBuffer);
}
}
//------------------------------------------------------------------------------
// Handles work required once both views have been rendered when using
// stereo rendering.
void vtkRenderWindow::StereoRenderComplete()
{
const int* size = this->GetSize();
switch (this->StereoType)
{
case VTK_STEREO_RED_BLUE:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->RedBlue(this->StereoBuffer, this->ResultFrame);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
case VTK_STEREO_ANAGLYPH:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->Anaglyph(this->StereoBuffer, this->ResultFrame,
this->AnaglyphColorSaturation, this->AnaglyphColorMask);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
case VTK_STEREO_INTERLACED:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->Interlaced(this->StereoBuffer, this->ResultFrame, size);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
case VTK_STEREO_DRESDEN:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->Dresden(this->StereoBuffer, this->ResultFrame, size);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
case VTK_STEREO_CHECKERBOARD:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->Checkerboard(this->StereoBuffer, this->ResultFrame, size);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
this->GetPixelData(0, 0, size[0] - 1, size[1] - 1, 0, this->ResultFrame);
this->StereoCompositor->SplitViewportHorizontal(this->StereoBuffer, this->ResultFrame, size);
std::swap(this->StereoBuffer, this->ResultFrame);
break;
}
this->StereoBuffer->Reset();
}
//------------------------------------------------------------------------------
void vtkRenderWindow::CopyResultFrame()
{
if (this->ResultFrame->GetNumberOfTuples() > 0)
{
int* size;
// get the size
size = this->GetSize();
assert(this->ResultFrame->GetNumberOfTuples() == size[0] * size[1]);
this->SetPixelData(0, 0, size[0] - 1, size[1] - 1, this->ResultFrame, 0);
}
// Just before we swap buffers (in case of double buffering), we fire the
// RenderEvent marking that a render call has concluded successfully. We
// separate this from EndEvent since some applications may want to put some
// more elements on the "draw-buffer" before calling the rendering complete.
// This event gives them that opportunity.
this->InvokeEvent(vtkCommand::RenderEvent);
this->Frame();
}
//------------------------------------------------------------------------------
// treat renderWindow and interactor as one object.
// it might be easier if the GetReference count method were redefined.
void vtkRenderWindow::UnRegister(vtkObjectBase* o)
{
if (this->Interactor && this->Interactor->GetRenderWindow() == this && this->Interactor != o)
{
if (this->GetReferenceCount() + this->Interactor->GetReferenceCount() == 3)
{
this->vtkObject::UnRegister(o);
vtkRenderWindowInteractor* tmp = this->Interactor;
tmp->Register(nullptr);
this->Interactor->SetRenderWindow(nullptr);
tmp->UnRegister(nullptr);
return;
}
}
this->vtkObject::UnRegister(o);
}
//------------------------------------------------------------------------------
const char* vtkRenderWindow::GetRenderLibrary()
{
return vtkGraphicsFactory::GetRenderLibrary();
}
//------------------------------------------------------------------------------
const char* vtkRenderWindow::GetRenderingBackend()
{
return "Unknown";
}
//------------------------------------------------------------------------------
void vtkRenderWindow::CaptureGL2PSSpecialProps(vtkCollection* result)
{
if (result == nullptr)
{
vtkErrorMacro(<< "CaptureGL2PSSpecialProps was passed a nullptr pointer.");
return;
}
result->RemoveAllItems();
if (this->CapturingGL2PSSpecialProps)
{
vtkDebugMacro(<< "Called recursively.");
return;
}
this->CapturingGL2PSSpecialProps = 1;
vtkRenderer* ren;
for (Renderers->InitTraversal(); (ren = Renderers->GetNextItem());)
{
vtkNew<vtkPropCollection> props;
result->AddItem(props);
ren->SetGL2PSSpecialPropCollection(props);
}
this->Render();
for (Renderers->InitTraversal(); (ren = Renderers->GetNextItem());)
{
ren->SetGL2PSSpecialPropCollection(nullptr);
}
this->CapturingGL2PSSpecialProps = 0;
}
// Description: Return the stereo type as a character string.
// when this method was inlined, static linking on BlueGene failed
// (symbol referenced which is defined in discarded section)
const char* vtkRenderWindow::GetStereoTypeAsString()
{
return vtkRenderWindow::GetStereoTypeAsString(this->StereoType);
}
const char* vtkRenderWindow::GetStereoTypeAsString(int type)
{
switch (type)
{
case VTK_STEREO_CRYSTAL_EYES:
return "CrystalEyes";
case VTK_STEREO_RED_BLUE:
return "RedBlue";
case VTK_STEREO_LEFT:
return "Left";
case VTK_STEREO_RIGHT:
return "Right";
case VTK_STEREO_DRESDEN:
return "DresdenDisplay";
case VTK_STEREO_ANAGLYPH:
return "Anaglyph";
case VTK_STEREO_CHECKERBOARD:
return "Checkerboard";
case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
return "SplitViewportHorizontal";
case VTK_STEREO_FAKE:
return "Fake";
case VTK_STEREO_EMULATE:
return "Emulate";
default:
return "";
}
}
VTK_ABI_NAMESPACE_END
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