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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOpenGLProperty.cxx,v $
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 "vtkOpenGLRenderer.h"
#include "vtkOpenGLProperty.h"
#ifndef VTK_IMPLEMENT_MESA_CXX
# include "vtkOpenGL.h"
#endif
#include "vtkObjectFactory.h"
#include "vtkToolkits.h" // for VTK_USE_GL2PS
#ifdef VTK_USE_GL2PS
#include "gl2ps.h"
#include "vtkGL2PSExporter.h"
#endif // VTK_USE_GL2PS
#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLProperty, "$Revision: 1.33 $");
vtkStandardNewMacro(vtkOpenGLProperty);
#endif
// Implement base class method.
void vtkOpenGLProperty::Render(vtkActor *vtkNotUsed(anActor),
vtkRenderer *vtkNotUsed(ren))
{
int i;
GLenum method;
float Info[4];
GLenum Face;
double color[4];
// unbind any textures for starters
glDisable(GL_TEXTURE_2D);
// disable alpha testing (this may have been enabled
// by another actor in OpenGLTexture)
glDisable (GL_ALPHA_TEST);
glDisable(GL_COLOR_MATERIAL);
Face = GL_FRONT_AND_BACK;
// turn on/off backface culling
if ( ! this->BackfaceCulling && ! this->FrontfaceCulling)
{
glDisable (GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
else if ( this->BackfaceCulling)
{
glCullFace (GL_BACK);
glEnable (GL_CULL_FACE);
if (this->GetRepresentation() == VTK_WIREFRAME)
{
glPolygonMode(GL_FRONT, GL_LINE);
}
else if (this->GetRepresentation() == VTK_SURFACE)
{
glPolygonMode(GL_FRONT, GL_FILL);
}
else
{
glPolygonMode(GL_FRONT, GL_POINT);
}
}
else //if both front & back culling on, will fall into backface culling
{ //if you really want both front and back, use the Actor's visibility flag
glCullFace (GL_FRONT);
glEnable (GL_CULL_FACE);
if (this->GetRepresentation() == VTK_WIREFRAME)
{
glPolygonMode(GL_BACK, GL_LINE);
}
else if (this->GetRepresentation() == VTK_SURFACE)
{
glPolygonMode(GL_BACK, GL_FILL);
}
else
{
glPolygonMode(GL_BACK, GL_POINT);
}
}
Info[3] = this->Opacity;
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Ambient*this->AmbientColor[i]);
}
glMaterialfv( Face, GL_AMBIENT, Info );
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Diffuse*this->DiffuseColor[i]);
}
glMaterialfv( Face, GL_DIFFUSE, Info );
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Specular*this->SpecularColor[i]);
}
glMaterialfv( Face, GL_SPECULAR, Info );
Info[0] = static_cast<float>(this->SpecularPower);
glMaterialfv( Face, GL_SHININESS, Info );
// set interpolation
switch (this->Interpolation)
{
case VTK_FLAT:
method = GL_FLAT;
break;
case VTK_GOURAUD:
case VTK_PHONG:
method = GL_SMOOTH;
break;
default:
method = GL_SMOOTH;
break;
}
glShadeModel(method);
// The material properties set above are used if shading is
// enabled. This color set here is used if shading is
// disabled. Shading is disabled in the
// vtkOpenGLPolyDataMapper::Draw() method if points or lines
// are encountered without normals.
this->GetColor( color );
color[3] = this->Opacity;
glColor4dv( color );
// Set the PointSize
glPointSize (this->PointSize);
// Set the LineWidth
glLineWidth (this->LineWidth);
// Set pointsize and linewidth for GL2PS output.
#ifdef VTK_USE_GL2PS
gl2psPointSize(this->PointSize*
vtkGL2PSExporter::GetGlobalPointSizeFactor());
gl2psLineWidth(this->LineWidth*
vtkGL2PSExporter::GetGlobalLineWidthFactor());
#endif // VTK_USE_GL2PS
// Set the LineStipple
if (this->LineStipplePattern != 0xFFFF)
{
glEnable (GL_LINE_STIPPLE);
#ifdef VTK_USE_GL2PS
gl2psEnable(GL2PS_LINE_STIPPLE);
#endif // VTK_USE_GL2PS
glLineStipple (this->LineStippleRepeatFactor, this->LineStipplePattern);
}
else
{
glDisable (GL_LINE_STIPPLE);
#ifdef VTK_USE_GL2PS
gl2psDisable(GL2PS_LINE_STIPPLE);
#endif // VTK_USE_GL2PS
}
}
// Implement base class method.
void vtkOpenGLProperty::BackfaceRender(vtkActor *vtkNotUsed(anActor),
vtkRenderer *vtkNotUsed(ren))
{
int i;
float Info[4];
GLenum Face;
Face = GL_BACK;
Info[3] = this->Opacity;
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Ambient*this->AmbientColor[i]);
}
glMaterialfv( Face, GL_AMBIENT, Info );
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Diffuse*this->DiffuseColor[i]);
}
glMaterialfv( Face, GL_DIFFUSE, Info );
for (i=0; i < 3; i++)
{
Info[i] = static_cast<float>(this->Specular*this->SpecularColor[i]);
}
glMaterialfv( Face, GL_SPECULAR, Info );
Info[0] = static_cast<float>(this->SpecularPower);
glMaterialfv( Face, GL_SHININESS, Info );
}
//----------------------------------------------------------------------------
void vtkOpenGLProperty::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
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