File: vtkTextActor3D.cxx

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/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkTextActor3D.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 "vtkTextActor3D.h"

#include "vtkObjectFactory.h"
#include "vtkCamera.h"
#include "vtkImageActor.h"
#include "vtkImageData.h"
#include "vtkStdString.h"
#include "vtkTransform.h"
#include "vtkTextProperty.h"
#include "vtkTextRenderer.h"
#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkWindow.h"
#include "vtkMatrix4x4.h"
#include "vtkMath.h"

vtkStandardNewMacro(vtkTextActor3D);

vtkCxxSetObjectMacro(vtkTextActor3D, TextProperty, vtkTextProperty);

// ----------------------------------------------------------------------------
vtkTextActor3D::vtkTextActor3D()
{
  this->Input        = NULL;
  this->ImageActor   = vtkImageActor::New();
  this->ImageData    = NULL;
  this->TextProperty = NULL;

  this->BuildTime.Modified();

  this->SetTextProperty(vtkTextProperty::New());
  this->TextProperty->Delete();

  this->ImageActor->InterpolateOn();
}

// --------------------------------------------------------------------------
vtkTextActor3D::~vtkTextActor3D()
{
  this->SetTextProperty(NULL);
  this->SetInput(NULL);

  this->ImageActor->Delete();
  this->ImageActor = NULL;

  if (this->ImageData)
    {
    this->ImageData->Delete();
    this->ImageData = NULL;
    }
}

// --------------------------------------------------------------------------
void vtkTextActor3D::ShallowCopy(vtkProp *prop)
{
  vtkTextActor3D *a = vtkTextActor3D::SafeDownCast(prop);
  if (a != NULL)
    {
    this->SetInput(a->GetInput());
    this->SetTextProperty(a->GetTextProperty());
    }

  this->Superclass::ShallowCopy(prop);
}

// --------------------------------------------------------------------------
double* vtkTextActor3D::GetBounds()
{
  // the culler could be asking our bounds, in which case it's possible
  // that we haven't rendered yet, so we have to make sure our bounds
  // are up to date so that we don't get culled.
  this->UpdateImageActor();
  double* bounds = this->ImageActor->GetBounds();
  this->Bounds[0] = bounds[0];
  this->Bounds[1] = bounds[1];
  this->Bounds[2] = bounds[2];
  this->Bounds[3] = bounds[3];
  this->Bounds[4] = bounds[4];
  this->Bounds[5] = bounds[5];
  return bounds;
}

// --------------------------------------------------------------------------
int vtkTextActor3D::GetBoundingBox(int bbox[4])
{
  if (!this->TextProperty)
    {
    vtkErrorMacro(<<"Need valid vtkTextProperty.");
    return 0;
    }

  if (!bbox)
    {
    vtkErrorMacro(<<"Need 4-element int array for bounding box.");
    return 0;
    }

  vtkTextRenderer *tRend = vtkTextRenderer::GetInstance();
  if (!tRend)
    {
    vtkErrorMacro(<<"Failed getting the TextRenderer instance.");
    return 0;
    }

  if (!tRend->GetBoundingBox(this->TextProperty, this->Input, bbox,
                             vtkTextActor3D::GetRenderedDPI()))
    {
    vtkErrorMacro(<<"No text in input.");
    return 0;
    }

  return 1;
}

// --------------------------------------------------------------------------
void vtkTextActor3D::ReleaseGraphicsResources(vtkWindow *win)
{
  this->ImageActor->ReleaseGraphicsResources(win);
  this->Superclass::ReleaseGraphicsResources(win);
}

// --------------------------------------------------------------------------
int vtkTextActor3D::RenderOverlay(vtkViewport *viewport)
{
  int rendered_something = 0;

  if (this->UpdateImageActor() &&
      this->ImageData &&
      this->ImageData->GetNumberOfPoints() > 0)
    {
    rendered_something += this->ImageActor->RenderOverlay(viewport);
    }

  return rendered_something;
}

// ----------------------------------------------------------------------------
int vtkTextActor3D::RenderTranslucentPolygonalGeometry(vtkViewport *viewport)
{
  int rendered_something = 0;

  if (this->UpdateImageActor() &&
      this->ImageData &&
      this->ImageData->GetNumberOfPoints() > 0)
    {
    rendered_something +=
      this->ImageActor->RenderTranslucentPolygonalGeometry(viewport);
    }

  return rendered_something;
}

//-----------------------------------------------------------------------------
// Description:
// Does this prop have some translucent polygonal geometry?
int vtkTextActor3D::HasTranslucentPolygonalGeometry()
{
  return 1;
}

// --------------------------------------------------------------------------
int vtkTextActor3D::RenderOpaqueGeometry(vtkViewport *viewport)
{
  int rendered_something = 0;

  if (vtkRenderer *renderer = vtkRenderer::SafeDownCast(viewport))
    {
    if (vtkRenderWindow *renderWindow = renderer->GetRenderWindow())
      {
      // Is the viewport's RenderWindow capturing GL2PS-special props?
      if (renderWindow->GetCapturingGL2PSSpecialProps())
        {
        renderer->CaptureGL2PSSpecialProp(this);
        }
      }
    }

  if (this->UpdateImageActor() &&
      this->ImageData && this->ImageData->GetNumberOfPoints() > 0)
    {
    rendered_something += this->ImageActor->RenderOpaqueGeometry(viewport);
    }

  return rendered_something;
}

// --------------------------------------------------------------------------
int vtkTextActor3D::UpdateImageActor()
{
  // Need text prop
  if (!this->TextProperty)
    {
    vtkErrorMacro(<<"Need a text property to render text actor");
    this->ImageActor->SetInputData(0);
    return 0;
    }

  // No input, the assign the image actor a zilch input
  if (!this->Input || !*this->Input)
    {
    this->ImageActor->SetInputData(0);
    return 1;
    }

  // copy information to the delegate
  vtkInformation *info = this->GetPropertyKeys();
  this->ImageActor->SetPropertyKeys(info);

  // Do we need to (re-)render the text ?
  // Yes if:
  //  - instance has been modified since last build
  //  - text prop has been modified since last build
  //  - ImageData ivar has not been allocated yet
  if (this->GetMTime() > this->BuildTime ||
      this->TextProperty->GetMTime() > this->BuildTime ||
      !this->ImageData)
    {

    this->BuildTime.Modified();

    // we have to give vtkFTU::RenderString something to work with
    if (!this->ImageData)
      {
      this->ImageData = vtkImageData::New();
      this->ImageData->SetSpacing(1.0, 1.0, 1.0);
      }

    vtkTextRenderer *tRend = vtkTextRenderer::GetInstance();
    if (!tRend)
      {
      vtkErrorMacro(<<"Failed getting the TextRenderer instance.");
      this->ImageActor->SetInputData(0);
      return 0;
      }

    if (!tRend->RenderString(this->TextProperty, this->Input, this->ImageData,
                             NULL, vtkTextActor3D::GetRenderedDPI()))
      {
      vtkErrorMacro(<<"Failed rendering text to buffer");
      this->ImageActor->SetInputData(0);
      return 0;
      }

    // Associate the image data (should be up to date now) to the image actor
    this->ImageActor->SetInputData(this->ImageData);

    // Only render the visible portions of the texture.
    int bbox[6] = {0, 0, 0, 0, 0, 0};
    this->GetBoundingBox(bbox);
    this->ImageActor->SetDisplayExtent(bbox);

    } // if (this->GetMTime() ...

  // Position the actor
  vtkMatrix4x4 *matrix = this->ImageActor->GetUserMatrix();
  if (!matrix)
    {
    matrix = vtkMatrix4x4::New();
    this->ImageActor->SetUserMatrix(matrix);
    matrix->Delete();
    }
  this->GetMatrix(matrix);

  return 1;
}

// --------------------------------------------------------------------------
void vtkTextActor3D::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);

  os << indent << "Input: " << (this->Input ? this->Input : "(none)") << "\n";

  if (this->TextProperty)
    {
    os << indent << "Text Property:\n";
    this->TextProperty->PrintSelf(os, indent.GetNextIndent());
    }
  else
    {
    os << indent << "Text Property: (none)\n";
    }
}