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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLActor.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 "vtkOpenGLActor.h"
#include "vtkMapper.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLRenderer.h"
#include "vtkProperty.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGL.h"
#include <math.h>
vtkStandardNewMacro(vtkOpenGLActor);
// Actual actor render method.
void vtkOpenGLActor::Render(vtkRenderer *ren, vtkMapper *mapper)
{
vtkOpenGLClearErrorMacro();
// get opacity
double opacity = this->GetProperty()->GetOpacity();
if (opacity == 1.0)
{
glDepthMask(GL_TRUE);
}
else
{
// Add this check here for GL_SELECT mode
// If we are not picking, then don't write to the zbuffer
// because we probably haven't sorted the polygons. If we
// are picking, then translucency doesn't matter - we want to
// pick the thing closest to us.
GLint param;
glGetIntegerv(GL_RENDER_MODE, ¶m);
if (param == GL_SELECT )
{
glDepthMask(GL_TRUE);
}
else
{
if (ren->GetLastRenderingUsedDepthPeeling())
{
glDepthMask(GL_TRUE); // transparency with depth peeling
}
else
{
glDepthMask(GL_FALSE); // transparency with alpha blending
}
}
}
// build transformation
if (!this->IsIdentity)
{
// compute the transposed matrix
double mat[16];
vtkMatrix4x4::Transpose(*this->GetMatrix()->Element, mat);
// insert model transformation
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixd(mat);
}
// send a render to the mapper; update pipeline
mapper->Render(ren, this);
// pop transformation matrix
if (!this->IsIdentity)
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
if (opacity != 1.0)
{
glDepthMask(GL_TRUE);
}
vtkOpenGLCheckErrorMacro("failed after Render");
}
//----------------------------------------------------------------------------
void vtkOpenGLActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
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