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/*=========================================================================
Program: Visualization Toolkit
Module: vtkSequencePass.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 "vtkSequencePass.h"
#include "vtkObjectFactory.h"
#include <cassert>
#include "vtkRenderPassCollection.h"
vtkStandardNewMacro(vtkSequencePass);
vtkCxxSetObjectMacro(vtkSequencePass,Passes,vtkRenderPassCollection);
// ----------------------------------------------------------------------------
vtkSequencePass::vtkSequencePass()
{
this->Passes = 0;
}
// ----------------------------------------------------------------------------
vtkSequencePass::~vtkSequencePass()
{
if (this->Passes)
{
this->Passes->Delete();
}
}
// ----------------------------------------------------------------------------
void vtkSequencePass::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Passes:";
if (this->Passes != 0)
{
this->Passes->PrintSelf(os, indent);
}
else
{
os << "(none)" <<endl;
}
}
// ----------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkSequencePass::Render(const vtkRenderState *s)
{
assert("pre: s_exists" && s != 0);
this->NumberOfRenderedProps = 0;
if (this->Passes)
{
this->Passes->InitTraversal();
vtkRenderPass *p = this->Passes->GetNextRenderPass();
while (p)
{
p->Render(s);
this->NumberOfRenderedProps += p->GetNumberOfRenderedProps();
p = this->Passes->GetNextRenderPass();
}
}
}
// ----------------------------------------------------------------------------
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void vtkSequencePass::ReleaseGraphicsResources(vtkWindow *w)
{
assert("pre: w_exists" && w != 0);
if (this->Passes)
{
this->Passes->InitTraversal();
vtkRenderPass *p = this->Passes->GetNextRenderPass();
while (p)
{
p->ReleaseGraphicsResources(w);
p = this->Passes->GetNextRenderPass();
}
}
}
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