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/*=========================================================================
Program: Visualization Toolkit
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 "vtkOpenGLGlyph3DHelper.h"
#include "vtkOpenGLHelper.h"
#include "vtkBitArray.h"
#include "vtkCamera.h"
#include "vtkDataObject.h"
#include "vtkHardwareSelector.h"
#include "vtkMath.h"
#include "vtkMatrix3x3.h"
#include "vtkMatrix4x4.h"
#include "vtkNew.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLBufferObject.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLIndexBufferObject.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkOpenGLVertexArrayObject.h"
#include "vtkOpenGLVertexBufferObject.h"
#include "vtkProperty.h"
#include "vtkShader.h"
#include "vtkShaderProgram.h"
#include "vtkTransform.h"
#include "vtkGlyph3DVS.h"
//-----------------------------------------------------------------------------
vtkStandardNewMacro(vtkOpenGLGlyph3DHelper)
//-----------------------------------------------------------------------------
vtkOpenGLGlyph3DHelper::vtkOpenGLGlyph3DHelper()
{
this->NormalMatrixBuffer = vtkOpenGLBufferObject::New();
this->MatrixBuffer = vtkOpenGLBufferObject::New();
this->ColorBuffer = vtkOpenGLBufferObject::New();
this->ModelTransformMatrix = NULL;
this->ModelNormalMatrix = NULL;
this->ModelColor = NULL;
this->UseFastPath = false;
this->UsingInstancing = false;
}
//-----------------------------------------------------------------------------
vtkOpenGLGlyph3DHelper::~vtkOpenGLGlyph3DHelper()
{
this->NormalMatrixBuffer->Delete();
this->NormalMatrixBuffer = 0;
this->MatrixBuffer->Delete();
this->MatrixBuffer = 0;
this->ColorBuffer->Delete();
this->ColorBuffer = 0;
}
// ---------------------------------------------------------------------------
// Description:
// Release any graphics resources that are being consumed by this mapper.
void vtkOpenGLGlyph3DHelper::ReleaseGraphicsResources(vtkWindow *window)
{
this->NormalMatrixBuffer->ReleaseGraphicsResources();
this->MatrixBuffer->ReleaseGraphicsResources();
this->ColorBuffer->ReleaseGraphicsResources();
this->Superclass::ReleaseGraphicsResources(window);
}
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::GetShaderTemplate(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *actor)
{
this->Superclass::GetShaderTemplate(shaders,ren,actor);
shaders[vtkShader::Vertex]->SetSource(vtkGlyph3DVS);
}
void vtkOpenGLGlyph3DHelper::ReplaceShaderPositionVC(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *actor)
{
std::string VSSource = shaders[vtkShader::Vertex]->GetSource();
if (this->LastLightComplexity[this->LastBoundBO] > 0)
{
// we use vertex instead of vertexMC
vtkShaderProgram::Substitute(VSSource,
"//VTK::PositionVC::Impl",
"vertexVCVSOutput = MCVCMatrix * vertex;\n"
" gl_Position = MCDCMatrix * vertex;\n");
}
else
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::PositionVC::Impl",
"gl_Position = MCDCMatrix * vertex;\n");
}
shaders[vtkShader::Vertex]->SetSource(VSSource);
this->Superclass::ReplaceShaderPositionVC(shaders,ren,actor);
}
void vtkOpenGLGlyph3DHelper::ReplaceShaderColor(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *actor)
{
std::string VSSource = shaders[vtkShader::Vertex]->GetSource();
std::string FSSource = shaders[vtkShader::Fragment]->GetSource();
// deal with color
if (this->UsingInstancing)
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Color::Dec",
"attribute vec4 glyphColor;\n"
"varying vec4 vertexColorVSOutput;");
}
else
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Color::Dec",
"uniform vec4 glyphColor;\n"
"varying vec4 vertexColorVSOutput;");
}
vtkShaderProgram::Substitute(VSSource,"//VTK::Color::Impl",
"vertexColorVSOutput = glyphColor;");
// crate the material/color property declarations, and VS implementation
// these are always defined
std::string colorDec =
"uniform float opacityUniform; // the fragment opacity\n"
"uniform vec3 ambientColorUniform; // intensity weighted color\n"
"uniform vec3 diffuseColorUniform; // intensity weighted color\n";
// add some if we have a backface property
if (actor->GetBackfaceProperty())
{
colorDec +=
"uniform float opacityUniformBF; // the fragment opacity\n"
"uniform vec3 ambientColorUniformBF; // intensity weighted color\n"
"uniform vec3 diffuseColorUniformBF; // intensity weighted color\n";
}
// add more for specular
if (this->LastLightComplexity[this->LastBoundBO])
{
colorDec +=
"uniform vec3 specularColorUniform; // intensity weighted color\n"
"uniform float specularPowerUniform;\n";
if (actor->GetBackfaceProperty())
{
colorDec +=
"uniform vec3 specularColorUniformBF; // intensity weighted color\n"
"uniform float specularPowerUniformBF;\n";
}
}
colorDec += "varying vec4 vertexColorVSOutput;\n";
vtkShaderProgram::Substitute(FSSource,"//VTK::Color::Dec", colorDec);
// now handle the more complex fragment shader implementation
// the following are always defined variables. We start
// by assiging a default value from the uniform
std::string colorImpl =
"vec3 ambientColor;\n"
" vec3 diffuseColor;\n"
" float opacity;\n";
if (this->LastLightComplexity[this->LastBoundBO])
{
colorImpl +=
" vec3 specularColor;\n"
" float specularPower;\n";
}
if (actor->GetBackfaceProperty())
{
if (this->LastLightComplexity[this->LastBoundBO])
{
colorImpl +=
" if (int(gl_FrontFacing) == 0) {\n"
" ambientColor = ambientColorUniformBF;\n"
" diffuseColor = diffuseColorUniformBF;\n"
" specularColor = specularColorUniformBF;\n"
" specularPower = specularPowerUniformBF;\n"
" opacity = opacityUniformBF; }\n"
" else {\n"
" ambientColor = ambientColorUniform;\n"
" diffuseColor = diffuseColorUniform;\n"
" specularColor = specularColorUniform;\n"
" specularPower = specularPowerUniform;\n"
" opacity = opacityUniform; }\n";
}
else
{
colorImpl +=
" if (int(gl_FrontFacing) == 0) {\n"
" ambientColor = ambientColorUniformBF;\n"
" diffuseColor = diffuseColorUniformBF;\n"
" opacity = opacityUniformBF; }\n"
" else {\n"
" ambientColor = ambientColorUniform;\n"
" diffuseColor = diffuseColorUniform;\n"
" opacity = opacityUniform; }\n";
}
}
else
{
colorImpl +=
" ambientColor = ambientColorUniform;\n"
" diffuseColor = diffuseColorUniform;\n"
" opacity = opacityUniform;\n";
if (this->LastLightComplexity[this->LastBoundBO])
{
colorImpl +=
" specularColor = specularColorUniform;\n"
" specularPower = specularPowerUniform;\n";
}
}
// now handle scalar coloring
if (this->ScalarMaterialMode == VTK_MATERIALMODE_AMBIENT ||
(this->ScalarMaterialMode == VTK_MATERIALMODE_DEFAULT &&
actor->GetProperty()->GetAmbient() > actor->GetProperty()->GetDiffuse()))
{
vtkShaderProgram::Substitute(FSSource,"//VTK::Color::Impl",
colorImpl +
" ambientColor = vertexColorVSOutput.rgb;\n"
" opacity = vertexColorVSOutput.a;");
}
else if (this->ScalarMaterialMode == VTK_MATERIALMODE_DIFFUSE ||
(this->ScalarMaterialMode == VTK_MATERIALMODE_DEFAULT &&
actor->GetProperty()->GetAmbient() <= actor->GetProperty()->GetDiffuse()))
{
vtkShaderProgram::Substitute(FSSource,"//VTK::Color::Impl",
colorImpl +
" diffuseColor = vertexColorVSOutput.rgb;\n"
" opacity = vertexColorVSOutput.a;");
}
else
{
vtkShaderProgram::Substitute(FSSource,"//VTK::Color::Impl",
colorImpl +
" diffuseColor = vertexColorVSOutput.rgb;\n"
" ambientColor = vertexColorVSOutput.rgb;\n"
" opacity = vertexColorVSOutput.a;");
}
if (this->UsingInstancing)
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Glyph::Dec",
"attribute mat4 GCMCMatrix;");
}
else
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Glyph::Dec",
"uniform mat4 GCMCMatrix;");
}
vtkShaderProgram::Substitute(VSSource,
"//VTK::Glyph::Impl",
"vec4 vertex = GCMCMatrix * vertexMC;\n");
shaders[vtkShader::Vertex]->SetSource(VSSource);
shaders[vtkShader::Fragment]->SetSource(FSSource);
this->Superclass::ReplaceShaderColor(shaders,ren,actor);
}
void vtkOpenGLGlyph3DHelper::ReplaceShaderNormal(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *actor)
{
std::string VSSource = shaders[vtkShader::Vertex]->GetSource();
std::string FSSource = shaders[vtkShader::Fragment]->GetSource();
// new code for normal matrix if we have normals
if (this->VBO->NormalOffset)
{
if (this->UsingInstancing)
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Normal::Dec",
"uniform mat3 normalMatrix;\n"
"attribute vec3 normalMC;\n"
"attribute mat3 glyphNormalMatrix;\n"
"varying vec3 normalVCVSOutput;");
}
else
{
vtkShaderProgram::Substitute(VSSource,
"//VTK::Normal::Dec",
"uniform mat3 normalMatrix;\n"
"attribute vec3 normalMC;\n"
"uniform mat3 glyphNormalMatrix;\n"
"varying vec3 normalVCVSOutput;");
}
vtkShaderProgram::Substitute(VSSource, "//VTK::Normal::Impl",
"normalVCVSOutput = normalMatrix * glyphNormalMatrix * normalMC;");
}
shaders[vtkShader::Vertex]->SetSource(VSSource);
shaders[vtkShader::Fragment]->SetSource(FSSource);
this->Superclass::ReplaceShaderNormal(shaders,ren,actor);
}
void vtkOpenGLGlyph3DHelper::ReplaceShaderClip(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *ren, vtkActor *actor)
{
std::string VSSource = shaders[vtkShader::Vertex]->GetSource();
// override one part of the clipping code
if (this->GetNumberOfClippingPlanes())
{
// add all the clipping planes
int numClipPlanes = this->GetNumberOfClippingPlanes();
if (numClipPlanes > 6)
{
vtkErrorMacro(<< "OpenGL has a limit of 6 clipping planes");
numClipPlanes = 6;
}
vtkShaderProgram::Substitute(VSSource,
"//VTK::Clip::Impl",
"for (int planeNum = 0; planeNum < numClipPlanes; planeNum++)\n"
" {\n"
" clipDistances[planeNum] = dot(clipPlanes[planeNum], vertex);\n"
" }\n");
}
shaders[vtkShader::Vertex]->SetSource(VSSource);
this->Superclass::ReplaceShaderClip(shaders,ren,actor);
}
void vtkOpenGLGlyph3DHelper::ReplaceShaderPicking(
std::map<vtkShader::Type, vtkShader *> shaders,
vtkRenderer *, vtkActor *)
{
std::string FSSource = shaders[vtkShader::Fragment]->GetSource();
if (this->LastSelectionState >= vtkHardwareSelector::MIN_KNOWN_PASS)
{
vtkShaderProgram::Substitute(FSSource, "//VTK::Picking::Dec",
"uniform vec3 mapperIndex;");
vtkShaderProgram::Substitute(FSSource,
"//VTK::Picking::Impl",
" gl_FragData[0] = vec4(mapperIndex,1.0);\n");
}
shaders[vtkShader::Fragment]->SetSource(FSSource);
}
void vtkOpenGLGlyph3DHelper::GlyphRender(
vtkRenderer* ren,
vtkActor* actor,
vtkIdType numPts,
std::vector<unsigned char> &colors,
std::vector<float> &matrices,
std::vector<float> &normalMatrices,
std::vector<vtkIdType> &pickIds,
vtkMTimeType pointMTime)
{
// we always tell our triangle VAO to emulate unless we
// have opngl 3.2 to be safe
// this is because it seems that GLEW_ARB_vertex_array_object
// does not always handle the attributes for GLEW_ARB_instanced_arrays
this->Tris.VAO->SetForceEmulation(
!vtkOpenGLRenderWindow::GetContextSupportsOpenGL32());
this->CurrentInput = this->GetInput();
this->UsingInstancing = false;
vtkHardwareSelector* selector = ren->GetSelector();
bool selecting_points = selector && (selector->GetFieldAssociation() ==
vtkDataObject::FIELD_ASSOCIATION_POINTS);
int representation = actor->GetProperty()->GetRepresentation();
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
if (actor->GetProperty()->GetRepresentation() == VTK_SURFACE &&
!selector && GLEW_ARB_instanced_arrays)
{
this->GlyphRenderInstances(ren, actor, numPts,
colors, matrices, normalMatrices, pointMTime);
return;
}
#endif
bool primed = false;
// First we do the triangles, update the shader, set uniforms, etc.
GLenum mode = (representation == VTK_POINTS) ? GL_POINTS :
(representation == VTK_WIREFRAME) ? GL_LINES : GL_TRIANGLES;
if (selecting_points)
{
#if GL_ES_VERSION_2_0 != 1
glPointSize(6.0);
#endif
mode = GL_POINTS;
}
for (vtkIdType inPtId = 0; inPtId < numPts; inPtId++)
{
if (selecting_points)
{
selector->RenderAttributeId(pickIds[inPtId]);
}
if (!primed)
{
this->RenderPieceStart(ren,actor);
this->UpdateShaders(this->Tris, ren, actor);
this->Tris.IBO->Bind();
primed = true;
}
// handle the middle
vtkShaderProgram *program = this->Tris.Program;
// Apply the extra transform
program->SetUniformMatrix4x4("GCMCMatrix", &(matrices[inPtId*16]));
// for lit shaders set normal matrix
if (this->LastLightComplexity[this->LastBoundBO] > 0 && this->VBO->NormalOffset &&
!this->UsingInstancing)
{
program->SetUniformMatrix3x3("glyphNormalMatrix", &(normalMatrices[inPtId*9]));
}
program->SetUniform4uc("glyphColor", &(colors[inPtId*4]));
if (selector)
{
program->SetUniform3f("mapperIndex", selector->GetPropColorValue());
}
glDrawRangeElements(mode, 0,
static_cast<GLuint>(this->VBO->VertexCount - 1),
static_cast<GLsizei>(this->Tris.IBO->IndexCount),
GL_UNSIGNED_INT,
reinterpret_cast<const GLvoid *>(NULL));
}
if (primed)
{
this->Tris.IBO->Release();
this->RenderPieceFinish(ren,actor);
}
}
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::SetCameraShaderParameters(vtkOpenGLHelper &cellBO,
vtkRenderer* ren, vtkActor *actor)
{
// do the superclass and then reset a couple values
this->Superclass::SetCameraShaderParameters(cellBO,ren,actor);
vtkShaderProgram *program = cellBO.Program;
// Apply the extra transform
if (this->ModelTransformMatrix)
{
program->SetUniformMatrix4x4("GCMCMatrix", this->ModelTransformMatrix);
}
// for lit shaders set normal matrix
if (this->LastLightComplexity[&cellBO] > 0 && this->ModelNormalMatrix &&
this->VBO->NormalOffset && !this->UsingInstancing)
{
program->SetUniformMatrix3x3("glyphNormalMatrix", this->ModelNormalMatrix);
}
}
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::SetPropertyShaderParameters(vtkOpenGLHelper &cellBO,
vtkRenderer *ren, vtkActor *actor)
{
// do the superclass and then reset a couple values
this->Superclass::SetPropertyShaderParameters(cellBO,ren,actor);
vtkShaderProgram *program = cellBO.Program;
if (this->ModelColor)
{
program->SetUniform4uc("glyphColor", this->ModelColor);
}
}
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::SetMapperShaderParameters(vtkOpenGLHelper &cellBO,
vtkRenderer *ren, vtkActor *actor)
{
this->Superclass::SetMapperShaderParameters(cellBO,ren,actor);
vtkHardwareSelector* selector = ren->GetSelector();
if (selector && selector->GetCurrentPass() == vtkHardwareSelector::ID_LOW24)
{
cellBO.Program->SetUniform3f("mapperIndex", selector->GetPropColorValue());
}
}
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
void vtkOpenGLGlyph3DHelper::GlyphRenderInstances(
vtkRenderer* ren, vtkActor* actor, vtkIdType numPts,
std::vector<unsigned char> &colors, std::vector<float> &matrices,
std::vector<float> &normalMatrices,
vtkMTimeType pointMTime)
{
this->UsingInstancing = true;
this->RenderPieceStart(ren,actor);
this->UpdateShaders(this->Tris, ren, actor);
// do the superclass and then reset a couple values
if (this->Tris.IBO->IndexCount && // we have points and one of
(this->VBOBuildTime > this->InstanceBuffersLoadTime ||
this->Tris.ShaderSourceTime > this->InstanceBuffersLoadTime ||
pointMTime > this->InstanceBuffersLoadTime.GetMTime()))
{
this->Tris.VAO->Bind();
// add 3 new BOs?
this->MatrixBuffer->Bind();
this->MatrixBuffer->Upload(matrices, vtkOpenGLBufferObject::ArrayBuffer);
if (!this->Tris.VAO->AddAttributeMatrixWithDivisor(this->Tris.Program, this->MatrixBuffer,
"GCMCMatrix", 0, 16*sizeof(float), VTK_FLOAT, 4, false, 1))
{
vtkErrorMacro(<< "Error setting 'GCMCMatrix' in shader VAO.");
}
this->MatrixBuffer->Release();
if (this->VBO->NormalOffset && this->LastLightComplexity[this->LastBoundBO] > 0)
{
this->NormalMatrixBuffer->Bind();
this->NormalMatrixBuffer->Upload(
normalMatrices, vtkOpenGLBufferObject::ArrayBuffer);
if (!this->Tris.VAO->AddAttributeMatrixWithDivisor(
this->Tris.Program, this->NormalMatrixBuffer,
"glyphNormalMatrix", 0, 9*sizeof(float), VTK_FLOAT, 3, false, 1))
{
vtkErrorMacro(<< "Error setting 'glyphNormalMatrix' in shader VAO.");
}
this->NormalMatrixBuffer->Release();
}
if (this->Tris.Program->IsAttributeUsed("glyphColor"))
{
this->ColorBuffer->Bind();
this->ColorBuffer->Upload(colors, vtkOpenGLBufferObject::ArrayBuffer);
if (!this->Tris.VAO->AddAttributeArrayWithDivisor(
this->Tris.Program, this->ColorBuffer,
"glyphColor", 0, 4*sizeof(unsigned char), VTK_UNSIGNED_CHAR, 4, true, 1, false))
{
vtkErrorMacro(<< "Error setting 'diffuse color' in shader VAO.");
}
this->ColorBuffer->Release();
}
this->InstanceBuffersLoadTime.Modified();
}
this->Tris.IBO->Bind();
#if GL_ES_VERSION_3_0 == 1
glDrawElementsInstanced(GL_TRIANGLES,
static_cast<GLsizei>(this->Tris.IBO->IndexCount),
GL_UNSIGNED_INT,
reinterpret_cast<const GLvoid *>(NULL),
numPts);
#else
if (GLEW_ARB_instanced_arrays)
{
glDrawElementsInstancedARB(GL_TRIANGLES,
static_cast<GLsizei>(this->Tris.IBO->IndexCount),
GL_UNSIGNED_INT,
reinterpret_cast<const GLvoid *>(NULL),
numPts);
}
#endif
vtkOpenGLCheckErrorMacro("failed after Render");
this->Tris.IBO->Release();
this->RenderPieceFinish(ren, actor);
}
#endif
//-----------------------------------------------------------------------------
void vtkOpenGLGlyph3DHelper::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
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