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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLProperty.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 "vtkOpenGLRenderer.h"
#include "vtkOpenGLProperty.h"
#include "vtkOpenGLHelper.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLTexture.h"
#include "vtkTexture.h"
#include "vtkOpenGLError.h"
#include <cassert>
vtkStandardNewMacro(vtkOpenGLProperty);
vtkOpenGLProperty::vtkOpenGLProperty()
{
}
vtkOpenGLProperty::~vtkOpenGLProperty()
{
}
// ----------------------------------------------------------------------------
// Implement base class method.
void vtkOpenGLProperty::Render(vtkActor *anActor, vtkRenderer *ren)
{
// Set the LineStipple
if (this->LineStipplePattern != 0xFFFF)
{
// glEnable(GL_LINE_STIPPLE);
// glLineStipple(this->LineStippleRepeatFactor,
// static_cast<GLushort>(this->LineStipplePattern));
//vtkOpenGLGL2PSHelper::EnableStipple(); // must be called after glLineStipple
}
else
{
// still need to set this although we are disabling. else the ATI X1600
// (for example) still manages to stipple under certain conditions.
// glLineStipple(this->LineStippleRepeatFactor,
// static_cast<GLushort>(this->LineStipplePattern));
// glDisable(GL_LINE_STIPPLE);
//vtkOpenGLGL2PSHelper::DisableStipple();
}
// turn on/off backface culling
if (! this->BackfaceCulling && ! this->FrontfaceCulling)
{
glDisable (GL_CULL_FACE);
}
else if (this->BackfaceCulling)
{
glCullFace (GL_BACK);
glEnable (GL_CULL_FACE);
}
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);
}
this->RenderTextures(anActor, ren);
this->Superclass::Render(anActor, ren);
}
//-----------------------------------------------------------------------------
bool vtkOpenGLProperty::RenderTextures(vtkActor*, vtkRenderer* ren)
{
// render any textures.
int numTextures = this->GetNumberOfTextures();
for (int t = 0; t < numTextures; t++)
{
this->GetTextureAtIndex(t)->Render(ren);
}
vtkOpenGLCheckErrorMacro("failed after Render");
return (numTextures > 0);
}
//-----------------------------------------------------------------------------
void vtkOpenGLProperty::PostRender(vtkActor *actor, vtkRenderer *renderer)
{
vtkOpenGLClearErrorMacro();
// Reset the face culling now we are done, leaking into text actor etc.
if (this->BackfaceCulling || this->FrontfaceCulling)
{
glDisable(GL_CULL_FACE);
}
this->Superclass::PostRender(actor, renderer);
vtkOpenGLCheckErrorMacro("failed after PostRender");
}
//-----------------------------------------------------------------------------
// Implement base class method.
void vtkOpenGLProperty::BackfaceRender(vtkActor *vtkNotUsed(anActor), vtkRenderer *vtkNotUsed(ren))
{
}
//-----------------------------------------------------------------------------
void vtkOpenGLProperty::ReleaseGraphicsResources(vtkWindow *win)
{
// release any textures.
int numTextures = this->GetNumberOfTextures();
if (numTextures > 0)
{
for (int i = 0; i < numTextures; i++)
{
this->GetTextureAtIndex(i)->ReleaseGraphicsResources(win);
}
}
this->Superclass::ReleaseGraphicsResources(win);
}
//----------------------------------------------------------------------------
void vtkOpenGLProperty::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
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