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/*=========================================================================
Program: Visualization Toolkit
Module: vtkExternalOpenGLRenderWindow.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.
=========================================================================*/
#ifdef VTK_OPENGL2
#include "vtk_glew.h"
#endif
#include "vtkExternalOpenGLRenderWindow.h"
#include "vtkObjectFactory.h"
#include "vtkRendererCollection.h"
#include "vtkRenderer.h"
vtkStandardNewMacro(vtkExternalOpenGLRenderWindow);
//----------------------------------------------------------------------------
vtkExternalOpenGLRenderWindow::vtkExternalOpenGLRenderWindow()
{
this->AutomaticWindowPositionAndResize = 1;
}
//----------------------------------------------------------------------------
vtkExternalOpenGLRenderWindow::~vtkExternalOpenGLRenderWindow()
{
}
//----------------------------------------------------------------------------
void vtkExternalOpenGLRenderWindow::Start(void)
{
// Make sure all important OpenGL options are set for VTK
this->OpenGLInit();
// Use hardware acceleration
this->SetIsDirect(1);
if (this->AutomaticWindowPositionAndResize)
{
int info[4];
glGetIntegerv(GL_VIEWPORT, info);
this->SetPosition(info[0], info[1]);
this->SetSize(info[2], info[3]);
}
// For stereo, render the correct eye based on the OpenGL buffer mode
GLint bufferType;
glGetIntegerv(GL_DRAW_BUFFER, &bufferType);
vtkCollectionSimpleIterator sit;
vtkRenderer* renderer;
for (this->GetRenderers()->InitTraversal(sit);
(renderer = this->GetRenderers()->GetNextRenderer(sit)); )
{
if (bufferType == GL_BACK_RIGHT || bufferType == GL_RIGHT
|| bufferType == GL_FRONT_RIGHT)
{
this->StereoRenderOn();
this->SetStereoTypeToRight();
}
else
{
this->SetStereoTypeToLeft();
}
}
}
//----------------------------------------------------------------------------
void vtkExternalOpenGLRenderWindow::Render()
{
#ifdef VTK_OPENGL2
// Query current GL state and store them
this->SaveGLState();
this->Superclass::Render();
// Restore state to previous known value
this->RestoreGLState();
#else
this->Superclass::Render();
#endif
}
//----------------------------------------------------------------------------
bool vtkExternalOpenGLRenderWindow::IsCurrent(void)
{
return true;
}
//----------------------------------------------------------------------------
void vtkExternalOpenGLRenderWindow::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
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