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213 lines
5.5 KiB
213 lines
5.5 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkOpenGLProperty.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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#include "vtkOpenGLRenderer.h"
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#include "vtkOpenGLProperty.h"
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#ifndef VTK_IMPLEMENT_MESA_CXX
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# include "vtkOpenGL.h"
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#endif
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#include "vtkObjectFactory.h"
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#include "vtkToolkits.h" // for VTK_USE_GL2PS
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#ifdef VTK_USE_GL2PS
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#include "gl2ps.h"
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#include "vtkGL2PSExporter.h"
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#endif // VTK_USE_GL2PS
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#ifndef VTK_IMPLEMENT_MESA_CXX
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vtkCxxRevisionMacro(vtkOpenGLProperty, "$Revision: 1.33 $");
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vtkStandardNewMacro(vtkOpenGLProperty);
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#endif
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// Implement base class method.
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void vtkOpenGLProperty::Render(vtkActor *vtkNotUsed(anActor),
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vtkRenderer *vtkNotUsed(ren))
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{
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int i;
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GLenum method;
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float Info[4];
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GLenum Face;
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double color[4];
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// unbind any textures for starters
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glDisable(GL_TEXTURE_2D);
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// disable alpha testing (this may have been enabled
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// by another actor in OpenGLTexture)
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_COLOR_MATERIAL);
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Face = GL_FRONT_AND_BACK;
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// turn on/off backface culling
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if ( ! this->BackfaceCulling && ! this->FrontfaceCulling)
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{
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glDisable (GL_CULL_FACE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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else if ( this->BackfaceCulling)
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{
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glCullFace (GL_BACK);
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glEnable (GL_CULL_FACE);
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if (this->GetRepresentation() == VTK_WIREFRAME)
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{
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glPolygonMode(GL_FRONT, GL_LINE);
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}
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else if (this->GetRepresentation() == VTK_SURFACE)
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{
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glPolygonMode(GL_FRONT, GL_FILL);
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}
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else
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{
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glPolygonMode(GL_FRONT, GL_POINT);
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}
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}
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else //if both front & back culling on, will fall into backface culling
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{ //if you really want both front and back, use the Actor's visibility flag
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glCullFace (GL_FRONT);
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glEnable (GL_CULL_FACE);
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if (this->GetRepresentation() == VTK_WIREFRAME)
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{
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glPolygonMode(GL_BACK, GL_LINE);
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}
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else if (this->GetRepresentation() == VTK_SURFACE)
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{
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glPolygonMode(GL_BACK, GL_FILL);
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}
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else
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{
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glPolygonMode(GL_BACK, GL_POINT);
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}
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}
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Info[3] = this->Opacity;
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Ambient*this->AmbientColor[i]);
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}
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glMaterialfv( Face, GL_AMBIENT, Info );
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Diffuse*this->DiffuseColor[i]);
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}
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glMaterialfv( Face, GL_DIFFUSE, Info );
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Specular*this->SpecularColor[i]);
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}
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glMaterialfv( Face, GL_SPECULAR, Info );
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Info[0] = static_cast<float>(this->SpecularPower);
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glMaterialfv( Face, GL_SHININESS, Info );
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// set interpolation
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switch (this->Interpolation)
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{
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case VTK_FLAT:
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method = GL_FLAT;
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break;
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case VTK_GOURAUD:
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case VTK_PHONG:
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method = GL_SMOOTH;
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break;
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default:
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method = GL_SMOOTH;
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break;
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}
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glShadeModel(method);
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// The material properties set above are used if shading is
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// enabled. This color set here is used if shading is
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// disabled. Shading is disabled in the
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// vtkOpenGLPolyDataMapper::Draw() method if points or lines
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// are encountered without normals.
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this->GetColor( color );
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color[3] = this->Opacity;
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glColor4dv( color );
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// Set the PointSize
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glPointSize (this->PointSize);
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// Set the LineWidth
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glLineWidth (this->LineWidth);
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// Set pointsize and linewidth for GL2PS output.
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#ifdef VTK_USE_GL2PS
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gl2psPointSize(this->PointSize*
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vtkGL2PSExporter::GetGlobalPointSizeFactor());
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gl2psLineWidth(this->LineWidth*
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vtkGL2PSExporter::GetGlobalLineWidthFactor());
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#endif // VTK_USE_GL2PS
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// Set the LineStipple
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if (this->LineStipplePattern != 0xFFFF)
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{
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glEnable (GL_LINE_STIPPLE);
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#ifdef VTK_USE_GL2PS
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gl2psEnable(GL2PS_LINE_STIPPLE);
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#endif // VTK_USE_GL2PS
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glLineStipple (this->LineStippleRepeatFactor, this->LineStipplePattern);
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}
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else
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{
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glDisable (GL_LINE_STIPPLE);
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#ifdef VTK_USE_GL2PS
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gl2psDisable(GL2PS_LINE_STIPPLE);
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#endif // VTK_USE_GL2PS
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}
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}
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// Implement base class method.
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void vtkOpenGLProperty::BackfaceRender(vtkActor *vtkNotUsed(anActor),
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vtkRenderer *vtkNotUsed(ren))
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{
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int i;
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float Info[4];
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GLenum Face;
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Face = GL_BACK;
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Info[3] = this->Opacity;
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Ambient*this->AmbientColor[i]);
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}
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glMaterialfv( Face, GL_AMBIENT, Info );
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Diffuse*this->DiffuseColor[i]);
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}
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glMaterialfv( Face, GL_DIFFUSE, Info );
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for (i=0; i < 3; i++)
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{
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Info[i] = static_cast<float>(this->Specular*this->SpecularColor[i]);
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}
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glMaterialfv( Face, GL_SPECULAR, Info );
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Info[0] = static_cast<float>(this->SpecularPower);
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glMaterialfv( Face, GL_SHININESS, Info );
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}
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//----------------------------------------------------------------------------
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void vtkOpenGLProperty::PrintSelf(ostream& os, vtkIndent indent)
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{
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this->Superclass::PrintSelf(os,indent);
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}
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