Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOpenGLRenderWindow.cxx,v $
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 "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLProperty.h"
#include "vtkOpenGLTexture.h"
#include "vtkOpenGLCamera.h"
#include "vtkOpenGLLight.h"
#include "vtkOpenGLActor.h"
#include "vtkOpenGLPolyDataMapper.h"
#include "vtkIdList.h"
#include "vtkObjectFactory.h"
#include "vtkFloatArray.h"
#include "vtkUnsignedCharArray.h"
#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLRenderWindow, "$Revision: 1.68 $");
#endif
#define MAX_LIGHTS 8
// Initialize static member that controls global maximum number of multisamples
static int vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = 8;
void vtkOpenGLRenderWindow::SetGlobalMaximumNumberOfMultiSamples(int val)
{
if (val == vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples) return;
vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = val;
}
int vtkOpenGLRenderWindow::GetGlobalMaximumNumberOfMultiSamples()
{
return vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
}
vtkOpenGLRenderWindow::vtkOpenGLRenderWindow()
{
this->MultiSamples = vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
this->TextureResourceIds = vtkIdList::New();
if ( this->WindowName )
delete [] this->WindowName;
this->WindowName = new char[strlen("Visualization Toolkit - OpenGL")+1];
strcpy( this->WindowName, "Visualization Toolkit - OpenGL" );
}
// free up memory & close the window
vtkOpenGLRenderWindow::~vtkOpenGLRenderWindow()
{
this->TextureResourceIds->Delete();
}
// Update system if needed due to stereo rendering.
void vtkOpenGLRenderWindow::StereoUpdate(void)
{
// if stereo is on and it wasn't before
if (this->StereoRender && (!this->StereoStatus))
{
switch (this->StereoType)
{
case VTK_STEREO_CRYSTAL_EYES:
// not clear this is supposed to be empty,
// but it has been that way forever.
break;
case VTK_STEREO_RED_BLUE:
this->StereoStatus = 1;
break;
case VTK_STEREO_ANAGLYPH:
this->StereoStatus = 1;
break;
case VTK_STEREO_DRESDEN:
this->StereoStatus = 1;
break;
case VTK_STEREO_INTERLACED:
this->StereoStatus = 1;
}
}
else if ((!this->StereoRender) && this->StereoStatus)
{
switch (this->StereoType)
{
case VTK_STEREO_CRYSTAL_EYES:
this->StereoStatus = 0;
break;
case VTK_STEREO_RED_BLUE:
this->StereoStatus = 0;
break;
case VTK_STEREO_ANAGLYPH:
this->StereoStatus = 0;
break;
case VTK_STEREO_DRESDEN:
this->StereoStatus = 0;
break;
case VTK_STEREO_INTERLACED:
this->StereoStatus = 0;
break;
}
}
}
void vtkOpenGLRenderWindow::OpenGLInit()
{
glMatrixMode( GL_MODELVIEW );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// initialize blending for transparency
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_BLEND);
if (this->PointSmoothing)
{
glEnable(GL_POINT_SMOOTH);
}
else
{
glDisable(GL_POINT_SMOOTH);
}
if (this->LineSmoothing)
{
glEnable(GL_LINE_SMOOTH);
}
else
{
glDisable(GL_LINE_SMOOTH);
}
if (this->PolygonSmoothing)
{
glEnable(GL_POLYGON_SMOOTH);
}
else
{
glDisable(GL_POLYGON_SMOOTH);
}
glEnable(GL_NORMALIZE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
}
void vtkOpenGLRenderWindow::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "MultiSamples: " << this->MultiSamples << "\n";
}
int vtkOpenGLRenderWindow::GetDepthBufferSize()
{
GLint size;
if ( this->Mapped )
{
this->MakeCurrent();
size = 0;
glGetIntegerv( GL_DEPTH_BITS, &size );
return (int) size;
}
else
{
vtkDebugMacro(<< "Window is not mapped yet!" );
return 24;
}
}
unsigned char* vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
unsigned char *data =
new unsigned char[(x_hi - x_low + 1)*(y_hi - y_low + 1)*3];
this->GetPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front,
vtkUnsignedCharArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 3*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(3);
data->SetNumberOfValues(size);
}
return this->GetPixelData(x1, y1, x2, y2, front, data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front, unsigned char* data)
{
int y_low, y_hi;
int x_low, x_hi;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glReadBuffer(GL_FRONT);
}
else
{
glReadBuffer(GL_BACK);
}
glDisable( GL_SCISSOR_TEST );
#if defined(sparc) && !defined(GL_VERSION_1_2)
// We need to read the image data one row at a time and convert it
// from RGBA to RGB to get around a bug in Sun OpenGL 1.1
long xloop, yloop;
unsigned char *buffer;
unsigned char *p_data = NULL;
buffer = new unsigned char [4*(x_hi - x_low + 1)];
p_data = data;
for (yloop = y_low; yloop <= y_hi; yloop++)
{
// read in a row of pixels
glReadPixels(x_low,yloop,(x_hi-x_low+1),1,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
for (xloop = 0; xloop <= x_hi-x_low; xloop++)
{
*p_data = buffer[xloop*4]; p_data++;
*p_data = buffer[xloop*4+1]; p_data++;
*p_data = buffer[xloop*4+2]; p_data++;
}
}
delete [] buffer;
#else
// If the Sun bug is ever fixed, then we could use the following
// technique which provides a vast speed improvement on the SGI
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
// Calling pack alignment ensures that we can grab the any size window
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels(x_low, y_low, x_hi-x_low+1, y_hi-y_low+1, GL_RGB,
GL_UNSIGNED_BYTE, data);
#endif
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
vtkUnsignedCharArray *data, int front)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 3*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetPixelData(x1, y1, x2, y2, data->GetPointer(0), front);
}
int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
unsigned char *data, int front)
{
int y_low, y_hi;
int x_low, x_hi;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glDrawBuffer(GL_FRONT);
}
else
{
glDrawBuffer(GL_BACK);
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
glDisable( GL_SCISSOR_TEST );
#if defined(sparc) && !defined(GL_VERSION_1_2)
// We need to read the image data one row at a time and convert it
// from RGBA to RGB to get around a bug in Sun OpenGL 1.1
long xloop, yloop;
unsigned char *buffer;
unsigned char *p_data = NULL;
buffer = new unsigned char [4*(x_hi - x_low + 1)];
// now write the binary info one row at a time
glDisable(GL_BLEND);
p_data = data;
for (yloop = y_low; yloop <= y_hi; yloop++)
{
for (xloop = 0; xloop <= x_hi - x_low; xloop++)
{
buffer[xloop*4] = *p_data; p_data++;
buffer[xloop*4+1] = *p_data; p_data++;
buffer[xloop*4+2] = *p_data; p_data++;
buffer[xloop*4+3] = 0xff;
}
/* write out a row of pixels */
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * (GLfloat)(x_low) / this->Size[0] - 1),
(2.0 * (GLfloat)(yloop) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glDrawPixels((x_hi-x_low+1),1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
// This seems to be necessary for the image to show up
glFlush();
glEnable(GL_BLEND);
#else
// If the Sun bug is ever fixed, then we could use the following
// technique which provides a vast speed improvement on the SGI
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
// now write the binary info
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * (GLfloat)(x_low) / this->Size[0] - 1),
(2.0 * (GLfloat)(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glViewport(0,0, this->Size[0], this->Size[1]);
glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
glDisable(GL_BLEND);
glDrawPixels((x_hi-x_low+1), (y_hi - y_low + 1),
GL_RGB, GL_UNSIGNED_BYTE, data);
glEnable(GL_BLEND);
// This seems to be necessary for the image to show up
glFlush();
#endif
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
float* vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
float *data = new float[ (width*height*4) ];
this->GetRGBAPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front, vtkFloatArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(4);
data->SetNumberOfValues(size);
}
return this->GetRGBAPixelData(x1, y1, x2, y2, front, data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front, float* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glReadBuffer(GL_FRONT);
}
else
{
glReadBuffer(GL_BACK);
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_FLOAT, data);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
void vtkOpenGLRenderWindow::ReleaseRGBAPixelData(float *data)
{
delete[] data;
}
int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
vtkFloatArray *data, int front,
int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetRGBAPixelData(x1, y1, x2, y2, data->GetPointer(0), front,
blend);
}
int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
float *data, int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glDrawBuffer(GL_FRONT);
}
else
{
glDrawBuffer(GL_BACK);
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
/* write out a row of pixels */
glDisable( GL_SCISSOR_TEST );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * (GLfloat)(x_low) / this->Size[0] - 1),
(2.0 * (GLfloat)(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
if (!blend)
{
glDisable(GL_BLEND);
glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
glEnable(GL_BLEND);
}
else
{
glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
}
// This seems to be necessary for the image to show up
glFlush();
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
unsigned char *vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
unsigned char *data = new unsigned char[ (width*height)*4 ];
this->GetRGBACharPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front,
vtkUnsignedCharArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(4);
data->SetNumberOfValues(size);
}
return this->GetRGBACharPixelData(x1, y1, x2, y2, front,
data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front,
unsigned char* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glReadBuffer(GL_FRONT);
}
else
{
glReadBuffer(GL_BACK);
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
glDisable( GL_SCISSOR_TEST );
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1,int y1,int x2,int y2,
vtkUnsignedCharArray *data,
int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size. It is " << data->GetMaxId()+1
<< ", it should be: " << size);
return VTK_ERROR;
}
return this->SetRGBACharPixelData(x1, y1, x2, y2, data->GetPointer(0),
front, blend);
}
int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1, int y1, int x2,
int y2, unsigned char *data,
int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
if (front)
{
glDrawBuffer(GL_FRONT);
}
else
{
glDrawBuffer(GL_BACK);
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
/* write out a row of pixels */
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * (GLfloat)(x_low) / this->Size[0] - 1),
(2.0 * (GLfloat)(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glDisable( GL_SCISSOR_TEST );
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
if (!blend)
{
glDisable(GL_BLEND);
glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
glEnable(GL_BLEND);
}
else
{
glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
}
// This seems to be necessary for the image to show up
glFlush();
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
float* z_data )
{
int y_low;
int x_low;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
}
else
{
y_low = y2;
}
if (x1 < x2)
{
x_low = x1;
}
else
{
x_low = x2;
}
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glDisable( GL_SCISSOR_TEST );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels( x_low, y_low,
width, height,
GL_DEPTH_COMPONENT, GL_FLOAT,
z_data );
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
float *vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2 )
{
float *z_data;
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
z_data = new float[width*height];
this->GetZbufferData(x1, y1, x2, y2, z_data);
return z_data;
}
int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
vtkFloatArray *buffer )
{
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
int size = width*height;
if ( buffer->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
buffer->SetNumberOfComponents(1);
buffer->SetNumberOfValues(size);
}
return this->GetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}
int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
vtkFloatArray *buffer )
{
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
int size = width*height;
if ( buffer->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}
int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
float *buffer )
{
int y_low;
int x_low;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
}
else
{
y_low = y2;
}
if (x1 < x2)
{
x_low = x1;
}
else
{
x_low = x2;
}
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos2f( 2.0 * (GLfloat)(x_low) / this->Size[0] - 1,
2.0 * (GLfloat)(y_low) / this->Size[1] - 1);
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_SCISSOR_TEST );
glDisable( GL_TEXTURE_2D );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glDrawPixels( width, height, GL_DEPTH_COMPONENT, GL_FLOAT, buffer);
// This seems to be necessary for the image to show up
glFlush();
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
void vtkOpenGLRenderWindow::RegisterTextureResource (GLuint id)
{
this->TextureResourceIds->InsertNextId ((int) id);
}