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525 lines
19 KiB
525 lines
19 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkRenderWindow.h,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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// .NAME vtkRenderWindow - create a window for renderers to draw into
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// .SECTION Description
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// vtkRenderWindow is an abstract object to specify the behavior of a
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// rendering window. A rendering window is a window in a graphical user
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// interface where renderers draw their images. Methods are provided to
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// synchronize the rendering process, set window size, and control double
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// buffering. The window also allows rendering in stereo. The interlaced
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// render stereo type is for output to a VRex stereo projector. All of the
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// odd horizontal lines are from the left eye, and the even lines are from
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// the right eye. The user has to make the render window aligned with the
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// VRex projector, or the eye will be swapped.
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// .SECTION Caveats
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// In VTK versions 4 and later, the vtkWindowToImageFilter class is
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// part of the canonical way to output an image of a window to a file
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// (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows
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// that existed in 3.2 and earlier). Connect one of these filters to
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// the output of the window, and filter's output to a writer such as
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// vtkPNGWriter.
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// .SECTION see also
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// vtkRenderer vtkRenderWindowInteractor vtkWindowToImageFilter
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#ifndef __vtkRenderWindow_h
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#define __vtkRenderWindow_h
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#include "vtkWindow.h"
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class vtkFloatArray;
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class vtkRenderWindowInteractor;
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class vtkRenderer;
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class vtkRendererCollection;
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class vtkUnsignedCharArray;
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// lets define the different types of stereo
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#define VTK_STEREO_CRYSTAL_EYES 1
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#define VTK_STEREO_RED_BLUE 2
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#define VTK_STEREO_INTERLACED 3
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#define VTK_STEREO_LEFT 4
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#define VTK_STEREO_RIGHT 5
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#define VTK_STEREO_DRESDEN 6
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#define VTK_STEREO_ANAGLYPH 7
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#define VTK_CURSOR_DEFAULT 0
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#define VTK_CURSOR_ARROW 1
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#define VTK_CURSOR_SIZENE 2
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#define VTK_CURSOR_SIZENW 3
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#define VTK_CURSOR_SIZESW 4
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#define VTK_CURSOR_SIZESE 5
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#define VTK_CURSOR_SIZENS 6
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#define VTK_CURSOR_SIZEWE 7
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#define VTK_CURSOR_SIZEALL 8
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#define VTK_CURSOR_HAND 9
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class VTK_RENDERING_EXPORT vtkRenderWindow : public vtkWindow
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{
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public:
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vtkTypeRevisionMacro(vtkRenderWindow,vtkWindow);
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void PrintSelf(ostream& os, vtkIndent indent);
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// Description:
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// Construct an instance of vtkRenderWindow with its screen size
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// set to 300x300, borders turned on, positioned at (0,0), double
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// buffering turned on.
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static vtkRenderWindow *New();
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// Description:
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// Add a renderer to the list of renderers.
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virtual void AddRenderer(vtkRenderer *);
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// Description:
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// Remove a renderer from the list of renderers.
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void RemoveRenderer(vtkRenderer *);
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// Description:
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// Query if a renderer is in the list of renderers.
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int HasRenderer(vtkRenderer *);
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// Description:
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// What rendering library has the user requested
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static const char *GetRenderLibrary();
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// Description:
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// Return the collection of renderers in the render window.
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vtkRendererCollection *GetRenderers() {return this->Renderers;};
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// Description:
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// Ask each renderer owned by this RenderWindow to render its image and
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// synchronize this process.
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virtual void Render();
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// Description:
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// Initialize the rendering process.
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virtual void Start() = 0;
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// Description:
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// Finalize the rendering process.
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virtual void Finalize() = 0;
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// Description:
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// A termination method performed at the end of the rendering process
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// to do things like swapping buffers (if necessary) or similar actions.
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virtual void Frame() = 0;
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// Description:
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// Performed at the end of the rendering process to generate image.
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// This is typically done right before swapping buffers.
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virtual void CopyResultFrame();
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// Description:
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// Create an interactor to control renderers in this window. We need
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// to know what type of interactor to create, because we might be in
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// X Windows or MS Windows.
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virtual vtkRenderWindowInteractor *MakeRenderWindowInteractor();
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// Description:
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// Hide or Show the mouse cursor, it is nice to be able to hide the
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// default cursor if you want VTK to display a 3D cursor instead.
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// Set cursor position in window (note that (0,0) is the lower left
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// corner).
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virtual void HideCursor() = 0;
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virtual void ShowCursor() = 0;
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virtual void SetCursorPosition(int , int ) {};
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// Description:
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// Change the shape of the cursor
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vtkSetMacro(CurrentCursor,int);
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vtkGetMacro(CurrentCursor,int);
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// Description:
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// Turn on/off rendering full screen window size.
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virtual void SetFullScreen(int) = 0;
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vtkGetMacro(FullScreen,int);
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vtkBooleanMacro(FullScreen,int);
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// Description:
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// Turn on/off window manager borders. Typically, you shouldn't turn the
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// borders off, because that bypasses the window manager and can cause
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// undesirable behavior.
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vtkSetMacro(Borders,int);
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vtkGetMacro(Borders,int);
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vtkBooleanMacro(Borders,int);
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// Description:
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// Prescribe that the window be created in a stereo-capable mode. This
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// method must be called before the window is realized. Default is off.
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vtkGetMacro(StereoCapableWindow,int);
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vtkBooleanMacro(StereoCapableWindow,int);
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virtual void SetStereoCapableWindow(int capable);
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// Description:
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// Turn on/off stereo rendering.
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vtkGetMacro(StereoRender,int);
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void SetStereoRender(int stereo);
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vtkBooleanMacro(StereoRender,int);
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// Description:
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// Turn on/off the use of alpha bitplanes.
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vtkSetMacro(AlphaBitPlanes, int);
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vtkGetMacro(AlphaBitPlanes, int);
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vtkBooleanMacro(AlphaBitPlanes, int);
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// Description:
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// Turn on/off point smoothing. Default is off.
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// This must be applied before the first Render.
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vtkSetMacro(PointSmoothing,int);
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vtkGetMacro(PointSmoothing,int);
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vtkBooleanMacro(PointSmoothing,int);
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// Description:
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// Turn on/off line smoothing. Default is off.
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// This must be applied before the first Render.
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vtkSetMacro(LineSmoothing,int);
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vtkGetMacro(LineSmoothing,int);
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vtkBooleanMacro(LineSmoothing,int);
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// Description:
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// Turn on/off polygon smoothing. Default is off.
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// This must be applied before the first Render.
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vtkSetMacro(PolygonSmoothing,int);
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vtkGetMacro(PolygonSmoothing,int);
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vtkBooleanMacro(PolygonSmoothing,int);
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// Description:
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// Set/Get what type of stereo rendering to use. CrystalEyes
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// mode uses frame-sequential capabilities available in OpenGL
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// to drive LCD shutter glasses and stereo projectors. RedBlue
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// mode is a simple type of stereo for use with red-blue glasses.
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// Anaglyph mode is a superset of RedBlue mode, but the color
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// output channels can be configured using the AnaglyphColorMask
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// and the color of the original image can be (somewhat) maintained
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// using AnaglyphColorSaturation; the default colors for Anaglyph
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// mode is red-cyan. Interlaced stereo mode produces a composite
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// image where horizontal lines alternate between left and right
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// views. StereoLeft and StereoRight modes choose one or the other
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// stereo view. Dresden mode is yet another stereoscopic
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// interleaving.
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vtkGetMacro(StereoType,int);
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vtkSetMacro(StereoType,int);
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void SetStereoTypeToCrystalEyes()
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{this->SetStereoType(VTK_STEREO_CRYSTAL_EYES);};
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void SetStereoTypeToRedBlue()
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{this->SetStereoType(VTK_STEREO_RED_BLUE);};
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void SetStereoTypeToInterlaced()
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{this->SetStereoType(VTK_STEREO_INTERLACED);};
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void SetStereoTypeToLeft()
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{this->SetStereoType(VTK_STEREO_LEFT);};
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void SetStereoTypeToRight()
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{this->SetStereoType(VTK_STEREO_RIGHT);};
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void SetStereoTypeToDresden()
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{this->SetStereoType(VTK_STEREO_DRESDEN);};
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void SetStereoTypeToAnaglyph()
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{this->SetStereoType(VTK_STEREO_ANAGLYPH);};
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char *GetStereoTypeAsString();
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// Description:
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// Update the system, if needed, due to stereo rendering. For some stereo
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// methods, subclasses might need to switch some hardware settings here.
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virtual void StereoUpdate();
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// Description:
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// Intermediate method performs operations required between the rendering
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// of the left and right eye.
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virtual void StereoMidpoint();
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// Description:
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// Handles work required once both views have been rendered when using
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// stereo rendering.
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virtual void StereoRenderComplete();
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//Description:
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// Set/get the anaglyph color saturation factor. This number ranges from
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// 0.0 to 1.0: 0.0 means that no color from the original object is
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// maintained, 1.0 means all of the color is maintained. The default
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// value is 0.65. Too much saturation can produce uncomfortable 3D
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// viewing because anaglyphs also use color to encode 3D.
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vtkSetClampMacro(AnaglyphColorSaturation,float, 0.0, 1.0);
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vtkGetMacro(AnaglyphColorSaturation,float);
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//Description:
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// Set/get the anaglyph color mask values. These two numbers are bits
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// mask that control which color channels of the original stereo
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// images are used to produce the final anaglyph image. The first
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// value is the color mask for the left view, the second the mask
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// for the right view. If a bit in the mask is on for a particular
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// color for a view, that color is passed on to the final view; if
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// it is not set, that channel for that view is ignored.
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// The bits are arranged as r, g, and b, so r = 4, g = 2, and b = 1.
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// By default, the first value (the left view) is set to 4, and the
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// second value is set to 3. That means that the red output channel
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// comes from the left view, and the green and blue values come from
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// the right view.
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vtkSetVector2Macro(AnaglyphColorMask,int);
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vtkGetVectorMacro(AnaglyphColorMask,int,2);
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// Description:
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// Remap the rendering window. This probably only works on UNIX right now.
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// It is useful for changing properties that can't normally be changed
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// once the window is up.
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virtual void WindowRemap() = 0;
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// Description:
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// Turn on/off buffer swapping between images.
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vtkSetMacro(SwapBuffers,int);
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vtkGetMacro(SwapBuffers,int);
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vtkBooleanMacro(SwapBuffers,int);
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// Description:
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// Set/Get the pixel data of an image, transmitted as RGBRGBRGB. The
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// front argument indicates if the front buffer should be used or the back
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// buffer. It is the caller's responsibility to delete the resulting
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// array. It is very important to realize that the memory in this array
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// is organized from the bottom of the window to the top. The origin
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// of the screen is in the lower left corner. The y axis increases as
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// you go up the screen. So the storage of pixels is from left to right
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// and from bottom to top.
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virtual int SetPixelData(int, int, int, int, unsigned char *,int) = 0;
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virtual int SetPixelData(int, int, int, int, vtkUnsignedCharArray*,
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int ) = 0;
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// Description:
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// Same as Get/SetPixelData except that the image also contains an alpha
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// component. The image is transmitted as RGBARGBARGBA... each of which is a
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// float value. The "blend" parameter controls whether the SetRGBAPixelData
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// method blends the data with the previous contents of the frame buffer
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// or completely replaces the frame buffer data.
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virtual float *GetRGBAPixelData(int ,int ,int ,int ,int ) = 0;
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virtual int GetRGBAPixelData(int, int, int, int, int, vtkFloatArray* ) = 0;
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virtual int SetRGBAPixelData(int ,int ,int ,int ,float *,int,
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int blend=0) = 0;
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virtual int SetRGBAPixelData(int, int, int, int, vtkFloatArray*,
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int, int blend=0) = 0;
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virtual void ReleaseRGBAPixelData(float *data)=0;
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virtual unsigned char *GetRGBACharPixelData(int ,int ,int ,int ,int ) = 0;
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virtual int GetRGBACharPixelData(int ,int, int, int, int,
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vtkUnsignedCharArray*) = 0;
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virtual int SetRGBACharPixelData(int ,int ,int ,int ,unsigned char *, int,
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int blend=0) = 0;
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virtual int SetRGBACharPixelData(int, int, int, int,
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vtkUnsignedCharArray *,
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int, int blend=0) = 0;
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// Description:
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// Set/Get the zbuffer data from the frame buffer.
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virtual float *GetZbufferData(int, int, int, int ) = 0;
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virtual int GetZbufferData( int, int, int, int, float*) = 0;
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virtual int GetZbufferData( int, int, int, int, vtkFloatArray*) = 0;
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virtual int SetZbufferData(int, int, int, int, float *) = 0;
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virtual int SetZbufferData( int, int, int, int, vtkFloatArray * ) = 0;
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// Description:
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// Set the number of frames for doing antialiasing. The default is
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// zero. Typically five or six will yield reasonable results without
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// taking too long.
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vtkGetMacro(AAFrames,int);
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vtkSetMacro(AAFrames,int);
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// Description:
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// Set the number of frames for doing focal depth. The default is zero.
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// Depending on how your scene is organized you can get away with as
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// few as four frames for focal depth or you might need thirty.
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// One thing to note is that if you are using focal depth frames,
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// then you will not need many (if any) frames for antialiasing.
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vtkGetMacro(FDFrames,int);
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vtkSetMacro(FDFrames,int);
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// Description:
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// Set the number of sub frames for doing motion blur. The default is zero.
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// Once this is set greater than one, you will no longer see a new frame
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// for every Render(). If you set this to five, you will need to do
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// five Render() invocations before seeing the result. This isn't
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// very impressive unless something is changing between the Renders.
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// Changing this value may reset the current subframe count.
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vtkGetMacro(SubFrames,int);
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virtual void SetSubFrames(int subFrames);
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// Description:
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// This flag is set if the window hasn't rendered since it was created
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vtkGetMacro(NeverRendered,int);
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// Description:
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// This is a flag that can be set to interrupt a rendering that is in
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// progress.
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vtkGetMacro(AbortRender,int);
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vtkSetMacro(AbortRender,int);
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vtkGetMacro(InAbortCheck,int);
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vtkSetMacro(InAbortCheck,int);
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virtual int CheckAbortStatus();
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vtkGetMacro(IsPicking,int);
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vtkSetMacro(IsPicking,int);
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vtkBooleanMacro(IsPicking,int);
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// Description:
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// Check to see if a mouse button has been pressed. All other events
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// are ignored by this method. Ideally, you want to abort the render
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// on any event which causes the DesiredUpdateRate to switch from
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// a high-quality rate to a more interactive rate.
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virtual int GetEventPending() = 0;
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// Description:
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// Are we rendering at the moment
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virtual int CheckInRenderStatus() { return this->InRender; }
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// Description:
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// Clear status (after an exception was thrown for example)
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virtual void ClearInRenderStatus() { this->InRender = 0; }
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// Description:
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// Set/Get the desired update rate. This is used with
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// the vtkLODActor class. When using level of detail actors you
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// need to specify what update rate you require. The LODActors then
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// will pick the correct resolution to meet your desired update rate
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// in frames per second. A value of zero indicates that they can use
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// all the time they want to.
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virtual void SetDesiredUpdateRate(double);
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vtkGetMacro(DesiredUpdateRate,double);
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// Description:
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// Get the number of layers for renderers. Each renderer should have
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// its layer set individually. Some algorithms iterate through all layers,
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// so it is not wise to set the number of layers to be exorbitantly large
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// (say bigger than 100).
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vtkGetMacro(NumberOfLayers, int);
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vtkSetClampMacro(NumberOfLayers, int, 1, VTK_LARGE_INTEGER);
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// Description:
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// Get the interactor associated with this render window
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vtkGetObjectMacro(Interactor,vtkRenderWindowInteractor);
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// Description:
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// Set the interactor to the render window
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void SetInteractor(vtkRenderWindowInteractor *);
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// Description:
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// This Method detects loops of RenderWindow<->Interactor,
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// so objects are freed properly.
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virtual void UnRegister(vtkObjectBase *o);
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// Description:
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// Dummy stubs for vtkWindow API.
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virtual void SetDisplayId(void *) = 0;
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virtual void SetWindowId(void *) = 0;
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virtual void SetNextWindowId(void *) = 0;
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virtual void SetParentId(void *) = 0;
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virtual void *GetGenericDisplayId() = 0;
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virtual void *GetGenericWindowId() = 0;
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virtual void *GetGenericParentId() = 0;
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virtual void *GetGenericContext() = 0;
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virtual void *GetGenericDrawable() = 0;
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virtual void SetWindowInfo(char *) = 0;
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virtual void SetNextWindowInfo(char *) = 0;
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virtual void SetParentInfo(char *) = 0;
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// Description:
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// Make this the current window.
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virtual void MakeCurrent() = 0;
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// Description:
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// If called, allow MakeCurrent() to skip cache-check when called.
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// MakeCurrent() reverts to original behavior of cache-checking
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// on the next render.
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virtual void SetForceMakeCurrent() {};
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// Description:
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// Get report of capabilities for the render window
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virtual const char *ReportCapabilities() { return "Not Implemented";};
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// Description:
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// Does this render window support OpenGL? 0-false, 1-true
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virtual int SupportsOpenGL() { return 0;};
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// Description:
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// Is this render window using hardware acceleration? 0-false, 1-true
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virtual int IsDirect() { return 0;};
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// Description:
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// This method should be defined by the subclass. How many bits of
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// precision are there in the zbuffer?
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virtual int GetDepthBufferSize() = 0;
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protected:
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vtkRenderWindow();
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~vtkRenderWindow();
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virtual void DoStereoRender();
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virtual void DoFDRender();
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virtual void DoAARender();
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vtkRendererCollection *Renderers;
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int Borders;
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int FullScreen;
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int OldScreen[5];
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int PointSmoothing;
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int LineSmoothing;
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int PolygonSmoothing;
|
|
int StereoRender;
|
|
int StereoType;
|
|
int StereoStatus; // used for keeping track of what's going on
|
|
int StereoCapableWindow;
|
|
int AlphaBitPlanes;
|
|
vtkRenderWindowInteractor *Interactor;
|
|
unsigned char* StereoBuffer; // used for red blue stereo
|
|
float *AccumulationBuffer; // used for many techniques
|
|
unsigned int AccumulationBufferSize;
|
|
int AAFrames;
|
|
int FDFrames;
|
|
int SubFrames; // number of sub frames
|
|
int CurrentSubFrame; // what one are we on
|
|
unsigned char *ResultFrame; // used for any non immediate rendering
|
|
int SwapBuffers;
|
|
double DesiredUpdateRate;
|
|
int AbortRender;
|
|
int InAbortCheck;
|
|
int InRender;
|
|
int NeverRendered;
|
|
int NumberOfLayers;
|
|
int CurrentCursor;
|
|
int IsPicking;
|
|
float AnaglyphColorSaturation;
|
|
int AnaglyphColorMask[2];
|
|
|
|
private:
|
|
vtkRenderWindow(const vtkRenderWindow&); // Not implemented.
|
|
void operator=(const vtkRenderWindow&); // Not implemented.
|
|
};
|
|
|
|
// Description:
|
|
// Return the stereo type as a character string.
|
|
inline char *vtkRenderWindow::GetStereoTypeAsString(void)
|
|
{
|
|
switch ( this->StereoType )
|
|
{
|
|
case VTK_STEREO_CRYSTAL_EYES:
|
|
return (char *)"CrystalEyes";
|
|
case VTK_STEREO_RED_BLUE:
|
|
return (char *)"RedBlue";
|
|
case VTK_STEREO_LEFT:
|
|
return (char *)"Left";
|
|
case VTK_STEREO_RIGHT:
|
|
return (char *)"Right";
|
|
case VTK_STEREO_DRESDEN:
|
|
return (char *)"DresdenDisplay";
|
|
case VTK_STEREO_ANAGLYPH:
|
|
return (char *)"Anaglyph";
|
|
default:
|
|
return (char *)"";
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|