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109 lines
2.7 KiB
109 lines
2.7 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkOpenGLActor.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 "vtkOpenGLActor.h"
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#include "vtkMapper.h"
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#include "vtkMatrix4x4.h"
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#include "vtkObjectFactory.h"
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#include "vtkOpenGLRenderer.h"
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#include "vtkProperty.h"
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#include "vtkOpenGL.h"
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#include <math.h>
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#ifndef VTK_IMPLEMENT_MESA_CXX
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vtkCxxRevisionMacro(vtkOpenGLActor, "$Revision: 1.29 $");
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vtkStandardNewMacro(vtkOpenGLActor);
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#endif
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// Actual actor render method.
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void vtkOpenGLActor::Render(vtkRenderer *ren, vtkMapper *mapper)
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{
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float opacity;
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// get opacity
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opacity = this->GetProperty()->GetOpacity();
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if (opacity == 1.0)
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{
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glDepthMask (GL_TRUE);
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}
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else
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{
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// add this check here for GL_SELECT mode
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// If we are not picking, then don't write to the zbuffer
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// because we probably haven't sorted the polygons. If we
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// are picking, then translucency doesn't matter - we want to
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// pick the thing closest to us.
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GLint param[1];
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glGetIntegerv(GL_RENDER_MODE, param);
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if(param[0] == GL_SELECT )
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{
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glDepthMask(GL_TRUE);
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}
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else
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{
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glDepthMask (GL_FALSE);
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}
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}
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// build transformation
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if (!this->IsIdentity)
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{
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double *mat = this->GetMatrix()->Element[0];
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double mat2[16];
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mat2[0] = mat[0];
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mat2[1] = mat[4];
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mat2[2] = mat[8];
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mat2[3] = mat[12];
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mat2[4] = mat[1];
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mat2[5] = mat[5];
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mat2[6] = mat[9];
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mat2[7] = mat[13];
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mat2[8] = mat[2];
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mat2[9] = mat[6];
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mat2[10] = mat[10];
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mat2[11] = mat[14];
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mat2[12] = mat[3];
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mat2[13] = mat[7];
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mat2[14] = mat[11];
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mat2[15] = mat[15];
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// insert model transformation
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glMultMatrixd(mat2);
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}
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// send a render to the mapper; update pipeline
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mapper->Render(ren,this);
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// pop transformation matrix
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if (!this->IsIdentity)
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{
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glMatrixMode( GL_MODELVIEW );
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glPopMatrix();
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}
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if (opacity != 1.0)
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{
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glDepthMask (GL_TRUE);
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}
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}
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//----------------------------------------------------------------------------
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void vtkOpenGLActor::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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