/*========================================================================= Program: Visualization Toolkit Module: vtkOpenGLImageSliceMapper.h 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. =========================================================================*/ /** * @class vtkOpenGLImageSliceMapper * @brief OpenGL mapper for image slice display * * vtkOpenGLImageSliceMapper is a concrete implementation of the abstract * class vtkImageSliceMapper that interfaces to the OpenGL library. * @par Thanks: * Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical * Neurosciences, Foothills Medical Centre, Calgary, for providing this class. */ #ifndef vtkOpenGLImageSliceMapper_h #define vtkOpenGLImageSliceMapper_h #include "vtkImageSliceMapper.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkRenderWindow; class vtkOpenGLRenderWindow; class vtkActor; class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLImageSliceMapper : public vtkImageSliceMapper { public: static vtkOpenGLImageSliceMapper* New(); vtkTypeMacro(vtkOpenGLImageSliceMapper, vtkImageSliceMapper); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Implement base class method. Perform the render. */ void Render(vtkRenderer* ren, vtkImageSlice* prop) override; /** * Release any graphics resources that are being consumed by this * mapper, the image texture in particular. Using the same texture * in multiple render windows is NOT currently supported. */ void ReleaseGraphicsResources(vtkWindow*) override; protected: vtkOpenGLImageSliceMapper(); ~vtkOpenGLImageSliceMapper() override; /** * Recursive internal method, will call the non-recursive method * as many times as necessary if the texture must be broken up into * pieces that are small enough for the GPU to render */ void RecursiveRenderTexturedPolygon(vtkRenderer* ren, vtkImageProperty* property, vtkImageData* image, int extent[6], bool recursive); /** * Non-recursive internal method, generate a single texture * and its corresponding geometry. */ void RenderTexturedPolygon(vtkRenderer* ren, vtkImageProperty* property, vtkImageData* image, int extent[6], bool recursive); /** * Basic polygon rendering, if the textured parameter is set the tcoords * are included, otherwise they aren't. */ void RenderPolygon(vtkActor* actor, vtkPoints* points, const int extent[6], vtkRenderer* ren); /** * Render the background, which means rendering everything within the * plane of the image except for the polygon that displays the image data. */ void RenderBackground(vtkActor* actor, vtkPoints* points, const int extent[6], vtkRenderer* ren); /** * Given an extent that describes a slice (it must have unit thickness * in one of the three directions), return the dimension indices that * correspond to the texture "x" and "y", provide the x, y image size, * and provide the texture size (padded to a power of two if the hardware * requires). */ void ComputeTextureSize( const int extent[6], int& xdim, int& ydim, int imageSize[2], int textureSize[2]) override; /** * Test whether a given texture size is supported. This includes a * check of whether the texture will fit into texture memory. */ bool TextureSizeOK(const int size[2], vtkRenderer* ren); vtkRenderWindow* RenderWindow; // RenderWindow used for previous render int TextureSize[2]; int TextureBytesPerPixel; int LastOrientation; int LastSliceNumber; vtkActor* PolyDataActor; vtkActor* BackingPolyDataActor; vtkActor* BackgroundPolyDataActor; vtkTimeStamp LoadTime; private: vtkOpenGLImageSliceMapper(const vtkOpenGLImageSliceMapper&) = delete; void operator=(const vtkOpenGLImageSliceMapper&) = delete; }; #endif