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144 lines
3.9 KiB
C++
144 lines
3.9 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkAbstractContextBufferId.h
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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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/**
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* @class vtkAbstractContextBufferId
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* @brief 2D array of ids, used for picking.
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*
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*
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* An 2D array where each element is the id of an entity drawn at the given
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* pixel. The access is not specified in this class.
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* The effective/concrete subclass vtkContextBufferId stores the whole buffer
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* in RAM. The access to a value is fast and independent of the OpenGL.
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* However it requires to first fill the whole buffer by transferring the
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* buffer generated by OpenGL from the VRAM to the RAM. It is inefficient if
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* the context of the scene changes during interaction.
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*
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* The effective/concrete subclass vtkOpenGLContextBufferId keeps the buffer id
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* on the VRAM in a texture image. The access to a value is slower than a
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* simple read access to an array but it does not require a large transfer of
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* data from the VRAM to the RAM.
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*
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* @sa
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* vtkContextBufferId, vtkOpenGLContextBufferId
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*/
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#ifndef vtkAbstractContextBufferId_h
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#define vtkAbstractContextBufferId_h
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#include "vtkObject.h"
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#include "vtkRenderingContext2DModule.h" // For export macro
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class vtkRenderWindow;
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class VTKRENDERINGCONTEXT2D_EXPORT vtkAbstractContextBufferId : public vtkObject
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{
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public:
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vtkTypeMacro(vtkAbstractContextBufferId, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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static vtkAbstractContextBufferId* New();
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//@{
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/**
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* Number of columns. Initial value is 0.
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*/
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vtkGetMacro(Width, int);
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//@}
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//@{
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/**
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* Set the number of columns. Initial value is 0.
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*/
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vtkSetMacro(Width, int);
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//@}
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//@{
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/**
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* Number of rows. Initial value is 0.
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*/
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vtkGetMacro(Height, int);
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//@}
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//@{
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/**
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* Set the number of rows. Initial value is 0.
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*/
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vtkSetMacro(Height, int);
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//@}
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//@{
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/**
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* Set/Get the OpenGL context owning the texture object resource.
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*/
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virtual void SetContext(vtkRenderWindow* context) = 0;
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virtual vtkRenderWindow* GetContext() = 0;
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//@}
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/**
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* Returns if the context supports the required extensions.
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* \pre context_is_set: this->GetContext()!=0
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*/
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virtual bool IsSupported() = 0;
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/**
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* Allocate the memory for at least Width*Height elements.
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* \pre positive_width: GetWidth()>0
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* \pre positive_height: GetHeight()>0
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*/
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virtual void Allocate() = 0;
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/**
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* Tell if the buffer has been allocated.
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*/
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virtual bool IsAllocated() const = 0;
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/**
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* Copy the contents of the current read buffer to the internal structure
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* starting at lower left corner of the framebuffer (srcXmin,srcYmin).
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* \pre is_allocated: this->IsAllocated()
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*/
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virtual void SetValues(int srcXmin, int srcYmin) = 0;
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/**
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* Return item under abscissa x and ordinate y.
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* Abscissa go from left to right.
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* Ordinate go from bottom to top.
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* The return value is -1 if there is no item.
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* \pre is_allocated: IsAllocated()
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* \post valid_result: result>=-1
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*/
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virtual vtkIdType GetPickedItem(int x, int y) = 0;
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/**
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* Release any graphics resources that are being consumed by this object.
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* Default implementation is empty.
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*/
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virtual void ReleaseGraphicsResources();
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protected:
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vtkAbstractContextBufferId();
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~vtkAbstractContextBufferId() override;
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int Width;
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int Height;
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private:
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vtkAbstractContextBufferId(const vtkAbstractContextBufferId&) = delete;
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void operator=(const vtkAbstractContextBufferId&) = delete;
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};
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#endif // #ifndef vtkAbstractContextBufferId_h
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