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nmWTAI-Platform/3rd/VTK7.1/include/vtkOpenGLContextBufferId.h

108 lines
3.0 KiB
C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLContextBufferId.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 vtkOpenGLContextBufferId
* @brief 2D array of ids stored in VRAM.
*
*
* An 2D array where each element is the id of an entity drawn at the given
* pixel.
*/
#ifndef vtkOpenGLContextBufferId_h
#define vtkOpenGLContextBufferId_h
#include "vtkRenderingContextOpenGLModule.h" // For export macro
#include "vtkAbstractContextBufferId.h"
class vtkTextureObject;
class vtkOpenGLRenderWindow;
class VTKRENDERINGCONTEXTOPENGL_EXPORT vtkOpenGLContextBufferId : public vtkAbstractContextBufferId
{
public:
vtkTypeMacro(vtkOpenGLContextBufferId, vtkAbstractContextBufferId);
virtual void PrintSelf(ostream &os, vtkIndent indent);
/**
* Creates a 2D Painter object.
*/
static vtkOpenGLContextBufferId *New();
/**
* Release any graphics resources that are being consumed by this object.
*/
virtual void ReleaseGraphicsResources();
//@{
/**
* Set/Get the OpenGL context owning the texture object resource.
*/
virtual void SetContext(vtkRenderWindow *context);
virtual vtkRenderWindow *GetContext();
//@}
/**
* Returns if the context supports the required extensions.
* \pre context_is_set: this->GetContext()!=0
*/
virtual bool IsSupported();
/**
* Allocate the memory for at least Width*Height elements.
* \pre positive_width: GetWidth()>0
* \pre positive_height: GetHeight()>0
* \pre context_is_set: this->GetContext()!=0
*/
virtual void Allocate();
/**
* Tell if the buffer has been allocated.
*/
virtual bool IsAllocated() const;
/**
* Copy the contents of the current read buffer to the internal texture
* starting at lower left corner of the framebuffer (srcXmin,srcYmin).
* \pre is_allocated: this->IsAllocated()
*/
virtual void SetValues(int srcXmin,
int srcYmin);
/**
* Return item under abscissa x and ordinate y.
* Abscissa go from left to right.
* Ordinate go from bottom to top.
* The return value is -1 if there is no item.
* \pre is_allocated: IsAllocated()
* \post valid_result: result>=-1
*/
virtual vtkIdType GetPickedItem(int x, int y);
protected:
vtkOpenGLContextBufferId();
virtual ~vtkOpenGLContextBufferId();
vtkOpenGLRenderWindow *Context;
vtkTextureObject *Texture;
private:
vtkOpenGLContextBufferId(const vtkOpenGLContextBufferId &) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLContextBufferId &) VTK_DELETE_FUNCTION;
};
#endif // #ifndef vtkOpenGLContextBufferId_h