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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Rendering/OpenGL/vtkOpenGLRenderWindow.cxx

2131 lines
53 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLRenderWindow.cxx
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.
=========================================================================*/
#include "vtkOpenGLRenderWindow.h"
#include <cassert>
#include "vtkFloatArray.h"
#include "vtkgl.h"
#include "vtkIdList.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLActor.h"
#include "vtkOpenGLCamera.h"
#include "vtkOpenGLExtensionManager.h"
#include "vtkOpenGLHardwareSupport.h"
#include "vtkOpenGLLight.h"
#include "vtkOpenGLProperty.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLTexture.h"
#include "vtkUnsignedCharArray.h"
#include "vtkTextureUnitManager.h"
#include "vtkPainterDeviceAdapter.h"
#include "vtkStdString.h"
#include <sstream>
using std::ostringstream;
vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, ExtensionManager, vtkOpenGLExtensionManager);
vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, HardwareSupport, vtkOpenGLHardwareSupport);
vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, TextureUnitManager, vtkTextureUnitManager);
// Initialize static member that controls global maximum number of multisamples
// (off by default on Apple because it causes problems on some Mac models).
#if defined(__APPLE__)
static int vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = 0;
#else
static int vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = 8;
#endif
const char* defaultWindowName = "Visualization Toolkit - OpenGL";
// ----------------------------------------------------------------------------
void vtkOpenGLRenderWindow::SetGlobalMaximumNumberOfMultiSamples(int val)
{
if (val == vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples) return;
vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = val;
}
// ----------------------------------------------------------------------------
int vtkOpenGLRenderWindow::GetGlobalMaximumNumberOfMultiSamples()
{
return vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
}
// ----------------------------------------------------------------------------
vtkOpenGLRenderWindow::vtkOpenGLRenderWindow()
{
this->ExtensionManager = NULL;
this->HardwareSupport = NULL;
this->TextureUnitManager = 0;
this->PainterDeviceAdapter = vtkPainterDeviceAdapter::New();
this->MultiSamples = vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
this->TextureResourceIds = vtkIdList::New();
delete [] this->WindowName;
this->WindowName = new char[strlen(defaultWindowName) + 1];
strcpy(this->WindowName, defaultWindowName);
this->OffScreenUseFrameBuffer = 0;
this->FrameBufferObject = 0;
this->HardwareBufferSize[0] = 0;
this->HardwareBufferSize[1] = 0;
this->HardwareOffScreenBuffersBind = false;
this->BackLeftBuffer = static_cast<unsigned int>(GL_BACK_LEFT);
this->BackRightBuffer = static_cast<unsigned int>(GL_BACK_RIGHT);
this->FrontLeftBuffer = static_cast<unsigned int>(GL_FRONT_LEFT);
this->FrontRightBuffer = static_cast<unsigned int>(GL_FRONT_RIGHT);
this->BackBuffer = static_cast<unsigned int>(GL_BACK);
this->FrontBuffer = static_cast<unsigned int>(GL_FRONT);
this->OwnContext = 1;
}
//----------------------------------------------------------------------------
const char *vtkOpenGLRenderWindow::GetRenderingBackend()
{
return "OpenGL1";
}
// free up memory & close the window
// ----------------------------------------------------------------------------
vtkOpenGLRenderWindow::~vtkOpenGLRenderWindow()
{
this->TextureResourceIds->Delete();
if(this->TextureUnitManager!=0)
{
this->TextureUnitManager->SetContext(0);
}
if (this->ExtensionManager)
{
this->ExtensionManager->SetRenderWindow(0);
}
if (this->HardwareSupport)
{
this->HardwareSupport->SetExtensionManager(0);
//this->HardwareSupport->Delete();
}
this->SetTextureUnitManager(0);
this->SetExtensionManager(0);
this->SetHardwareSupport(0);
}
// ----------------------------------------------------------------------------
vtkMTimeType vtkOpenGLRenderWindow::GetContextCreationTime()
{
return this->ContextCreationTime.GetMTime();
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back left buffer.
// It is GL_BACK_LEFT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackLeftBuffer()
{
return this->BackLeftBuffer;
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back right buffer.
// It is GL_BACK_RIGHT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackRightBuffer()
{
return this->BackRightBuffer;
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front left buffer.
// It is GL_FRONT_LEFT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontLeftBuffer()
{
return this->FrontLeftBuffer;
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front right buffer.
// It is GL_FRONT_RIGHT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontRightBuffer()
{
return this->FrontRightBuffer;
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back left buffer.
// It is GL_BACK if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackBuffer()
{
return this->BackBuffer;
}
// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front left buffer.
// It is GL_FRONT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontBuffer()
{
return this->FrontBuffer;
}
// Update system if needed due to stereo rendering.
void vtkOpenGLRenderWindow::StereoUpdate(void)
{
// if stereo is on and it wasn't before
if (this->StereoRender && (!this->StereoStatus))
{
switch (this->StereoType)
{
case VTK_STEREO_CRYSTAL_EYES:
// not clear this is supposed to be empty,
// but it has been that way forever.
break;
case VTK_STEREO_RED_BLUE:
this->StereoStatus = 1;
break;
case VTK_STEREO_ANAGLYPH:
this->StereoStatus = 1;
break;
case VTK_STEREO_DRESDEN:
this->StereoStatus = 1;
break;
case VTK_STEREO_INTERLACED:
this->StereoStatus = 1;
break;
case VTK_STEREO_CHECKERBOARD:
this->StereoStatus = 1;
break;
case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
this->StereoStatus = 1;
break;
}
}
else if ((!this->StereoRender) && this->StereoStatus)
{
switch (this->StereoType)
{
case VTK_STEREO_CRYSTAL_EYES:
this->StereoStatus = 0;
break;
case VTK_STEREO_RED_BLUE:
this->StereoStatus = 0;
break;
case VTK_STEREO_ANAGLYPH:
this->StereoStatus = 0;
break;
case VTK_STEREO_DRESDEN:
this->StereoStatus = 0;
break;
case VTK_STEREO_INTERLACED:
this->StereoStatus = 0;
break;
case VTK_STEREO_CHECKERBOARD:
this->StereoStatus = 0;
break;
case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
this->StereoStatus = 0;
break;
}
}
}
void vtkOpenGLRenderWindow::SetSize(int a[2])
{
this->SetSize(a[0], a[1]);
}
void vtkOpenGLRenderWindow::SetSize(int x, int y)
{
if (this->Size[0] == x
&& this->Size[1] == y)
{
// Nothing should happend in the superclass but never knows...
this->Superclass::SetSize(x, y);
return;
}
this->Superclass::SetSize(x, y);
if (this->HardwareOffScreenBuffersBind)
{
// We activate the offscreen buffers again so they will be
// recreated at the new window size
this->SetUseOffScreenBuffers(true);
}
}
void vtkOpenGLRenderWindow::OpenGLInit()
{
OpenGLInitContext();
OpenGLInitState();
}
void vtkOpenGLRenderWindow::OpenGLInitState()
{
glMatrixMode( GL_MODELVIEW );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// initialize blending for transparency
if(vtkgl::BlendFuncSeparate!=0)
{
vtkgl::BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
glEnable(GL_BLEND);
if (this->PointSmoothing)
{
glEnable(GL_POINT_SMOOTH);
}
else
{
glDisable(GL_POINT_SMOOTH);
}
if (this->LineSmoothing)
{
glEnable(GL_LINE_SMOOTH);
}
else
{
glDisable(GL_LINE_SMOOTH);
}
if (this->PolygonSmoothing)
{
glEnable(GL_POLYGON_SMOOTH);
}
else
{
glDisable(GL_POLYGON_SMOOTH);
}
glEnable(GL_NORMALIZE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glAlphaFunc(GL_GREATER,0);
// Default OpenGL is 4 bytes but it is only safe with RGBA format.
// If format is RGB, row alignment is 4 bytes only if the width is divisible
// by 4. Let's do it the safe way: 1-byte alignment.
// If an algorithm really need 4 bytes alignment, it should set it itself,
// this is the recommended way in "Avoiding 16 Common OpenGL Pitfalls",
// section 7:
// http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_PACK_ALIGNMENT,1);
// Set the number of alpha bit planes used by the window
int rgba[4];
this->GetColorBufferSizes(rgba);
this->SetAlphaBitPlanes(rgba[3]);
}
void vtkOpenGLRenderWindow::OpenGLInitContext()
{
// When a new OpenGL context is created, force an update
// of the extension manager by calling modified on it.
vtkOpenGLExtensionManager *extensions = this->GetExtensionManager();
extensions->Modified();
this->ContextCreationTime.Modified();
// We have to set the function pointer to null, otherwise the following
// scenario would fail on Windows (and maybe other kind of configurations):
// 1. Render onscreen on GPU that supports OpenGL 1.4
// 2. Switch to offscreen with GDI Windows implementation (1.1)
vtkgl::BlendFuncSeparate=0;
// Try to initialize vtkgl::BlendFuncSeparate() if available.
if (extensions->ExtensionSupported("GL_VERSION_1_4"))
{
extensions->LoadExtension("GL_VERSION_1_4");
}
else
{
if (extensions->ExtensionSupported("GL_EXT_blend_func_separate"))
{
extensions->LoadCorePromotedExtension("GL_EXT_blend_func_separate");
}
}
}
void vtkOpenGLRenderWindow::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}
int vtkOpenGLRenderWindow::GetDepthBufferSize()
{
GLint size;
if ( this->Mapped )
{
this->MakeCurrent();
size = 0;
glGetIntegerv( GL_DEPTH_BITS, &size );
return static_cast<int>(size);
}
else
{
vtkDebugMacro(<< "Window is not mapped yet!" );
return 24;
}
}
int vtkOpenGLRenderWindow::GetColorBufferSizes(int *rgba)
{
GLint size;
if (rgba==NULL)
{
return 0;
}
rgba[0] = 0;
rgba[1] = 0;
rgba[2] = 0;
rgba[3] = 0;
if ( this->Mapped)
{
this->MakeCurrent();
glGetIntegerv( GL_RED_BITS, &size );
rgba[0] = static_cast<int>(size);
glGetIntegerv( GL_GREEN_BITS, &size );
rgba[1] = static_cast<int>(size);
glGetIntegerv( GL_BLUE_BITS, &size );
rgba[2] = static_cast<int>(size);
glGetIntegerv( GL_ALPHA_BITS, &size );
rgba[3] = static_cast<int>(size);
return rgba[0]+rgba[1]+rgba[2]+rgba[3];
}
else
{
vtkDebugMacro(<< "Window is not mapped yet!" );
rgba[0] = 8;
rgba[1] = 8;
rgba[2] = 8;
rgba[3] = 8;
return 32;
}
}
unsigned char* vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
unsigned char *data =
new unsigned char[(x_hi - x_low + 1)*(y_hi - y_low + 1)*3];
this->GetPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front,
vtkUnsignedCharArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 3*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(3);
data->SetNumberOfValues(size);
}
return this->GetPixelData(x1, y1, x2, y2, front, data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
int x2, int y2,
int front, unsigned char* data)
{
int y_low, y_hi;
int x_low, x_hi;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
if (front)
{
glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
}
else
{
glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
}
glDisable( GL_SCISSOR_TEST );
#if defined(sparc) && !defined(GL_VERSION_1_2)
// We need to read the image data one row at a time and convert it
// from RGBA to RGB to get around a bug in Sun OpenGL 1.1
long xloop, yloop;
unsigned char *buffer;
unsigned char *p_data = NULL;
buffer = new unsigned char [4*(x_hi - x_low + 1)];
p_data = data;
for (yloop = y_low; yloop <= y_hi; yloop++)
{
// read in a row of pixels
glReadPixels(x_low,yloop,(x_hi-x_low+1),1,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
for (xloop = 0; xloop <= x_hi-x_low; xloop++)
{
*p_data = buffer[xloop*4]; p_data++;
*p_data = buffer[xloop*4+1]; p_data++;
*p_data = buffer[xloop*4+2]; p_data++;
}
}
delete [] buffer;
#else
// If the Sun bug is ever fixed, then we could use the following
// technique which provides a vast speed improvement on the SGI
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
// Calling pack alignment ensures that we can grab the any size window
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels(x_low, y_low, x_hi-x_low+1, y_hi-y_low+1, GL_RGB,
GL_UNSIGNED_BYTE, data);
#endif
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
vtkUnsignedCharArray *data, int front)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 3*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetPixelData(x1, y1, x2, y2, data->GetPointer(0), front);
}
int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
unsigned char *data, int front)
{
int y_low, y_hi;
int x_low, x_hi;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
GLint buffer;
glGetIntegerv(GL_DRAW_BUFFER, &buffer);
if (front)
{
glDrawBuffer(this->GetFrontBuffer());
}
else
{
glDrawBuffer(this->GetBackBuffer());
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
glDisable( GL_SCISSOR_TEST );
glViewport(0, 0, this->Size[0], this->Size[1]);
#if defined(sparc) && !defined(GL_VERSION_1_2)
// We need to read the image data one row at a time and convert it
// from RGBA to RGB to get around a bug in Sun OpenGL 1.1
long xloop, yloop;
unsigned char *buffer;
unsigned char *p_data = NULL;
buffer = new unsigned char [4*(x_hi - x_low + 1)];
// now write the binary info one row at a time
glDisable(GL_BLEND);
p_data = data;
for (yloop = y_low; yloop <= y_hi; yloop++)
{
for (xloop = 0; xloop <= x_hi - x_low; xloop++)
{
buffer[xloop*4] = *p_data; p_data++;
buffer[xloop*4+1] = *p_data; p_data++;
buffer[xloop*4+2] = *p_data; p_data++;
buffer[xloop*4+3] = 0xff;
}
/* write out a row of pixels */
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
(2.0 * static_cast<GLfloat>(yloop) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glDrawPixels((x_hi-x_low+1),1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
// This seems to be necessary for the image to show up
glFlush();
glEnable(GL_BLEND);
#else
// If the Sun bug is ever fixed, then we could use the following
// technique which provides a vast speed improvement on the SGI
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
// now write the binary info
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
(2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
glDisable(GL_BLEND);
glDrawPixels((x_hi-x_low+1), (y_hi - y_low + 1),
GL_RGB, GL_UNSIGNED_BYTE, data);
glEnable(GL_BLEND);
// This seems to be necessary for the image to show up
glFlush();
#endif
glDrawBuffer(buffer);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
float* vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
float *data = new float[ (width*height*4) ];
this->GetRGBAPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front, vtkFloatArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(4);
data->SetNumberOfValues(size);
}
return this->GetRGBAPixelData(x1, y1, x2, y2, front, data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
int front, float* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
if (front)
{
glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
}
else
{
glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_FLOAT, data);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
void vtkOpenGLRenderWindow::ReleaseRGBAPixelData(float *data)
{
delete[] data;
}
int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
vtkFloatArray *data, int front,
int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetRGBAPixelData(x1, y1, x2, y2, data->GetPointer(0), front,
blend);
}
int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
float *data, int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
GLint buffer;
glGetIntegerv(GL_DRAW_BUFFER, &buffer);
if (front)
{
glDrawBuffer(this->GetFrontBuffer());
}
else
{
glDrawBuffer(this->GetBackBuffer());
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
/* write out a row of pixels */
glDisable( GL_ALPHA_TEST );
glDisable( GL_SCISSOR_TEST );
glViewport(0, 0, this->Size[0], this->Size[1]);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
(2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
if (!blend)
{
glDisable(GL_BLEND);
glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
glEnable(GL_BLEND);
}
else
{
glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
}
// This seems to be necessary for the image to show up
glFlush();
glDrawBuffer(buffer);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
unsigned char *vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
unsigned char *data = new unsigned char[ (width*height)*4 ];
this->GetRGBACharPixelData(x1, y1, x2, y2, front, data);
return data;
}
int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front,
vtkUnsignedCharArray* data)
{
int y_low, y_hi;
int x_low, x_hi;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
int width = abs(x_hi - x_low) + 1;
int height = abs(y_hi - y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
data->SetNumberOfComponents(4);
data->SetNumberOfValues(size);
}
return this->GetRGBACharPixelData(x1, y1, x2, y2, front,
data->GetPointer(0));
}
int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
int x2, int y2,
int front,
unsigned char* data)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
if (front)
{
glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
}
else
{
glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
}
width = abs(x_hi - x_low) + 1;
height = abs(y_hi - y_low) + 1;
glDisable( GL_SCISSOR_TEST );
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1,int y1,int x2,int y2,
vtkUnsignedCharArray *data,
int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
int size = 4*width*height;
if ( data->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size. It is " << data->GetMaxId()+1
<< ", it should be: " << size);
return VTK_ERROR;
}
return this->SetRGBACharPixelData(x1, y1, x2, y2, data->GetPointer(0),
front, blend);
}
int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1, int y1, int x2,
int y2, unsigned char *data,
int front, int blend)
{
int y_low, y_hi;
int x_low, x_hi;
int width, height;
// set the current window
this->MakeCurrent();
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
GLint buffer;
glGetIntegerv(GL_DRAW_BUFFER, &buffer);
if (front)
{
glDrawBuffer(this->GetFrontBuffer());
}
else
{
glDrawBuffer(this->GetBackBuffer());
}
if (y1 < y2)
{
y_low = y1;
y_hi = y2;
}
else
{
y_low = y2;
y_hi = y1;
}
if (x1 < x2)
{
x_low = x1;
x_hi = x2;
}
else
{
x_low = x2;
x_hi = x1;
}
width = abs(x_hi-x_low) + 1;
height = abs(y_hi-y_low) + 1;
/* write out a row of pixels */
glViewport(0, 0, this->Size[0], this->Size[1]);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
(2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
-1.0 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glDisable( GL_ALPHA_TEST );
glDisable( GL_SCISSOR_TEST );
// Disable writing on the z-buffer.
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
if (!blend)
{
glDisable(GL_BLEND);
glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
glEnable(GL_BLEND);
}
else
{
glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
data);
}
// Renenable writing on the z-buffer.
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// This seems to be necessary for the image to show up
glFlush();
glDrawBuffer(buffer);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
float* z_data )
{
int y_low;
int x_low;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
}
else
{
y_low = y2;
}
if (x1 < x2)
{
x_low = x1;
}
else
{
x_low = x2;
}
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glDisable( GL_SCISSOR_TEST );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadPixels( x_low, y_low,
width, height,
GL_DEPTH_COMPONENT, GL_FLOAT,
z_data );
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
float *vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2 )
{
float *z_data;
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
z_data = new float[width*height];
this->GetZbufferData(x1, y1, x2, y2, z_data);
return z_data;
}
int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
vtkFloatArray *buffer )
{
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
int size = width*height;
if ( buffer->GetMaxId()+1 != size)
{
vtkDebugMacro("Resizing array.");
buffer->SetNumberOfComponents(1);
buffer->SetNumberOfValues(size);
}
return this->GetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}
int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
vtkFloatArray *buffer )
{
int width, height;
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
int size = width*height;
if ( buffer->GetMaxId()+1 != size )
{
vtkErrorMacro("Buffer is of wrong size.");
return VTK_ERROR;
}
return this->SetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}
int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
float *buffer )
{
int y_low;
int x_low;
int width, height;
// set the current window
this->MakeCurrent();
if (y1 < y2)
{
y_low = y1;
}
else
{
y_low = y2;
}
if (x1 < x2)
{
x_low = x1;
}
else
{
x_low = x2;
}
width = abs(x2 - x1)+1;
height = abs(y2 - y1)+1;
// Error checking
// Must clear previous errors first.
while(glGetError() != GL_NO_ERROR)
{
;
}
glViewport(0, 0, this->Size[0], this->Size[1]);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glRasterPos2f( 2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1,
2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1);
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glDisable( GL_ALPHA_TEST );
glDisable( GL_SCISSOR_TEST );
int gldepth;
glGetIntegerv(GL_DEPTH_FUNC, &gldepth);
glDepthFunc(GL_ALWAYS);
// Turn of texturing in case it is on - some drivers have a problem
// getting / setting pixels with texturing enabled.
glDisable( GL_TEXTURE_2D );
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glDrawPixels( width, height, GL_DEPTH_COMPONENT, GL_FLOAT, buffer);
// This seems to be necessary for the image to show up
glFlush();
glDepthFunc(gldepth);
if (glGetError() != GL_NO_ERROR)
{
return VTK_ERROR;
}
else
{
return VTK_OK;
}
}
void vtkOpenGLRenderWindow::RegisterTextureResource (GLuint id)
{
this->TextureResourceIds->InsertNextId (static_cast<int>(id));
}
// ----------------------------------------------------------------------------
// Description:
// Create an offScreen window based on OpenGL framebuffer extension.
// Return if the creation was successful or not.
// \pre positive_width: width>0
// \pre positive_height: height>0
// \pre not_initialized: !OffScreenUseFrameBuffer
// \post valid_result: (result==0 || result==1)
// && (result implies OffScreenUseFrameBuffer)
int vtkOpenGLRenderWindow::CreateHardwareOffScreenWindow(int width, int height)
{
assert("pre: positive_width" && width>0);
assert("pre: positive_height" && height>0);
assert("pre: not_initialized" && !this->OffScreenUseFrameBuffer);
// Create a regular OpenGLcontext (ie create a window)
this->CreateAWindow();
this->MakeCurrent();
this->OpenGLInit();
int result = this->CreateHardwareOffScreenBuffers(width, height);
if (!result)
{
this->DestroyWindow();
}
else
{
this->BindHardwareOffScreenBuffers();
this->OffScreenUseFrameBuffer = 1;
}
// A=>B = !A || B
assert("post: valid_result" && (result==0 || result==1)
&& (!result || OffScreenUseFrameBuffer));
return result;
}
// ----------------------------------------------------------------------------
// Description:
// Create an offScreen rendering buffer based on OpenGL framebuffer extension.
// Return if the creation was successful or not.
int vtkOpenGLRenderWindow::CreateHardwareOffScreenBuffers(int width, int height,
bool bind)
{
assert("pre: positive_width" && width>0);
assert("pre: positive_height" && height>0);
// This implementation currently ignores multisampling configurations:
if (this->MultiSamples > 1)
{
vtkDebugMacro(<<"Multisampling is not currently supported by the "
"accelerated offscreen rendering backend. Falling back to "
"a platform-specific offscreen solution...");
return 0;
}
this->MakeCurrent();
if (this->FrameBufferObject &&
this->HardwareBufferSize[0] == width &&
this->HardwareBufferSize[1] == height)
{
if (bind)
{
this->BindHardwareOffScreenBuffers();
}
return 1;
}
if (this->FrameBufferObject)
{
this->DestroyHardwareOffScreenBuffers();
}
this->FrameBufferObject = 0;
this->HardwareBufferSize[0] = 0;
this->HardwareBufferSize[1] = 0;
// Check for OpenGL extensions GL_EXT/ARB_framebuffer_object and
// GL_ARB_texture_non_power_of_two (core-promoted feature in OpenGL 2.0)
vtkOpenGLExtensionManager *extensions = this->GetExtensionManager();
float glVersion;
sscanf(reinterpret_cast<const char*>(glGetString(GL_VERSION)), "%f", &glVersion);
int supports_GL_EXT_framebuffer_object =
glVersion >= 3.0 ||
extensions->ExtensionSupported("GL_EXT_framebuffer_object") ||
extensions->ExtensionSupported("GL_ARB_framebuffer_object");
// TODO Mesa 6.5.1 is from 2006 verify that this is still an issue
// with newer releases
// We skip it if you use Mesa. Even if the VTK offscreen test passes (OSCone)
// with Mesa, all the Paraview batch test are failing (Mesa 6.5.1 or CVS)
// After too much time spent to investigate this case, we just skip it.
int isMesa = false;
/*= extensions->DriverGLRendererHas("Mesa")
&& !extensions->GetIgnoreDriverBugs("Mesa 6.5.1 pvbatch offscreen bug");*/
int supports_texture_non_power_of_two =
extensions->ExtensionSupported("GL_VERSION_2_0") ||
extensions->ExtensionSupported("GL_ARB_texture_non_power_of_two");
int supports_texture_rectangle =
extensions->ExtensionSupported("GL_ARB_texture_rectangle");
// The following extension does not exist on ATI. There will be no HW
// Offscreen on ATI if a stencil buffer is required.
int supports_packed_depth_stencil =
extensions->ExtensionSupported("GL_EXT_packed_depth_stencil");
if(!(supports_GL_EXT_framebuffer_object &&
(supports_texture_non_power_of_two || supports_texture_rectangle) &&
!isMesa && (!this->StencilCapable || supports_packed_depth_stencil)))
{
if (!supports_GL_EXT_framebuffer_object)
{
vtkDebugMacro( << " extension GL_EXT_framebuffer_object is not supported. "
"Hardware accelerated offscreen rendering is not available" );
}
if (!supports_texture_non_power_of_two)
{
vtkDebugMacro( << " extension texture_non_power_of_two is not supported "
"because neither OpenGL 2.0 nor GL_ARB_texture_non_power_of_two extension "
"is supported. Hardware accelerated offscreen rendering is not available");
}
if (!supports_texture_rectangle)
{
vtkDebugMacro(<<" extension GL_ARB_texture_rectangle is not supported");
}
if (isMesa)
{
vtkDebugMacro(<<" Renderer is Mesa. Hardware accelerated offscreen "
"rendering is not available");
}
if (this->StencilCapable && !supports_packed_depth_stencil)
{
vtkDebugMacro(<<" a stencil buffer is required but extension "
"GL_EXT_packed_depth_stencil is not supported");
}
return 0;
}
int result = 0;
if (!extensions->LoadSupportedExtension("GL_EXT_framebuffer_object"))
{
extensions->LoadSupportedExtension("GL_ARB_framebuffer_object");
}
this->NumberOfFrameBuffers = 1;
GLboolean isStereo;
glGetBooleanv(GL_STEREO, &isStereo);
if (isStereo)
{
this->NumberOfFrameBuffers = 2;
}
// Up to 2 for stereo
GLuint textureObjects[2] = { 0, 0 };
GLuint frameBufferObject;
GLuint depthRenderBufferObject;
vtkgl::GenFramebuffersEXT(1, &frameBufferObject); // color
vtkgl::GenRenderbuffersEXT(1, &depthRenderBufferObject); // depth
glGenTextures(this->NumberOfFrameBuffers, textureObjects);
// Bind the color buffer
vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, frameBufferObject);
GLenum target = supports_texture_non_power_of_two ?
GL_TEXTURE_2D : vtkgl::TEXTURE_RECTANGLE_ARB;
for (int i = 0 ; i < this->NumberOfFrameBuffers; i++)
{
glBindTexture(target, textureObjects[i]);
glTexParameteri(target, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(target, 0, GL_RGBA8, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT,
vtkgl::COLOR_ATTACHMENT0_EXT+i,
target, textureObjects[i], 0);
}
GLenum status = vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
if (status == vtkgl::FRAMEBUFFER_UNSUPPORTED_EXT && target == GL_TEXTURE_2D &&
supports_texture_rectangle)
{
// The following cards fall in this case:
// GeForce FX Go5650/AGP/SSE2 with Linux driver 2.0.2 NVIDIA 87.76
// GeForce FX 5900 Ultra/AGP/SSE2 with Linux driver 2.0.2 NVIDIA 87.74
// GeForce FX 5200/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.3
// Quadro FX 1000/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.1
// Quadro FX 2000/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.1
target = vtkgl::TEXTURE_RECTANGLE_ARB;
// try again.
glDeleteTextures(this->NumberOfFrameBuffers, textureObjects);
glGenTextures(this->NumberOfFrameBuffers, textureObjects);
for (int i = 0; i < this->NumberOfFrameBuffers; i++)
{
glBindTexture(target, textureObjects[i]);
glTexParameteri(target, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(target, 0, GL_RGBA8, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT,
vtkgl::COLOR_ATTACHMENT0_EXT+i,
target, textureObjects[i], 0);
}
// Ask for the status again.
status = vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
}
if (status != vtkgl::FRAMEBUFFER_COMPLETE_EXT)
{
vtkDebugMacro(<< "Hardware does not support GPU Offscreen rendering.");
vtkgl::DeleteFramebuffersEXT(1, &frameBufferObject);
vtkgl::DeleteRenderbuffersEXT(1, &depthRenderBufferObject);
glDeleteTextures(this->NumberOfFrameBuffers, textureObjects);
bind = true;
}
else
{
// Set up the depth (and stencil), render buffer
vtkgl::BindRenderbufferEXT(vtkgl::RENDERBUFFER_EXT, depthRenderBufferObject);
vtkgl::RenderbufferStorageEXT(vtkgl::RENDERBUFFER_EXT,
this->StencilCapable ? vtkgl::DEPTH_STENCIL_EXT : vtkgl::DEPTH_COMPONENT24,
width, height);
vtkgl::FramebufferRenderbufferEXT(vtkgl::FRAMEBUFFER_EXT,
vtkgl::DEPTH_ATTACHMENT_EXT,
vtkgl::RENDERBUFFER_EXT,
depthRenderBufferObject);
if (this->StencilCapable)
{
vtkgl::FramebufferRenderbufferEXT(vtkgl::FRAMEBUFFER_EXT,
vtkgl::STENCIL_ATTACHMENT_EXT,
vtkgl::RENDERBUFFER_EXT,
depthRenderBufferObject);
}
// Last check to see if the FBO is supported or not.
status = vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
if (status != vtkgl::FRAMEBUFFER_COMPLETE_EXT)
{
vtkDebugMacro(<< "Hardware does not support GPU Offscreen rendering with"
"this depth/stencil configuration.");
glBindTexture(target, 0);
vtkgl::DeleteFramebuffersEXT(1, &frameBufferObject);
vtkgl::DeleteRenderbuffersEXT(1, &depthRenderBufferObject);
glDeleteTextures(this->NumberOfFrameBuffers, textureObjects);
bind = true;
}
else
{
result = 1;
// Save GL objects by static casting to standard C types. GL* types
// are not allowed in VTK header files.
this->FrameBufferObject =
static_cast<unsigned int>(frameBufferObject);
this->DepthRenderBufferObject =
static_cast<unsigned int>(depthRenderBufferObject);
for (int i = 0; i < this->NumberOfFrameBuffers; i++)
{
this->TextureObjects[i] = static_cast<unsigned int>(textureObjects[i]);
}
this->HardwareBufferSize[0] = width;
this->HardwareBufferSize[1] = height;
this->HardwareOffScreenBuffersBind = true;
if (bind)
{
unsigned int buffer =
static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT0_EXT);
this->BackLeftBuffer = buffer;
this->FrontLeftBuffer = buffer;
this->BackBuffer = buffer;
this->FrontBuffer = buffer;
if (this->NumberOfFrameBuffers == 2)
{
buffer = static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT1_EXT);
this->BackRightBuffer = buffer;
this->FrontRightBuffer = buffer;
}
}
}
}
if (!bind)
{
// Rebind the hardware on-screen buffer for now
this->UnbindHardwareOffScreenBuffers();
}
// A=>B = !A || B
assert("post: valid_result" && (result==0 || result==1)
&& (!result || this->FrameBufferObject));
return result;
}
// ----------------------------------------------------------------------------
void vtkOpenGLRenderWindow::BindHardwareOffScreenBuffers()
{
if (!this->FrameBufferObject || this->HardwareOffScreenBuffersBind)
{
return;
}
this->MakeCurrent();
vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,
static_cast<GLuint>(this->FrameBufferObject));
unsigned int buffer =
static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT0_EXT);
this->BackLeftBuffer = buffer;
this->FrontLeftBuffer = buffer;
this->BackBuffer = buffer;
this->FrontBuffer = buffer;
if (this->NumberOfFrameBuffers == 2)
{
buffer = static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT1_EXT);
this->BackRightBuffer = buffer;
this->FrontRightBuffer = buffer;
}
this->HardwareOffScreenBuffersBind = true;
}
// ----------------------------------------------------------------------------
void vtkOpenGLRenderWindow::UnbindHardwareOffScreenBuffers()
{
if (!this->FrameBufferObject || !this->HardwareOffScreenBuffersBind)
{
return;
}
this->MakeCurrent();
vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, 0);
// Restore framebuffer names.
this->BackLeftBuffer = static_cast<unsigned int>(GL_BACK_LEFT);
this->BackRightBuffer = static_cast<unsigned int>(GL_BACK_RIGHT);
this->FrontLeftBuffer = static_cast<unsigned int>(GL_FRONT_LEFT);
this->FrontRightBuffer = static_cast<unsigned int>(GL_FRONT_RIGHT);
this->BackBuffer = static_cast<unsigned int>(GL_BACK);
this->FrontBuffer = static_cast<unsigned int>(GL_FRONT);
this->HardwareOffScreenBuffersBind = false;
}
// ----------------------------------------------------------------------------
void vtkOpenGLRenderWindow::DestroyHardwareOffScreenBuffers()
{
if (!this->FrameBufferObject)
{
return;
}
this->UnbindHardwareOffScreenBuffers();
GLuint frameBufferObject = static_cast<GLuint>(this->FrameBufferObject);
vtkgl::DeleteFramebuffersEXT(1, &frameBufferObject);
this->FrameBufferObject = 0;
GLuint depthRenderBufferObject =
static_cast<GLuint>(this->DepthRenderBufferObject);
vtkgl::DeleteRenderbuffersEXT(1, &depthRenderBufferObject);
this->DepthRenderBufferObject = 0;
GLuint textureObjects[4];
for (int i = 0; i < this->NumberOfFrameBuffers; i++)
{
textureObjects[i] = static_cast<GLuint>(this->TextureObjects[i]);
}
glDeleteTextures(this->NumberOfFrameBuffers, textureObjects);
this->DepthRenderBufferObject = 0;
this->FrameBufferObject = 0;
this->HardwareBufferSize[0] = 0;
this->HardwareBufferSize[1] = 0;
}
// ----------------------------------------------------------------------------
// Description:
// Destroy an offscreen window based on OpenGL framebuffer extension.
// \pre initialized: OffScreenUseFrameBuffer
// \post destroyed: !OffScreenUseFrameBuffer
void vtkOpenGLRenderWindow::DestroyHardwareOffScreenWindow()
{
assert("pre: initialized" && this->OffScreenUseFrameBuffer);
this->UnbindHardwareOffScreenBuffers();
this->DestroyHardwareOffScreenBuffers();
this->OffScreenUseFrameBuffer = 0;
this->DestroyWindow();
}
// ----------------------------------------------------------------------------
// Description:
// Returns the extension manager. A new one will be created if one hasn't
// already been set up.
vtkOpenGLExtensionManager* vtkOpenGLRenderWindow::GetExtensionManager()
{
if (!this->ExtensionManager)
{
vtkOpenGLExtensionManager* mgr = vtkOpenGLExtensionManager::New();
// This does not form a reference loop since vtkOpenGLExtensionManager does
// not keep a reference to the render window.
mgr->SetRenderWindow(this);
this->SetExtensionManager(mgr);
mgr->Delete();
}
return this->ExtensionManager;
}
// ----------------------------------------------------------------------------
// Description:
// Returns an Hardware Support object. A new one will be created if one hasn't
// already been set up.
vtkOpenGLHardwareSupport* vtkOpenGLRenderWindow::GetHardwareSupport()
{
if (!this->HardwareSupport)
{
vtkOpenGLHardwareSupport* hardware = vtkOpenGLHardwareSupport::New();
// This does not form a reference loop since vtkOpenGLHardwareSupport does
// not keep a reference to the render window.
hardware->SetExtensionManager(this->GetExtensionManager());
this->SetHardwareSupport(hardware);
hardware->Delete();
}
return this->HardwareSupport;
}
// ----------------------------------------------------------------------------
// Description:
// Returns its texture unit manager object. A new one will be created if one
// hasn't already been set up.
vtkTextureUnitManager *vtkOpenGLRenderWindow::GetTextureUnitManager()
{
if(this->TextureUnitManager==0)
{
vtkTextureUnitManager *manager=vtkTextureUnitManager::New();
// This does not form a reference loop since vtkOpenGLHardwareSupport does
// not keep a reference to the render window.
manager->SetContext(this);
this->SetTextureUnitManager(manager);
manager->Delete();
}
return this->TextureUnitManager;
}
// ----------------------------------------------------------------------------
// Description:
// Block the thread until the actual rendering is finished().
// Useful for measurement only.
void vtkOpenGLRenderWindow::WaitForCompletion()
{
glFinish();
}
// ----------------------------------------------------------------------------
int vtkOpenGLRenderWindow::SetUseOffScreenBuffers(bool offScreen)
{
if (this->OffScreenRendering ||
(!offScreen && !this->HardwareOffScreenBuffersBind))
{
return 1;
}
if (!offScreen)
{
if (!this->OffScreenUseFrameBuffer)
{
this->UnbindHardwareOffScreenBuffers();
}
return 1;
}
if (this->OffScreenUseFrameBuffer)
{
return 1;
}
// We are currently in on screen rendering mode.
// Create offscreen buffers at the screen size.
int* size = this->GetSize();
return this->CreateHardwareOffScreenBuffers(size[0], size[1], true);
}
// ----------------------------------------------------------------------------
bool vtkOpenGLRenderWindow::GetUseOffScreenBuffers()
{
return this->HardwareOffScreenBuffersBind || this->OffScreenRendering;
}