/usr/include/vtk-7.1/vtkRenderWindow.h is in libvtk7-dev 7.1.1+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkRenderWindow.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 vtkRenderWindow
* @brief create a window for renderers to draw into
*
* vtkRenderWindow is an abstract object to specify the behavior of a
* rendering window. A rendering window is a window in a graphical user
* interface where renderers draw their images. Methods are provided to
* synchronize the rendering process, set window size, and control double
* buffering. The window also allows rendering in stereo. The interlaced
* render stereo type is for output to a VRex stereo projector. All of the
* odd horizontal lines are from the left eye, and the even lines are from
* the right eye. The user has to make the render window aligned with the
* VRex projector, or the eye will be swapped.
*
* @warning
* In VTK versions 4 and later, the vtkWindowToImageFilter class is
* part of the canonical way to output an image of a window to a file
* (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows
* that existed in 3.2 and earlier). Connect one of these filters to
* the output of the window, and filter's output to a writer such as
* vtkPNGWriter.
*
* @sa
* vtkRenderer vtkRenderWindowInteractor vtkWindowToImageFilter
*/
#ifndef vtkRenderWindow_h
#define vtkRenderWindow_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkWindow.h"
class vtkFloatArray;
class vtkPainterDeviceAdapter;
class vtkProp;
class vtkCollection;
class vtkRenderWindowInteractor;
class vtkRenderer;
class vtkRendererCollection;
class vtkUnsignedCharArray;
// lets define the different types of stereo
#define VTK_STEREO_CRYSTAL_EYES 1
#define VTK_STEREO_RED_BLUE 2
#define VTK_STEREO_INTERLACED 3
#define VTK_STEREO_LEFT 4
#define VTK_STEREO_RIGHT 5
#define VTK_STEREO_DRESDEN 6
#define VTK_STEREO_ANAGLYPH 7
#define VTK_STEREO_CHECKERBOARD 8
#define VTK_STEREO_SPLITVIEWPORT_HORIZONTAL 9
#define VTK_STEREO_FAKE 10
#define VTK_CURSOR_DEFAULT 0
#define VTK_CURSOR_ARROW 1
#define VTK_CURSOR_SIZENE 2
#define VTK_CURSOR_SIZENW 3
#define VTK_CURSOR_SIZESW 4
#define VTK_CURSOR_SIZESE 5
#define VTK_CURSOR_SIZENS 6
#define VTK_CURSOR_SIZEWE 7
#define VTK_CURSOR_SIZEALL 8
#define VTK_CURSOR_HAND 9
#define VTK_CURSOR_CROSSHAIR 10
class VTKRENDERINGCORE_EXPORT vtkRenderWindow : public vtkWindow
{
public:
vtkTypeMacro(vtkRenderWindow,vtkWindow);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Construct an instance of vtkRenderWindow with its screen size
* set to 300x300, borders turned on, positioned at (0,0), double
* buffering turned on.
*/
static vtkRenderWindow *New();
/**
* Add a renderer to the list of renderers.
*/
virtual void AddRenderer(vtkRenderer *);
/**
* Remove a renderer from the list of renderers.
*/
void RemoveRenderer(vtkRenderer *);
/**
* Query if a renderer is in the list of renderers.
*/
int HasRenderer(vtkRenderer *);
/**
* What rendering library has the user requested
*/
static const char *GetRenderLibrary();
/**
* What rendering backend has the user requested
*/
virtual const char *GetRenderingBackend();
/**
* Return the collection of renderers in the render window.
*/
vtkRendererCollection *GetRenderers() {return this->Renderers;};
/**
* The GL2PS exporter must handle certain props in a special way (e.g. text).
* This method performs a render and captures all "GL2PS-special" props in
* the specified collection. The collection will contain a
* vtkPropCollection for each vtkRenderer in this->GetRenderers(), each
* containing the special props rendered by the corresponding renderer.
*/
void CaptureGL2PSSpecialProps(vtkCollection *specialProps);
//@{
/**
* Returns true if the render process is capturing text actors.
*/
vtkGetMacro(CapturingGL2PSSpecialProps, int);
//@}
/**
* Ask each renderer owned by this RenderWindow to render its image and
* synchronize this process.
*/
virtual void Render();
/**
* Initialize the rendering process.
*/
virtual void Start() = 0;
/**
* Finalize the rendering process.
*/
virtual void Finalize() = 0;
/**
* A termination method performed at the end of the rendering process
* to do things like swapping buffers (if necessary) or similar actions.
*/
virtual void Frame() = 0;
/**
* Block the thread until the actual rendering is finished().
* Useful for measurement only.
*/
virtual void WaitForCompletion()=0;
/**
* Performed at the end of the rendering process to generate image.
* This is typically done right before swapping buffers.
*/
virtual void CopyResultFrame();
/**
* Create an interactor to control renderers in this window. We need
* to know what type of interactor to create, because we might be in
* X Windows or MS Windows.
*/
virtual vtkRenderWindowInteractor *MakeRenderWindowInteractor();
//@{
/**
* Hide or Show the mouse cursor, it is nice to be able to hide the
* default cursor if you want VTK to display a 3D cursor instead.
* Set cursor position in window (note that (0,0) is the lower left
* corner).
*/
virtual void HideCursor() = 0;
virtual void ShowCursor() = 0;
virtual void SetCursorPosition(int , int ) {}
//@}
//@{
/**
* Change the shape of the cursor.
*/
vtkSetMacro(CurrentCursor,int);
vtkGetMacro(CurrentCursor,int);
//@}
//@{
/**
* Turn on/off rendering full screen window size.
*/
virtual void SetFullScreen(int) = 0;
vtkGetMacro(FullScreen,int);
vtkBooleanMacro(FullScreen,int);
//@}
//@{
/**
* Turn on/off window manager borders. Typically, you shouldn't turn the
* borders off, because that bypasses the window manager and can cause
* undesirable behavior.
*/
vtkSetMacro(Borders,int);
vtkGetMacro(Borders,int);
vtkBooleanMacro(Borders,int);
//@}
//@{
/**
* Prescribe that the window be created in a stereo-capable mode. This
* method must be called before the window is realized. Default is off.
*/
vtkGetMacro(StereoCapableWindow,int);
vtkBooleanMacro(StereoCapableWindow,int);
virtual void SetStereoCapableWindow(int capable);
//@}
//@{
/**
* Turn on/off stereo rendering.
*/
vtkGetMacro(StereoRender,int);
void SetStereoRender(int stereo);
vtkBooleanMacro(StereoRender,int);
//@}
//@{
/**
* Turn on/off the use of alpha bitplanes.
*/
vtkSetMacro(AlphaBitPlanes, int);
vtkGetMacro(AlphaBitPlanes, int);
vtkBooleanMacro(AlphaBitPlanes, int);
//@}
//@{
/**
* Turn on/off point smoothing. Default is off.
* This must be applied before the first Render.
*/
vtkSetMacro(PointSmoothing,int);
vtkGetMacro(PointSmoothing,int);
vtkBooleanMacro(PointSmoothing,int);
//@}
//@{
/**
* Turn on/off line smoothing. Default is off.
* This must be applied before the first Render.
*/
vtkSetMacro(LineSmoothing,int);
vtkGetMacro(LineSmoothing,int);
vtkBooleanMacro(LineSmoothing,int);
//@}
//@{
/**
* Turn on/off polygon smoothing. Default is off.
* This must be applied before the first Render.
*/
vtkSetMacro(PolygonSmoothing,int);
vtkGetMacro(PolygonSmoothing,int);
vtkBooleanMacro(PolygonSmoothing,int);
//@}
//@{
/**
* Set/Get what type of stereo rendering to use. CrystalEyes
* mode uses frame-sequential capabilities available in OpenGL
* to drive LCD shutter glasses and stereo projectors. RedBlue
* mode is a simple type of stereo for use with red-blue glasses.
* Anaglyph mode is a superset of RedBlue mode, but the color
* output channels can be configured using the AnaglyphColorMask
* and the color of the original image can be (somewhat) maintained
* using AnaglyphColorSaturation; the default colors for Anaglyph
* mode is red-cyan. Interlaced stereo mode produces a composite
* image where horizontal lines alternate between left and right
* views. StereoLeft and StereoRight modes choose one or the other
* stereo view. Dresden mode is yet another stereoscopic
* interleaving. Fake simply causes the window to render twice without
* actually swapping the camera from left eye to right eye. This is useful in
* certain applications that want to emulate the rendering passes without
* actually rendering in stereo mode.
*/
vtkGetMacro(StereoType,int);
vtkSetMacro(StereoType,int);
void SetStereoTypeToCrystalEyes()
{this->SetStereoType(VTK_STEREO_CRYSTAL_EYES);}
void SetStereoTypeToRedBlue()
{this->SetStereoType(VTK_STEREO_RED_BLUE);}
void SetStereoTypeToInterlaced()
{this->SetStereoType(VTK_STEREO_INTERLACED);}
void SetStereoTypeToLeft()
{this->SetStereoType(VTK_STEREO_LEFT);}
void SetStereoTypeToRight()
{this->SetStereoType(VTK_STEREO_RIGHT);}
void SetStereoTypeToDresden()
{this->SetStereoType(VTK_STEREO_DRESDEN);}
void SetStereoTypeToAnaglyph()
{this->SetStereoType(VTK_STEREO_ANAGLYPH);}
void SetStereoTypeToCheckerboard()
{this->SetStereoType(VTK_STEREO_CHECKERBOARD);}
void SetStereoTypeToSplitViewportHorizontal()
{this->SetStereoType(VTK_STEREO_SPLITVIEWPORT_HORIZONTAL);}
void SetStereoTypeToFake()
{this->SetStereoType(VTK_STEREO_FAKE);}
//@}
const char *GetStereoTypeAsString();
/**
* Update the system, if needed, due to stereo rendering. For some stereo
* methods, subclasses might need to switch some hardware settings here.
*/
virtual void StereoUpdate();
/**
* Intermediate method performs operations required between the rendering
* of the left and right eye.
*/
virtual void StereoMidpoint();
/**
* Handles work required once both views have been rendered when using
* stereo rendering.
*/
virtual void StereoRenderComplete();
//@{
/**
* Set/get the anaglyph color saturation factor. This number ranges from
* 0.0 to 1.0: 0.0 means that no color from the original object is
* maintained, 1.0 means all of the color is maintained. The default
* value is 0.65. Too much saturation can produce uncomfortable 3D
* viewing because anaglyphs also use color to encode 3D.
*/
vtkSetClampMacro(AnaglyphColorSaturation,float, 0.0f, 1.0f);
vtkGetMacro(AnaglyphColorSaturation,float);
//@}
//@{
/**
* Set/get the anaglyph color mask values. These two numbers are bits
* mask that control which color channels of the original stereo
* images are used to produce the final anaglyph image. The first
* value is the color mask for the left view, the second the mask
* for the right view. If a bit in the mask is on for a particular
* color for a view, that color is passed on to the final view; if
* it is not set, that channel for that view is ignored.
* The bits are arranged as r, g, and b, so r = 4, g = 2, and b = 1.
* By default, the first value (the left view) is set to 4, and the
* second value is set to 3. That means that the red output channel
* comes from the left view, and the green and blue values come from
* the right view.
*/
vtkSetVector2Macro(AnaglyphColorMask,int);
vtkGetVectorMacro(AnaglyphColorMask,int,2);
//@}
/**
* Remap the rendering window. This probably only works on UNIX right now.
* It is useful for changing properties that can't normally be changed
* once the window is up.
*/
virtual void WindowRemap() = 0;
//@{
/**
* Turn on/off buffer swapping between images.
*/
vtkSetMacro(SwapBuffers,int);
vtkGetMacro(SwapBuffers,int);
vtkBooleanMacro(SwapBuffers,int);
//@}
//@{
/**
* Set/Get the pixel data of an image, transmitted as RGBRGBRGB. The
* front argument indicates if the front buffer should be used or the back
* buffer. It is the caller's responsibility to delete the resulting
* array. It is very important to realize that the memory in this array
* is organized from the bottom of the window to the top. The origin
* of the screen is in the lower left corner. The y axis increases as
* you go up the screen. So the storage of pixels is from left to right
* and from bottom to top.
* (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on
* the diagonal.
*/
virtual int SetPixelData(int x, int y, int x2, int y2, unsigned char *data,
int front) = 0;
virtual int SetPixelData(int x, int y, int x2, int y2,
vtkUnsignedCharArray *data, int front) = 0;
//@}
//@{
/**
* Same as Get/SetPixelData except that the image also contains an alpha
* component. The image is transmitted as RGBARGBARGBA... each of which is a
* float value. The "blend" parameter controls whether the SetRGBAPixelData
* method blends the data with the previous contents of the frame buffer
* or completely replaces the frame buffer data.
*/
virtual float *GetRGBAPixelData(int x, int y, int x2, int y2, int front) = 0;
virtual int GetRGBAPixelData(int x, int y, int x2, int y2, int front,
vtkFloatArray *data) = 0;
virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *,
int front, int blend=0) = 0;
virtual int SetRGBAPixelData(int, int, int, int, vtkFloatArray*,
int, int blend=0) = 0;
virtual void ReleaseRGBAPixelData(float *data)=0;
virtual unsigned char *GetRGBACharPixelData(int x, int y, int x2, int y2,
int front) = 0;
virtual int GetRGBACharPixelData(int x, int y, int x2, int y2, int front,
vtkUnsignedCharArray *data) = 0;
virtual int SetRGBACharPixelData(int x,int y, int x2, int y2,
unsigned char *data, int front,
int blend=0) = 0;
virtual int SetRGBACharPixelData(int x, int y, int x2, int y2,
vtkUnsignedCharArray *data, int front,
int blend=0) = 0;
//@}
//@{
/**
* Set/Get the zbuffer data from the frame buffer.
* (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on
* the diagonal.
*/
virtual float *GetZbufferData(int x, int y, int x2, int y2) = 0;
virtual int GetZbufferData(int x, int y, int x2, int y2, float *z) = 0;
virtual int GetZbufferData(int x, int y, int x2, int y2,
vtkFloatArray *z) = 0;
virtual int SetZbufferData(int x, int y, int x2, int y2, float *z) = 0;
virtual int SetZbufferData(int x, int y, int x2, int y2,
vtkFloatArray *z) = 0;
float GetZbufferDataAtPoint(int x, int y)
{
float value;
this->GetZbufferData(x, y, x, y, &value);
return value;
}
//@}
//@{
/**
* Set the number of frames for doing antialiasing. The default is
* zero. Typically five or six will yield reasonable results without
* taking too long.
*/
vtkGetMacro(AAFrames,int);
vtkSetMacro(AAFrames,int);
//@}
//@{
/**
* Set the number of frames for doing focal depth. The default is zero.
* Depending on how your scene is organized you can get away with as
* few as four frames for focal depth or you might need thirty.
* One thing to note is that if you are using focal depth frames,
* then you will not need many (if any) frames for antialiasing.
*/
vtkGetMacro(FDFrames,int);
virtual void SetFDFrames (int fdFrames);
//@}
//@{
/**
* Turn on/off using constant offsets for focal depth rendering.
* The default is off. When constants offsets are used, re-rendering
* the same scene using the same camera yields the same image; otherwise
* offsets are random numbers at each rendering that yields
* slightly different images.
*/
vtkGetMacro(UseConstantFDOffsets,int);
vtkSetMacro(UseConstantFDOffsets,int);
//@}
//@{
/**
* Set the number of sub frames for doing motion blur. The default is zero.
* Once this is set greater than one, you will no longer see a new frame
* for every Render(). If you set this to five, you will need to do
* five Render() invocations before seeing the result. This isn't
* very impressive unless something is changing between the Renders.
* Changing this value may reset the current subframe count.
*/
vtkGetMacro(SubFrames,int);
virtual void SetSubFrames(int subFrames);
//@}
//@{
/**
* This flag is set if the window hasn't rendered since it was created
*/
vtkGetMacro(NeverRendered,int);
//@}
//@{
/**
* This is a flag that can be set to interrupt a rendering that is in
* progress.
*/
vtkGetMacro(AbortRender,int);
vtkSetMacro(AbortRender,int);
vtkGetMacro(InAbortCheck,int);
vtkSetMacro(InAbortCheck,int);
virtual int CheckAbortStatus();
//@}
vtkGetMacro(IsPicking,int);
vtkSetMacro(IsPicking,int);
vtkBooleanMacro(IsPicking,int);
/**
* Check to see if a mouse button has been pressed. All other events
* are ignored by this method. Ideally, you want to abort the render
* on any event which causes the DesiredUpdateRate to switch from
* a high-quality rate to a more interactive rate.
*/
virtual int GetEventPending() = 0;
/**
* Are we rendering at the moment
*/
virtual int CheckInRenderStatus() { return this->InRender; }
/**
* Clear status (after an exception was thrown for example)
*/
virtual void ClearInRenderStatus() { this->InRender = 0; }
//@{
/**
* Set/Get the desired update rate. This is used with
* the vtkLODActor class. When using level of detail actors you
* need to specify what update rate you require. The LODActors then
* will pick the correct resolution to meet your desired update rate
* in frames per second. A value of zero indicates that they can use
* all the time they want to.
*/
virtual void SetDesiredUpdateRate(double);
vtkGetMacro(DesiredUpdateRate,double);
//@}
//@{
/**
* Get the number of layers for renderers. Each renderer should have
* its layer set individually. Some algorithms iterate through all layers,
* so it is not wise to set the number of layers to be exorbitantly large
* (say bigger than 100).
*/
vtkGetMacro(NumberOfLayers, int);
vtkSetClampMacro(NumberOfLayers, int, 1, VTK_INT_MAX);
//@}
//@{
/**
* Get the interactor associated with this render window
*/
vtkGetObjectMacro(Interactor,vtkRenderWindowInteractor);
//@}
/**
* Set the interactor to the render window
*/
void SetInteractor(vtkRenderWindowInteractor *);
/**
* This Method detects loops of RenderWindow<->Interactor,
* so objects are freed properly.
*/
virtual void UnRegister(vtkObjectBase *o);
//@{
/**
* Dummy stubs for vtkWindow API.
*/
virtual void SetDisplayId(void *) = 0;
virtual void SetWindowId(void *) = 0;
virtual void SetNextWindowId(void *) = 0;
virtual void SetParentId(void *) = 0;
virtual void *GetGenericDisplayId() = 0;
virtual void *GetGenericWindowId() = 0;
virtual void *GetGenericParentId() = 0;
virtual void *GetGenericContext() = 0;
virtual void *GetGenericDrawable() = 0;
virtual void SetWindowInfo(char *) = 0;
virtual void SetNextWindowInfo(char *) = 0;
virtual void SetParentInfo(char *) = 0;
//@}
/**
* Initialize the render window from the information associated
* with the currently activated OpenGL context.
*/
virtual bool InitializeFromCurrentContext() { return false; };
/**
* Attempt to make this window the current graphics context for the calling
* thread.
*/
virtual void MakeCurrent() = 0;
/**
* Tells if this window is the current graphics context for the calling
* thread.
*/
virtual bool IsCurrent()=0;
/**
* Test if the window has a valid drawable. This is
* currently only an issue on Mac OS X Cocoa where rendering
* to an invalid drawable results in all OpenGL calls to fail
* with "invalid framebuffer operation".
*/
virtual bool IsDrawable(){ return true; }
/**
* If called, allow MakeCurrent() to skip cache-check when called.
* MakeCurrent() reverts to original behavior of cache-checking
* on the next render.
*/
virtual void SetForceMakeCurrent() {}
/**
* Get report of capabilities for the render window
*/
virtual const char *ReportCapabilities() { return "Not Implemented";};
/**
* Does this render window support OpenGL? 0-false, 1-true
*/
virtual int SupportsOpenGL() { return 0;};
/**
* Is this render window using hardware acceleration? 0-false, 1-true
*/
virtual int IsDirect() { return 0;};
/**
* This method should be defined by the subclass. How many bits of
* precision are there in the zbuffer?
*/
virtual int GetDepthBufferSize() = 0;
/**
* Get the size of the color buffer.
* Returns 0 if not able to determine otherwise sets R G B and A into buffer.
*/
virtual int GetColorBufferSizes(int *rgba) = 0;
//@{
/**
* Get the vtkPainterDeviceAdapter which can be used to paint on
* this render window. Note the old OpenGL backend requires this
* method.
*/
vtkGetObjectMacro(PainterDeviceAdapter, vtkPainterDeviceAdapter);
//@}
//@{
/**
* Set / Get the number of multisamples to use for hardware antialiasing.
*/
vtkSetMacro(MultiSamples,int);
vtkGetMacro(MultiSamples,int);
//@}
//@{
/**
* Set / Get the availability of the stencil buffer.
*/
vtkSetMacro(StencilCapable, int);
vtkGetMacro(StencilCapable, int);
vtkBooleanMacro(StencilCapable, int);
//@}
//@{
/**
* If there are several graphics card installed on a system,
* this index can be used to specify which card you want to render to.
* the default is 0. This may not work on all derived render window and
* it may need to be set before the first render.
*/
vtkSetMacro(DeviceIndex,int);
vtkGetMacro(DeviceIndex,int);
//@}
/**
* Returns the number of devices (graphics cards) on a system.
* This may not work on all derived render windows.
*/
virtual int GetNumberOfDevices()
{
return 0;
}
/**
* Create and bind offscreen rendering buffers without destroying the current
* OpenGL context. This allows to temporary switch to offscreen rendering
* (ie. to make a screenshot even if the window is hidden).
* Return if the creation was successful (1) or not (0).
* Note: This function requires that the device supports OpenGL framebuffer extension.
* The function has no effect if OffScreenRendering is ON.
*/
virtual int SetUseOffScreenBuffers(bool) { return 0; }
virtual bool GetUseOffScreenBuffers() { return false; }
protected:
vtkRenderWindow();
~vtkRenderWindow();
virtual void DoStereoRender();
virtual void DoFDRender();
virtual void DoAARender();
vtkPainterDeviceAdapter* PainterDeviceAdapter;
vtkRendererCollection *Renderers;
int Borders;
int FullScreen;
int OldScreen[5];
int PointSmoothing;
int LineSmoothing;
int PolygonSmoothing;
int StereoRender;
int StereoType;
int StereoStatus; // used for keeping track of what's going on
int StereoCapableWindow;
int AlphaBitPlanes;
vtkRenderWindowInteractor *Interactor;
unsigned char* StereoBuffer; // used for red blue stereo
float *AccumulationBuffer; // used for many techniques
unsigned int AccumulationBufferSize;
int AAFrames;
int FDFrames;
int UseConstantFDOffsets; // to use the same offsets at each rendering
double *ConstantFDOffsets[2];
int SubFrames; // number of sub frames
int CurrentSubFrame; // what one are we on
unsigned char *ResultFrame; // used for any non immediate rendering
int SwapBuffers;
double DesiredUpdateRate;
int AbortRender;
int InAbortCheck;
int InRender;
int NeverRendered;
int NumberOfLayers;
int CurrentCursor;
int IsPicking;
float AnaglyphColorSaturation;
int AnaglyphColorMask[2];
int MultiSamples;
int StencilCapable;
int CapturingGL2PSSpecialProps;
int DeviceIndex;
/**
* The universal time since the last abort check occurred.
*/
double AbortCheckTime;
private:
vtkRenderWindow(const vtkRenderWindow&) VTK_DELETE_FUNCTION;
void operator=(const vtkRenderWindow&) VTK_DELETE_FUNCTION;
};
#endif
|