/usr/include/vtk-7.1/vtkSynchronizedRenderers.h is in libvtk7-dev 7.1.1+dfsg1-2.
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Program: Visualization Toolkit
Module: vtkSynchronizedRenderers.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 vtkSynchronizedRenderers
* @brief synchronizes renderers across processes.
*
* vtkSynchronizedRenderers is used to synchronize renderers (vtkRenderer and
* subclasses) across processes for parallel rendering. It's designed to be used
* in conjunction with vtkSynchronizedRenderWindows to synchronize the render
* windows among those processes.
* This class handles synchronization of certain render parameters among the
* renderers such as viewport, camera parameters. It doesn't support compositing
* of rendered images across processes on its own. You typically either subclass
* to implement a compositing algorithm or use a renderer capable of compositing
* eg. IceT based renderer.
*/
#ifndef vtkSynchronizedRenderers_h
#define vtkSynchronizedRenderers_h
#include "vtkRenderingParallelModule.h" // For export macro
#include "vtkObject.h"
#include "vtkUnsignedCharArray.h" // needed for vtkUnsignedCharArray.
#include "vtkSmartPointer.h" // needed for vtkSmartPointer.
class vtkFXAAOptions;
class vtkRenderer;
class vtkMultiProcessController;
class vtkMultiProcessStream;
class vtkOpenGLFXAAFilter;
class vtkOpenGLRenderer;
class VTKRENDERINGPARALLEL_EXPORT vtkSynchronizedRenderers : public vtkObject
{
public:
static vtkSynchronizedRenderers* New();
vtkTypeMacro(vtkSynchronizedRenderers, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
//@{
/**
* Set the renderer to be synchronized by this instance. A
* vtkSynchronizedRenderers instance can be used to synchronize exactly 1
* renderer on each processes. You can create multiple instances on
* vtkSynchronizedRenderers to synchronize multiple renderers.
*/
virtual void SetRenderer(vtkRenderer*);
virtual vtkRenderer* GetRenderer();
//@}
//@{
/**
* Set the parallel message communicator. This is used to communicate among
* processes.
*/
virtual void SetParallelController(vtkMultiProcessController*);
vtkGetObjectMacro(ParallelController, vtkMultiProcessController);
//@}
//@{
/**
* Enable/Disable parallel rendering. Unless Parallel rendering is on, the
* cameras won't be synchronized across processes.
*/
vtkSetMacro(ParallelRendering, bool);
vtkGetMacro(ParallelRendering, bool);
vtkBooleanMacro(ParallelRendering, bool);
//@}
//@{
/**
* Get/Set the image reduction factor.
*/
vtkSetClampMacro(ImageReductionFactor, int, 1, 50);
vtkGetMacro(ImageReductionFactor, int);
//@}
//@{
/**
* If on (default), the rendered images are pasted back on to the screen. You
* should turn this flag off on processes that are not meant to be visible to
* the user.
*/
vtkSetMacro(WriteBackImages, bool);
vtkGetMacro(WriteBackImages, bool);
vtkBooleanMacro(WriteBackImages, bool);
//@}
//@{
/**
* Enable FXAA antialiasing. FXAA is applied after all rendering results are
* composited into the final image.
*/
vtkSetMacro(UseFXAA, bool)
vtkGetMacro(UseFXAA, bool)
vtkBooleanMacro(UseFXAA, bool)
//@}
//@{
/**
* The configuration options for FXAA antialiasing.
*/
vtkGetObjectMacro(FXAAOptions, vtkFXAAOptions)
virtual void SetFXAAOptions(vtkFXAAOptions*);
//@}
//@{
/**
* Get/Set the root-process id. This is required when the ParallelController
* is a vtkSocketController. Set to 0 by default (which will not work when
* using a vtkSocketController but will work for vtkMPIController).
*/
vtkSetMacro(RootProcessId, int);
vtkGetMacro(RootProcessId, int);
//@}
/**
* Computes visible prob bounds. This must be called on all processes at the
* same time. The collective result is made available on all processes once
* this method returns.
* Note that this method requires that bounds is initialized to some value.
* This expands the bounds to include the prop bounds.
*/
void CollectiveExpandForVisiblePropBounds(double bounds[6]);
//@{
/**
* When set, this->CaptureRenderedImage() does not capture image from the
* screen instead passes the call to the delegate.
*/
virtual void SetCaptureDelegate(vtkSynchronizedRenderers*);
vtkGetObjectMacro(CaptureDelegate, vtkSynchronizedRenderers);
//@}
//@{
/**
* When multiple groups of processes are synchronized together using different
* controllers, one needs to specify the order in which the various
* synchronizers execute. In such cases one starts with the outer most
* vtkSynchronizedRenderers, sets the dependent one as a CaptureDelegate on it
* and the turn off AutomaticEventHandling on the delegate.
*/
vtkSetMacro(AutomaticEventHandling, bool);
vtkGetMacro(AutomaticEventHandling, bool);
vtkBooleanMacro(AutomaticEventHandling, bool);
//@}
enum
{
SYNC_RENDERER_TAG = 15101,
RESET_CAMERA_TAG = 15102,
COMPUTE_BOUNDS_TAG = 15103
};
/// vtkRawImage can be used to make it easier to deal with images for
/// compositing/communicating over client-server etc.
struct VTKRENDERINGPARALLEL_EXPORT vtkRawImage
{
public:
vtkRawImage()
{
this->Valid = false;
this->Size[0] = this->Size[1] = 0;
this->Data = vtkSmartPointer<vtkUnsignedCharArray>::New();
}
void Resize(int dx, int dy, int numcomps)
{
this->Valid = false;
this->Allocate(dx, dy, numcomps);
}
/**
* Create the buffer from an image data.
*/
void Initialize(int dx, int dy, vtkUnsignedCharArray* data);
void MarkValid() { this->Valid = true; }
void MarkInValid() { this->Valid = false; }
bool IsValid() { return this->Valid; }
int GetWidth() { return this->Size[0];}
int GetHeight() { return this->Size[1];}
vtkUnsignedCharArray* GetRawPtr()
{ return this->Data; }
// Pushes the image to the viewport.
bool PushToViewport(vtkRenderer*);
// This is a raw version of PushToViewport() that assumes that the
// glViewport() has already been setup externally.
// the argument is optional for backwards compat with old OpenGL
bool PushToFrameBuffer(vtkRenderer *ren = NULL);
// Captures the image from the viewport.
// This doesn't trigger a render, just captures what's currently there in
// the active buffer.
bool Capture(vtkRenderer*);
// Save the image as a png. Useful for debugging.
void SaveAsPNG(const char* filename);
private:
bool Valid;
int Size[2];
vtkSmartPointer<vtkUnsignedCharArray> Data;
void Allocate(int dx, int dy, int numcomps);
};
protected:
vtkSynchronizedRenderers();
~vtkSynchronizedRenderers();
struct RendererInfo
{
int ImageReductionFactor;
int Draw;
int CameraParallelProjection;
double Viewport[4];
double CameraPosition[3];
double CameraFocalPoint[3];
double CameraViewUp[3];
double CameraWindowCenter[2];
double CameraClippingRange[2];
double CameraViewAngle;
double CameraParallelScale;
double EyeTransformMatrix[16];
double ModelTransformMatrix[16];
// Save/restore the struct to/from a stream.
void Save(vtkMultiProcessStream& stream);
bool Restore(vtkMultiProcessStream& stream);
void CopyFrom(vtkRenderer*);
void CopyTo(vtkRenderer*);
};
bool UseFXAA;
vtkFXAAOptions *FXAAOptions;
vtkOpenGLFXAAFilter *FXAAFilter;
// These methods are called on all processes as a consequence of corresponding
// events being called on the renderer.
virtual void HandleStartRender();
virtual void HandleEndRender();
virtual void HandleAbortRender() {}
virtual void MasterStartRender();
virtual void SlaveStartRender();
virtual void MasterEndRender();
virtual void SlaveEndRender();
vtkMultiProcessController* ParallelController;
vtkOpenGLRenderer* Renderer;
/**
* Can be used in HandleEndRender(), MasterEndRender() or SlaveEndRender()
* calls to capture the rendered image. If this->ImageReductionFactor, then
* the image will be capture in this->ReducedImage, otherwise it will be
* captured in this->FullImage (this->ReducedImage will be pointing to the
* same image).
*/
virtual vtkRawImage& CaptureRenderedImage();
/**
* Can be used in HandleEndRender(), MasterEndRender() or SlaveEndRender()
* calls to paste back the image from either this->ReducedImage or
* this->FullImage info the viewport.
*/
virtual void PushImageToScreen();
vtkSynchronizedRenderers* CaptureDelegate;
vtkRawImage ReducedImage;
vtkRawImage FullImage;
bool ParallelRendering;
int ImageReductionFactor;
bool WriteBackImages;
int RootProcessId;
bool AutomaticEventHandling;
private:
vtkSynchronizedRenderers(const vtkSynchronizedRenderers&) VTK_DELETE_FUNCTION;
void operator=(const vtkSynchronizedRenderers&) VTK_DELETE_FUNCTION;
class vtkObserver;
vtkObserver* Observer;
friend class vtkObserver;
double LastViewport[4];
};
#endif
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