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vtkOpenGLContextActor.cxx
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vtkOpenGLContextActor.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLContextActor.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 "vtkOpenGLContextActor.h"
#include "vtkContext2D.h"
#include "vtkContext3D.h"
#include "vtkContextScene.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLContextDevice2D.h"
#include "vtkOpenGLContextDevice3D.h"
#include "vtkRenderer.h"
vtkStandardNewMacro(vtkOpenGLContextActor);
//----------------------------------------------------------------------------
vtkOpenGLContextActor::vtkOpenGLContextActor()
{
}
//----------------------------------------------------------------------------
vtkOpenGLContextActor::~vtkOpenGLContextActor()
{
}
//----------------------------------------------------------------------------
void vtkOpenGLContextActor::ReleaseGraphicsResources(vtkWindow *window)
{
vtkOpenGLContextDevice2D *device =
vtkOpenGLContextDevice2D::SafeDownCast(this->Context->GetDevice());
if (device)
{
device->ReleaseGraphicsResources(window);
}
if(this->Scene.GetPointer())
{
this->Scene->ReleaseGraphicsResources();
}
}
//----------------------------------------------------------------------------
// Renders an actor2D's property and then it's mapper.
int vtkOpenGLContextActor::RenderOverlay(vtkViewport* viewport)
{
vtkDebugMacro(<< "vtkContextActor::RenderOverlay");
if (!this->Context.GetPointer())
{
vtkErrorMacro(<< "vtkContextActor::Render - No painter set");
return 0;
}
if (!this->Initialized)
{
this->Initialize(viewport);
}
vtkOpenGLContextDevice3D::SafeDownCast(
this->Context3D->GetDevice())->Begin(viewport);
return this->Superclass::RenderOverlay(viewport);
}
//----------------------------------------------------------------------------
void vtkOpenGLContextActor::Initialize(vtkViewport* viewport)
{
vtkOpenGLContextDevice2D *device = NULL;
vtkDebugMacro("Using OpenGL 2 for 2D rendering.")
device = vtkOpenGLContextDevice2D::New();
if (device)
{
this->Context->Begin(device);
vtkOpenGLContextDevice3D *dev = vtkOpenGLContextDevice3D::New();
dev->Initialize(vtkRenderer::SafeDownCast(viewport), device);
this->Context3D->Begin(dev);
dev->Delete();
device->Delete();
this->Initialized = true;
}
else
{
// Failed
vtkErrorMacro("Error: failed to initialize the render device.")
}
}
//----------------------------------------------------------------------------
void vtkOpenGLContextActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}