24 #ifndef vtkOpenGLRenderWindow_h
25 #define vtkOpenGLRenderWindow_h
27 #include "vtkRenderingOpenGL2Module.h"
44 class VertexArrayObject;
55 static void SetGlobalMaximumNumberOfMultiSamples(
int val);
56 static int GetGlobalMaximumNumberOfMultiSamples();
64 virtual unsigned char *
GetPixelData(
int x,
int y,
int x2,
int y2,
int front);
79 int front,
int blend=0);
81 int front,
int blend=0);
88 unsigned char *
data,
int front,
124 virtual void OpenGLInit();
127 virtual void OpenGLInitState();
130 virtual void OpenGLInitContext();
134 static bool GetContextSupportsOpenGL32();
135 void SetContextSupportsOpenGL32(
bool val);
143 unsigned int GetBackLeftBuffer();
150 unsigned int GetBackRightBuffer();
157 unsigned int GetFrontLeftBuffer();
164 unsigned int GetFrontRightBuffer();
171 unsigned int GetBackBuffer();
178 unsigned int GetFrontBuffer();
188 virtual unsigned long GetContextCreationTime();
207 static void RenderQuad(
208 float *verts,
float *tcoords,
214 virtual void DrawPixels(
int x1,
int y1,
int x2,
int y2,
215 int numComponents,
int dataType,
void *
data);
221 virtual void DrawPixels(
222 int dstXmin,
int dstYmin,
int dstXmax,
int dstYmax,
223 int srcXmin,
int srcYmin,
int srcXmax,
int srcYmax,
224 int srcWidth,
int srcHeight,
int numComponents,
int dataType,
void *
data);
230 virtual void DrawPixels(
231 int srcWidth,
int srcHeight,
int numComponents,
int dataType,
void *
data);
240 long OldMonitorSetting;
247 unsigned char*
data);
254 int CreateHardwareOffScreenWindow(
int width,
int height);
259 void DestroyHardwareOffScreenWindow();
262 int OffScreenUseFrameBuffer;
266 int NumberOfFrameBuffers;
267 unsigned int TextureObjects[4];
268 unsigned int FrameBufferObject;
269 unsigned int DepthRenderBufferObject;
273 virtual void CreateAWindow() = 0;
279 virtual void ReleaseGraphicsResources();
284 unsigned int BackLeftBuffer;
285 unsigned int BackRightBuffer;
286 unsigned int FrontLeftBuffer;
287 unsigned int FrontRightBuffer;
288 unsigned int FrontBuffer;
289 unsigned int BackBuffer;
291 #ifndef VTK_LEGACY_REMOVE
294 unsigned int LastGraphicError;
GLsizei GLsizei GLenum GLenum const GLvoid * data
virtual int HasGraphicError()=0
VTKRENDERINGOPENGL_EXPORT PFNGLXDESTROYWINDOWPROC DestroyWindow
Wrapper around std::string to keep symbols short.
manage Shader Programs within a context
virtual unsigned char * GetPixelData(int x, int y, int x2, int y2, int front)=0
record modification and/or execution time
dynamic, self-adjusting array of float
virtual int GetColorBufferSizes(int *rgba)=0
virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *, int front, int blend=0)=0
GLint GLint GLint GLint GLint GLint y
#define vtkTypeMacro(thisClass, superclass)
GLint GLint GLsizei GLsizei height
virtual unsigned char * GetRGBACharPixelData(int x, int y, int x2, int y2, int front)=0
GLint GLint GLint GLint GLint x
std::map< const vtkTextureObject *, int > TextureResourceIds
a simple class to control print indentation
virtual void CheckGraphicError()=0
virtual void ReleaseRGBAPixelData(float *data)=0
vtkTextureObject * DrawPixelsTextureObject
list of point or cell ids
GLint GLint GLsizei width
virtual int GetDepthBufferSize()=0
void PrintSelf(ostream &os, vtkIndent indent)
virtual int SetZbufferData(int x, int y, int x2, int y2, float *z)=0
virtual float * GetRGBAPixelData(int x, int y, int x2, int y2, int front)=0
handles properties associated with a texture map
virtual void StereoUpdate()
The VertexArrayObject class uses, or emulates, vertex array objects.
#define vtkGetObjectMacro(name, type)
dynamic, self-adjusting array of unsigned char
#define VTK_LEGACY(method)
allocate/free texture units.
vtkOpenGLShaderCache * ShaderCache
abstracts an OpenGL texture object.
create a window for renderers to draw into
virtual float * GetZbufferData(int x, int y, int x2, int y2)=0
virtual int SetPixelData(int x, int y, int x2, int y2, unsigned char *data, int front)=0
virtual int SetRGBACharPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int blend=0)=0
virtual void WaitForCompletion()=0
The ShaderProgram uses one or more Shader objects.
virtual const char * GetLastGraphicErrorString()=0