/*========================================================================= Program: Visualization Toolkit Module: vtkOpenGLCamera.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 "vtkOpenGLCamera.h" #include "vtkMatrix4x4.h" #include "vtkObjectFactory.h" #include "vtkOpenGLRenderer.h" #include "vtkOutputWindow.h" #include "vtkOpenGLRenderWindow.h" #include "vtkOpenGLError.h" #include "vtkgluPickMatrix.h" #include "vtkOpenGL.h" #include vtkStandardNewMacro(vtkOpenGLCamera); // Implement base class method. void vtkOpenGLCamera::Render(vtkRenderer *ren) { vtkOpenGLClearErrorMacro(); double aspect[2]; int lowerLeft[2]; int usize, vsize; vtkMatrix4x4 *matrix = vtkMatrix4x4::New(); vtkOpenGLRenderWindow *win = vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow()); // find out if we should stereo render this->Stereo = (ren->GetRenderWindow())->GetStereoRender(); ren->GetTiledSizeAndOrigin(&usize, &vsize, lowerLeft, lowerLeft+1); // if were on a stereo renderer draw to special parts of screen if (this->Stereo) { switch ((ren->GetRenderWindow())->GetStereoType()) { case VTK_STEREO_CRYSTAL_EYES: if (this->LeftEye) { if (ren->GetRenderWindow()->GetDoubleBuffer()) { glDrawBuffer(static_cast(win->GetBackLeftBuffer())); glReadBuffer(static_cast(win->GetBackLeftBuffer())); } else { glDrawBuffer(static_cast(win->GetFrontLeftBuffer())); glReadBuffer(static_cast(win->GetFrontLeftBuffer())); } } else { if (ren->GetRenderWindow()->GetDoubleBuffer()) { glDrawBuffer(static_cast(win->GetBackRightBuffer())); glReadBuffer(static_cast(win->GetBackRightBuffer())); } else { glDrawBuffer(static_cast(win->GetFrontRightBuffer())); glReadBuffer(static_cast(win->GetFrontRightBuffer())); } } break; case VTK_STEREO_LEFT: this->LeftEye = 1; break; case VTK_STEREO_RIGHT: this->LeftEye = 0; break; default: break; } } else { if (ren->GetRenderWindow()->GetDoubleBuffer()) { glDrawBuffer(static_cast(win->GetBackBuffer())); // Reading back buffer means back left. see OpenGL spec. // because one can write to two buffers at a time but can only read from // one buffer at a time. glReadBuffer(static_cast(win->GetBackBuffer())); } else { glDrawBuffer(static_cast(win->GetFrontBuffer())); // Reading front buffer means front left. see OpenGL spec. // because one can write to two buffers at a time but can only read from // one buffer at a time. glReadBuffer(static_cast(win->GetFrontBuffer())); } } glViewport(lowerLeft[0], lowerLeft[1], usize, vsize); glEnable(GL_SCISSOR_TEST); if (this->UseScissor) { glScissor(this->ScissorRect.GetX(),this->ScissorRect.GetY(), this->ScissorRect.GetWidth(), this->ScissorRect.GetHeight()); this->UseScissor = false; } else { glScissor(lowerLeft[0], lowerLeft[1], usize, vsize); } // some renderer subclasses may have more complicated computations for the // aspect ratio. So take that into account by computing the difference // between our simple aspect ratio and what the actual renderer is reporting. ren->ComputeAspect(); ren->GetAspect(aspect); double aspect2[2]; ren->vtkViewport::ComputeAspect(); ren->vtkViewport::GetAspect(aspect2); double aspectModification = aspect[0] * aspect2[1] / (aspect[1] * aspect2[0]); glMatrixMode(GL_PROJECTION); if (usize && vsize) { matrix->DeepCopy(this->GetProjectionTransformMatrix( aspectModification * usize / vsize, -1, 1)); matrix->Transpose(); } if (ren->GetIsPicking()) { int size[2] = {usize, vsize}; glLoadIdentity(); vtkgluPickMatrix(ren->GetPickX(), ren->GetPickY(), ren->GetPickWidth(), ren->GetPickHeight(), lowerLeft, size); glMultMatrixd(matrix->Element[0]); } else { // insert camera view transformation glLoadMatrixd(matrix->Element[0]); } // push the model view matrix onto the stack, make sure we // adjust the mode first glMatrixMode(GL_MODELVIEW); glPushMatrix(); matrix->DeepCopy(this->GetViewTransformMatrix()); matrix->Transpose(); // insert camera view transformation glMultMatrixd(matrix->Element[0]); if ((ren->GetRenderWindow())->GetErase() && ren->GetErase() && !ren->GetIsPicking()) { ren->Clear(); } matrix->Delete(); vtkOpenGLCheckErrorMacro("failed after Render"); } //---------------------------------------------------------------------------- void vtkOpenGLCamera::UpdateViewport(vtkRenderer *ren) { vtkOpenGLClearErrorMacro(); int lowerLeft[2]; int usize, vsize; ren->GetTiledSizeAndOrigin(&usize, &vsize, lowerLeft, lowerLeft+1); glViewport(lowerLeft[0], lowerLeft[1], usize, vsize); glEnable(GL_SCISSOR_TEST); if (this->UseScissor) { glScissor(this->ScissorRect.GetX(),this->ScissorRect.GetY(), this->ScissorRect.GetWidth(), this->ScissorRect.GetHeight()); this->UseScissor = false; } else { glScissor(lowerLeft[0], lowerLeft[1], usize, vsize); } vtkOpenGLCheckErrorMacro("failed after UpdateViewport"); } //---------------------------------------------------------------------------- void vtkOpenGLCamera::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os,indent); }