/*========================================================================= Program: Visualization Toolkit Module: vtkOpenGLImageSliceMapper.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 vtkOpenGLImageSliceMapper * @brief OpenGL mapper for image slice display * * vtkOpenGLImageSliceMapper is a concrete implementation of the abstract * class vtkImageSliceMapper that interfaces to the OpenGL library. * @par Thanks: * Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical * Neurosciences, Foothills Medical Centre, Calgary, for providing this class. */ #ifndef vtkOpenGLImageSliceMapper_h #define vtkOpenGLImageSliceMapper_h #include "vtkRenderingOpenGLModule.h" // For export macro #include "vtkImageSliceMapper.h" class vtkWindow; class vtkRenderer; class vtkRenderWindow; class vtkOpenGLRenderWindow; class vtkImageSlice; class vtkImageProperty; class vtkImageData; class VTKRENDERINGOPENGL_EXPORT vtkOpenGLImageSliceMapper : public vtkImageSliceMapper { public: static vtkOpenGLImageSliceMapper *New(); vtkTypeMacro(vtkOpenGLImageSliceMapper, vtkImageSliceMapper); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Implement base class method. Perform the render. */ void Render(vtkRenderer *ren, vtkImageSlice *prop) override; /** * Release any graphics resources that are being consumed by this * mapper, the image texture in particular. Using the same texture * in multiple render windows is NOT currently supported. */ void ReleaseGraphicsResources(vtkWindow *) override; protected: vtkOpenGLImageSliceMapper(); ~vtkOpenGLImageSliceMapper() override; /** * Call the OpenGL code that does color and lighting. */ void RenderColorAndLighting( double red, double green, double blue, double alpha, double ambient, double diffuse); /** * Recursive internal method, will call the non-recursive method * as many times as necessary if the texture must be broken up into * pieces that are small enough for the GPU to render */ void RecursiveRenderTexturedPolygon( vtkRenderer *ren, vtkImageProperty *property, vtkImageData *image, int extent[6], bool recursive); /** * Non-recursive internal method, generate a single texture * and its corresponding geometry. */ void RenderTexturedPolygon( vtkRenderer *ren, vtkImageProperty *property, vtkImageData *image, int extent[6], bool recursive); /** * Basic polygon rendering, if the textured parameter is set the tcoords * are included, otherwise they aren't. */ void RenderPolygon(vtkPoints *points, const int extent[6], bool textured); /** * Render the background, which means rendering everything within the * plane of the image except for the polygon that displays the image data. */ void RenderBackground( vtkPoints *points, const int extent[6], bool textured); /** * Bind the fragment program, and generate it first if necessary. */ void BindFragmentProgram(vtkRenderer *ren, vtkImageProperty *property); /** * Build the fragment program to use with the texture. */ vtkStdString BuildFragmentProgram(vtkImageProperty *property); /** * Given an extent that describes a slice (it must have unit thickness * in one of the three directions), return the dimension indices that * correspond to the texture "x" and "y", provide the x, y image size, * and provide the texture size (padded to a power of two if the hardware * requires). */ void ComputeTextureSize( const int extent[6], int &xdim, int &ydim, int imageSize[2], int textureSize[2]) override; /** * Test whether a given texture size is supported. This includes a * check of whether the texture will fit into texture memory. */ bool TextureSizeOK(const int size[2]); /** * Check various OpenGL capabilities */ void CheckOpenGLCapabilities(vtkOpenGLRenderWindow *renWin); long TextureIndex; // OpenGL ID for texture or display list long BackgroundTextureIndex; // OpenGL ID for texture or display list long FragmentShaderIndex; // OpenGL ID for fragment shader vtkRenderWindow *RenderWindow; // RenderWindow used for previous render int TextureSize[2]; int TextureBytesPerPixel; int LastOrientation; int LastSliceNumber; vtkTimeStamp LoadTime; int LoadCount; bool UsePowerOfTwoTextures; bool UseClampToEdge; bool UseFragmentProgram; private: vtkOpenGLImageSliceMapper(const vtkOpenGLImageSliceMapper&) = delete; void operator=(const vtkOpenGLImageSliceMapper&) = delete; }; #endif