/*========================================================================= Program: Visualization Toolkit Module: vtkOSOpenGLRenderWindow.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 vtkOSOpenGLRenderWindow * @brief OffScreen Mesa rendering window * * vtkOSOpenGLRenderWindow is a concrete implementation of the abstract class * vtkOpenGLRenderWindow. vtkOSOpenGLRenderWindow interfaces to the OffScreen * Mesa software implementation of the OpenGL library. The framebuffer resides * on host memory. The framebuffer is the collection of logical buffers * (color buffer(s), depth buffer, stencil buffer, accumulation buffer, * multisample buffer) defining where the output of GL rendering is directed. * Application programmers should normally use vtkRenderWindow instead of the * OpenGL specific version. */ #ifndef vtkOSOpenGLRenderWindow_h #define vtkOSOpenGLRenderWindow_h #include "vtkRenderingOpenGL2Module.h" // For export macro #include "vtkOpenGLRenderWindow.h" class vtkIdList; class vtkOSOpenGLRenderWindowInternal; class VTKRENDERINGOPENGL2_EXPORT vtkOSOpenGLRenderWindow : public vtkOpenGLRenderWindow { public: static vtkOSOpenGLRenderWindow *New(); vtkTypeMacro(vtkOSOpenGLRenderWindow,vtkOpenGLRenderWindow); void PrintSelf(ostream& os, vtkIndent indent); /** * Begin the rendering process. */ virtual void Start(void); /** * End the rendering process and display the image. */ virtual void Frame(void); /** * Initialize the window for rendering. */ virtual void WindowInitialize(void); /** * Initialize the rendering window. This will setup all system-specific * resources. This method and Finalize() must be symmetric and it * should be possible to call them multiple times, even changing WindowId * in-between. This is what WindowRemap does. */ virtual void Initialize(void); /** * "Deinitialize" the rendering window. This will shutdown all system-specific * resources. After having called this, it should be possible to destroy * a window that was used for a SetWindowId() call without any ill effects. */ virtual void Finalize(void); /** * Change the window to fill the entire screen. */ virtual void SetFullScreen(int); //@{ /** * Specify the size of the rendering window in pixels. */ virtual void SetSize(int x,int y); virtual void SetSize(int a[2]) {this->SetSize(a[0], a[1]);}; //@} /** * Get the current size of the screen in pixels. */ virtual int *GetScreenSize(); /** * Get the position in screen coordinates (pixels) of the window. */ virtual int *GetPosition(); //@{ /** * Move the window to a new position on the display. */ void SetPosition(int x, int y); void SetPosition(int a[2]) {this->SetPosition(a[0], a[1]);}; //@} /** * Prescribe that the window be created in a stereo-capable mode. This * method must be called before the window is realized. This method * overrides the superclass method since this class can actually check * whether the window has been realized yet. */ virtual void SetStereoCapableWindow(int capable); /** * Make this window the current OpenGL context. */ void MakeCurrent(); /** * Tells if this window is the current OpenGL context for the calling thread. */ virtual bool IsCurrent(); /** * If called, allow MakeCurrent() to skip cache-check when called. * MakeCurrent() reverts to original behavior of cache-checking * on the next render. */ void SetForceMakeCurrent(); /** * Get report of capabilities for the render window */ const char *ReportCapabilities(); /** * Does this render window support OpenGL? 0-false, 1-true */ int SupportsOpenGL(); /** * Is this render window using hardware acceleration? 0-false, 1-true */ int IsDirect(); /** * Resize the window. */ virtual void WindowRemap(void); //@{ /** * Xwindow get set functions */ virtual void *GetGenericDisplayId() {return 0;} virtual void *GetGenericWindowId(); virtual void *GetGenericParentId() {return 0;} virtual void *GetGenericContext(); virtual void *GetGenericDrawable() {return 0;} //@} /** * Set the X display id for this RenderWindow to use to a pre-existing * X display id. */ void SetDisplayId(void *) {} /** * Sets the parent of the window that WILL BE created. */ void SetParentId(void *); /** * Set this RenderWindow's X window id to a pre-existing window. */ void SetWindowId(void *); /** * Set the window id of the new window once a WindowRemap is done. * This is the generic prototype as required by the vtkRenderWindow * parent. */ void SetNextWindowId(void *); void SetWindowName(const char *); /** * Hide or Show the mouse cursor, it is nice to be able to hide the * default cursor if you want VTK to display a 3D cursor instead. */ void HideCursor() {} void ShowCursor() {} /** * Change the shape of the cursor */ virtual void SetCurrentCursor(int); /** * Check to see if a mouse button has been pressed. * All other events are ignored by this method. * This is a useful check to abort a long render. */ virtual int GetEventPending(); /** * Set this RenderWindow's X window id to a pre-existing window. */ void SetWindowInfo(char *info); /** * Set the window info that will be used after WindowRemap() */ void SetNextWindowInfo(char *info); /** * Sets the X window id of the window that WILL BE created. */ void SetParentInfo(char *info); /** * Render without displaying the window. */ void SetOffScreenRendering(int i); protected: vtkOSOpenGLRenderWindow(); ~vtkOSOpenGLRenderWindow(); vtkOSOpenGLRenderWindowInternal *Internal; int OwnWindow; int OwnDisplay; int ScreenSize[2]; int CursorHidden; int ForceMakeCurrent; void CreateAWindow(); void DestroyWindow(); void CreateOffScreenWindow(int width, int height); void DestroyOffScreenWindow(); void ResizeOffScreenWindow(int width, int height); private: vtkOSOpenGLRenderWindow(const vtkOSOpenGLRenderWindow&) = delete; void operator=(const vtkOSOpenGLRenderWindow&) = delete; }; #endif