24 #ifndef vtkOpenGLRenderWindow_h
25 #define vtkOpenGLRenderWindow_h
54 static void SetGlobalMaximumNumberOfMultiSamples(
int val);
55 static int GetGlobalMaximumNumberOfMultiSamples();
63 virtual unsigned char *
GetPixelData(
int x,
int y,
int x2,
int y2,
int front);
64 virtual int GetPixelData(
int x,
int y,
int x2,
int y2,
int front,
78 int front,
int blend=0);
80 int front,
int blend=0);
87 unsigned char *
data,
int front,
97 virtual int GetZbufferData(
int x1,
int y1,
int x2,
int y2,
float* z );
100 virtual int SetZbufferData(
int x1,
int y1,
int x2,
int y2,
float *buffer );
123 virtual void OpenGLInit();
126 virtual void OpenGLInitState();
129 virtual void OpenGLInitContext();
133 static bool GetContextSupportsOpenGL32();
134 void SetContextSupportsOpenGL32(
bool val);
142 unsigned int GetBackLeftBuffer();
149 unsigned int GetBackRightBuffer();
156 unsigned int GetFrontLeftBuffer();
163 unsigned int GetFrontRightBuffer();
170 unsigned int GetBackBuffer();
177 unsigned int GetFrontBuffer();
180 virtual unsigned long GetContextCreationTime();
197 virtual void DrawPixels(
int x1,
int y1,
int x2,
int y2,
198 int numComponents,
int dataType,
void *
data);
204 virtual void DrawPixels(
205 int dstXmin,
int dstYmin,
int dstXmax,
int dstYmax,
206 int srcXmin,
int srcYmin,
int srcXmax,
int srcYmax,
207 int srcWidth,
int srcHeight,
int numComponents,
int dataType,
void *
data);
213 virtual void DrawPixels(
214 int srcWidth,
int srcHeight,
int numComponents,
int dataType,
void *
data);
220 return this->MaximumHardwareLineWidth; };
238 int GetDefaultTextureInternalFormat(
239 int vtktype,
int numComponents,
240 bool needInteger,
bool needFloat);
250 void InitializeTextureInternalFormats();
252 long OldMonitorSetting;
256 int GetPixelData(
int x,
int y,
int x2,
int y2,
int front,
unsigned char*
data);
259 unsigned char*
data);
266 int CreateHardwareOffScreenWindow(
int width,
int height);
271 void DestroyHardwareOffScreenWindow();
274 int OffScreenUseFrameBuffer;
278 int NumberOfFrameBuffers;
279 unsigned int TextureObjects[4];
280 unsigned int FrameBufferObject;
281 unsigned int DepthRenderBufferObject;
285 virtual void CreateAWindow() = 0;
288 virtual void DestroyWindow() = 0;
302 void RestoreGLState();
306 unsigned int BackLeftBuffer;
307 unsigned int BackRightBuffer;
308 unsigned int FrontLeftBuffer;
309 unsigned int FrontRightBuffer;
310 unsigned int FrontBuffer;
311 unsigned int BackBuffer;
313 #ifndef VTK_LEGACY_REMOVE
Wrapper around std::string to keep symbols short.
float MaximumHardwareLineWidth
manage Shader Programs within a context
virtual unsigned char * GetPixelData(int x, int y, int x2, int y2, int front)=0
#define VTKRENDERINGOPENGL2_EXPORT
record modification and/or execution time
dynamic, self-adjusting array of float
virtual int GetColorBufferSizes(int *rgba)=0
#define VTK_UNICODE_STRING
virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *, int front, int blend=0)=0
virtual unsigned char * GetRGBACharPixelData(int x, int y, int x2, int y2, int front)=0
std::map< const vtkTextureObject *, int > TextureResourceIds
unsigned int LastGraphicError
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
virtual void ReleaseRGBAPixelData(float *data)=0
vtkTextureObject * DrawPixelsTextureObject
list of point or cell ids
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()
dynamic, self-adjusting array of unsigned char
allocate/free texture units.
vtkOpenGLShaderCache * ShaderCache
abstracts an OpenGL texture object.
create a window for renderers to draw into
virtual float GetMaximumHardwareLineWidth()
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
virtual bool IsPointSpriteBugPresent()
std::map< std::string, int > GLStateIntegers
The ShaderProgram uses one or more Shader objects.