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vtkLookingGlassPass.cxx
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vtkLookingGlassPass.cxx
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/*=========================================================================
Copyright (c) 2020 Kitware, Inc.
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 "vtkLookingGlassPass.h"
#include "vtkObjectFactory.h"
#include <cassert>
#include "vtkLookingGlassInterface.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLFramebufferObject.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkRendererCollection.h"
vtkStandardNewMacro(vtkLookingGlassPass);
vtkCxxSetObjectMacro(vtkLookingGlassPass, DelegatePass, vtkRenderPass);
//------------------------------------------------------------------------------
vtkLookingGlassPass::vtkLookingGlassPass()
: DelegatePass(nullptr)
{
this->Interface = vtkLookingGlassInterface::New();
this->Interface->Initialize();
}
//------------------------------------------------------------------------------
vtkLookingGlassPass::~vtkLookingGlassPass()
{
this->Interface->Delete();
if (this->DelegatePass != nullptr)
{
this->DelegatePass->Delete();
}
}
void vtkLookingGlassPass::ReleaseGraphicsResources(vtkWindow* w)
{
assert("pre: w_exists" && w != nullptr);
this->Interface->ReleaseGraphicsResources(w);
this->Superclass::ReleaseGraphicsResources(w);
}
//------------------------------------------------------------------------------
void vtkLookingGlassPass::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
}
//------------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkLookingGlassPass::Render(const vtkRenderState* s)
{
assert("pre: s_exists" && s != nullptr);
vtkOpenGLClearErrorMacro();
this->NumberOfRenderedProps = 0;
vtkRenderer* r = s->GetRenderer();
vtkRenderState s2(r);
s2.SetPropArrayAndCount(s->GetPropArray(), s->GetPropArrayCount());
vtkOpenGLRenderWindow* renWin = static_cast<vtkOpenGLRenderWindow*>(r->GetRenderWindow());
if (this->DelegatePass == nullptr)
{
vtkWarningMacro(<< " no delegate.");
return;
}
this->Interface->Initialize();
vtkOpenGLFramebufferObject* renderFramebuffer;
vtkOpenGLFramebufferObject* quiltFramebuffer;
this->Interface->GetFramebuffers(renWin, renderFramebuffer, quiltFramebuffer);
s2.SetFrameBuffer(renderFramebuffer);
std::function<void(void)> renderFunc = [this, &s2]() { this->DelegatePass->Render(&s2); };
// Only render with this single renderer
vtkNew<vtkRendererCollection> renderers;
renderers->AddItem(r);
this->Interface->RenderQuilt(renWin, renderers, &renderFunc);
this->Interface->DrawLightField(renWin);
vtkOpenGLCheckErrorMacro("failed after Render");
}