vtkRendererNode.cxx 2.3 KB
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/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkRendererNode.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 "vtkRendererNode.h"

#include "vtkActor.h"
#include "vtkActorNode.h"
#include "vtkCamera.h"
#include "vtkCameraNode.h"
#include "vtkCollectionIterator.h"
#include "vtkLight.h"
#include "vtkLightCollection.h"
#include "vtkLightNode.h"
#include "vtkObjectFactory.h"
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#include "vtkRenderWindow.h"
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#include "vtkRenderer.h"
#include "vtkRendererNode.h"

//============================================================================
vtkStandardNewMacro(vtkRendererNode);

//----------------------------------------------------------------------------
vtkRendererNode::vtkRendererNode()
{
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  this->Size[0] = 0;
  this->Size[1] = 0;
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  this->Viewport[0] = 0.0;
  this->Viewport[1] = 0.0;
  this->Viewport[2] = 1.0;
  this->Viewport[3] = 1.0;
  this->Scale[0] = 1;
  this->Scale[1] = 1;
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}

//----------------------------------------------------------------------------
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vtkRendererNode::~vtkRendererNode() = default;
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//----------------------------------------------------------------------------
void vtkRendererNode::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);
}

//----------------------------------------------------------------------------
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void vtkRendererNode::Build(bool prepass)
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{
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  if (prepass)
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  {
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    vtkRenderer* mine = vtkRenderer::SafeDownCast(this->GetRenderable());
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    if (!mine)
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    {
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      return;
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    }
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    this->PrepareNodes();
    this->AddMissingNodes(mine->GetLights());
    this->AddMissingNodes(mine->GetActors());
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    this->AddMissingNodes(mine->GetVolumes());
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    // make sure we have a camera setup
    if (!mine->IsActiveCameraCreated())
    {
      mine->GetActiveCamera();
      mine->ResetCamera();
    }
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    this->AddMissingNode(mine->GetActiveCamera());
    this->RemoveUnusedNodes();
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  }
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}