/*=========================================================================

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

#include "vtkMapper.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLRenderer.h"
#include "vtkProperty.h"

#include "vtkOpenGL.h"
#include <math.h>

#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLActor, "1.30");
vtkStandardNewMacro(vtkOpenGLActor);
#endif

// Actual actor render method.
void vtkOpenGLActor::Render(vtkRenderer *ren, vtkMapper *mapper)
{
  float opacity;

  // get opacity
  opacity = this->GetProperty()->GetOpacity();
  if (opacity == 1.0)
    {
    glDepthMask (GL_TRUE);
    }
  else
    {
    // add this check here for GL_SELECT mode
    // If we are not picking, then don't write to the zbuffer
    // because we probably haven't sorted the polygons. If we
    // are picking, then translucency doesn't matter - we want to
    // pick the thing closest to us.
    GLint param[1];
    glGetIntegerv(GL_RENDER_MODE, param);
    if(param[0] == GL_SELECT )
      {
      glDepthMask(GL_TRUE);
      }
    else
      {
      if(ren->GetLastRenderingUsedDepthPeeling())
        {
        glDepthMask(GL_TRUE); // transparency with depth peeling
        }
      else
        {
        glDepthMask (GL_FALSE); // transparency with alpha blending
        }
      }
    }

  // build transformation 
  if (!this->IsIdentity)
    {
    double *mat = this->GetMatrix()->Element[0];
    double mat2[16];
    mat2[0] = mat[0];
    mat2[1] = mat[4];
    mat2[2] = mat[8];
    mat2[3] = mat[12];
    mat2[4] = mat[1];
    mat2[5] = mat[5];
    mat2[6] = mat[9];
    mat2[7] = mat[13];
    mat2[8] = mat[2];
    mat2[9] = mat[6];
    mat2[10] = mat[10];
    mat2[11] = mat[14];
    mat2[12] = mat[3];
    mat2[13] = mat[7];
    mat2[14] = mat[11];
    mat2[15] = mat[15];
    
    // insert model transformation 
    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();
    glMultMatrixd(mat2);
    }
  
  // send a render to the mapper; update pipeline
  mapper->Render(ren,this);

  // pop transformation matrix
  if (!this->IsIdentity)
    {
    glMatrixMode( GL_MODELVIEW );
    glPopMatrix();
    }
  
  if (opacity != 1.0)
    {
    glDepthMask (GL_TRUE);
    }
}

//----------------------------------------------------------------------------
void vtkOpenGLActor::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);
}
