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

  Program:   Visualization Toolkit
  Module:    vtkRenderWindow.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.

=========================================================================*/
// .NAME vtkRenderWindow - create a window for renderers to draw into
// .SECTION Description
// vtkRenderWindow is an abstract object to specify the behavior of a
// rendering window. A rendering window is a window in a graphical user
// interface where renderers draw their images. Methods are provided to
// synchronize the rendering process, set window size, and control double
// buffering.  The window also allows rendering in stereo.  The interlaced
// render stereo type is for output to a VRex stereo projector.  All of the
// odd horizontal lines are from the left eye, and the even lines are from
// the right eye.  The user has to make the render window aligned with the
// VRex projector, or the eye will be swapped.

// .SECTION Caveats
// In VTK versions 4 and later, the vtkWindowToImageFilter class is
// part of the canonical way to output an image of a window to a file
// (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows
// that existed in 3.2 and earlier).  Connect one of these filters to
// the output of the window, and filter's output to a writer such as
// vtkPNGWriter.

// .SECTION see also
// vtkRenderer vtkRenderWindowInteractor vtkWindowToImageFilter

#ifndef vtkRenderWindow_h
#define vtkRenderWindow_h

#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkWindow.h"

class vtkFloatArray;
class vtkPainterDeviceAdapter;
class vtkProp;
class vtkCollection;
class vtkRenderWindowInteractor;
class vtkRenderer;
class vtkRendererCollection;
class vtkUnsignedCharArray;

// lets define the different types of stereo
#define VTK_STEREO_CRYSTAL_EYES 1
#define VTK_STEREO_RED_BLUE     2
#define VTK_STEREO_INTERLACED   3
#define VTK_STEREO_LEFT         4
#define VTK_STEREO_RIGHT        5
#define VTK_STEREO_DRESDEN      6
#define VTK_STEREO_ANAGLYPH     7
#define VTK_STEREO_CHECKERBOARD 8
#define VTK_STEREO_SPLITVIEWPORT_HORIZONTAL 9
#define VTK_STEREO_FAKE 10

#define VTK_CURSOR_DEFAULT   0
#define VTK_CURSOR_ARROW     1
#define VTK_CURSOR_SIZENE    2
#define VTK_CURSOR_SIZENW    3
#define VTK_CURSOR_SIZESW    4
#define VTK_CURSOR_SIZESE    5
#define VTK_CURSOR_SIZENS    6
#define VTK_CURSOR_SIZEWE    7
#define VTK_CURSOR_SIZEALL   8
#define VTK_CURSOR_HAND      9
#define VTK_CURSOR_CROSSHAIR 10

class VTKRENDERINGCORE_EXPORT vtkRenderWindow : public vtkWindow
{
public:
  vtkTypeMacro(vtkRenderWindow,vtkWindow);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Construct an instance of  vtkRenderWindow with its screen size
  // set to 300x300, borders turned on, positioned at (0,0), double
  // buffering turned on.
  static vtkRenderWindow *New();

  // Description:
  // Add a renderer to the list of renderers.
  virtual void AddRenderer(vtkRenderer *);

  // Description:
  // Remove a renderer from the list of renderers.
  void RemoveRenderer(vtkRenderer *);

  // Description:
  // Query if a renderer is in the list of renderers.
  int HasRenderer(vtkRenderer *);

  // Description:
  // What rendering library has the user requested
  static const char *GetRenderLibrary();

  // Description:
  // Return the collection of renderers in the render window.
  vtkRendererCollection *GetRenderers() {return this->Renderers;};

  // Description:
  // The GL2PS exporter must handle certain props in a special way (e.g. text).
  // This method performs a render and captures all "GL2PS-special" props in
  // the specified collection. The collection will contain a
  // vtkPropCollection for each vtkRenderer in this->GetRenderers(), each
  // containing the special props rendered by the corresponding renderer.
  void CaptureGL2PSSpecialProps(vtkCollection *specialProps);

  // Description:
  // Returns true if the render process is capturing text actors.
  vtkGetMacro(CapturingGL2PSSpecialProps, int);

  // Description:
  // Ask each renderer owned by this RenderWindow to render its image and
  // synchronize this process.
  virtual void Render();

  // Description:
  // Initialize the rendering process.
  virtual void Start() = 0;

  // Description:
  // Finalize the rendering process.
  virtual void Finalize() = 0;

  // Description:
  // A termination method performed at the end of the rendering process
  // to do things like swapping buffers (if necessary) or similar actions.
  virtual void Frame() = 0;

  // Description:
  // Block the thread until the actual rendering is finished().
  // Useful for measurement only.
  virtual void WaitForCompletion()=0;

  // Description:
  // Performed at the end of the rendering process to generate image.
  // This is typically done right before swapping buffers.
  virtual void CopyResultFrame();

  // Description:
  // Create an interactor to control renderers in this window. We need
  // to know what type of interactor to create, because we might be in
  // X Windows or MS Windows.
  virtual vtkRenderWindowInteractor *MakeRenderWindowInteractor();

  // Description:
  // 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.
  // Set cursor position in window (note that (0,0) is the lower left
  // corner).
  virtual void HideCursor() = 0;
  virtual void ShowCursor() = 0;
  virtual void SetCursorPosition(int , int ) {}

  // Description:
  // Change the shape of the cursor.
  vtkSetMacro(CurrentCursor,int);
  vtkGetMacro(CurrentCursor,int);

  // Description:
  // Turn on/off rendering full screen window size.
  virtual void SetFullScreen(int) = 0;
  vtkGetMacro(FullScreen,int);
  vtkBooleanMacro(FullScreen,int);

  // Description:
  // Turn on/off window manager borders. Typically, you shouldn't turn the
  // borders off, because that bypasses the window manager and can cause
  // undesirable behavior.
  vtkSetMacro(Borders,int);
  vtkGetMacro(Borders,int);
  vtkBooleanMacro(Borders,int);

  // Description:
  // Prescribe that the window be created in a stereo-capable mode. This
  // method must be called before the window is realized. Default is off.
  vtkGetMacro(StereoCapableWindow,int);
  vtkBooleanMacro(StereoCapableWindow,int);
  virtual void SetStereoCapableWindow(int capable);

  // Description:
  // Turn on/off stereo rendering.
  vtkGetMacro(StereoRender,int);
  void SetStereoRender(int stereo);
  vtkBooleanMacro(StereoRender,int);

  // Description:
  // Turn on/off the use of alpha bitplanes.
  vtkSetMacro(AlphaBitPlanes, int);
  vtkGetMacro(AlphaBitPlanes, int);
  vtkBooleanMacro(AlphaBitPlanes, int);

  // Description:
  // Turn on/off point smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(PointSmoothing,int);
  vtkGetMacro(PointSmoothing,int);
  vtkBooleanMacro(PointSmoothing,int);

  // Description:
  // Turn on/off line smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(LineSmoothing,int);
  vtkGetMacro(LineSmoothing,int);
  vtkBooleanMacro(LineSmoothing,int);

  // Description:
  // Turn on/off polygon smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(PolygonSmoothing,int);
  vtkGetMacro(PolygonSmoothing,int);
  vtkBooleanMacro(PolygonSmoothing,int);

  // Description:
  // Set/Get what type of stereo rendering to use.  CrystalEyes
  // mode uses frame-sequential capabilities available in OpenGL
  // to drive LCD shutter glasses and stereo projectors.  RedBlue
  // mode is a simple type of stereo for use with red-blue glasses.
  // Anaglyph mode is a superset of RedBlue mode, but the color
  // output channels can be configured using the AnaglyphColorMask
  // and the color of the original image can be (somewhat) maintained
  // using AnaglyphColorSaturation;  the default colors for Anaglyph
  // mode is red-cyan.  Interlaced stereo mode produces a composite
  // image where horizontal lines alternate between left and right
  // views.  StereoLeft and StereoRight modes choose one or the other
  // stereo view.  Dresden mode is yet another stereoscopic
  // interleaving. Fake simply causes the window to render twice without
  // actually swapping the camera from left eye to right eye. This is useful in
  // certain applications that want to emulate the rendering passes without
  // actually rendering in stereo mode.
  vtkGetMacro(StereoType,int);
  vtkSetMacro(StereoType,int);
  void SetStereoTypeToCrystalEyes()
    {this->SetStereoType(VTK_STEREO_CRYSTAL_EYES);}
  void SetStereoTypeToRedBlue()
    {this->SetStereoType(VTK_STEREO_RED_BLUE);}
  void SetStereoTypeToInterlaced()
    {this->SetStereoType(VTK_STEREO_INTERLACED);}
  void SetStereoTypeToLeft()
    {this->SetStereoType(VTK_STEREO_LEFT);}
  void SetStereoTypeToRight()
    {this->SetStereoType(VTK_STEREO_RIGHT);}
  void SetStereoTypeToDresden()
    {this->SetStereoType(VTK_STEREO_DRESDEN);}
  void SetStereoTypeToAnaglyph()
    {this->SetStereoType(VTK_STEREO_ANAGLYPH);}
  void SetStereoTypeToCheckerboard()
    {this->SetStereoType(VTK_STEREO_CHECKERBOARD);}
  void SetStereoTypeToSplitViewportHorizontal()
    {this->SetStereoType(VTK_STEREO_SPLITVIEWPORT_HORIZONTAL);}
  void SetStereoTypeToFake()
    {this->SetStereoType(VTK_STEREO_FAKE);}

  const char *GetStereoTypeAsString();

  // Description:
  // Update the system, if needed, due to stereo rendering. For some stereo
  // methods, subclasses might need to switch some hardware settings here.
  virtual void StereoUpdate();

  // Description:
  // Intermediate method performs operations required between the rendering
  // of the left and right eye.
  virtual void StereoMidpoint();

  // Description:
  // Handles work required once both views have been rendered when using
  // stereo rendering.
  virtual void StereoRenderComplete();

  //Description:
  // Set/get the anaglyph color saturation factor.  This number ranges from
  // 0.0 to 1.0:  0.0 means that no color from the original object is
  // maintained, 1.0 means all of the color is maintained.  The default
  // value is 0.65.  Too much saturation can produce uncomfortable 3D
  // viewing because anaglyphs also use color to encode 3D.
  vtkSetClampMacro(AnaglyphColorSaturation,float, 0.0f, 1.0f);
  vtkGetMacro(AnaglyphColorSaturation,float);

  //Description:
  // Set/get the anaglyph color mask values.  These two numbers are bits
  // mask that control which color channels of the original stereo
  // images are used to produce the final anaglyph image.  The first
  // value is the color mask for the left view, the second the mask
  // for the right view.  If a bit in the mask is on for a particular
  // color for a view, that color is passed on to the final view; if
  // it is not set, that channel for that view is ignored.
  // The bits are arranged as r, g, and b, so r = 4, g = 2, and b = 1.
  // By default, the first value (the left view) is set to 4, and the
  // second value is set to 3.  That means that the red output channel
  // comes from the left view, and the green and blue values come from
  // the right view.
  vtkSetVector2Macro(AnaglyphColorMask,int);
  vtkGetVectorMacro(AnaglyphColorMask,int,2);

  // Description:
  // Remap the rendering window. This probably only works on UNIX right now.
  // It is useful for changing properties that can't normally be changed
  // once the window is up.
  virtual void WindowRemap() = 0;

  // Description:
  // Turn on/off buffer swapping between images.
  vtkSetMacro(SwapBuffers,int);
  vtkGetMacro(SwapBuffers,int);
  vtkBooleanMacro(SwapBuffers,int);

  // Description:
  // Set/Get the pixel data of an image, transmitted as RGBRGBRGB. The
  // front argument indicates if the front buffer should be used or the back
  // buffer. It is the caller's responsibility to delete the resulting
  // array. It is very important to realize that the memory in this array
  // is organized from the bottom of the window to the top. The origin
  // of the screen is in the lower left corner. The y axis increases as
  // you go up the screen. So the storage of pixels is from left to right
  // and from bottom to top.
  // (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on
  // the diagonal.
  virtual int SetPixelData(int x, int y, int x2, int y2, unsigned char *data,
                           int front) = 0;
  virtual int SetPixelData(int x, int y, int x2, int y2,
                           vtkUnsignedCharArray *data, int front) = 0;

  // Description:
  // Same as Get/SetPixelData except that the image also contains an alpha
  // component. The image is transmitted as RGBARGBARGBA... each of which is a
  // float value. The "blend" parameter controls whether the SetRGBAPixelData
  // method blends the data with the previous contents of the frame buffer
  // or completely replaces the frame buffer data.
  virtual float *GetRGBAPixelData(int x, int y, int x2, int y2, int front) = 0;
  virtual int GetRGBAPixelData(int x, int y, int x2, int y2, int front,
                               vtkFloatArray *data) = 0;
  virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *,
                               int front, int blend=0) = 0;
  virtual int SetRGBAPixelData(int, int, int, int, vtkFloatArray*,
                               int, int blend=0) = 0;
  virtual void ReleaseRGBAPixelData(float *data)=0;
  virtual unsigned char *GetRGBACharPixelData(int x, int y, int x2, int y2,
                                              int front) = 0;
  virtual int GetRGBACharPixelData(int x, int y, int x2, int y2, int front,
                                   vtkUnsignedCharArray *data) = 0;
  virtual int SetRGBACharPixelData(int x,int y, int x2, int y2,
                                   unsigned char *data, int front,
                                   int blend=0) = 0;
  virtual int SetRGBACharPixelData(int x, int y, int x2, int y2,
                                   vtkUnsignedCharArray *data, int front,
                                   int blend=0) = 0;

  // Description:
  // Set/Get the zbuffer data from the frame buffer.
  // (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on
  // the diagonal.
  virtual float *GetZbufferData(int x, int y, int x2, int y2) = 0;
  virtual int GetZbufferData(int x, int y, int x2, int y2, float *z) = 0;
  virtual int GetZbufferData(int x, int y, int x2, int y2,
                             vtkFloatArray *z) = 0;
  virtual int SetZbufferData(int x, int y, int x2, int y2, float *z) = 0;
  virtual int SetZbufferData(int x, int y, int x2, int y2,
                             vtkFloatArray *z) = 0;
  float GetZbufferDataAtPoint(int x, int y)
    {
    float value;
    this->GetZbufferData(x, y, x, y, &value);
    return value;
    }

  // Description:
  // Set the number of frames for doing antialiasing. The default is
  // zero. Typically five or six will yield reasonable results without
  // taking too long.
  vtkGetMacro(AAFrames,int);
  vtkSetMacro(AAFrames,int);

  // Description:
  // Set the number of frames for doing focal depth. The default is zero.
  // Depending on how your scene is organized you can get away with as
  // few as four frames for focal depth or you might need thirty.
  // One thing to note is that if you are using focal depth frames,
  // then you will not need many (if any) frames for antialiasing.
  vtkGetMacro(FDFrames,int);
  virtual void SetFDFrames (int fdFrames);

  // Description:
  // Turn on/off using constant offsets for focal depth rendering.
  // The default is off. When constants offsets are used, re-rendering
  // the same scene using the same camera yields the same image; otherwise
  // offsets are random numbers at each rendering that yields
  // slightly different images.
  vtkGetMacro(UseConstantFDOffsets,int);
  vtkSetMacro(UseConstantFDOffsets,int);

  // Description:
  // Set the number of sub frames for doing motion blur. The default is zero.
  // Once this is set greater than one, you will no longer see a new frame
  // for every Render().  If you set this to five, you will need to do
  // five Render() invocations before seeing the result. This isn't
  // very impressive unless something is changing between the Renders.
  // Changing this value may reset the current subframe count.
  vtkGetMacro(SubFrames,int);
  virtual void SetSubFrames(int subFrames);

  // Description:
  // This flag is set if the window hasn't rendered since it was created
  vtkGetMacro(NeverRendered,int);

  // Description:
  // This is a flag that can be set to interrupt a rendering that is in
  // progress.
  vtkGetMacro(AbortRender,int);
  vtkSetMacro(AbortRender,int);
  vtkGetMacro(InAbortCheck,int);
  vtkSetMacro(InAbortCheck,int);
  virtual int CheckAbortStatus();

  vtkGetMacro(IsPicking,int);
  vtkSetMacro(IsPicking,int);
  vtkBooleanMacro(IsPicking,int);

  // Description:
  // Check to see if a mouse button has been pressed.  All other events
  // are ignored by this method.  Ideally, you want to abort the render
  // on any event which causes the DesiredUpdateRate to switch from
  // a high-quality rate to a more interactive rate.
  virtual int GetEventPending() = 0;

  // Description:
  // Are we rendering at the moment
  virtual int  CheckInRenderStatus() { return this->InRender; }

  // Description:
  // Clear status (after an exception was thrown for example)
  virtual void ClearInRenderStatus() { this->InRender = 0; }

  // Description:
  // Set/Get the desired update rate. This is used with
  // the vtkLODActor class. When using level of detail actors you
  // need to specify what update rate you require. The LODActors then
  // will pick the correct resolution to meet your desired update rate
  // in frames per second. A value of zero indicates that they can use
  // all the time they want to.
  virtual void SetDesiredUpdateRate(double);
  vtkGetMacro(DesiredUpdateRate,double);

  // Description:
  // Get the number of layers for renderers.  Each renderer should have
  // its layer set individually.  Some algorithms iterate through all layers,
  // so it is not wise to set the number of layers to be exorbitantly large
  // (say bigger than 100).
  vtkGetMacro(NumberOfLayers, int);
  vtkSetClampMacro(NumberOfLayers, int, 1, VTK_INT_MAX);

  // Description:
  // Get the interactor associated with this render window
  vtkGetObjectMacro(Interactor,vtkRenderWindowInteractor);

  // Description:
  // Set the interactor to the render window
  void SetInteractor(vtkRenderWindowInteractor *);

  // Description:
  // This Method detects loops of RenderWindow<->Interactor,
  // so objects are freed properly.
  virtual void UnRegister(vtkObjectBase *o);

  // Description:
  // Dummy stubs for vtkWindow API.
  virtual void SetDisplayId(void *) = 0;
  virtual void SetWindowId(void *)  = 0;
  virtual void SetNextWindowId(void *) = 0;
  virtual void SetParentId(void *)  = 0;
  virtual void *GetGenericDisplayId() = 0;
  virtual void *GetGenericWindowId() = 0;
  virtual void *GetGenericParentId() = 0;
  virtual void *GetGenericContext() = 0;
  virtual void *GetGenericDrawable() = 0;
  virtual void SetWindowInfo(char *) = 0;
  virtual void SetNextWindowInfo(char *) = 0;
  virtual void SetParentInfo(char *) = 0;

  // Description:
  // Initialize the render window from the information associated
  // with the currently activated OpenGL context.
  virtual bool InitializeFromCurrentContext() { return false; };

  // Description:
  // Attempt to make this window the current graphics context for the calling
  // thread.
  virtual void MakeCurrent() = 0;

  // Description:
  // Tells if this window is the current graphics context for the calling
  // thread.
  virtual bool IsCurrent()=0;

  // Description:
  // Test if the window has a valid drawable. This is
  // currently only an issue on Mac OS X Cocoa where rendering
  // to an invalid drawable results in all OpenGL calls to fail
  // with "invalid framebuffer operation".
  virtual bool IsDrawable(){ return true; }

  // Description:
  // If called, allow MakeCurrent() to skip cache-check when called.
  // MakeCurrent() reverts to original behavior of cache-checking
  // on the next render.
  virtual void SetForceMakeCurrent() {}

  // Description:
  // Get report of capabilities for the render window
  virtual const char *ReportCapabilities() { return "Not Implemented";};

  // Description:
  // Does this render window support OpenGL? 0-false, 1-true
  virtual int SupportsOpenGL() { return 0;};

  // Description:
  // Is this render window using hardware acceleration? 0-false, 1-true
  virtual int IsDirect() { return 0;};

  // Description:
  // This method should be defined by the subclass. How many bits of
  // precision are there in the zbuffer?
  virtual int GetDepthBufferSize() = 0;

  // Description:
  // Get the size of the color buffer.
  // Returns 0 if not able to determine otherwise sets R G B and A into buffer.
  virtual int GetColorBufferSizes(int *rgba) = 0;

  // Description:
  // Get the vtkPainterDeviceAdapter which can be used to paint on
  // this render window.
  vtkGetObjectMacro(PainterDeviceAdapter, vtkPainterDeviceAdapter);

  // Description:
  // Set / Get the number of multisamples to use for hardware antialiasing.
  vtkSetMacro(MultiSamples,int);
  vtkGetMacro(MultiSamples,int);

  // Description:
  // Set / Get the availability of the stencil buffer.
  vtkSetMacro(StencilCapable, int);
  vtkGetMacro(StencilCapable, int);
  vtkBooleanMacro(StencilCapable, int);

protected:
  vtkRenderWindow();
  ~vtkRenderWindow();

  virtual void DoStereoRender();
  virtual void DoFDRender();
  virtual void DoAARender();

  vtkPainterDeviceAdapter* PainterDeviceAdapter;
  vtkRendererCollection *Renderers;
  int Borders;
  int FullScreen;
  int OldScreen[5];
  int PointSmoothing;
  int LineSmoothing;
  int PolygonSmoothing;
  int StereoRender;
  int StereoType;
  int StereoStatus; // used for keeping track of what's going on
  int StereoCapableWindow;
  int AlphaBitPlanes;
  vtkRenderWindowInteractor *Interactor;
  unsigned char* StereoBuffer; // used for red blue stereo
  float *AccumulationBuffer;   // used for many techniques
  unsigned int AccumulationBufferSize;
  int AAFrames;
  int FDFrames;
  int UseConstantFDOffsets; // to use the same offsets at each rendering
  double *ConstantFDOffsets[2];
  int SubFrames;               // number of sub frames
  int CurrentSubFrame;         // what one are we on
  unsigned char *ResultFrame;  // used for any non immediate rendering
  int   SwapBuffers;
  double DesiredUpdateRate;
  int   AbortRender;
  int   InAbortCheck;
  int   InRender;
  int   NeverRendered;
  int   NumberOfLayers;
  int CurrentCursor;
  int IsPicking;
  float AnaglyphColorSaturation;
  int AnaglyphColorMask[2];
  int MultiSamples;
  int StencilCapable;
  int CapturingGL2PSSpecialProps;

  // Description:
  // The universal time since the last abort check occurred.
  double AbortCheckTime;

private:
  vtkRenderWindow(const vtkRenderWindow&);  // Not implemented.
  void operator=(const vtkRenderWindow&);  // Not implemented.
};

#endif
