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

  Program:   Visualization Toolkit
  Module:    vtkOpenGLRenderWindow.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 "vtkOpenGLRenderWindow.h"
#include "assert.h"
#include "vtkFloatArray.h"
#include "vtkgl.h"
#include "vtkIdList.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLActor.h"
#include "vtkOpenGLCamera.h"
#include "vtkOpenGLExtensionManager.h"
#include "vtkOpenGLHardwareSupport.h"
#include "vtkOpenGLLight.h"
#include "vtkOpenGLPolyDataMapper.h"
#include "vtkOpenGLProperty.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLTexture.h"
#include "vtkUnsignedCharArray.h"
#include "vtkTextureUnitManager.h"

vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, ExtensionManager, vtkOpenGLExtensionManager);
vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, HardwareSupport, vtkOpenGLHardwareSupport);
vtkCxxSetObjectMacro(vtkOpenGLRenderWindow, TextureUnitManager, vtkTextureUnitManager);

// Initialize static member that controls global maximum number of multisamples
static int vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = 8;

void vtkOpenGLRenderWindow::SetGlobalMaximumNumberOfMultiSamples(int val)
{
  if (val == vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples) return;
  vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples = val;
}

int vtkOpenGLRenderWindow::GetGlobalMaximumNumberOfMultiSamples()
{
  return vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
}

vtkOpenGLRenderWindow::vtkOpenGLRenderWindow()
{
  this->ExtensionManager = NULL;
  this->HardwareSupport = NULL;
  this->TextureUnitManager=0;

  this->MultiSamples = vtkOpenGLRenderWindowGlobalMaximumNumberOfMultiSamples;
  this->TextureResourceIds = vtkIdList::New();
  if ( this->WindowName )
    delete [] this->WindowName;
  this->WindowName = new char[strlen("Visualization Toolkit - OpenGL")+1];
  strcpy( this->WindowName, "Visualization Toolkit - OpenGL" );

  this->OffScreenUseFrameBuffer=0;

  this->BackLeftBuffer=static_cast<unsigned int>(GL_BACK_LEFT);
  this->BackRightBuffer=static_cast<unsigned int>(GL_BACK_RIGHT);
  this->FrontLeftBuffer=static_cast<unsigned int>(GL_FRONT_LEFT);
  this->FrontRightBuffer=static_cast<unsigned int>(GL_FRONT_RIGHT);
  this->BackBuffer=static_cast<unsigned int>(GL_BACK);
  this->FrontBuffer=static_cast<unsigned int>(GL_FRONT);

  this->LastGraphicError=static_cast<unsigned int>(GL_NO_ERROR);

  this->OwnContext=1;
}

// free up memory & close the window
vtkOpenGLRenderWindow::~vtkOpenGLRenderWindow()
{
  this->TextureResourceIds->Delete();
  if(this->TextureUnitManager!=0)
    {
    this->TextureUnitManager->SetContext(0);
    }

  if (this->ExtensionManager)
    {
    this->ExtensionManager->SetRenderWindow(0);
    }
  if (this->HardwareSupport)
    {
    this->HardwareSupport->SetExtensionManager(0);
    //this->HardwareSupport->Delete();
    }
  this->SetTextureUnitManager(0);
  this->SetExtensionManager(0);
  this->SetHardwareSupport(0);
}

// ----------------------------------------------------------------------------
unsigned long vtkOpenGLRenderWindow::GetContextCreationTime()
{
  return this->ContextCreationTime.GetMTime();
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back left buffer.
// It is GL_BACK_LEFT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackLeftBuffer()
{
  return this->BackLeftBuffer;
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back right buffer.
// It is GL_BACK_RIGHT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackRightBuffer()
{
  return this->BackRightBuffer;
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front left buffer.
// It is GL_FRONT_LEFT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontLeftBuffer()
{
  return this->FrontLeftBuffer;
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front right buffer.
// It is GL_FRONT_RIGHT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontRightBuffer()
{
  return this->FrontRightBuffer;
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the back left buffer.
// It is GL_BACK if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetBackBuffer()
{
  return this->BackBuffer;
}

// ----------------------------------------------------------------------------
// Description:
// Return the OpenGL name of the front left buffer.
// It is GL_FRONT if GL is bound to the window-system-provided
// framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an
// application-created framebuffer object (GPU-based offscreen rendering)
// It is used by vtkOpenGLCamera.
unsigned int vtkOpenGLRenderWindow::GetFrontBuffer()
{
  return this->FrontBuffer;
}

// Update system if needed due to stereo rendering.
void vtkOpenGLRenderWindow::StereoUpdate(void)
{
  // if stereo is on and it wasn't before
  if (this->StereoRender && (!this->StereoStatus))
    {
    switch (this->StereoType)
      {
      case VTK_STEREO_CRYSTAL_EYES:
        // not clear this is supposed to be empty,
        // but it has been that way forever.
        break;
      case VTK_STEREO_RED_BLUE:
        this->StereoStatus = 1;
        break;
      case VTK_STEREO_ANAGLYPH:
        this->StereoStatus = 1;
        break;
      case VTK_STEREO_DRESDEN:
        this->StereoStatus = 1;
        break;
      case VTK_STEREO_INTERLACED:
        this->StereoStatus = 1;
        break;
      case VTK_STEREO_CHECKERBOARD:
        this->StereoStatus = 1;
        break;
      case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
        this->StereoStatus = 1;
        break;
      }
    }
  else if ((!this->StereoRender) && this->StereoStatus)
    {
    switch (this->StereoType)
      {
      case VTK_STEREO_CRYSTAL_EYES:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_RED_BLUE:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_ANAGLYPH:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_DRESDEN:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_INTERLACED:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_CHECKERBOARD:
        this->StereoStatus = 0;
        break;
      case VTK_STEREO_SPLITVIEWPORT_HORIZONTAL:
        this->StereoStatus = 0;
        break;
      }
    }
}


void vtkOpenGLRenderWindow::OpenGLInit()
{
  OpenGLInitContext();
  OpenGLInitState();
}

void vtkOpenGLRenderWindow::OpenGLInitState()
{
  glMatrixMode( GL_MODELVIEW );
  glDepthFunc( GL_LEQUAL );
  glEnable( GL_DEPTH_TEST );
  glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

  // initialize blending for transparency
  if(vtkgl::BlendFuncSeparate!=0)
    {
    vtkgl::BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
                             GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
    }
  else
    {
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    }
  glEnable(GL_BLEND);

  if (this->PointSmoothing)
    {
    glEnable(GL_POINT_SMOOTH);
    }
  else
    {
    glDisable(GL_POINT_SMOOTH);
    }

  if (this->LineSmoothing)
    {
    glEnable(GL_LINE_SMOOTH);
    }
  else
    {
    glDisable(GL_LINE_SMOOTH);
    }

  if (this->PolygonSmoothing)
    {
    glEnable(GL_POLYGON_SMOOTH);
    }
  else
    {
    glDisable(GL_POLYGON_SMOOTH);
    }

  glEnable(GL_NORMALIZE);
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
  glAlphaFunc(GL_GREATER,0);

  // Default OpenGL is 4 bytes but it is only safe with RGBA format.
  // If format is RGB, row alignment is 4 bytes only if the width is divisible
  // by 4. Let's do it the safe way: 1-byte alignment.
  // If an algorithm really need 4 bytes alignment, it should set it itself,
  // this is the recommended way in "Avoiding 16 Common OpenGL Pitfalls",
  // section 7:
  // http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/
  glPixelStorei(GL_UNPACK_ALIGNMENT,1);
  glPixelStorei(GL_PACK_ALIGNMENT,1);
  // Set the number of alpha bit planes used by the window
  int rgba[4];
  this->GetColorBufferSizes(rgba);
  this->SetAlphaBitPlanes(rgba[3]);
}

void vtkOpenGLRenderWindow::OpenGLInitContext()
{
  // When a new OpenGL context is created, force an update
  // of the extension manager by calling modified on it.
  vtkOpenGLExtensionManager *extensions = this->GetExtensionManager();
  extensions->Modified();

  this->ContextCreationTime.Modified();

  // We have to set the function pointer to null, otherwise the following
  // scenario would fail on Windows (and maybe other kind of configurations):
  // 1. Render onscreen on GPU that supports OpenGL 1.4
  // 2. Switch to offscreen with GDI Windows implementation (1.1)
  vtkgl::BlendFuncSeparate=0;

  // Try to initialize vtkgl::BlendFuncSeparate() if available.
  if (extensions->ExtensionSupported("GL_VERSION_1_4"))
    {
    extensions->LoadExtension("GL_VERSION_1_4");
    }
  else
    {
    if (extensions->ExtensionSupported("GL_EXT_blend_func_separate"))
      {
      extensions->LoadCorePromotedExtension("GL_EXT_blend_func_separate");
      }
    }
}

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

int vtkOpenGLRenderWindow::GetDepthBufferSize()
{
  GLint size;

  if ( this->Mapped )
    {
    this->MakeCurrent();
    size = 0;
    glGetIntegerv( GL_DEPTH_BITS, &size );
    return static_cast<int>(size);
    }
  else
    {
    vtkDebugMacro(<< "Window is not mapped yet!" );
    return 24;
    }
}

int vtkOpenGLRenderWindow::GetColorBufferSizes(int *rgba)
{
  GLint size;

  if (rgba==NULL)
    {
    return 0;
    }
  rgba[0] = 0;
  rgba[1] = 0;
  rgba[2] = 0;
  rgba[3] = 0;

  if ( this->Mapped)
    {
    this->MakeCurrent();
    glGetIntegerv( GL_RED_BITS, &size );
    rgba[0] = static_cast<int>(size);
    glGetIntegerv( GL_GREEN_BITS, &size  );
    rgba[1] = static_cast<int>(size);
    glGetIntegerv( GL_BLUE_BITS, &size );
    rgba[2] = static_cast<int>(size);
    glGetIntegerv( GL_ALPHA_BITS, &size );
    rgba[3] = static_cast<int>(size);
    return rgba[0]+rgba[1]+rgba[2]+rgba[3];
    }
  else
    {
    vtkDebugMacro(<< "Window is not mapped yet!" );
    rgba[0] = 8;
    rgba[1] = 8;
    rgba[2] = 8;
    rgba[3] = 8;
    return 32;
    }
}

unsigned char* vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
                                                   int x2, int y2,
                                                   int front)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  unsigned char *data =
    new unsigned char[(x_hi - x_low + 1)*(y_hi - y_low + 1)*3];
  this->GetPixelData(x1, y1, x2, y2, front, data);
  return data;
}

int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
                                        int x2, int y2,
                                        int front,
                                        vtkUnsignedCharArray* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  int width  = abs(x_hi - x_low) + 1;
  int height = abs(y_hi - y_low) + 1;
  int size = 3*width*height;

  if ( data->GetMaxId()+1 != size)
    {
    vtkDebugMacro("Resizing array.");
    data->SetNumberOfComponents(3);
    data->SetNumberOfValues(size);
    }
  return this->GetPixelData(x1, y1, x2, y2, front, data->GetPointer(0));

}

int vtkOpenGLRenderWindow::GetPixelData(int x1, int y1,
                                        int x2, int y2,
                                        int front, unsigned char* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  // set the current window
  this->MakeCurrent();

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  if (front)
    {
    glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
    }
  else
    {
    glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
    }

  glDisable( GL_SCISSOR_TEST );

#if defined(sparc) && !defined(GL_VERSION_1_2)
  // We need to read the image data one row at a time and convert it
  // from RGBA to RGB to get around a bug in Sun OpenGL 1.1
  long    xloop, yloop;
  unsigned char *buffer;
  unsigned char *p_data = NULL;

  buffer = new unsigned char [4*(x_hi - x_low + 1)];
  p_data = data;
  for (yloop = y_low; yloop <= y_hi; yloop++)
    {
    // read in a row of pixels
    glReadPixels(x_low,yloop,(x_hi-x_low+1),1,
                 GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    for (xloop = 0; xloop <= x_hi-x_low; xloop++)
      {
      *p_data = buffer[xloop*4]; p_data++;
      *p_data = buffer[xloop*4+1]; p_data++;
      *p_data = buffer[xloop*4+2]; p_data++;
      }
    }

  delete [] buffer;
#else
  // If the Sun bug is ever fixed, then we could use the following
  // technique which provides a vast speed improvement on the SGI

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );

  // Calling pack alignment ensures that we can grab the any size window
  glPixelStorei( GL_PACK_ALIGNMENT, 1 );
  glReadPixels(x_low, y_low, x_hi-x_low+1, y_hi-y_low+1, GL_RGB,
               GL_UNSIGNED_BYTE, data);
#endif

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }

}

int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
                                        vtkUnsignedCharArray *data, int front)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  if (y1 < y2)
    {

    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  int width  = abs(x_hi - x_low) + 1;
  int height = abs(y_hi - y_low) + 1;
  int size = 3*width*height;

  if ( data->GetMaxId()+1 != size)
    {
    vtkErrorMacro("Buffer is of wrong size.");
    return VTK_ERROR;
    }
  return this->SetPixelData(x1, y1, x2, y2, data->GetPointer(0), front);

}

int vtkOpenGLRenderWindow::SetPixelData(int x1, int y1, int x2, int y2,
                                        unsigned char *data, int front)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  // set the current window
  this->MakeCurrent();

  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  GLint buffer;
  glGetIntegerv(GL_DRAW_BUFFER, &buffer);

  if (front)
    {
    glDrawBuffer(this->GetFrontBuffer());
    }
  else
    {
    glDrawBuffer(this->GetBackBuffer());
    }

  if (y1 < y2)
    {

    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  glDisable( GL_SCISSOR_TEST );
  glViewport(0, 0, this->Size[0], this->Size[1]);

#if defined(sparc) && !defined(GL_VERSION_1_2)
  // We need to read the image data one row at a time and convert it
  // from RGBA to RGB to get around a bug in Sun OpenGL 1.1
  long    xloop, yloop;
  unsigned char *buffer;
  unsigned char *p_data = NULL;

  buffer = new unsigned char [4*(x_hi - x_low + 1)];

  // now write the binary info one row at a time
  glDisable(GL_BLEND);
  p_data = data;
  for (yloop = y_low; yloop <= y_hi; yloop++)
    {
    for (xloop = 0; xloop <= x_hi - x_low; xloop++)
      {
      buffer[xloop*4] = *p_data; p_data++;
      buffer[xloop*4+1] = *p_data; p_data++;
      buffer[xloop*4+2] = *p_data; p_data++;
      buffer[xloop*4+3] = 0xff;
      }
    /* write out a row of pixels */
    glMatrixMode( GL_MODELVIEW );
    glPushMatrix();
    glLoadIdentity();
    glMatrixMode( GL_PROJECTION );
    glPushMatrix();
    glLoadIdentity();
    glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
                   (2.0 * static_cast<GLfloat>(yloop) / this->Size[1] - 1),
                   -1.0 );
    glMatrixMode( GL_PROJECTION );
    glPopMatrix();
    glMatrixMode( GL_MODELVIEW );
    glPopMatrix();

    glDrawPixels((x_hi-x_low+1),1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    }

  // This seems to be necessary for the image to show up
  glFlush();

  glEnable(GL_BLEND);
#else
  // If the Sun bug is ever fixed, then we could use the following
  // technique which provides a vast speed improvement on the SGI

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );

  // now write the binary info
  glMatrixMode( GL_MODELVIEW );
  glPushMatrix();
  glLoadIdentity();
  glMatrixMode( GL_PROJECTION );
  glPushMatrix();
  glLoadIdentity();
  glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
                 (2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
                 -1.0 );
  glMatrixMode( GL_PROJECTION );
  glPopMatrix();
  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();

  glPixelStorei( GL_UNPACK_ALIGNMENT, 1);
  glDisable(GL_BLEND);
  glDrawPixels((x_hi-x_low+1), (y_hi - y_low + 1),
               GL_RGB, GL_UNSIGNED_BYTE, data);
  glEnable(GL_BLEND);

  // This seems to be necessary for the image to show up
  glFlush();
#endif

  glDrawBuffer(buffer);

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}

float* vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
                                               int front)
{

  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi - x_low) + 1;
  height = abs(y_hi - y_low) + 1;

  float *data = new float[ (width*height*4) ];
  this->GetRGBAPixelData(x1, y1, x2, y2, front, data);

  return data;

}

int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
                                            int front, vtkFloatArray* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi - x_low) + 1;
  height = abs(y_hi - y_low) + 1;

  int size = 4*width*height;

  if ( data->GetMaxId()+1 != size)
    {
    vtkDebugMacro("Resizing array.");
    data->SetNumberOfComponents(4);
    data->SetNumberOfValues(size);
    }
  return this->GetRGBAPixelData(x1, y1, x2, y2, front, data->GetPointer(0));

}

int vtkOpenGLRenderWindow::GetRGBAPixelData(int x1, int y1, int x2, int y2,
                                            int front, float* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  // set the current window
  this->MakeCurrent();

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  if (front)
    {
    glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
    }
  else
    {
    glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
    }

  width  = abs(x_hi - x_low) + 1;
  height = abs(y_hi - y_low) + 1;


  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );

  glPixelStorei( GL_PACK_ALIGNMENT, 1 );
  glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_FLOAT, data);

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}

void vtkOpenGLRenderWindow::ReleaseRGBAPixelData(float *data)
{
  delete[] data;
}

int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
                                            vtkFloatArray *data, int front,
                                            int blend)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi-x_low) + 1;
  height = abs(y_hi-y_low) + 1;

  int size = 4*width*height;
  if ( data->GetMaxId()+1 != size )
    {
    vtkErrorMacro("Buffer is of wrong size.");
    return VTK_ERROR;
    }

  return this->SetRGBAPixelData(x1, y1, x2, y2, data->GetPointer(0), front,
                                blend);
}

int vtkOpenGLRenderWindow::SetRGBAPixelData(int x1, int y1, int x2, int y2,
                                            float *data, int front, int blend)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  // set the current window
  this->MakeCurrent();

  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  GLint buffer;
  glGetIntegerv(GL_DRAW_BUFFER, &buffer);

  if (front)
    {
    glDrawBuffer(this->GetFrontBuffer());
    }
  else
    {
    glDrawBuffer(this->GetBackBuffer());
    }

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi-x_low) + 1;
  height = abs(y_hi-y_low) + 1;

  /* write out a row of pixels */
  glDisable( GL_SCISSOR_TEST );
  glViewport(0, 0, this->Size[0], this->Size[1]);
  glMatrixMode( GL_MODELVIEW );
  glPushMatrix();
  glLoadIdentity();
  glMatrixMode( GL_PROJECTION );
  glPushMatrix();
  glLoadIdentity();
  glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
                 (2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
                 -1.0 );
  glMatrixMode( GL_PROJECTION );
  glPopMatrix();
  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();

  glPixelStorei( GL_UNPACK_ALIGNMENT, 1);

  if (!blend)
    {
    glDisable(GL_BLEND);
    glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
    glEnable(GL_BLEND);
    }
  else
    {
    glDrawPixels( width, height, GL_RGBA, GL_FLOAT, data);
    }

  // This seems to be necessary for the image to show up
  glFlush();

  glDrawBuffer(buffer);

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}

unsigned char *vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
                                                           int x2, int y2,
                                                           int front)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }


  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi - x_low) + 1;
  height = abs(y_hi - y_low) + 1;

  unsigned char *data = new unsigned char[ (width*height)*4 ];
  this->GetRGBACharPixelData(x1, y1, x2, y2, front, data);

  return data;
}

int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
                                                int x2, int y2,
                                                int front,
                                                vtkUnsignedCharArray* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  int width  = abs(x_hi - x_low) + 1;
  int height = abs(y_hi - y_low) + 1;
  int size = 4*width*height;

  if ( data->GetMaxId()+1 != size)
    {
    vtkDebugMacro("Resizing array.");
    data->SetNumberOfComponents(4);
    data->SetNumberOfValues(size);
    }
  return this->GetRGBACharPixelData(x1, y1, x2, y2, front,
                                    data->GetPointer(0));
}

int vtkOpenGLRenderWindow::GetRGBACharPixelData(int x1, int y1,
                                                int x2, int y2,
                                                int front,
                                                unsigned char* data)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;


  // set the current window
  this->MakeCurrent();


  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }


  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }


  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  if (front)
    {
    glReadBuffer(static_cast<GLenum>(this->GetFrontLeftBuffer()));
    }
  else
    {
    glReadBuffer(static_cast<GLenum>(this->GetBackLeftBuffer()));
    }

  width  = abs(x_hi - x_low) + 1;
  height = abs(y_hi - y_low) + 1;

  glDisable( GL_SCISSOR_TEST );

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );

  glReadPixels( x_low, y_low, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
                data);

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }

}


int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1,int y1,int x2,int y2,
                                                vtkUnsignedCharArray *data,
                                                int front, int blend)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;

  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }

  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }

  width  = abs(x_hi-x_low) + 1;
  height = abs(y_hi-y_low) + 1;

  int size = 4*width*height;
  if ( data->GetMaxId()+1 != size )
    {
    vtkErrorMacro("Buffer is of wrong size. It is " << data->GetMaxId()+1
                  << ", it should be: " << size);
    return VTK_ERROR;
    }

  return this->SetRGBACharPixelData(x1, y1, x2, y2, data->GetPointer(0),
                                    front, blend);

}

int vtkOpenGLRenderWindow::SetRGBACharPixelData(int x1, int y1, int x2,
                                                int y2, unsigned char *data,
                                                int front, int blend)
{
  int     y_low, y_hi;
  int     x_low, x_hi;
  int     width, height;


  // set the current window
  this->MakeCurrent();


  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  GLint buffer;
  glGetIntegerv(GL_DRAW_BUFFER, &buffer);

  if (front)
    {
    glDrawBuffer(this->GetFrontBuffer());
    }
  else
    {
    glDrawBuffer(this->GetBackBuffer());
    }


  if (y1 < y2)
    {
    y_low = y1;
    y_hi  = y2;
    }
  else
    {
    y_low = y2;
    y_hi  = y1;
    }


  if (x1 < x2)
    {
    x_low = x1;
    x_hi  = x2;
    }
  else
    {
    x_low = x2;
    x_hi  = x1;
    }


  width  = abs(x_hi-x_low) + 1;
  height = abs(y_hi-y_low) + 1;


  /* write out a row of pixels */
  glViewport(0, 0, this->Size[0], this->Size[1]);
  glMatrixMode( GL_MODELVIEW );
  glPushMatrix();
  glLoadIdentity();
  glMatrixMode( GL_PROJECTION );
  glPushMatrix();
  glLoadIdentity();
  glRasterPos3f( (2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1),
                 (2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1),
                 -1.0 );
  glMatrixMode( GL_PROJECTION );
  glPopMatrix();
  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();

  // Disable writing on the z-buffer.
  glDepthMask(GL_FALSE);
  glDisable(GL_DEPTH_TEST);

  glDisable( GL_SCISSOR_TEST );

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );

  if (!blend)
    {
    glDisable(GL_BLEND);
    glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
                  data);
    glEnable(GL_BLEND);
    }
  else
    {
    glDrawPixels( width, height, GL_RGBA, GL_UNSIGNED_BYTE,
                  data);
    }

  // Renenable writing on the z-buffer.
  glDepthMask(GL_TRUE);
  glEnable(GL_DEPTH_TEST);

  // This seems to be necessary for the image to show up
  glFlush();

  glDrawBuffer(buffer);

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}


int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
                                           float* z_data )
{
  int             y_low;
  int             x_low;
  int             width, height;

  // set the current window
  this->MakeCurrent();

  if (y1 < y2)
    {
    y_low = y1;
    }
  else
    {
    y_low = y2;
    }

  if (x1 < x2)
    {
    x_low = x1;
    }
  else
    {
    x_low = x2;
    }

  width =  abs(x2 - x1)+1;
  height = abs(y2 - y1)+1;

  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_TEXTURE_2D );
  glDisable( GL_SCISSOR_TEST );
  glPixelStorei( GL_PACK_ALIGNMENT, 1 );

  glReadPixels( x_low, y_low,
                width, height,
                GL_DEPTH_COMPONENT, GL_FLOAT,
                z_data );

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}

float *vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2  )
{
  float           *z_data;

  int             width, height;
  width =  abs(x2 - x1)+1;
  height = abs(y2 - y1)+1;

  z_data = new float[width*height];
  this->GetZbufferData(x1, y1, x2, y2, z_data);

  return z_data;
}

int vtkOpenGLRenderWindow::GetZbufferData( int x1, int y1, int x2, int y2,
                                           vtkFloatArray *buffer )
{
  int  width, height;
  width =  abs(x2 - x1)+1;
  height = abs(y2 - y1)+1;
  int size = width*height;
  if ( buffer->GetMaxId()+1 != size)
    {
    vtkDebugMacro("Resizing array.");
    buffer->SetNumberOfComponents(1);
    buffer->SetNumberOfValues(size);
    }
  return this->GetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}

int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
                                           vtkFloatArray *buffer )
{
  int width, height;
  width =  abs(x2 - x1)+1;
  height = abs(y2 - y1)+1;
  int size = width*height;
  if ( buffer->GetMaxId()+1 != size )
    {
    vtkErrorMacro("Buffer is of wrong size.");
    return VTK_ERROR;
    }
  return this->SetZbufferData(x1, y1, x2, y2, buffer->GetPointer(0));
}

int vtkOpenGLRenderWindow::SetZbufferData( int x1, int y1, int x2, int y2,
                                           float *buffer )
{
  int             y_low;
  int             x_low;
  int             width, height;

  // set the current window
  this->MakeCurrent();

  if (y1 < y2)
    {
    y_low = y1;
    }
  else
    {
    y_low = y2;
    }

  if (x1 < x2)
    {
    x_low = x1;
    }
  else
    {
    x_low = x2;
    }

  width =  abs(x2 - x1)+1;
  height = abs(y2 - y1)+1;

  // Error checking
  // Must clear previous errors first.
  while(glGetError() != GL_NO_ERROR)
    {
    ;
    }

  glViewport(0, 0, this->Size[0], this->Size[1]);
  glMatrixMode( GL_MODELVIEW );
  glPushMatrix();
  glLoadIdentity();
  glMatrixMode( GL_PROJECTION );
  glPushMatrix();
  glLoadIdentity();
  glRasterPos2f( 2.0 * static_cast<GLfloat>(x_low) / this->Size[0] - 1,
                 2.0 * static_cast<GLfloat>(y_low) / this->Size[1] - 1);
  glMatrixMode( GL_PROJECTION );
  glPopMatrix();
  glMatrixMode( GL_MODELVIEW );
  glPopMatrix();

  // Turn of texturing in case it is on - some drivers have a problem
  // getting / setting pixels with texturing enabled.
  glDisable( GL_SCISSOR_TEST );
  glDisable( GL_TEXTURE_2D );
  glPixelStorei( GL_PACK_ALIGNMENT, 1 );

  glDrawPixels( width, height, GL_DEPTH_COMPONENT, GL_FLOAT, buffer);

  // This seems to be necessary for the image to show up
  glFlush();

  if (glGetError() != GL_NO_ERROR)
    {
    return VTK_ERROR;
    }
  else
    {
    return VTK_OK;
    }
}


void vtkOpenGLRenderWindow::RegisterTextureResource (GLuint id)
{
  this->TextureResourceIds->InsertNextId (static_cast<int>(id));
}

// ----------------------------------------------------------------------------
// Description:
// Create an offScreen window based on OpenGL framebuffer extension.
// Return if the creation was successful or not.
// \pre positive_width: width>0
// \pre positive_height: height>0
// \pre not_initialized: !OffScreenUseFrameBuffer
// \post valid_result: (result==0 || result==1)
//                     && (result implies OffScreenUseFrameBuffer)
int vtkOpenGLRenderWindow::CreateHardwareOffScreenWindow(int width, int height)
{
  assert("pre: positive_width" && width>0);
  assert("pre: positive_height" && height>0);
  assert("pre: not_initialized" && !this->OffScreenUseFrameBuffer);

  // 1. create a regular OpenGLcontext (ie create a window)
  this->CreateAWindow();
  this->MakeCurrent();

  // 2. check for OpenGL extensions GL_EXT_framebuffer_object and
  // GL_ARB_texture_non_power_of_two (core-promoted feature in OpenGL 2.0)
  vtkOpenGLExtensionManager *extensions = this->GetExtensionManager();

  int supports_GL_EXT_framebuffer_object=
    extensions->ExtensionSupported("GL_EXT_framebuffer_object");

  // We skip it if you use Mesa. Even if the VTK offscreen test passes (OSCone)
  // with Mesa, all the Paraview batch test are failing (Mesa 6.5.1 or CVS)
  // After too much time spent to investigate this case, we just skip it.
  const GLubyte *openglRenderer=glGetString(GL_RENDERER);
  const char *substring=strstr(reinterpret_cast<const char *>(openglRenderer),
                               "Mesa");
  int isMesa=substring!=0;
  int supports_texture_non_power_of_two=
    extensions->ExtensionSupported("GL_VERSION_2_0") ||
    extensions->ExtensionSupported("GL_ARB_texture_non_power_of_two");
  int supports_texture_rectangle=
    extensions->ExtensionSupported("GL_ARB_texture_rectangle");

  // The following extension does not exist on ATI. There will be no HW
  // Offscreen on ATI if a stencil buffer is required.
  int supports_packed_depth_stencil=
    extensions->ExtensionSupported("GL_EXT_packed_depth_stencil");

  int result=0;

  if(!(supports_GL_EXT_framebuffer_object &&
       (supports_texture_non_power_of_two || supports_texture_rectangle) &&
       !isMesa && (!this->StencilCapable || supports_packed_depth_stencil)))
    {
    if(!supports_GL_EXT_framebuffer_object)
      {
      vtkDebugMacro( << " extension GL_EXT_framebuffer_object is not supported. "
        "Hardware accelerated offscreen rendering is not available" );
      }
    if(!supports_texture_non_power_of_two)
      {
      vtkDebugMacro( << " extension texture_non_power_of_two is not supported "
        "because neither OpenGL 2.0 nor GL_ARB_texture_non_power_of_two extension "
        "is supported. Hardware accelerated offscreen rendering is not available");
      }
    if(!supports_texture_rectangle)
      {
      vtkDebugMacro(<<" extension GL_ARB_texture_rectangle is not supported");
      }
    if(isMesa)
      {
      vtkDebugMacro(<<" Renderer is Mesa. Hardware accelerated offscreen "
        "rendering is not available");
      }
    if(this->StencilCapable && !supports_packed_depth_stencil)
      {
      vtkDebugMacro(<<" a stencil buffer is required but extension "
        "GL_EXT_packed_depth_stencil is not supported");
      }
    this->DestroyWindow();
    }
  else
    {
    extensions->LoadExtension("GL_EXT_framebuffer_object");

    // 3. regular framebuffer code
    this->NumberOfFrameBuffers=1;
    GLboolean flag;
    glGetBooleanv(GL_STEREO,&flag);
    if(flag)
      {
      this->NumberOfFrameBuffers<<=1;
      }

    // Up to 2: stereo
    GLuint textureObjects[2];

    GLuint frameBufferObject;
    GLuint depthRenderBufferObject;
    vtkgl::GenFramebuffersEXT(1, &frameBufferObject); // color
    vtkgl::GenRenderbuffersEXT(1, &depthRenderBufferObject); // depth
    int i=0;
    while(i<this->NumberOfFrameBuffers)
      {
      textureObjects[i]=0;
      ++i;
      }
    glGenTextures(this->NumberOfFrameBuffers,textureObjects);
    // Color buffers
    vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,frameBufferObject);

    GLenum target;
    if(supports_texture_non_power_of_two)
      {
      target=GL_TEXTURE_2D;
      }
    else
      {
      target=vtkgl::TEXTURE_RECTANGLE_ARB;
      }

    i=0;
    while(i<this->NumberOfFrameBuffers)
      {
      glBindTexture(target,textureObjects[i]);
      glTexParameteri(target, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE);
      glTexParameteri(target, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE);
      glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glTexImage2D(target,0,GL_RGBA8,width,height,
                   0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
      vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT,
                                     vtkgl::COLOR_ATTACHMENT0_EXT+i,
                                     target, textureObjects[i], 0);
      ++i;
      }
    GLenum status;
    status=vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
    if(status==vtkgl::FRAMEBUFFER_UNSUPPORTED_EXT && target==GL_TEXTURE_2D &&
       supports_texture_rectangle)
      {
      // The following cards fall in this case:
      // GeForce FX Go5650/AGP/SSE2 with Linux driver 2.0.2 NVIDIA 87.76
      // GeForce FX 5900 Ultra/AGP/SSE2 with Linux driver 2.0.2 NVIDIA 87.74
      // GeForce FX 5200/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.3
      // Quadro FX 1000/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.1
      // Quadro FX 2000/AGP/SSE2 with Windows XP SP2 32bit driver 2.0.1
      target=vtkgl::TEXTURE_RECTANGLE_ARB;
      // try again.
      glDeleteTextures(this->NumberOfFrameBuffers,textureObjects);
      glGenTextures(this->NumberOfFrameBuffers,textureObjects);
      i=0;
      while(i<this->NumberOfFrameBuffers)
        {
        glBindTexture(target,textureObjects[i]);
        glTexParameteri(target, GL_TEXTURE_WRAP_S, vtkgl::CLAMP_TO_EDGE);
        glTexParameteri(target, GL_TEXTURE_WRAP_T, vtkgl::CLAMP_TO_EDGE);
        glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexImage2D(target,0,GL_RGBA8,width,height,
                     0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
        vtkgl::FramebufferTexture2DEXT(vtkgl::FRAMEBUFFER_EXT,
                                       vtkgl::COLOR_ATTACHMENT0_EXT+i,
                                       target, textureObjects[i], 0);
        ++i;
        }
      // Ask for the status again.
      status=vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
      }
    if(status!=vtkgl::FRAMEBUFFER_COMPLETE_EXT)
      {
      vtkDebugMacro(<<"Hardware does not support GPU Offscreen rendering.");
      glBindTexture(target,0);
      vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,0);
      vtkgl::DeleteFramebuffersEXT(1,&frameBufferObject);
      vtkgl::DeleteRenderbuffersEXT(1,&depthRenderBufferObject);
      glDeleteTextures(this->NumberOfFrameBuffers,textureObjects);
      this->DestroyWindow();
      }
    else
      {
      // Set up the depth (and stencil), render buffer
      vtkgl::BindRenderbufferEXT(vtkgl::RENDERBUFFER_EXT,
                                 depthRenderBufferObject);
      if(this->StencilCapable)
        {
        vtkgl::RenderbufferStorageEXT(vtkgl::RENDERBUFFER_EXT,
                                      vtkgl::DEPTH_STENCIL_EXT, width,height);
        }
      else
        {
        vtkgl::RenderbufferStorageEXT(vtkgl::RENDERBUFFER_EXT,
                                      vtkgl::DEPTH_COMPONENT24,width,height);
        }
      vtkgl::FramebufferRenderbufferEXT(vtkgl::FRAMEBUFFER_EXT,
                                        vtkgl::DEPTH_ATTACHMENT_EXT,
                                        vtkgl::RENDERBUFFER_EXT,
                                        depthRenderBufferObject);
      if(this->StencilCapable)
        {
        vtkgl::FramebufferRenderbufferEXT(vtkgl::FRAMEBUFFER_EXT,
                                          vtkgl::STENCIL_ATTACHMENT_EXT,
                                          vtkgl::RENDERBUFFER_EXT,
                                          depthRenderBufferObject);
        }

      // Last check to see if the FBO is supported or not.
      status=vtkgl::CheckFramebufferStatusEXT(vtkgl::FRAMEBUFFER_EXT);
      if(status!=vtkgl::FRAMEBUFFER_COMPLETE_EXT)
        {
        vtkDebugMacro(<<"Hardware does not support GPU Offscreen rendering withthis depth/stencil configuration.");
        glBindTexture(target,0);
        vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT,0);
        vtkgl::DeleteFramebuffersEXT(1,&frameBufferObject);
        vtkgl::DeleteRenderbuffersEXT(1,&depthRenderBufferObject);
        glDeleteTextures(this->NumberOfFrameBuffers,textureObjects);
        this->DestroyWindow();
        }
      else
        {
        result=1;
        this->BackLeftBuffer=
          static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT0_EXT);
        this->FrontLeftBuffer=
          static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT0_EXT);

        this->BackBuffer=static_cast<unsigned int>(
          vtkgl::COLOR_ATTACHMENT0_EXT);
        this->FrontBuffer=
          static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT0_EXT);

        if(this->NumberOfFrameBuffers==2)
          {
          this->BackRightBuffer=
            static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT1_EXT);
          this->FrontRightBuffer=
            static_cast<unsigned int>(vtkgl::COLOR_ATTACHMENT1_EXT);
          }

        // Save GL objects by static casting to standard C types. GL* types
        // are not allowed in VTK header files.
        this->FrameBufferObject=static_cast<unsigned int>(frameBufferObject);
        this->DepthRenderBufferObject=
          static_cast<unsigned int>(depthRenderBufferObject);
        i=0;
        while(i<this->NumberOfFrameBuffers)
          {
          this->TextureObjects[i]=static_cast<unsigned int>(textureObjects[i]);
          ++i;
          }
        this->OffScreenUseFrameBuffer=1;
        }
      }
    }

  // A=>B = !A || B
  assert("post: valid_result" && (result==0 || result==1)
         && (!result || OffScreenUseFrameBuffer));
  return result;
}

// ----------------------------------------------------------------------------
// Description:
// Destroy an offscreen window based on OpenGL framebuffer extension.
// \pre initialized: OffScreenUseFrameBuffer
// \post destroyed: !OffScreenUseFrameBuffer
void vtkOpenGLRenderWindow::DestroyHardwareOffScreenWindow()
{
  assert("pre: initialized" && this->OffScreenUseFrameBuffer);

  this->MakeCurrent();
  vtkgl::BindFramebufferEXT(vtkgl::FRAMEBUFFER_EXT, 0 );

  // Restore framebuffer names.
  this->BackLeftBuffer=static_cast<unsigned int>(GL_BACK_LEFT);
  this->BackRightBuffer=static_cast<unsigned int>(GL_BACK_RIGHT);
  this->FrontLeftBuffer=static_cast<unsigned int>(GL_FRONT_LEFT);
  this->FrontRightBuffer=static_cast<unsigned int>(GL_FRONT_RIGHT);
  this->BackBuffer=static_cast<unsigned int>(GL_BACK);
  this->FrontBuffer=static_cast<unsigned int>(GL_FRONT);

  GLuint frameBufferObject=static_cast<GLuint>(this->FrameBufferObject);
  vtkgl::DeleteFramebuffersEXT(1,&frameBufferObject);

  GLuint depthRenderBufferObject=static_cast<GLuint>(this->DepthRenderBufferObject);
  vtkgl::DeleteRenderbuffersEXT(1,&depthRenderBufferObject);

  GLuint textureObjects[4];
  int i=0;
  while(i<this->NumberOfFrameBuffers)
    {
    textureObjects[i]=static_cast<GLuint>(this->TextureObjects[i]);
    ++i;
    }

  glDeleteTextures(this->NumberOfFrameBuffers,textureObjects);
  this->DestroyWindow();

  this->OffScreenUseFrameBuffer=0;

  assert("post: destroyed" && !this->OffScreenUseFrameBuffer);
}

// ----------------------------------------------------------------------------
// Description:
// Update graphic error status, regardless of ReportGraphicErrors flag.
// It means this method can be used in any context and is not restricted to
// debug mode.
void vtkOpenGLRenderWindow::CheckGraphicError()
{
  this->LastGraphicError=static_cast<unsigned int>(glGetError());
}

// ----------------------------------------------------------------------------
// Description:
// Return the last graphic error status. Initial value is false.
int vtkOpenGLRenderWindow::HasGraphicError()
{
  return static_cast<GLenum>(this->LastGraphicError)!=GL_NO_ERROR;
}

// ----------------------------------------------------------------------------
// Description:
// Return a string matching the last graphic error status.
const char *vtkOpenGLRenderWindow::GetLastGraphicErrorString()
{
  const char *result;
  switch(static_cast<GLenum>(this->LastGraphicError))
    {
    case GL_NO_ERROR:
      result="No error";
      break;
    case GL_INVALID_ENUM:
      result="Invalid enum";
      break;
    case GL_INVALID_VALUE:
      result="Invalid value";
      break;
    case GL_INVALID_OPERATION:
      result="Invalid operation";
      break;
    case GL_STACK_OVERFLOW:
      result="Stack overflow";
      break;
    case GL_STACK_UNDERFLOW:
      result="Stack underflow";
      break;
    case GL_OUT_OF_MEMORY:
      result="Out of memory";
      break;
    case vtkgl::TABLE_TOO_LARGE:
      // GL_ARB_imaging
      result="Table too large";
      break;
    case vtkgl::INVALID_FRAMEBUFFER_OPERATION_EXT:
      // GL_EXT_framebuffer_object
      result="Invalid framebuffer operation";
      break;
    case vtkgl::TEXTURE_TOO_LARGE_EXT:
      // GL_EXT_texture
      result="Texture too large";
      break;
    default:
      result="Unknown error";
      break;
    }
  return result;
}


// ----------------------------------------------------------------------------
// Description:
// Returns the extension manager. A new one will be created if one hasn't
// already been set up.
vtkOpenGLExtensionManager* vtkOpenGLRenderWindow::GetExtensionManager()
{
  if (!this->ExtensionManager)
    {
    vtkOpenGLExtensionManager* mgr = vtkOpenGLExtensionManager::New();
    // This does not form a reference loop since vtkOpenGLExtensionManager does
    // not keep a reference to the render window.
    mgr->SetRenderWindow(this);
    this->SetExtensionManager(mgr);
    mgr->Delete();
    }
  return this->ExtensionManager;
}

// ----------------------------------------------------------------------------
// Description:
// Returns an Hardware Support object. A new one will be created if one hasn't
// already been set up.
vtkOpenGLHardwareSupport* vtkOpenGLRenderWindow::GetHardwareSupport()
{
  if (!this->HardwareSupport)
    {
    vtkOpenGLHardwareSupport* hardware = vtkOpenGLHardwareSupport::New();

    // This does not form a reference loop since vtkOpenGLHardwareSupport does
    // not keep a reference to the render window.
    hardware->SetExtensionManager(this->GetExtensionManager());
    this->SetHardwareSupport(hardware);
    hardware->Delete();
    }
  return this->HardwareSupport;
}

// ----------------------------------------------------------------------------
// Description:
// Returns its texture unit manager object. A new one will be created if one
// hasn't already been set up.
vtkTextureUnitManager *vtkOpenGLRenderWindow::GetTextureUnitManager()
{
  if(this->TextureUnitManager==0)
    {
    vtkTextureUnitManager *manager=vtkTextureUnitManager::New();

    // This does not form a reference loop since vtkOpenGLHardwareSupport does
    // not keep a reference to the render window.
    manager->SetContext(this);
    this->SetTextureUnitManager(manager);
    manager->Delete();
    }
  return this->TextureUnitManager;
}

// ----------------------------------------------------------------------------
// Description:
// Block the thread until the actual rendering is finished().
// Useful for measurement only.
void vtkOpenGLRenderWindow::WaitForCompletion()
{
  glFinish();
}
