vtk-m/vtkm/rendering/CanvasGL.cxx

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//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt 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.
//
// Copyright 2016 Sandia Corporation.
// Copyright 2016 UT-Battelle, LLC.
// Copyright 2016 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
//
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//============================================================================
#include <vtkm/rendering/CanvasGL.h>
#include <vtkm/rendering/Camera.h>
#include <vtkm/rendering/Canvas.h>
#include <vtkm/rendering/Color.h>
#include <vtkm/rendering/BitmapFontFactory.h>
#include <vtkm/rendering/DecodePNG.h>
#include <vtkm/rendering/MatrixHelpers.h>
#include <vtkm/rendering/WorldAnnotatorGL.h>
#include <vtkm/rendering/internal/OpenGLHeaders.h>
namespace vtkm {
namespace rendering {
CanvasGL::CanvasGL(vtkm::Id width, vtkm::Id height)
: Canvas(width,height)
{
}
void CanvasGL::Initialize()
{
// Nothing to initialize
}
void CanvasGL::Activate()
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
this->ResizeBuffers(viewport[2], viewport[3]);
glEnable(GL_DEPTH_TEST);
}
void CanvasGL::Clear()
{
vtkm::rendering::Color backgroundColor = this->GetBackgroundColor();
glClearColor(backgroundColor.Components[0],
backgroundColor.Components[1],
backgroundColor.Components[2],
1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CanvasGL::Finish()
{
glFinish();
}
vtkm::rendering::Canvas *CanvasGL::NewCopy() const
{
return new vtkm::rendering::CanvasGL(*this);
}
void CanvasGL::SetViewToWorldSpace(const vtkm::rendering::Camera &camera,
bool clip)
{
vtkm::Float32 oglP[16], oglM[16];
MatrixHelpers::CreateOGLMatrix(
camera.CreateProjectionMatrix(this->GetWidth(),
this->GetHeight()),
oglP);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(oglP);
MatrixHelpers::CreateOGLMatrix(camera.CreateViewMatrix(), oglM);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(oglM);
this->SetViewportClipping(camera, clip);
}
void CanvasGL::SetViewToScreenSpace(const vtkm::rendering::Camera &camera,
bool clip)
{
vtkm::Float32 oglP[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
vtkm::Float32 oglM[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
oglP[0*4+0] = 1.;
oglP[1*4+1] = 1.;
oglP[2*4+2] = -1.;
oglP[3*4+3] = 1.;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(oglP);
oglM[0*4+0] = 1.;
oglM[1*4+1] = 1.;
oglM[2*4+2] = 1.;
oglM[3*4+3] = 1.;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(oglM);
this->SetViewportClipping(camera, clip);
}
void CanvasGL::SetViewportClipping(const vtkm::rendering::Camera &camera,
bool clip)
{
if (clip)
{
vtkm::Float32 vl, vr, vb, vt;
camera.GetRealViewport(this->GetWidth(), this->GetHeight(),
vl,vr,vb,vt);
vtkm::Float32 _x = static_cast<vtkm::Float32>(this->GetWidth())*(1.f+vl)/2.f;
vtkm::Float32 _y = static_cast<vtkm::Float32>(this->GetHeight())*(1.f+vb)/2.f;
vtkm::Float32 _w = static_cast<vtkm::Float32>(this->GetWidth())*(vr-vl)/2.f;
vtkm::Float32 _h = static_cast<vtkm::Float32>(this->GetHeight())*(vt-vb)/2.f;
glViewport(static_cast<GLint>(_x), static_cast<GLint>(_y),
static_cast<GLsizei>(_w), static_cast<GLsizei>(_h));
}
else
{
glViewport(0,
0,
static_cast<GLsizei>(this->GetWidth()),
static_cast<GLsizei>(this->GetHeight()));
}
}
void CanvasGL::RefreshColorBuffer() const
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
VTKM_ASSERT(viewport[2] == this->GetWidth());
VTKM_ASSERT(viewport[3] == this->GetHeight());
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3],
GL_RGBA, GL_FLOAT,
const_cast<vtkm::Vec<float,4> *>(
this->GetColorBuffer().GetStorage().GetArray()));
}
void CanvasGL::RefreshDepthBuffer() const
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
VTKM_ASSERT(viewport[2] == this->GetWidth());
VTKM_ASSERT(viewport[3] == this->GetHeight());
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3],
GL_DEPTH_COMPONENT, GL_FLOAT,
const_cast<vtkm::Float32 *>(
this->GetDepthBuffer().GetStorage().GetArray()));
}
void CanvasGL::AddLine(const vtkm::Vec<vtkm::Float64,2> &point0,
const vtkm::Vec<vtkm::Float64,2> &point1,
vtkm::Float32 linewidth,
const vtkm::rendering::Color &color) const
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glLineWidth(linewidth);
glBegin(GL_LINES);
glVertex2f(float(point0[0]),float(point0[1]));
glVertex2f(float(point1[0]),float(point1[1]));
glEnd();
}
void CanvasGL::AddColorBar(const vtkm::Bounds &bounds,
const vtkm::rendering::ColorTable &colorTable,
bool horizontal) const
{
const int n = 256;
vtkm::Float32 startX = static_cast<vtkm::Float32>(bounds.X.Min);
vtkm::Float32 startY = static_cast<vtkm::Float32>(bounds.Y.Min);
vtkm::Float32 width = static_cast<vtkm::Float32>(bounds.X.Length());
vtkm::Float32 height = static_cast<vtkm::Float32>(bounds.Y.Length());
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
for (int i=0; i<n; i++)
{
vtkm::Float32 v0 = static_cast<vtkm::Float32>(i)/static_cast<vtkm::Float32>(n);
vtkm::Float32 v1 = static_cast<vtkm::Float32>(i+1)/static_cast<vtkm::Float32>(n);
vtkm::rendering::Color c0 = colorTable.MapRGB(v0);
vtkm::rendering::Color c1 = colorTable.MapRGB(v1);
if (horizontal)
{
vtkm::Float32 x0 = startX + width*v0;
vtkm::Float32 x1 = startX + width*v1;
vtkm::Float32 y0 = startY;
vtkm::Float32 y1 = startY + height;
glColor3f(c0.Components[0], c0.Components[1], c0.Components[2]);
glVertex2f(x0,y0);
glVertex2f(x0,y1);
glColor3f(c1.Components[0], c1.Components[1], c1.Components[2]);
glVertex2f(x1,y1);
glVertex2f(x1,y0);
}
else // vertical
{
vtkm::Float32 x0 = startX;
vtkm::Float32 x1 = startX + width;
vtkm::Float32 y0 = startY + height*v0;
vtkm::Float32 y1 = startY + height*v1;
glColor3f(c0.Components[0], c0.Components[1], c0.Components[2]);
glVertex2f(x0,y1);
glVertex2f(x1,y1);
glColor3f(c1.Components[0], c1.Components[1], c1.Components[2]);
glVertex2f(x1,y0);
glVertex2f(x0,y0);
}
}
glEnd();
}
void CanvasGL::AddText(const vtkm::Vec<vtkm::Float32,2> &position,
vtkm::Float32 scale,
vtkm::Float32 angle,
vtkm::Float32 windowAspect,
const vtkm::Vec<vtkm::Float32,2> &anchor,
const vtkm::rendering::Color & color,
const std::string &text) const
{
glPushMatrix();
glTranslatef(position[0],position[1],0);
glScalef(1.f/windowAspect, 1, 1);
glRotatef(angle, 0,0,1);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
this->RenderText(scale, anchor, text);
glPopMatrix();
}
vtkm::rendering::WorldAnnotator *
CanvasGL::CreateWorldAnnotator() const
{
return new vtkm::rendering::WorldAnnotatorGL;
}
void CanvasGL::RenderText(vtkm::Float32 scale,
const vtkm::Vec<vtkm::Float32,2> &anchor,
const std::string &text) const
{
if (!this->FontTexture.Valid())
{
// When we load a font, we save a reference to it for the next time we
// use it. Although technically we are changing the state, the logical
// state does not change, so we go ahead and do it in this const
// function.
vtkm::rendering::CanvasGL *self =
const_cast<vtkm::rendering::CanvasGL *>(this);
self->Font = BitmapFontFactory::CreateLiberation2Sans();
const std::vector<unsigned char> &rawpngdata =
this->Font.GetRawImageData();
std::vector<unsigned char> rgba;
unsigned long width, height;
int error = vtkm::rendering::DecodePNG(rgba, width, height,
&rawpngdata[0], rawpngdata.size());
if (error != 0)
{
return;
}
self->FontTexture.CreateAlphaFromRGBA(int(width),int(height),rgba);
}
this->FontTexture.Enable();
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_LIGHTING);
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -.5);
glBegin(GL_QUADS);
vtkm::Float32 textwidth = this->Font.GetTextWidth(text);
vtkm::Float32 fx = -(.5f + .5f*anchor[0]) * textwidth;
vtkm::Float32 fy = -(.5f + .5f*anchor[1]);
vtkm::Float32 fz = 0;
for (unsigned int i=0; i<text.length(); ++i)
{
char c = text[i];
char nextchar = (i < text.length()-1) ? text[i+1] : 0;
vtkm::Float32 vl,vr,vt,vb;
vtkm::Float32 tl,tr,tt,tb;
this->Font.GetCharPolygon(c, fx, fy,
vl, vr, vt, vb,
tl, tr, tt, tb, nextchar);
glTexCoord2f(tl, 1.f-tt);
glVertex3f(scale*vl, scale*vt, fz);
glTexCoord2f(tl, 1.f-tb);
glVertex3f(scale*vl, scale*vb, fz);
glTexCoord2f(tr, 1.f-tb);
glVertex3f(scale*vr, scale*vb, fz);
glTexCoord2f(tr, 1.f-tt);
glVertex3f(scale*vr, scale*vt, fz);
}
glEnd();
this->FontTexture.Disable();
//glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
}
}
} // namespace vtkm::rendering