//============================================================================ // 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 #include #include #include #include #include #include #include #include namespace vtkm { namespace rendering { CanvasGL::CanvasGL(vtkm::Id width, vtkm::Id height) : Canvas(width, height) { } CanvasGL::~CanvasGL() { } 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(this->GetWidth()) * (1.f + vl) / 2.f; vtkm::Float32 _y = static_cast(this->GetHeight()) * (1.f + vb) / 2.f; vtkm::Float32 _w = static_cast(this->GetWidth()) * (vr - vl) / 2.f; vtkm::Float32 _h = static_cast(this->GetHeight()) * (vt - vb) / 2.f; glViewport(static_cast(_x), static_cast(_y), static_cast(_w), static_cast(_h)); } else { glViewport( 0, 0, static_cast(this->GetWidth()), static_cast(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*>(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(this->GetDepthBuffer().GetStorage().GetArray())); } void CanvasGL::AddLine(const vtkm::Vec& point0, const vtkm::Vec& 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(bounds.X.Min); vtkm::Float32 startY = static_cast(bounds.Y.Min); vtkm::Float32 width = static_cast(bounds.X.Length()); vtkm::Float32 height = static_cast(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(i) / static_cast(n); vtkm::Float32 v1 = static_cast(i + 1) / static_cast(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& position, vtkm::Float32 scale, vtkm::Float32 angle, vtkm::Float32 windowAspect, const vtkm::Vec& 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& 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(this); self->Font = BitmapFontFactory::CreateLiberation2Sans(); const std::vector& rawpngdata = this->Font.GetRawImageData(); std::vector 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